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>
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@@ -1,20 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameTicking.Managers;
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using Content.Client.HUD.UI;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Client.Console;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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@@ -26,10 +18,10 @@ namespace Content.Client.LateJoin
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
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public event Action<(StationId, string)> SelectedId;
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public event Action<(EntityUid, string)> SelectedId;
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private readonly Dictionary<StationId, Dictionary<string, JobButton>> _jobButtons = new();
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private readonly Dictionary<StationId, Dictionary<string, BoxContainer>> _jobCategories = new();
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private readonly Dictionary<EntityUid, Dictionary<string, JobButton>> _jobButtons = new();
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private readonly Dictionary<EntityUid, Dictionary<string, BoxContainer>> _jobCategories = new();
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private readonly List<ScrollContainer> _jobLists = new();
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private readonly Control _base;
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@@ -57,7 +49,7 @@ namespace Content.Client.LateJoin
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{
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var (station, jobId) = x;
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Logger.InfoS("latejoin", $"Late joining as ID: {jobId}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)} {station.Id}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)} {station}");
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Close();
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};
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@@ -209,7 +201,7 @@ namespace Content.Client.LateJoin
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var jobLabel = new Label
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{
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Text = job.Value >= 0 ?
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Text = job.Value != null ?
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Loc.GetString("late-join-gui-job-slot-capped", ("jobName", prototype.Name), ("amount", job.Value)) :
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Loc.GetString("late-join-gui-job-slot-uncapped", ("jobName", prototype.Name))
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};
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@@ -234,8 +226,9 @@ namespace Content.Client.LateJoin
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}
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}
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private void JobsAvailableUpdated(IReadOnlyDictionary<StationId, Dictionary<string, int>> _)
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private void JobsAvailableUpdated(IReadOnlyDictionary<EntityUid, Dictionary<string, uint?>> _)
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{
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Logger.Debug("UI rebuilt.");
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RebuildUI();
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}
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@@ -255,9 +248,9 @@ namespace Content.Client.LateJoin
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sealed class JobButton : ContainerButton
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{
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public string JobId { get; }
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public int Amount { get; }
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public uint? Amount { get; }
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public JobButton(string jobId, int amount)
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public JobButton(string jobId, uint? amount)
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{
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JobId = jobId;
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Amount = amount;
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