Files
tbd-station-14/Content.Shared/Roles/JobPrototype.cs
Moony ec68226e99 Refactor how jobs are handed out (#5422)
* 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
2021-11-26 20:02:46 +11:00

61 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Roles
{
/// <summary>
/// Describes information for a single job on the station.
/// </summary>
[Prototype("job")]
public class JobPrototype : IPrototype
{
private string _name = string.Empty;
[ViewVariables]
[DataField("id", required: true)]
public string ID { get; } = default!;
[DataField("supervisors")]
public string Supervisors { get; } = "nobody";
/// <summary>
/// The name of this job as displayed to players.
/// </summary>
[DataField("name")]
public string Name { get; } = string.Empty;
[DataField("joinNotifyCrew")]
public bool JoinNotifyCrew { get; } = false;
[DataField("requireAdminNotify")]
public bool RequireAdminNotify { get; } = false;
[DataField("canBeAntag")]
public bool CanBeAntag { get; } = true;
/// <summary>
/// Whether this job is a head.
/// The job system will try to pick heads before other jobs on the same priority level.
/// </summary>
[DataField("head")]
public bool IsHead { get; private set; }
[DataField("startingGear")]
public string? StartingGear { get; private set; }
[DataField("icon")] public string Icon { get; } = string.Empty;
[DataField("special", serverOnly:true)]
public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
[DataField("departments")]
public IReadOnlyCollection<string> Departments { get; } = Array.Empty<string>();
[DataField("access")]
public IReadOnlyCollection<string> Access { get; } = Array.Empty<string>();
}
}