Files
OldThink/Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts:
#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
#	Content.Client/DoAfter/DoAfterOverlay.cs
#	Content.Client/Doors/AirlockSystem.cs
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
#	Content.Client/Launcher/LauncherConnectingGui.xaml
#	Content.Client/Launcher/LauncherConnectingGui.xaml.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/MainMenu/UI/MainMenuControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs
#	Content.Client/Options/UI/Tabs/MiscTab.xaml
#	Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
#	Content.Client/Outline/InteractionOutlineSystem.cs
#	Content.Client/Overlays/ShowSecurityIconsSystem.cs
#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
#	Content.Client/Popups/PopupOverlay.cs
#	Content.Client/Popups/PopupSystem.cs
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/BanCommand.cs
#	Content.Server/Administration/Notes/AdminMessageEui.cs
#	Content.Server/Administration/Notes/AdminNotesSystem.cs
#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
#	Content.Server/Database/DatabaseRecords.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Database/ServerDbManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Execution/ExecutionSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
#	Content.Server/GameTicking/GameTicker.Replays.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs
#	Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
#	Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
#	Content.Server/Hands/Systems/HandsSystem.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Info/InfoSystem.cs
#	Content.Server/Kitchen/EntitySystems/SharpSystem.cs
#	Content.Server/Magic/MagicSystem.cs
#	Content.Server/MagicMirror/MagicMirrorSystem.cs
#	Content.Server/Mapping/MappingSystem.cs
#	Content.Server/MassMedia/Systems/NewsSystem.cs
#	Content.Server/Medical/Components/HealthAnalyzerComponent.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
#	Content.Server/Medical/CryoPodSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/StationEvents/EventManagerSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/Strip/StrippableSystem.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
#	Content.Shared/Administration/SharedBwoinkSystem.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
#	Content.Shared/Chat/ChatChannel.cs
#	Content.Shared/Chemistry/Components/InjectorComponent.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Chemistry/SharedReagentDispenser.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs
#	Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Friction/TileFrictionController.cs
#	Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Implants/SharedImplanterSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
#	Content.Shared/Nutrition/Components/OpenableComponent.cs
#	Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	README.md
#	Resources/Audio/Ambience/Antag/pirate_start.ogg
#	Resources/Changelog/Changelog.yml
#	Resources/Credits/GitHub.txt
#	Resources/Locale/en-US/criminal-records/criminal-records.ftl
#	Resources/Locale/en-US/escape-menu/ui/options-menu.ftl
#	Resources/Locale/en-US/medical/components/health-analyzer-component.ftl
#	Resources/Locale/en-US/reagents/meta/biological.ftl
#	Resources/Locale/en-US/reagents/meta/fun.ftl
#	Resources/Locale/en-US/reagents/meta/physical-desc.ftl
#	Resources/Locale/en-US/seeds/seeds.ftl
#	Resources/Locale/en-US/wires/wire-names.ftl
#	Resources/Maps/Shuttles/cargo_fland.yml
#	Resources/Maps/core.yml
#	Resources/Maps/europa.yml
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#	Resources/Maps/origin.yml
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#	Resources/Maps/train.yml
#	Resources/Prototypes/Actions/diona.yml
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#	Resources/Prototypes/Catalog/Cargo/cargo_engines.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_security.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_service.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/general.yml
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#	Resources/Prototypes/Catalog/Fills/Crates/engines.yml
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#	Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml
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#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
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#	Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml
#	Resources/Prototypes/Catalog/uplink_catalog.yml
#	Resources/Prototypes/Datasets/Names/first_male.yml
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#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
#	Resources/Prototypes/Entities/Mobs/Player/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Species/base.yml
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#	Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml
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#	Resources/Prototypes/Entities/Objects/Devices/nuke.yml
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#	Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml
#	Resources/Prototypes/Entities/Objects/Shields/shields.yml
#	Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml
#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml
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#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml
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#	Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
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#	Resources/Prototypes/Entities/Structures/Windows/window.yml
#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/Hydroponics/seeds.yml
#	Resources/Prototypes/Maps/saltern.yml
#	Resources/Prototypes/Reagents/biological.yml
#	Resources/Prototypes/Reagents/fun.yml
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#	Resources/Prototypes/Stacks/Materials/materials.yml
#	Resources/Prototypes/StatusEffects/health.yml
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#	Resources/Prototypes/game_presets.yml
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#	Resources/Prototypes/tags.yml
#	Resources/ServerInfo/Guidebook/Jobs.xml
#	Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
#	Resources/Textures/Clothing/Belt/emt.rsi/meta.json
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2024-03-26 15:52:23 +07:00

409 lines
17 KiB
C#

using System.Linq;
using Content.Server.Administration.Managers;
using Content.Server.Players.PlayTimeTracking;
using Content.Server.Station.Components;
using Content.Server._White.Reputation;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Station.Systems;
// Contains code for round-start spawning.
public sealed partial class StationJobsSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IBanManager _banManager = default!;
[Dependency] private readonly PlayTimeTrackingSystem _playTime = default!;
[Dependency] private readonly ReputationManager _reputationManager = default!; // WD edit
private Dictionary<int, HashSet<string>> _jobsByWeight = default!;
private List<int> _orderedWeights = default!;
/// <summary>
/// Sets up some tables used by AssignJobs, including jobs sorted by their weights, and a list of weights in order from highest to lowest.
/// </summary>
private void InitializeRoundStart()
{
_jobsByWeight = new Dictionary<int, HashSet<string>>();
foreach (var job in _prototypeManager.EnumeratePrototypes<JobPrototype>())
{
if (!_jobsByWeight.ContainsKey(job.Weight))
_jobsByWeight.Add(job.Weight, new HashSet<string>());
_jobsByWeight[job.Weight].Add(job.ID);
}
_orderedWeights = _jobsByWeight.Keys.OrderByDescending(i => i).ToList();
}
/// <summary>
/// Assigns jobs based on the given preferences and list of stations to assign for.
/// This does NOT change the slots on the station, only figures out where each player should go.
/// </summary>
/// <param name="profiles">The profiles to use for selection.</param>
/// <param name="stations">List of stations to assign for.</param>
/// <param name="useRoundStartJobs">Whether or not to use the round-start jobs for the stations instead of their current jobs.</param>
/// <returns>List of players and their assigned jobs.</returns>
/// <remarks>
/// You probably shouldn't use useRoundStartJobs mid-round if the station has been available to join,
/// as there may end up being more round-start slots than available slots, which can cause weird behavior.
/// A warning to all who enter ye cursed lands: This function is long and mildly incomprehensible. Best used without touching.
/// </remarks>
public Dictionary<NetUserId, (string?, EntityUid)> AssignJobs(Dictionary<NetUserId, HumanoidCharacterProfile> profiles, IReadOnlyList<EntityUid> stations, bool useRoundStartJobs = true)
{
DebugTools.Assert(stations.Count > 0);
InitializeRoundStart();
if (profiles.Count == 0)
return new Dictionary<NetUserId, (string?, EntityUid)>();
// We need to modify this collection later, so make a copy of it.
profiles = profiles.ShallowClone();
// Player <-> (job, station)
var assigned = new Dictionary<NetUserId, (string?, EntityUid)>(profiles.Count);
// The jobs left on the stations. This collection is modified as jobs are assigned to track what's available.
var stationJobs = new Dictionary<EntityUid, Dictionary<string, uint?>>();
foreach (var station in stations)
{
if (useRoundStartJobs)
{
stationJobs.Add(station, GetRoundStartJobs(station).ToDictionary(x => x.Key, x => x.Value));
}
else
{
stationJobs.Add(station, GetJobs(station).ToDictionary(x => x.Key, x => x.Value));
}
}
// We reuse this collection. It tracks what jobs we're currently trying to select players for.
var currentlySelectingJobs = new Dictionary<EntityUid, Dictionary<string, uint?>>(stations.Count);
foreach (var station in stations)
{
currentlySelectingJobs.Add(station, new Dictionary<string, uint?>());
}
// And these.
// Tracks what players are available for a given job in the current iteration of selection.
var jobPlayerOptions = new Dictionary<string, HashSet<NetUserId>>();
// Tracks the total number of slots for the given stations in the current iteration of selection.
var stationTotalSlots = new Dictionary<EntityUid, int>(stations.Count);
// The share of the players each station gets in the current iteration of job selection.
var stationShares = new Dictionary<EntityUid, int>(stations.Count);
// Ok so the general algorithm:
// We start with the highest weight jobs and work our way down. We filter jobs by weight when selecting as well.
// Weight > Priority > Station.
foreach (var weight in _orderedWeights)
{
for (var selectedPriority = JobPriority.High; selectedPriority > JobPriority.Never; selectedPriority--)
{
if (profiles.Count == 0)
goto endFunc;
var candidates = GetPlayersJobCandidates(weight, selectedPriority, profiles);
var optionsRemaining = 0;
// Assigns a player to the given station, updating all the bookkeeping while at it.
void AssignPlayer(NetUserId player, string job, EntityUid station)
{
// Remove the player from all possible jobs as that's faster than actually checking what they have selected.
foreach (var (k, players) in jobPlayerOptions)
{
players.Remove(player);
if (players.Count == 0)
jobPlayerOptions.Remove(k);
}
stationJobs[station][job]--;
profiles.Remove(player);
assigned.Add(player, (job, station));
optionsRemaining--;
}
jobPlayerOptions.Clear(); // We reuse this collection.
// Goes through every candidate, and adds them to jobPlayerOptions, so that the candidate players
// have an index sorted by job. We use this (much) later when actually assigning people to randomly
// pick from the list of candidates for the job.
foreach (var (user, jobs) in candidates)
{
foreach (var job in jobs)
{
if (!jobPlayerOptions.ContainsKey(job))
jobPlayerOptions.Add(job, new HashSet<NetUserId>());
jobPlayerOptions[job].Add(user);
}
optionsRemaining++;
}
// We reuse this collection, so clear it's children.
foreach (var slots in currentlySelectingJobs)
{
slots.Value.Clear();
}
// Go through every station..
foreach (var station in stations)
{
var slots = currentlySelectingJobs[station];
// Get all of the jobs in the selected weight category.
foreach (var (job, slot) in stationJobs[station])
{
if (_jobsByWeight[weight].Contains(job))
slots.Add(job, slot);
}
}
// Clear for reuse.
stationTotalSlots.Clear();
// Intentionally discounts the value of uncapped slots! They're only a single slot when deciding a station's share.
foreach (var (station, jobs) in currentlySelectingJobs)
{
stationTotalSlots.Add(
station,
(int)jobs.Values.Sum(x => x ?? 1)
);
}
var totalSlots = 0;
// LINQ moment.
// totalSlots = stationTotalSlots.Sum(x => x.Value);
foreach (var (_, slot) in stationTotalSlots)
{
totalSlots += slot;
}
if (totalSlots == 0)
continue; // No slots so just move to the next iteration.
// Clear for reuse.
stationShares.Clear();
// How many players we've distributed so far. Used to grant any remaining slots if we have leftovers.
var distributed = 0;
// Goes through each station and figures out how many players we should give it for the current iteration.
foreach (var station in stations)
{
// Calculates the percent share then multiplies.
stationShares[station] = (int)Math.Floor(((float)stationTotalSlots[station] / totalSlots) * candidates.Count);
distributed += stationShares[station];
}
// Avoids the fair share problem where if there's two stations and one player neither gets one.
// We do this by simply selecting a station randomly and giving it the remaining share(s).
if (distributed < candidates.Count)
{
var choice = _random.Pick(stations);
stationShares[choice] += candidates.Count - distributed;
}
// Actual meat, goes through each station and shakes the tree until everyone has a job.
foreach (var station in stations)
{
if (stationShares[station] == 0)
continue;
// The jobs we're selecting from for the current station.
var currStationSelectingJobs = currentlySelectingJobs[station];
// We only need this list because we need to go through this in a random order.
// Oh the misery, another allocation.
var allJobs = currStationSelectingJobs.Keys.ToList();
_random.Shuffle(allJobs);
// And iterates through all it's jobs in a random order until the count settles.
// No, AFAIK it cannot be done any saner than this. I hate "shaking" collections as much
// as you do but it's what seems to be the absolute best option here.
// It doesn't seem to show up on the chart, perf-wise, anyway, so it's likely fine.
int priorCount;
do
{
priorCount = stationShares[station];
foreach (var job in allJobs)
{
if (stationShares[station] == 0)
break;
if (currStationSelectingJobs[job] != null && currStationSelectingJobs[job] == 0)
continue; // Can't assign this job.
if (!jobPlayerOptions.ContainsKey(job))
continue;
// Picking players it finds that have the job set.
//var player = _random.Pick(jobPlayerOptions[job]);
var player = GetPlayerToAssign(jobPlayerOptions[job]); // WD edit
AssignPlayer(player, job, station);
stationShares[station]--;
if (currStationSelectingJobs[job] != null)
currStationSelectingJobs[job]--;
if (optionsRemaining == 0)
goto done;
}
} while (priorCount != stationShares[station]);
}
done: ;
}
}
endFunc:
return assigned;
}
/// <summary>
/// Attempts to assign overflow jobs to any player in allPlayersToAssign that is not in assignedJobs.
/// </summary>
/// <param name="assignedJobs">All assigned jobs.</param>
/// <param name="allPlayersToAssign">All players that might need an overflow assigned.</param>
/// <param name="profiles">Player character profiles.</param>
/// <param name="stations">The stations to consider for spawn location.</param>
public void AssignOverflowJobs(ref Dictionary<NetUserId, (string?, EntityUid)> assignedJobs,
IEnumerable<NetUserId> allPlayersToAssign, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, IReadOnlyList<EntityUid> stations)
{
var givenStations = stations.ToList();
if (givenStations.Count == 0)
return; // Don't attempt to assign them if there are no stations.
// For players without jobs, give them the overflow job if they have that set...
foreach (var player in allPlayersToAssign)
{
if (assignedJobs.ContainsKey(player))
{
continue;
}
var profile = profiles[player];
if (profile.PreferenceUnavailable != PreferenceUnavailableMode.SpawnAsOverflow)
{
assignedJobs.Add(player, (null, EntityUid.Invalid));
continue;
}
_random.Shuffle(givenStations);
foreach (var station in givenStations)
{
// Pick a random overflow job from that station
var overflows = GetOverflowJobs(station).ToList();
_random.Shuffle(overflows);
// Stations with no overflow slots should simply get skipped over.
if (overflows.Count == 0)
continue;
// If the overflow exists, put them in as it.
assignedJobs.Add(player, (overflows[0], givenStations[0]));
break;
}
}
}
public void CalcExtendedAccess(Dictionary<EntityUid, int> jobsCount)
{
// Calculate whether stations need to be on extended access or not.
foreach (var (station, count) in jobsCount)
{
var jobs = Comp<StationJobsComponent>(station);
var thresh = jobs.ExtendedAccessThreshold;
jobs.ExtendedAccess = count <= thresh;
Log.Debug("Station {Station} on extended access: {ExtendedAccess}",
Name(station), jobs.ExtendedAccess);
}
}
/// <summary>
/// Gets all jobs that the input players have that match the given weight and priority.
/// </summary>
/// <param name="weight">Weight to find, if any.</param>
/// <param name="selectedPriority">Priority to find, if any.</param>
/// <param name="profiles">Profiles to look in.</param>
/// <returns>Players and a list of their matching jobs.</returns>
private Dictionary<NetUserId, List<string>> GetPlayersJobCandidates(int? weight, JobPriority? selectedPriority, Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
{
var outputDict = new Dictionary<NetUserId, List<string>>(profiles.Count);
foreach (var (player, profile) in profiles)
{
var roleBans = _banManager.GetJobBans(player);
var profileJobs = profile.JobPriorities.Keys.ToList();
_playTime.RemoveDisallowedJobs(player, ref profileJobs);
List<string>? availableJobs = null;
foreach (var jobId in profileJobs)
{
var priority = profile.JobPriorities[jobId];
if (!(priority == selectedPriority || selectedPriority is null))
continue;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype? job))
continue;
if (weight is not null && job.Weight != weight.Value)
continue;
if (!(roleBans == null || !roleBans.Contains(jobId)))
continue;
availableJobs ??= new List<string>(profile.JobPriorities.Count);
availableJobs.Add(jobId);
}
if (availableJobs is not null)
outputDict.Add(player, availableJobs);
}
return outputDict;
}
// WD start
private NetUserId GetPlayerToAssign(HashSet<NetUserId> players)
{
var list = new List<NetUserId>();
foreach (var player in players)
{
if (!_reputationManager.GetCachedPlayerReputation(player, out var value))
continue;
if (value == null)
continue;
var weight = _reputationManager.GetPlayerWeight(value.Value);
for (var i = 0; i < weight; i++)
{
list.Add(player);
}
}
if (list.Count == 0)
return _random.Pick(players);
var number = _random.Next(list.Count - 1);
return list[number];
}
// WD end
}