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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@@ -1,10 +1,6 @@
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using System.Collections.Generic;
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using Content.Server.Maps.NameGenerators;
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using Content.Shared.Roles;
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using Content.Server.Station;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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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.Server.Maps;
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@@ -12,25 +8,17 @@ namespace Content.Server.Maps;
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/// <summary>
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/// Prototype data for a game map.
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/// </summary>
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[Prototype("gameMap")]
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public sealed class GameMapPrototype : IPrototype
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/// <remarks>
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/// Forks should not directly edit existing parts of this class.
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/// Make a new partial for your fancy new feature, it'll save you time later.
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/// </remarks>
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[Prototype("gameMap"), PublicAPI]
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public sealed partial class GameMapPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataFieldAttribute]
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// Minimum players for the given map.
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/// </summary>
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[DataField("minPlayers", required: true)]
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public uint MinPlayers { get; }
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/// <summary>
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/// Maximum players for the given map.
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/// </summary>
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[DataField("maxPlayers")]
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public uint MaxPlayers { get; } = uint.MaxValue;
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/// <summary>
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/// Name of the map to use in generic messages, like the map vote.
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/// </summary>
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@@ -38,49 +26,16 @@ public sealed class GameMapPrototype : IPrototype
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public string MapName { get; } = default!;
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/// <summary>
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/// Name of the given map.
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/// </summary>
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[DataField("mapNameTemplate")]
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public string? MapNameTemplate { get; } = default!;
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/// <summary>
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/// Name generator to use for the map, if any.
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/// </summary>
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[DataField("nameGenerator")]
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public GameMapNameGenerator? NameGenerator { get; } = default!;
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/// <summary>
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/// Relative directory path to the given map, i.e. `Maps/saltern.yml`
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/// Relative directory path to the given map, i.e. `/Maps/saltern.yml`
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/// </summary>
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[DataField("mapPath", required: true)]
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public ResourcePath MapPath { get; } = default!;
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/// <summary>
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/// Controls if the map can be used as a fallback if no maps are eligible.
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/// </summary>
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[DataField("fallback")]
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public bool Fallback { get; }
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[DataField("stations")]
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private Dictionary<string, StationConfig> _stations = new();
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/// <summary>
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/// Controls if the map can be voted for.
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/// The stations this map contains. The names should match with the BecomesStation components.
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/// </summary>
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[DataField("votable")]
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public bool Votable { get; } = true;
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[DataField("conditions")]
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public List<GameMapCondition> Conditions { get; } = new();
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/// <summary>
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/// Jobs used at round start should the station run out of job slots.
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/// Doesn't necessarily mean the station has infinite slots for the given jobs midround!
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/// </summary>
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[DataField("overflowJobs", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<JobPrototype>))]
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public List<string> OverflowJobs { get; } = default!;
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/// <summary>
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/// Index of all jobs available on the station, of form
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/// jobname: [roundstart, midround]
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/// </summary>
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[DataField("availableJobs", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<List<int>, JobPrototype>))]
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public Dictionary<string, List<int>> AvailableJobs { get; } = default!;
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public IReadOnlyDictionary<string, StationConfig> Stations => _stations;
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}
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