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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@@ -6,13 +6,11 @@ using Content.Server.Ghost;
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using Content.Server.Maps;
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using Content.Server.Mind;
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using Content.Server.Players;
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using Content.Server.Station;
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using Content.Shared.CCVar;
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using Content.Shared.Coordinates;
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using Content.Shared.GameTicking;
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using Content.Shared.Preferences;
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using Content.Shared.Sound;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Server.Maps;
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@@ -207,7 +205,7 @@ namespace Content.Server.GameTicking
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// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
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_mapManager.DoMapInitialize(DefaultMap);
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SpawnPlayers(readyPlayers, origReadyPlayers, profiles, force);
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SpawnPlayers(readyPlayers, origReadyPlayers.Select(x => x.UserId), profiles, force);
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_roundStartDateTime = DateTime.UtcNow;
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RunLevel = GameRunLevel.InRound;
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@@ -216,7 +214,6 @@ namespace Content.Server.GameTicking
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SendStatusToAll();
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ReqWindowAttentionAll();
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UpdateLateJoinStatus();
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UpdateJobsAvailable();
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AnnounceRound();
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#if EXCEPTION_TOLERANCE
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@@ -428,8 +425,6 @@ namespace Content.Server.GameTicking
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// So clients' entity systems can clean up too...
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RaiseNetworkEvent(ev, Filter.Broadcast());
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_spawnedPositions.Clear();
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_manifest.Clear();
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DisallowLateJoin = false;
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}
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