Add Job preference tests (#28625)
* Misc Job related changes * Add JobTest * A * Aa * Lets not confuse the yaml linter * fixes * a
This commit is contained in:
@@ -35,7 +35,7 @@ namespace Content.Shared.Preferences
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/// Job preferences for initial spawn.
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/// </summary>
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[DataField]
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private Dictionary<string, JobPriority> _jobPriorities = new()
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private Dictionary<ProtoId<JobPrototype>, JobPriority> _jobPriorities = new()
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{
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{
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SharedGameTicker.FallbackOverflowJob, JobPriority.High
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@@ -46,13 +46,13 @@ namespace Content.Shared.Preferences
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/// Antags we have opted in to.
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/// </summary>
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[DataField]
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private HashSet<string> _antagPreferences = new();
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private HashSet<ProtoId<AntagPrototype>> _antagPreferences = new();
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/// <summary>
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/// Enabled traits.
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/// </summary>
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[DataField]
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private HashSet<string> _traitPreferences = new();
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private HashSet<ProtoId<TraitPrototype>> _traitPreferences = new();
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/// <summary>
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/// <see cref="_loadouts"/>
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@@ -75,7 +75,7 @@ namespace Content.Shared.Preferences
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/// Associated <see cref="SpeciesPrototype"/> for this profile.
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/// </summary>
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[DataField]
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public string Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
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public ProtoId<SpeciesPrototype> Species { get; set; } = SharedHumanoidAppearanceSystem.DefaultSpecies;
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[DataField]
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public int Age { get; set; } = 18;
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@@ -106,17 +106,17 @@ namespace Content.Shared.Preferences
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/// <summary>
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/// <see cref="_jobPriorities"/>
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/// </summary>
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public IReadOnlyDictionary<string, JobPriority> JobPriorities => _jobPriorities;
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public IReadOnlyDictionary<ProtoId<JobPrototype>, JobPriority> JobPriorities => _jobPriorities;
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/// <summary>
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/// <see cref="_antagPreferences"/>
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/// </summary>
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public IReadOnlySet<string> AntagPreferences => _antagPreferences;
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public IReadOnlySet<ProtoId<AntagPrototype>> AntagPreferences => _antagPreferences;
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/// <summary>
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/// <see cref="_traitPreferences"/>
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/// </summary>
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public IReadOnlySet<string> TraitPreferences => _traitPreferences;
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public IReadOnlySet<ProtoId<TraitPrototype>> TraitPreferences => _traitPreferences;
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/// <summary>
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/// If we're unable to get one of our preferred jobs do we spawn as a fallback job or do we stay in lobby.
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@@ -134,10 +134,10 @@ namespace Content.Shared.Preferences
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Gender gender,
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HumanoidCharacterAppearance appearance,
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SpawnPriorityPreference spawnPriority,
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Dictionary<string, JobPriority> jobPriorities,
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Dictionary<ProtoId<JobPrototype>, JobPriority> jobPriorities,
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PreferenceUnavailableMode preferenceUnavailable,
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HashSet<string> antagPreferences,
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HashSet<string> traitPreferences,
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HashSet<ProtoId<AntagPrototype>> antagPreferences,
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HashSet<ProtoId<TraitPrototype>> traitPreferences,
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Dictionary<string, RoleLoadout> loadouts)
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{
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Name = name;
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@@ -153,6 +153,20 @@ namespace Content.Shared.Preferences
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_antagPreferences = antagPreferences;
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_traitPreferences = traitPreferences;
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_loadouts = loadouts;
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var hasHighPrority = false;
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foreach (var (key, value) in _jobPriorities)
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{
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if (value == JobPriority.Never)
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_jobPriorities.Remove(key);
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else if (value != JobPriority.High)
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continue;
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if (hasHighPrority)
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_jobPriorities[key] = JobPriority.Medium;
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hasHighPrority = true;
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}
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}
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/// <summary>Copy constructor</summary>
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@@ -165,10 +179,10 @@ namespace Content.Shared.Preferences
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other.Gender,
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other.Appearance.Clone(),
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other.SpawnPriority,
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new Dictionary<string, JobPriority>(other.JobPriorities),
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new Dictionary<ProtoId<JobPrototype>, JobPriority>(other.JobPriorities),
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other.PreferenceUnavailable,
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new HashSet<string>(other.AntagPreferences),
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new HashSet<string>(other.TraitPreferences),
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new HashSet<ProtoId<AntagPrototype>>(other.AntagPreferences),
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new HashSet<ProtoId<TraitPrototype>>(other.TraitPreferences),
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new Dictionary<string, RoleLoadout>(other.Loadouts))
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{
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}
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@@ -289,21 +303,48 @@ namespace Content.Shared.Preferences
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return new(this) { SpawnPriority = spawnPriority };
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}
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public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<string, JobPriority>> jobPriorities)
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public HumanoidCharacterProfile WithJobPriorities(IEnumerable<KeyValuePair<ProtoId<JobPrototype>, JobPriority>> jobPriorities)
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{
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var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(jobPriorities);
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var hasHighPrority = false;
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foreach (var (key, value) in dictionary)
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{
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if (value == JobPriority.Never)
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dictionary.Remove(key);
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else if (value != JobPriority.High)
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continue;
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if (hasHighPrority)
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dictionary[key] = JobPriority.Medium;
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hasHighPrority = true;
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}
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return new(this)
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{
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_jobPriorities = new Dictionary<string, JobPriority>(jobPriorities),
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_jobPriorities = dictionary
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};
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}
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public HumanoidCharacterProfile WithJobPriority(string jobId, JobPriority priority)
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public HumanoidCharacterProfile WithJobPriority(ProtoId<JobPrototype> jobId, JobPriority priority)
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{
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var dictionary = new Dictionary<string, JobPriority>(_jobPriorities);
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var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(_jobPriorities);
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if (priority == JobPriority.Never)
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{
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dictionary.Remove(jobId);
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}
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else if (priority == JobPriority.High)
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{
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// There can only ever be one high priority job.
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foreach (var (job, value) in dictionary)
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{
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if (value == JobPriority.High)
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dictionary[job] = JobPriority.Medium;
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}
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dictionary[jobId] = priority;
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}
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else
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{
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dictionary[jobId] = priority;
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@@ -320,17 +361,17 @@ namespace Content.Shared.Preferences
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return new(this) { PreferenceUnavailable = mode };
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}
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public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<string> antagPreferences)
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public HumanoidCharacterProfile WithAntagPreferences(IEnumerable<ProtoId<AntagPrototype>> antagPreferences)
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{
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return new(this)
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{
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_antagPreferences = new HashSet<string>(antagPreferences),
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_antagPreferences = new (antagPreferences),
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};
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}
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public HumanoidCharacterProfile WithAntagPreference(string antagId, bool pref)
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public HumanoidCharacterProfile WithAntagPreference(ProtoId<AntagPrototype> antagId, bool pref)
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{
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var list = new HashSet<string>(_antagPreferences);
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var list = new HashSet<ProtoId<AntagPrototype>>(_antagPreferences);
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if (pref)
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{
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list.Add(antagId);
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@@ -346,16 +387,16 @@ namespace Content.Shared.Preferences
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};
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}
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public HumanoidCharacterProfile WithTraitPreference(string traitId, string? categoryId, bool pref)
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public HumanoidCharacterProfile WithTraitPreference(ProtoId<TraitPrototype> traitId, string? categoryId, bool pref)
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{
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var traitProto = prototypeManager.Index<TraitPrototype>(traitId);
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var traitProto = prototypeManager.Index(traitId);
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TraitCategoryPrototype? categoryProto = null;
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if (categoryId != null && categoryId != "default")
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categoryProto = prototypeManager.Index<TraitCategoryPrototype>(categoryId);
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var list = new HashSet<string>(_traitPreferences);
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var list = new HashSet<ProtoId<TraitPrototype>>(_traitPreferences);
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if (pref)
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{
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@@ -372,7 +413,7 @@ namespace Content.Shared.Preferences
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var count = 0;
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foreach (var trait in list)
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{
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var traitProtoTemp = prototypeManager.Index<TraitPrototype>(trait);
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var traitProtoTemp = prototypeManager.Index(trait);
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count += traitProtoTemp.Cost;
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}
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@@ -514,7 +555,7 @@ namespace Content.Shared.Preferences
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_ => SpawnPriorityPreference.None // Invalid enum values.
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};
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var priorities = new Dictionary<string, JobPriority>(JobPriorities
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var priorities = new Dictionary<ProtoId<JobPrototype>, JobPriority>(JobPriorities
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.Where(p => prototypeManager.TryIndex<JobPrototype>(p.Key, out var job) && job.SetPreference && p.Value switch
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{
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JobPriority.Never => false, // Drop never since that's assumed default.
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@@ -524,6 +565,17 @@ namespace Content.Shared.Preferences
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_ => false
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}));
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var hasHighPrio = false;
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foreach (var (key, value) in priorities)
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{
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if (value != JobPriority.High)
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continue;
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if (hasHighPrio)
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priorities[key] = JobPriority.Medium;
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hasHighPrio = true;
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}
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var antags = AntagPreferences
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.Where(id => prototypeManager.TryIndex<AntagPrototype>(id, out var antag) && antag.SetPreference)
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.ToList();
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