Game ticker now has a job assignment system.
This commit is contained in:
199
Content.Server/GameTicking/GameTicker.JobController.cs
Normal file
199
Content.Server/GameTicking/GameTicker.JobController.cs
Normal file
@@ -0,0 +1,199 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Content.Shared.Jobs;
|
||||
using Content.Shared.Preferences;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameTicking
|
||||
{
|
||||
// This code is responsible for the assigning & picking of jobs.
|
||||
public partial class GameTicker
|
||||
{
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<string, int> _spawnedPositions = new Dictionary<string, int>();
|
||||
|
||||
private Dictionary<IPlayerSession, string> AssignJobs(List<IPlayerSession> available,
|
||||
Dictionary<IPlayerSession, HumanoidCharacterProfile> profiles)
|
||||
{
|
||||
// Calculate positions available round-start for each job.
|
||||
var availablePositions = GetBasePositions(true);
|
||||
|
||||
// Output dictionary of assigned jobs.
|
||||
var assigned = new Dictionary<IPlayerSession, string>();
|
||||
|
||||
// Go over each priority level top to bottom.
|
||||
for (var i = JobPriority.High; i > JobPriority.Never; i--)
|
||||
{
|
||||
void ProcessJobs(bool heads)
|
||||
{
|
||||
// Get all candidates for this priority & heads combo.
|
||||
// That is all people with at LEAST one job at this priority & heads level,
|
||||
// and the jobs they have selected here.
|
||||
var candidates = available
|
||||
.Select(player =>
|
||||
{
|
||||
var profile = profiles[player];
|
||||
|
||||
var availableJobs = profile.JobPriorities
|
||||
.Where(j =>
|
||||
{
|
||||
var (jobId, priority) = j;
|
||||
var job = _prototypeManager.Index<JobPrototype>(jobId);
|
||||
if (job.IsHead != heads)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return priority == i;
|
||||
})
|
||||
.Select(j => j.Key)
|
||||
.ToList();
|
||||
|
||||
return (player, availableJobs);
|
||||
})
|
||||
.Where(p => p.availableJobs.Count != 0)
|
||||
.ToList();
|
||||
|
||||
_robustRandom.Shuffle(candidates);
|
||||
|
||||
foreach (var (candidate, jobs) in candidates)
|
||||
{
|
||||
while (jobs.Count != 0)
|
||||
{
|
||||
var picked = _robustRandom.Pick(jobs);
|
||||
|
||||
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
|
||||
if (openPositions == 0)
|
||||
{
|
||||
jobs.Remove(picked);
|
||||
continue;
|
||||
}
|
||||
|
||||
availablePositions[picked] -= 1;
|
||||
assigned.Add(candidate, picked);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
available.RemoveAll(a => assigned.ContainsKey(a));
|
||||
}
|
||||
|
||||
// Process heads FIRST.
|
||||
// This means that if you have head and non-head roles on the same priority level,
|
||||
// you will always get picked as head.
|
||||
// Unless of course somebody beats you to those head roles.
|
||||
ProcessJobs(true);
|
||||
ProcessJobs(false);
|
||||
}
|
||||
|
||||
return assigned;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the available positions for all jobs, *not* accounting for the current crew manifest.
|
||||
/// </summary>
|
||||
private Dictionary<string, int> GetBasePositions(bool roundStart)
|
||||
{
|
||||
var availablePositions = _prototypeManager
|
||||
.EnumeratePrototypes<JobPrototype>()
|
||||
// -1 is treated as infinite slots.
|
||||
.ToDictionary(job => job.ID, job =>
|
||||
{
|
||||
if (job.SpawnPositions < 0)
|
||||
{
|
||||
return int.MaxValue;
|
||||
}
|
||||
|
||||
if (roundStart)
|
||||
{
|
||||
return job.SpawnPositions;
|
||||
}
|
||||
|
||||
return job.TotalPositions;
|
||||
});
|
||||
|
||||
return availablePositions;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the remaining available job positions in the current round.
|
||||
/// </summary>
|
||||
private Dictionary<string, int> GetAvailablePositions()
|
||||
{
|
||||
var basePositions = GetBasePositions(false);
|
||||
|
||||
foreach (var (jobId, count) in _spawnedPositions)
|
||||
{
|
||||
basePositions[jobId] = Math.Max(0, basePositions[jobId] - count);
|
||||
}
|
||||
|
||||
return basePositions;
|
||||
}
|
||||
|
||||
private string PickBestAvailableJob(HumanoidCharacterProfile profile)
|
||||
{
|
||||
var available = GetAvailablePositions();
|
||||
|
||||
bool TryPick(JobPriority priority, out string jobId)
|
||||
{
|
||||
var filtered = profile.JobPriorities
|
||||
.Where(p => p.Value == priority)
|
||||
.Select(p => p.Key)
|
||||
.ToList();
|
||||
|
||||
while (filtered.Count != 0)
|
||||
{
|
||||
jobId = _robustRandom.Pick(filtered);
|
||||
if (available.GetValueOrDefault(jobId, 0) > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
filtered.Remove(jobId);
|
||||
}
|
||||
|
||||
jobId = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TryPick(JobPriority.High, out var picked))
|
||||
{
|
||||
return picked;
|
||||
}
|
||||
|
||||
if (TryPick(JobPriority.Medium, out picked))
|
||||
{
|
||||
return picked;
|
||||
}
|
||||
|
||||
if (TryPick(JobPriority.Low, out picked))
|
||||
{
|
||||
return picked;
|
||||
}
|
||||
|
||||
return OverflowJob;
|
||||
}
|
||||
|
||||
[Conditional("DEBUG")]
|
||||
private void JobControllerInit()
|
||||
{
|
||||
// Verify that the overflow role exists and has the correct name.
|
||||
var role = _prototypeManager.Index<JobPrototype>(OverflowJob);
|
||||
DebugTools.Assert(role.Name == Loc.GetString(OverflowJobName),
|
||||
"Overflow role does not have the correct name!");
|
||||
|
||||
DebugTools.Assert(role.SpawnPositions < 0, "Overflow role must have infinite spawn positions!");
|
||||
}
|
||||
|
||||
private void AddSpawnedPosition(string jobId)
|
||||
{
|
||||
_spawnedPositions[jobId] = _spawnedPositions.GetValueOrDefault(jobId, 0) + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user