* add tooltips to agentid job icons * forgot to stage this * make StatusIconPrototype abstract * minor visual improvements * cleanup * use currentculture to sort job names * review
154 lines
6.0 KiB
C#
154 lines
6.0 KiB
C#
using Content.Shared.Access;
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using Content.Shared.Guidebook;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Roles
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{
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/// <summary>
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/// Describes information for a single job on the station.
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/// </summary>
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[Prototype("job")]
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public sealed partial class JobPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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[DataField("playTimeTracker", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PlayTimeTrackerPrototype>))]
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public string PlayTimeTracker { get; private set; } = string.Empty;
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[DataField("supervisors")]
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public string Supervisors { get; private set; } = "nobody";
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/// <summary>
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/// The name of this job as displayed to players.
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/// </summary>
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[DataField("name")]
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public string Name { get; private set; } = string.Empty;
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[ViewVariables(VVAccess.ReadOnly)]
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public string LocalizedName => Loc.GetString(Name);
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/// <summary>
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/// The name of this job as displayed to players.
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/// </summary>
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[DataField("description")]
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public string? Description { get; private set; }
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[ViewVariables(VVAccess.ReadOnly)]
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public string? LocalizedDescription => Description is null ? null : Loc.GetString(Description);
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[DataField, Access(typeof(SharedRoleSystem), Other = AccessPermissions.None)]
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public HashSet<JobRequirement>? Requirements;
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[DataField("joinNotifyCrew")]
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public bool JoinNotifyCrew { get; private set; } = false;
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[DataField("requireAdminNotify")]
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public bool RequireAdminNotify { get; private set; } = false;
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[DataField("setPreference")]
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public bool SetPreference { get; private set; } = true;
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/// <summary>
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/// Whether this job should show in the ID Card Console.
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/// If set to null, it will default to SetPreference's value.
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/// </summary>
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[DataField]
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public bool? OverrideConsoleVisibility { get; private set; } = null;
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[DataField("canBeAntag")]
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public bool CanBeAntag { get; private set; } = true;
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/// <summary>
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/// The "weight" or importance of this job. If this number is large, the job system will assign this job
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/// before assigning other jobs.
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/// </summary>
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[DataField("weight")]
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public int Weight { get; private set; }
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/// <summary>
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/// How to sort this job relative to other jobs in the UI.
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/// Jobs with a higher value with sort before jobs with a lower value.
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/// If not set, <see cref="Weight"/> is used as a fallback.
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/// </summary>
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[DataField]
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public int? DisplayWeight { get; private set; }
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public int RealDisplayWeight => DisplayWeight ?? Weight;
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/// <summary>
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/// A numerical score for how much easier this job is for antagonists.
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/// For traitors, reduces starting TC by this amount. Other gamemodes can use it for whatever they find fitting.
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/// </summary>
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[DataField("antagAdvantage")]
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public int AntagAdvantage = 0;
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[DataField]
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public ProtoId<StartingGearPrototype>? StartingGear { get; private set; }
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/// <summary>
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/// Use this to spawn in as a non-humanoid (borg, test subject, etc.)
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/// Starting gear will be ignored.
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/// If you want to just add special attributes to a humanoid, use AddComponentSpecial instead.
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/// </summary>
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[DataField("jobEntity", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? JobEntity = null;
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[DataField]
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public ProtoId<JobIconPrototype> Icon { get; private set; } = "JobIconUnknown";
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[DataField("special", serverOnly: true)]
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public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
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[DataField("access")]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> Access { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField("accessGroups")]
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public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> AccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
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[DataField("extendedAccess")]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> ExtendedAccess { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField("extendedAccessGroups")]
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public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> ExtendedAccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
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[DataField]
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public bool Whitelisted;
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/// <summary>
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/// Optional list of guides associated with this role. If the guides are opened, the first entry in this list
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/// will be used to select the currently selected guidebook.
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/// </summary>
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[DataField]
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public List<ProtoId<GuideEntryPrototype>>? Guides;
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}
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/// <summary>
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/// Sorts <see cref="JobPrototype"/>s appropriately for display in the UI,
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/// respecting their <see cref="JobPrototype.Weight"/>.
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/// </summary>
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public sealed class JobUIComparer : IComparer<JobPrototype>
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{
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public static readonly JobUIComparer Instance = new();
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public int Compare(JobPrototype? x, JobPrototype? y)
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{
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if (ReferenceEquals(x, y))
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return 0;
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if (ReferenceEquals(null, y))
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return 1;
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if (ReferenceEquals(null, x))
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return -1;
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var cmp = -x.RealDisplayWeight.CompareTo(y.RealDisplayWeight);
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if (cmp != 0)
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return cmp;
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return string.Compare(x.ID, y.ID, StringComparison.Ordinal);
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}
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}
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}
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