# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
206 lines
7.7 KiB
C#
206 lines
7.7 KiB
C#
using Content.Shared.Access;
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using Content.Shared.Guidebook;
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using Content.Shared.Humanoid.Prototypes;
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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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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.Utility;
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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]
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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(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PlayTimeTrackerPrototype>))]
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public string PlayTimeTracker { get; private set; } = string.Empty;
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/// <summary>
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/// Who is the supervisor for this job.
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/// </summary>
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[DataField]
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public LocId Supervisors = "job-supervisors-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]
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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]
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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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/// <summary>
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/// Requirements for the job.
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/// </summary>
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[DataField, Access(typeof(SharedRoleSystem), Other = AccessPermissions.None)]
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public HashSet<JobRequirement>? Requirements;
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/// <summary>
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/// When true - the station will have anouncement about arrival of this player.
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/// </summary>
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[DataField]
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public bool JoinNotifyCrew { get; private set; } = false;
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/// <summary>
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/// When true - the player will recieve a message about importancy of their job.
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/// </summary>
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[DataField]
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public bool RequireAdminNotify { get; private set; } = false;
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/// <summary>
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/// Should this job appear in preferences menu?
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/// </summary>
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[DataField]
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public bool SetPreference { get; private set; } = true;
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/// <summary>
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/// Should the selected traits be applied for this job?
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/// </summary>
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[DataField]
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public bool ApplyTraits { 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]
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public bool CanBeAntag { get; private set; } = true;
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// Sunrise-Start
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[DataField("radioBold")]
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public bool RadioIsBold { get; }
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// Sunrise-End
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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]
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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]
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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(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? JobEntity = null;
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/// <summary>
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/// Entity to use as a preview in the lobby/character editor.
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/// Same restrictions as <see cref="JobEntity"/> apply.
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/// </summary>
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[DataField]
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public EntProtoId? JobPreviewEntity = null;
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[DataField]
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public ProtoId<JobIconPrototype> Icon { get; private set; } = "JobIconUnknown";
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[DataField(serverOnly: true)]
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public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
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[DataField]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> Access { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField]
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public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> AccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
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[DataField]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> ExtendedAccess { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField]
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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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// Sunrise-Start
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/// <summary>
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/// Вот так работает расизм по мнению буржуев
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/// </summary>
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[DataField("speciesBlacklist", customTypeSerializer: typeof(PrototypeIdListSerializer<SpeciesPrototype>))]
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public List<string> SpeciesBlacklist = new();
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/// <summary>
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/// Для космической тюрьмы
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/// </summary>
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[DataField("alwaysUseSpawner")]
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public bool AlwaysUseSpawner { get; }
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[DataField]
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public SpriteSpecifier PreviewIcon = new SpriteSpecifier.Rsi(new ResPath("/Textures/_Sunrise/Interface/Misc/job_preview.rsi"), "test");
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// Sunrise-End
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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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