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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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.Station;
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using Content.Shared.CCVar;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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@@ -23,7 +24,7 @@ public sealed class GameMapManager : IGameMapManager
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[Dependency] private readonly IChatManager _chatManager = default!;
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[ViewVariables]
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private readonly Queue<string> _previousMaps = new Queue<string>();
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private readonly Queue<string> _previousMaps = new();
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[ViewVariables]
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private GameMapPrototype _currentMap = default!;
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[ViewVariables]
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@@ -137,7 +138,7 @@ public sealed class GameMapManager : IGameMapManager
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var map = GetSelectedMap();
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if (markAsPlayed)
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_previousMaps.Enqueue(map.ID);
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EnqueueMap(map.ID);
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return map;
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}
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@@ -158,14 +159,6 @@ public sealed class GameMapManager : IGameMapManager
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return _prototypeManager.TryIndex(gameMap, out map);
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}
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public string GenerateMapName(GameMapPrototype gameMap)
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{
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if (gameMap.NameGenerator is not null && gameMap.MapNameTemplate is not null)
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return gameMap.NameGenerator.FormatName(gameMap.MapNameTemplate);
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else
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return gameMap.MapName;
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}
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public int GetMapQueuePriority(string gameMapProtoName)
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{
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var i = 0;
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