Makes map vote and roundstart smart about player count. (#5418)

* Makes map vote and roundstart smart about player count.
No more Saltern with 30 players, or Knight Ship with 50.

* a typo

* Address reviews.

* Localized.
This commit is contained in:
Moony
2021-11-20 12:32:07 -06:00
committed by GitHub
parent 6487cd6d79
commit eb6d24abd0
18 changed files with 298 additions and 19 deletions

View File

@@ -0,0 +1,120 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Shared.CCVar;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Maps
{
public class GameMapManager : IGameMapManager
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
private GameMapPrototype _currentMap = default!;
private bool _currentMapForced;
public void Initialize()
{
_configurationManager.OnValueChanged(CCVars.GameMap, value =>
{
if (TryLookupMap(value, out var map))
_currentMap = map;
else
throw new ArgumentException($"Unknown map prototype {value} was selected!");
}, true);
_configurationManager.OnValueChanged(CCVars.GameMapForced, value => _currentMapForced = value, true);
}
public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
{
var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
}
public IEnumerable<GameMapPrototype> AllVotableMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>().Where(x => x.Votable);
}
public IEnumerable<GameMapPrototype> AllMaps()
{
return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
}
public bool TrySelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map)) return false;
_currentMap = map;
_currentMapForced = false;
return true;
}
public void ForceSelectMap(string gameMap)
{
if (!TryLookupMap(gameMap, out var map))
throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
_currentMap = map;
_currentMapForced = true;
}
public void SelectRandomMap()
{
var maps = CurrentlyEligibleMaps().ToList();
_random.Shuffle(maps);
_currentMap = maps[0];
_currentMapForced = false;
}
public GameMapPrototype GetSelectedMap()
{
return _currentMap;
}
public GameMapPrototype GetSelectedMapChecked(bool loud = false)
{
if (!_currentMapForced && !IsMapEligible(GetSelectedMap()))
{
var oldMap = GetSelectedMap().MapName;
SelectRandomMap();
if (loud)
{
_chatManager.DispatchServerAnnouncement(
Loc.GetString("gamemap-could-not-use-map-error",
("oldMap", oldMap), ("newMap", GetSelectedMap().MapName)
));
}
}
return GetSelectedMap();
}
public bool CheckMapExists(string gameMap)
{
return TryLookupMap(gameMap, out _);
}
private bool IsMapEligible(GameMapPrototype map)
{
return map.MaxPlayers >= _playerManager.PlayerCount && map.MinPlayers <= _playerManager.PlayerCount;
}
private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
{
return _prototypeManager.TryIndex(gameMap, out map);
}
}
}