* 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
61 lines
1.9 KiB
C#
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>();
|
|
}
|
|
}
|