Files
wwdpublic/Content.Shared/Roles/JobPrototype.cs
lzk 36503c1acd don't apply traits for borg and ai (#31990)
* doesn't apply traits for borg or ai

* add some comment and summaries

* weh

weh

* well ok

Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
2025-07-20 14:59:17 +10:00

231 lines
8.8 KiB
C#

using Content.Shared.Access;
using Content.Shared.Guidebook;
using Content.Shared.Customization.Systems;
using Content.Shared.Dataset;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Roles;
using Content.Shared.StatusIcon;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Roles
{
/// <summary>
/// Describes information for a single job on the station.
/// </summary>
[Prototype("job")]
public sealed partial class JobPrototype : IPrototype
{
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
[DataField("playTimeTracker", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PlayTimeTrackerPrototype>))]
public string PlayTimeTracker { get; private set; } = string.Empty;
/// <summary>
/// Who is the supervisor for this job.
/// </summary>
[DataField("supervisors")]
public string Supervisors { get; private set; } = "nobody";
/// <summary>
/// The name of this job as displayed to players.
/// </summary>
[DataField("name")]
public string Name { get; private set; } = string.Empty;
[ViewVariables(VVAccess.ReadOnly)]
public string LocalizedName => Loc.GetString(Name);
/// <summary>
/// The name of this job as displayed to players.
/// </summary>
[DataField("description")]
public string? Description { get; private set; }
[ViewVariables(VVAccess.ReadOnly)]
public string? LocalizedDescription => Description is null ? null : Loc.GetString(Description);
/// <summary>
/// Requirements for the job.
/// </summary>
[DataField, Access(typeof(SharedRoleSystem), Other = AccessPermissions.None)]
public List<CharacterRequirement>? Requirements;
/// <summary>
/// When true - the station will have anouncement about arrival of this player.
/// </summary>
[DataField("joinNotifyCrew")]
public bool JoinNotifyCrew { get; private set; } = false;
/// <summary>
/// When true - the player will recieve a message about importancy of their job.
/// </summary>
[DataField("requireAdminNotify")]
public bool RequireAdminNotify { get; private set; } = false;
/// <summary>
/// Should this job appear in preferences menu?
/// </summary>
[DataField("setPreference")]
public bool SetPreference { get; private set; } = true;
/// <summary>
/// Should the selected traits be applied for this job?
/// </summary>
[DataField]
public bool ApplyTraits { get; private set; } = true;
/// <summary>
/// Whether this job should show in the ID Card Console.
/// If set to null, it will default to SetPreference's value.
/// </summary>
[DataField]
public bool? OverrideConsoleVisibility { get; private set; } = null;
[DataField("canBeAntag")]
public bool CanBeAntag { get; private set; } = true;
/// <summary>
/// Used by Contractors to determine if a given job should have a passport
/// This should be disabled for Borgs and Station AI, for example.
/// </summary>
[DataField("canHavePassport")]
public bool CanHavePassport { get; private set; } = true;
/// <summary>
/// Nyano/DV: For e.g. prisoners, they'll never use their latejoin spawner.
/// </summary>
[DataField("alwaysUseSpawner")]
public bool AlwaysUseSpawner { get; } = false;
/// <summary>
/// The "weight" or importance of this job. If this number is large, the job system will assign this job
/// before assigning other jobs.
/// </summary>
[DataField("weight")]
public int Weight { get; private set; }
/// <summary>
/// How to sort this job relative to other jobs in the UI.
/// Jobs with a higher value with sort before jobs with a lower value.
/// If not set, <see cref="Weight"/> is used as a fallback.
/// </summary>
[DataField]
public int? DisplayWeight { get; private set; }
public int RealDisplayWeight => DisplayWeight ?? Weight;
/// <summary>
/// A numerical score for how much easier this job is for antagonists.
/// For traitors, reduces starting TC by this amount. Other gamemodes can use it for whatever they find fitting.
/// </summary>
[DataField("antagAdvantage")]
public int AntagAdvantage = 0;
[DataField("startingGear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string? StartingGear { get; private set; }
/// <summary>
/// If this has a value, it will randomly set the entity name of the
/// entity upon spawn based on the dataset.
/// </summary>
[DataField]
public ProtoId<LocalizedDatasetPrototype>? NameDataset;
/// <summary>
/// A list of requirements that when satisfied, add or replace from the base starting gear.
/// </summary>
[DataField]
public List<ConditionalStartingGear>? ConditionalStartingGears { get; private set; }
/// <summary>
/// Use this to spawn in as a non-humanoid (borg, test subject, etc.)
/// Starting gear will be ignored.
/// If you want to just add special attributes to a humanoid, use AddComponentSpecial instead.
/// </summary>
[DataField("jobEntity", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? JobEntity = null;
[DataField]
public ProtoId<JobIconPrototype> Icon { get; private set; } = "JobIconUnknown";
[DataField("special", serverOnly: true)]
public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
[DataField("afterLoadoutSpecial", serverOnly: true)]
public JobSpecial[] AfterLoadoutSpecial { get; private set; } = [];
[DataField("access")]
public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> Access { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
[DataField("accessGroups")]
public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> AccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
[DataField("extendedAccess")]
public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> ExtendedAccess { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
[DataField("extendedAccessGroups")]
public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> ExtendedAccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
[DataField]
public bool Whitelisted;
[DataField]
public bool SpawnLoadout = true;
/// <summary>
/// Optional list of guides associated with this role. If the guides are opened, the first entry in this list
/// will be used to select the currently selected guidebook.
/// </summary>
[DataField]
public List<ProtoId<GuideEntryPrototype>>? Guides;
}
/// <summary>
/// Starting gear that will only be applied upon satisfying requirements.
/// </summary>
[DataDefinition]
public sealed partial class ConditionalStartingGear
{
/// <summary>
/// The requirements to check.
/// </summary>
[DataField(required: true)]
public List<CharacterRequirement> Requirements;
/// <summary>
/// The starting gear to apply, replacing the equivalent slots.
/// </summary>
[DataField(required: true)]
public ProtoId<StartingGearPrototype> Id { get; private set; }
}
/// <summary>
/// Sorts <see cref="JobPrototype"/>s appropriately for display in the UI,
/// respecting their <see cref="JobPrototype.Weight"/>.
/// </summary>
public sealed class JobUIComparer : IComparer<JobPrototype>
{
public static readonly JobUIComparer Instance = new();
public int Compare(JobPrototype? x, JobPrototype? y)
{
if (ReferenceEquals(x, y))
return 0;
if (ReferenceEquals(null, y))
return 1;
if (ReferenceEquals(null, x))
return -1;
var cmp = -x.RealDisplayWeight.CompareTo(y.RealDisplayWeight);
if (cmp != 0)
return cmp;
return string.Compare(x.ID, y.ID, StringComparison.Ordinal);
}
}
}