* 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>
199 lines
6.2 KiB
C#
199 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.Station;
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using Content.Shared.CCVar;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Maps;
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public sealed class GameMapManager : IGameMapManager
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[ViewVariables]
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private readonly Queue<string> _previousMaps = new();
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[ViewVariables]
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private GameMapPrototype _currentMap = default!;
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[ViewVariables]
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private bool _currentMapForced;
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[ViewVariables]
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private bool _mapRotationEnabled;
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[ViewVariables]
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private int _mapQueueDepth = 1;
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public void Initialize()
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{
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_configurationManager.OnValueChanged(CCVars.GameMap, value =>
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{
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if (TryLookupMap(value, out var map))
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_currentMap = map;
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else
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throw new ArgumentException($"Unknown map prototype {value} was selected!");
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}, true);
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_configurationManager.OnValueChanged(CCVars.GameMapForced, value => _currentMapForced = value, true);
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_configurationManager.OnValueChanged(CCVars.GameMapRotation, value => _mapRotationEnabled = value, true);
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_configurationManager.OnValueChanged(CCVars.GameMapMemoryDepth, value =>
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{
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_mapQueueDepth = value;
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// Drain excess.
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while (_previousMaps.Count > _mapQueueDepth)
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{
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_previousMaps.Dequeue();
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}
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}, true);
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var maps = AllVotableMaps().ToArray();
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_random.Shuffle(maps);
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foreach (var map in maps)
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{
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if (_previousMaps.Count >= _mapQueueDepth)
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break;
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_previousMaps.Enqueue(map.ID);
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}
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}
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public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
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{
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var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
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return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
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}
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public IEnumerable<GameMapPrototype> AllVotableMaps()
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{
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return _prototypeManager.EnumeratePrototypes<GameMapPrototype>().Where(x => x.Votable);
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}
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public IEnumerable<GameMapPrototype> AllMaps()
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{
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return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
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}
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public bool TrySelectMap(string gameMap)
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{
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if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map)) return false;
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_currentMap = map;
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_currentMapForced = false;
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var ticker = EntitySystem.Get<GameTicking.GameTicker>();
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ticker.UpdateInfoText();
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return true;
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}
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public void ForceSelectMap(string gameMap)
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{
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if (!TryLookupMap(gameMap, out var map))
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throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
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_currentMap = map;
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_currentMapForced = true;
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var ticker = EntitySystem.Get<GameTicking.GameTicker>();
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ticker.UpdateInfoText();
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}
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public void SelectRandomMap()
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{
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var maps = CurrentlyEligibleMaps().ToList();
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_currentMap = _random.Pick(maps);
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_currentMapForced = false;
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var ticker = EntitySystem.Get<GameTicking.GameTicker>();
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ticker.UpdateInfoText();
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}
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public GameMapPrototype GetSelectedMap()
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{
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if (!_mapRotationEnabled || _currentMapForced)
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return _currentMap;
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return SelectMapInQueue() ?? CurrentlyEligibleMaps().First();
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}
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public GameMapPrototype GetSelectedMapChecked(bool loud = false, bool markAsPlayed = false)
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{
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if (!_currentMapForced && !IsMapEligible(GetSelectedMap()))
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{
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var oldMap = GetSelectedMap().MapName;
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SelectRandomMap();
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if (loud)
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{
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_chatManager.DispatchServerAnnouncement(
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Loc.GetString("gamemap-could-not-use-map-error",
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("oldMap", oldMap), ("newMap", GetSelectedMap().MapName)
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));
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}
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}
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var map = GetSelectedMap();
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if (markAsPlayed)
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EnqueueMap(map.ID);
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return map;
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}
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public bool CheckMapExists(string gameMap)
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{
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return TryLookupMap(gameMap, out _);
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}
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private bool IsMapEligible(GameMapPrototype map)
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{
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return map.MaxPlayers >= _playerManager.PlayerCount &&
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map.MinPlayers <= _playerManager.PlayerCount &&
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map.Conditions.All(x => x.Check(map));
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}
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private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
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{
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return _prototypeManager.TryIndex(gameMap, out map);
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}
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public int GetMapQueuePriority(string gameMapProtoName)
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{
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var i = 0;
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foreach (var map in _previousMaps.Reverse())
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{
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if (map == gameMapProtoName)
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return i;
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i++;
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}
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return _mapQueueDepth;
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}
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public GameMapPrototype? SelectMapInQueue()
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{
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Logger.InfoS("mapsel", string.Join(", ", _previousMaps));
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var eligible = CurrentlyEligibleMaps()
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.Where(x => x.Votable)
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.Select(x => (proto: x, weight: GetMapQueuePriority(x.ID)))
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.OrderByDescending(x => x.weight).ToArray();
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Logger.InfoS("mapsel", string.Join(", ", eligible.Select(x => (x.proto.ID, x.weight))));
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if (eligible.Length is 0)
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return null;
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var weight = eligible[0].weight;
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return eligible.Where(x => x.Item2 == weight).OrderBy(x => x.proto.ID).First().proto;
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}
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private void EnqueueMap(string mapProtoName)
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{
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_previousMaps.Enqueue(mapProtoName);
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while (_previousMaps.Count > _mapQueueDepth)
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{
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_previousMaps.Dequeue();
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}
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}
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}
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