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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Content.Server/Spawners/EntitySystems/SpawnPointSystem.cs
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57
Content.Server/Spawners/EntitySystems/SpawnPointSystem.cs
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using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.Spawners.EntitySystems;
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public sealed class SpawnPointSystem : EntitySystem
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{
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<PlayerSpawningEvent>(OnSpawnPlayer);
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}
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private void OnSpawnPlayer(PlayerSpawningEvent args)
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{
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// TODO: Cache all this if it ends up important.
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var points = EntityQuery<SpawnPointComponent>().ToList();
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_random.Shuffle(points);
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foreach (var spawnPoint in points)
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{
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var xform = Transform(spawnPoint.Owner);
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if (args.Station != null && _stationSystem.GetOwningStation(spawnPoint.Owner, xform) != args.Station)
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continue;
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if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job,
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args.HumanoidCharacterProfile);
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return;
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}
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else if (_gameTicker.RunLevel != GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.Job && (args.Job == null || spawnPoint.Job?.ID == args.Job.Prototype.ID))
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job,
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args.HumanoidCharacterProfile);
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return;
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}
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}
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// Ok we've still not returned, but we need to put them /somewhere/.
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// TODO: Refactor gameticker spawning code so we don't have to do this!
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foreach (var spawnPoint in points)
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{
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var xform = Transform(spawnPoint.Owner);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(xform.Coordinates, args.Job, args.HumanoidCharacterProfile);
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return;
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}
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Logger.ErrorS("spawning", "No spawn points were available!");
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}
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}
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