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

@@ -3,7 +3,6 @@ using Content.Client.RoundEnd;
using Content.Client.Viewport;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
@@ -17,8 +16,8 @@ namespace Content.Client.GameTicking.Managers
{
[Dependency] private readonly IStateManager _stateManager = default!;
[ViewVariables] private bool _initialized;
private Dictionary<StationId, Dictionary<string, int>> _jobsAvailable = new();
private Dictionary<StationId, string> _stationNames = new();
private Dictionary<EntityUid, Dictionary<string, uint?>> _jobsAvailable = new();
private Dictionary<EntityUid, string> _stationNames = new();
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
@@ -29,14 +28,14 @@ namespace Content.Client.GameTicking.Managers
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public new bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetUserId, LobbyPlayerStatus> Status { get; private set; } = new();
[ViewVariables] public IReadOnlyDictionary<StationId, Dictionary<string, int>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<StationId, string> StationNames => _stationNames;
[ViewVariables] public IReadOnlyDictionary<EntityUid, Dictionary<string, uint?>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<EntityUid, string> StationNames => _stationNames;
public event Action? InfoBlobUpdated;
public event Action? LobbyStatusUpdated;
public event Action? LobbyReadyUpdated;
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyDictionary<StationId, Dictionary<string, int>>>? LobbyJobsAvailableUpdated;
public event Action<IReadOnlyDictionary<EntityUid, Dictionary<string, uint?>>>? LobbyJobsAvailableUpdated;
public override void Initialize()
{