Refactor how jobs are handed out (#5422)

* Completely refactor how job spawning works

* Remove remains of old system.

* Squash the final bug, cleanup.

* Attempt to fix tests

* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.

* pretty up ui

* refactor StationSystem into the correct folder & namespace.

* remove a log, make sure the lobby gets updated if a new map is spontaneously added.

* re-add accidentally removed log

* We do a little logging

* we do a little resolving

* we do a little documenting

* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.

* narrator: it did not compile

* oops

* support having no overflow jobs

* filescope for consistency

* small fixes

* Bumps a few role counts for Packed, namely engis

* log moment

* E

* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Update Content.Server/Maps/GameMapPrototype.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* factored job logic, cleanup.

* e

* Address reviews

* Remove the concept of a "default" grid.
It has no future in our new multi-station world

* why was clickable using that in the first place

* fix bad evil bug that almost slipped through
also adds chemist

* rms obsolete things from chemist

* Adds a sanity fallback

* address reviews

* adds ability to set name

* fuck

* cleanup joingame
This commit is contained in:
Moony
2021-11-26 03:02:46 -06:00
committed by GitHub
parent dfb329d5db
commit ec68226e99
53 changed files with 1148 additions and 705 deletions

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
@@ -6,6 +5,7 @@ using System.Linq;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.Localization;
using Robust.Shared.Network;
@@ -25,131 +25,90 @@ namespace Content.Server.GameTicking
[ViewVariables]
private readonly Dictionary<string, int> _spawnedPositions = new();
private Dictionary<IPlayerSession, string> AssignJobs(List<IPlayerSession> available,
private Dictionary<IPlayerSession, (string, StationId)> AssignJobs(List<IPlayerSession> available,
Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
{
// Calculate positions available round-start for each job.
var availablePositions = GetBasePositions(true);
var assigned = new Dictionary<IPlayerSession, (string, StationId)>();
// Output dictionary of assigned jobs.
var assigned = new Dictionary<IPlayerSession, string>();
// Go over each priority level top to bottom.
for (var i = JobPriority.High; i > JobPriority.Never; i--)
List<(IPlayerSession, List<string>)> GetPlayersJobCandidates(bool heads, JobPriority i)
{
void ProcessJobs(bool heads)
{
// Get all candidates for this priority & heads combo.
// That is all people with at LEAST one job at this priority & heads level,
// and the jobs they have selected here.
var candidates = available
.Select(player =>
{
var profile = profiles[player.UserId];
var availableJobs = profile.JobPriorities
.Where(j =>
{
var (jobId, priority) = j;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype? job))
{
// Job doesn't exist, probably old data?
return false;
}
if (job.IsHead != heads)
{
return false;
}
return priority == i;
})
.Select(j => j.Key)
.ToList();
return (player, availableJobs);
})
.Where(p => p.availableJobs.Count != 0)
.ToList();
_robustRandom.Shuffle(candidates);
foreach (var (candidate, jobs) in candidates)
return available.Select(player =>
{
while (jobs.Count != 0)
{
var picked = _robustRandom.Pick(jobs);
var profile = profiles[player.UserId];
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
if (openPositions == 0)
var availableJobs = profile.JobPriorities
.Where(j =>
{
jobs.Remove(picked);
continue;
}
var (jobId, priority) = j;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype? job))
{
// Job doesn't exist, probably old data?
return false;
}
availablePositions[picked] -= 1;
assigned.Add(candidate, picked);
break;
if (job.IsHead != heads)
{
return false;
}
return priority == i;
})
.Select(j => j.Key)
.ToList();
return (player, availableJobs);
})
.Where(p => p.availableJobs.Count != 0)
.ToList();
}
void ProcessJobs(bool heads, Dictionary<string, int> availablePositions, StationId id, JobPriority i)
{
var candidates = GetPlayersJobCandidates(heads, i);
foreach (var (candidate, jobs) in candidates)
{
while (jobs.Count != 0)
{
var picked = _robustRandom.Pick(jobs);
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
if (openPositions == 0)
{
jobs.Remove(picked);
continue;
}
}
available.RemoveAll(a => assigned.ContainsKey(a));
availablePositions[picked] -= 1;
assigned.Add(candidate, (picked, id));
break;
}
}
// Process heads FIRST.
// This means that if you have head and non-head roles on the same priority level,
// you will always get picked as head.
// Unless of course somebody beats you to those head roles.
ProcessJobs(true);
ProcessJobs(false);
available.RemoveAll(a => assigned.ContainsKey(a));
}
// Current strategy is to fill each station one by one.
foreach (var (id, station) in _stationSystem.StationInfo)
{
// Get the ROUND-START job list.
var availablePositions = station.MapPrototype.AvailableJobs.ToDictionary(x => x.Key, x => x.Value[0]);
for (var i = JobPriority.High; i > JobPriority.Never; i--)
{
// Process jobs possible for heads...
ProcessJobs(true, availablePositions, id, i);
// and then jobs that are not heads.
ProcessJobs(false, availablePositions, id, i);
}
}
return assigned;
}
/// <summary>
/// Gets the available positions for all jobs, *not* accounting for the current crew manifest.
/// </summary>
private Dictionary<string, int> GetBasePositions(bool roundStart)
private string PickBestAvailableJob(HumanoidCharacterProfile profile, StationId station)
{
var availablePositions = _prototypeManager
.EnumeratePrototypes<JobPrototype>()
// -1 is treated as infinite slots.
.ToDictionary(job => job.ID, job =>
{
if (job.SpawnPositions < 0)
{
return int.MaxValue;
}
if (roundStart)
{
return job.SpawnPositions;
}
return job.TotalPositions;
});
return availablePositions;
}
/// <summary>
/// Gets the remaining available job positions in the current round.
/// </summary>
public Dictionary<string, int> GetAvailablePositions()
{
var basePositions = GetBasePositions(false);
foreach (var (jobId, count) in _spawnedPositions)
{
basePositions[jobId] = Math.Max(0, basePositions[jobId] - count);
}
return basePositions;
}
private string PickBestAvailableJob(HumanoidCharacterProfile profile)
{
var available = GetAvailablePositions();
var available = _stationSystem.StationInfo[station].JobList;
bool TryPick(JobPriority priority, [NotNullWhen(true)] out string? jobId)
{
@@ -188,18 +147,17 @@ namespace Content.Server.GameTicking
return picked;
}
return OverflowJob;
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone().ToList();
return _robustRandom.Pick(overflows);
}
[Conditional("DEBUG")]
private void InitializeJobController()
{
// Verify that the overflow role exists and has the correct name.
var role = _prototypeManager.Index<JobPrototype>(OverflowJob);
DebugTools.Assert(role.Name == Loc.GetString(OverflowJobName),
var role = _prototypeManager.Index<JobPrototype>(FallbackOverflowJob);
DebugTools.Assert(role.Name == Loc.GetString(FallbackOverflowJobName),
"Overflow role does not have the correct name!");
DebugTools.Assert(role.SpawnPositions < 0, "Overflow role must have infinite spawn positions!");
}
private void AddSpawnedPosition(string jobId)
@@ -211,17 +169,21 @@ namespace Content.Server.GameTicking
{
// If late join is disallowed, return no available jobs.
if (DisallowLateJoin)
return new TickerJobsAvailableEvent(Array.Empty<string>());
return new TickerJobsAvailableEvent(new Dictionary<StationId, string>(), new Dictionary<StationId, Dictionary<string, int>>());
var jobs = GetAvailablePositions()
.Where(e => e.Value > 0)
.Select(e => e.Key)
.ToArray();
var jobs = new Dictionary<StationId, Dictionary<string, int>>();
var stationNames = new Dictionary<StationId, string>();
return new TickerJobsAvailableEvent(jobs);
foreach (var (id, station) in _stationSystem.StationInfo)
{
var list = station.JobList.ToDictionary(x => x.Key, x => x.Value);
jobs.Add(id, list);
stationNames.Add(id, station.Name);
}
return new TickerJobsAvailableEvent(stationNames, jobs);
}
private void UpdateJobsAvailable()
public void UpdateJobsAvailable()
{
RaiseNetworkEvent(GetJobsAvailable(), Filter.Empty().AddPlayers(_playersInLobby.Keys));
}