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

@@ -1,8 +1,7 @@
using Content.Server.Station;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.GameTicking;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.Prototypes;
@@ -39,6 +38,7 @@ namespace Content.Server.GameTicking.Commands
var ticker = EntitySystem.Get<GameTicker>();
var stationSystem = EntitySystem.Get<StationSystem>();
var stationJobs = EntitySystem.Get<StationJobsSystem>();
if (!ticker.PlayersInLobby.ContainsKey(player) || ticker.PlayersInLobby[player] == LobbyPlayerStatus.Observer)
{
@@ -56,23 +56,23 @@ namespace Content.Server.GameTicking.Commands
{
string id = args[0];
if (!uint.TryParse(args[1], out var sid))
if (!int.TryParse(args[1], out var sid))
{
shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
}
var stationId = new StationId(sid);
var station = new EntityUid(sid);
var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
if(!stationSystem.IsJobAvailableOnStation(stationId, jobPrototype))
if(stationJobs.TryGetJobSlot(station, jobPrototype, out var slots) == false || slots == 0)
{
shell.WriteLine($"{jobPrototype.Name} has no available slots.");
return;
}
ticker.MakeJoinGame(player, stationId, id);
ticker.MakeJoinGame(player, station, id);
return;
}
ticker.MakeJoinGame(player, StationId.Invalid);
ticker.MakeJoinGame(player, EntityUid.Invalid);
}
}
}