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:
Moony
2022-05-10 13:43:30 -05:00
committed by GitHub
parent d234a79d28
commit 36181334b5
65 changed files with 2564 additions and 1368 deletions

View File

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