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OldThink/Content.Server/Maps/GameMapManager.cs

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using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameTicking;
using Content.Shared.CCVar;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
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
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namespace Content.Server.Maps;
public sealed class GameMapManager : IGameMapManager
{
[Dependency] private readonly IEntityManager _entityManager = default!;
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 03:02:46 -06:00
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IResourceManager _resMan = default!;
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 03:02:46 -06:00
[Dependency] private readonly IRobustRandom _random = default!;
[ViewVariables(VVAccess.ReadOnly)]
StationSystem/jobs/partial spawning refactor (#7580) * Partial work on StationSystem refactor. * WIP station jobs API. * forgor to fire off grid events. * Partial implementation of StationSpawningSystem * whoops infinite loop. * Spawners should work now. * it compiles. * tfw * Vestigial code cleanup. * fix station deletion. * attempt to make tests go brr * add latejoin spawnpoints to test maps. * make sure the station still exists while destructing spawners. * forgot an exists check. * destruction order check. * hopefully fix final test. * fail-safe radstorm. * Deep-clean job code further. This is bugged!!!!! * Fix job bug. (init order moment) * whooo cleanup * New job selection algorithm that tries to distribute fairly across stations. * small nitpicks * Give the heads their weights to replace the head field. * make overflow assign take a station list. * moment * Fixes and test #1 of many. * please fix nullspace * AssignJobs should no longer even consider showing up on a trace. * add comment. * Introduce station configs, praying i didn't miss something. * in one small change stations are now fully serializable. * Further doc comments. * whoops. * Solve bug where assignjobs didn't account for roundstart. * Fix spawning, improve the API. Caught an oversight in stationsystem that should've broke everything but didn't, whoops. * Goodbye JobController. * minor fix.. * fix test fail, remove debug logs. * quick serialization fixes. * fixes.. * sus * partialing * Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Use dirtying to avoid rebuilding the list 2,100 times. * add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works) * Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Add the Mysteriously Missing Captain Check. * Put maprender back the way it belongs. * I love addressing reviews. * Update Content.Server/Station/Systems/StationJobsSystem.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * doc cleanup. * Fix bureaucratic error, add job slot tests. * zero cost abstractions when * cri * saner error. * Fix spawning failing certain tests due to gameticker not handling falliability correctly. Can't fix this until I refactor the rest of spawning code. * submodule gaming * Packedenger. * Documentation consistency. Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-05-10 13:43:30 -05:00
private readonly Queue<string> _previousMaps = new();
[ViewVariables(VVAccess.ReadOnly)]
private GameMapPrototype? _configSelectedMap;
[ViewVariables(VVAccess.ReadOnly)]
private GameMapPrototype? _selectedMap; // Don't change this value during a round!
[ViewVariables(VVAccess.ReadOnly)]
private bool _mapRotationEnabled;
[ViewVariables(VVAccess.ReadOnly)]
private int _mapQueueDepth = 1;
private ISawmill _log = default!;
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
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public void Initialize()
{
_log = Logger.GetSawmill("mapsel");
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
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_configurationManager.OnValueChanged(CCVars.GameMap, value =>
{
if (TryLookupMap(value, out GameMapPrototype? map))
{
_configSelectedMap = map;
return;
}
if (string.IsNullOrEmpty(value))
{
_configSelectedMap = default!;
return;
}
if (_configurationManager.GetCVar<bool>(CCVars.UsePersistence))
{
var startMap = _configurationManager.GetCVar<string>(CCVars.PersistenceMap);
_configSelectedMap = _prototypeManager.Index<GameMapPrototype>(startMap);
var mapPath = new ResPath(value);
if (_resMan.UserData.Exists(mapPath))
{
_configSelectedMap = _configSelectedMap.Persistence(mapPath);
_log.Info($"Using persistence map from {value}");
return;
}
// persistence save path doesn't exist so we just use the start map
_log.Warning($"Using persistence start map {startMap} as {value} doesn't exist");
return;
}
_log.Error($"Unknown map prototype {value} was selected!");
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
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}, true);
_configurationManager.OnValueChanged(CCVars.GameMapRotation, value => _mapRotationEnabled = value, true);
_configurationManager.OnValueChanged(CCVars.GameMapMemoryDepth, value =>
{
_mapQueueDepth = value;
// Drain excess.
while (_previousMaps.Count > _mapQueueDepth)
{
_previousMaps.Dequeue();
}
}, true);
var maps = AllVotableMaps().ToArray();
_random.Shuffle(maps);
foreach (var map in maps)
{
if (_previousMaps.Count >= _mapQueueDepth)
break;
_previousMaps.Enqueue(map.ID);
}
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
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}
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
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public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
{
var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
}
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
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public IEnumerable<GameMapPrototype> AllVotableMaps()
{
var poolPrototype = _entityManager.System<GameTicker>().Preset?.MapPool ??
_configurationManager.GetCVar(CCVars.GameMapPool);
if (_prototypeManager.TryIndex<GameMapPoolPrototype>(poolPrototype, out var pool))
{
foreach (var map in pool.Maps)
{
if (!_prototypeManager.TryIndex<GameMapPrototype>(map, out var mapProto))
{
_log.Error($"Couldn't index map {map} in pool {poolPrototype}");
continue;
}
yield return mapProto;
}
}
else
{
throw new Exception($"Could not index map pool prototype {poolPrototype}!");
}
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 03:02:46 -06:00
}
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
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public IEnumerable<GameMapPrototype> AllMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
}
public GameMapPrototype? GetSelectedMap()
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
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{
return _configSelectedMap ?? _selectedMap;
}
public void ClearSelectedMap()
{
_selectedMap = default!;
}
public bool TrySelectMapIfEligible(string gameMap)
{
if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map))
return false;
_selectedMap = map;
return true;
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
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}
public void SelectMap(string gameMap)
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
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{
if (!TryLookupMap(gameMap, out var map))
throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
_selectedMap = map;
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
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}
public void SelectMapRandom()
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 03:02:46 -06:00
{
var maps = CurrentlyEligibleMaps().ToList();
_selectedMap = _random.Pick(maps);
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 03:02:46 -06:00
}
public void SelectMapFromRotationQueue(bool markAsPlayed = false)
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 03:02:46 -06:00
{
var map = GetFirstInRotationQueue();
_selectedMap = map;
if (markAsPlayed)
EnqueueMap(map.ID);
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 03:02:46 -06:00
}
public void SelectMapByConfigRules()
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 03:02:46 -06:00
{
if (_mapRotationEnabled)
{
_log.Info("selecting the next map from the rotation queue");
SelectMapFromRotationQueue(true);
}
else
{
_log.Info("selecting a random map");
SelectMapRandom();
}
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 03:02:46 -06:00
}
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 03:02:46 -06:00
public bool CheckMapExists(string gameMap)
{
return TryLookupMap(gameMap, out _);
}
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 03:02:46 -06:00
private bool IsMapEligible(GameMapPrototype map)
{
return map.MaxPlayers >= _playerManager.PlayerCount &&
map.MinPlayers <= _playerManager.PlayerCount &&
map.Conditions.All(x => x.Check(map)) &&
_entityManager.System<GameTicker>().IsMapEligible(map);
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 03:02:46 -06:00
}
private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
{
return _prototypeManager.TryIndex(gameMap, out map);
}
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private int GetMapRotationQueuePriority(string gameMapProtoName)
{
var i = 0;
foreach (var map in _previousMaps.Reverse())
{
if (map == gameMapProtoName)
return i;
i++;
}
return _mapQueueDepth;
}
private GameMapPrototype GetFirstInRotationQueue()
{
_log.Info($"map queue: {string.Join(", ", _previousMaps)}");
var eligible = CurrentlyEligibleMaps()
.Select(x => (proto: x, weight: GetMapRotationQueuePriority(x.ID)))
.OrderByDescending(x => x.weight)
.ToArray();
_log.Info($"eligible queue: {string.Join(", ", eligible.Select(x => (x.proto.ID, x.weight)))}");
// YML "should" be configured with at least one fallback map
Debug.Assert(eligible.Length != 0, $"couldn't select a map with {nameof(GetFirstInRotationQueue)}()! No eligible maps and no fallback maps!");
var weight = eligible[0].weight;
return eligible.Where(x => x.Item2 == weight)
.MinBy(x => x.proto.ID)
.proto;
}
private void EnqueueMap(string mapProtoName)
{
_previousMaps.Enqueue(mapProtoName);
while (_previousMaps.Count > _mapQueueDepth)
{
_previousMaps.Dequeue();
}
}
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}