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