* Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Content.Server.Administration;
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using Content.Server.Roles;
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using Content.Server.Station;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Commands
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{
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[AnyCommand]
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class JoinGameCommand : IConsoleCommand
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public string Command => "joingame";
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public string Description => "";
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public string Help => "";
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public JoinGameCommand()
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{
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IoCManager.InjectDependencies(this);
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}
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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if (args.Length != 2)
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{
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shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
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return;
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}
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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return;
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}
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var ticker = EntitySystem.Get<GameTicker>();
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var stationSystem = EntitySystem.Get<StationSystem>();
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if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
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{
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shell.WriteLine("Round has not started.");
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return;
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}
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else if (ticker.RunLevel == GameRunLevel.InRound)
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{
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string id = args[0];
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if (!uint.TryParse(args[1], out var sid))
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{
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shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
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}
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var stationId = new StationId(sid);
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if(!stationSystem.IsJobAvailableOnStation(stationId, id))
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{
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var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
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shell.WriteLine($"{jobPrototype.Name} has no available slots.");
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return;
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}
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ticker.MakeJoinGame(player, stationId, id);
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return;
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}
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ticker.MakeJoinGame(player, StationId.Invalid);
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}
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}
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}
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