# 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 # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # 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 # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # 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 # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # 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 # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # 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 # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # 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 # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
409 lines
17 KiB
C#
409 lines
17 KiB
C#
using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Players.PlayTimeTracking;
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using Content.Server.Station.Components;
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using Content.Server._White.Reputation;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Station.Systems;
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// Contains code for round-start spawning.
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public sealed partial class StationJobsSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IBanManager _banManager = default!;
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[Dependency] private readonly PlayTimeTrackingSystem _playTime = default!;
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[Dependency] private readonly ReputationManager _reputationManager = default!; // WD edit
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private Dictionary<int, HashSet<string>> _jobsByWeight = default!;
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private List<int> _orderedWeights = default!;
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/// <summary>
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/// Sets up some tables used by AssignJobs, including jobs sorted by their weights, and a list of weights in order from highest to lowest.
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/// </summary>
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private void InitializeRoundStart()
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{
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_jobsByWeight = new Dictionary<int, HashSet<string>>();
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foreach (var job in _prototypeManager.EnumeratePrototypes<JobPrototype>())
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{
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if (!_jobsByWeight.ContainsKey(job.Weight))
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_jobsByWeight.Add(job.Weight, new HashSet<string>());
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_jobsByWeight[job.Weight].Add(job.ID);
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}
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_orderedWeights = _jobsByWeight.Keys.OrderByDescending(i => i).ToList();
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}
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/// <summary>
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/// Assigns jobs based on the given preferences and list of stations to assign for.
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/// This does NOT change the slots on the station, only figures out where each player should go.
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/// </summary>
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/// <param name="profiles">The profiles to use for selection.</param>
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/// <param name="stations">List of stations to assign for.</param>
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/// <param name="useRoundStartJobs">Whether or not to use the round-start jobs for the stations instead of their current jobs.</param>
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/// <returns>List of players and their assigned jobs.</returns>
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/// <remarks>
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/// You probably shouldn't use useRoundStartJobs mid-round if the station has been available to join,
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/// as there may end up being more round-start slots than available slots, which can cause weird behavior.
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/// A warning to all who enter ye cursed lands: This function is long and mildly incomprehensible. Best used without touching.
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/// </remarks>
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public Dictionary<NetUserId, (string?, EntityUid)> AssignJobs(Dictionary<NetUserId, HumanoidCharacterProfile> profiles, IReadOnlyList<EntityUid> stations, bool useRoundStartJobs = true)
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{
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DebugTools.Assert(stations.Count > 0);
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InitializeRoundStart();
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if (profiles.Count == 0)
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return new Dictionary<NetUserId, (string?, EntityUid)>();
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// We need to modify this collection later, so make a copy of it.
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profiles = profiles.ShallowClone();
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// Player <-> (job, station)
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var assigned = new Dictionary<NetUserId, (string?, EntityUid)>(profiles.Count);
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// The jobs left on the stations. This collection is modified as jobs are assigned to track what's available.
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var stationJobs = new Dictionary<EntityUid, Dictionary<string, uint?>>();
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foreach (var station in stations)
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{
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if (useRoundStartJobs)
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{
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stationJobs.Add(station, GetRoundStartJobs(station).ToDictionary(x => x.Key, x => x.Value));
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}
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else
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{
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stationJobs.Add(station, GetJobs(station).ToDictionary(x => x.Key, x => x.Value));
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}
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}
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// We reuse this collection. It tracks what jobs we're currently trying to select players for.
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var currentlySelectingJobs = new Dictionary<EntityUid, Dictionary<string, uint?>>(stations.Count);
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foreach (var station in stations)
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{
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currentlySelectingJobs.Add(station, new Dictionary<string, uint?>());
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}
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// And these.
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// Tracks what players are available for a given job in the current iteration of selection.
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var jobPlayerOptions = new Dictionary<string, HashSet<NetUserId>>();
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// Tracks the total number of slots for the given stations in the current iteration of selection.
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var stationTotalSlots = new Dictionary<EntityUid, int>(stations.Count);
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// The share of the players each station gets in the current iteration of job selection.
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var stationShares = new Dictionary<EntityUid, int>(stations.Count);
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// Ok so the general algorithm:
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// We start with the highest weight jobs and work our way down. We filter jobs by weight when selecting as well.
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// Weight > Priority > Station.
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foreach (var weight in _orderedWeights)
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{
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for (var selectedPriority = JobPriority.High; selectedPriority > JobPriority.Never; selectedPriority--)
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{
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if (profiles.Count == 0)
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goto endFunc;
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var candidates = GetPlayersJobCandidates(weight, selectedPriority, profiles);
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var optionsRemaining = 0;
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// 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
|
|
}
|