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>
This commit is contained in:
@@ -3,7 +3,7 @@ using System.Threading;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.Players;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Server.Station.Components;
|
||||
using Content.Server.Suspicion;
|
||||
using Content.Server.Suspicion.Roles;
|
||||
using Content.Server.Traitor.Uplink;
|
||||
@@ -14,7 +14,6 @@ using Content.Shared.EntityList;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Random.Helpers;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Sound;
|
||||
using Content.Shared.Suspicion;
|
||||
@@ -222,7 +221,7 @@ public sealed class SuspicionRuleSystem : GameRuleSystem
|
||||
|
||||
var susLoot = _prototypeManager.Index<EntityLootTablePrototype>(SuspicionLootTable);
|
||||
|
||||
foreach (var (_, mapGrid) in EntityManager.EntityQuery<StationComponent, IMapGridComponent>(true))
|
||||
foreach (var (_, mapGrid) in EntityManager.EntityQuery<StationMemberComponent, IMapGridComponent>(true))
|
||||
{
|
||||
// I'm so sorry.
|
||||
var tiles = mapGrid.Grid.GetAllTiles().ToArray();
|
||||
|
||||
Reference in New Issue
Block a user