Refactor how jobs are handed out (#5422)

* Completely refactor how job spawning works

* Remove remains of old system.

* Squash the final bug, cleanup.

* Attempt to fix tests

* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.

* pretty up ui

* refactor StationSystem into the correct folder & namespace.

* remove a log, make sure the lobby gets updated if a new map is spontaneously added.

* re-add accidentally removed log

* We do a little logging

* we do a little resolving

* we do a little documenting

* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.

* narrator: it did not compile

* oops

* support having no overflow jobs

* filescope for consistency

* small fixes

* Bumps a few role counts for Packed, namely engis

* log moment

* E

* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Update Content.Server/Maps/GameMapPrototype.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* factored job logic, cleanup.

* e

* Address reviews

* Remove the concept of a "default" grid.
It has no future in our new multi-station world

* why was clickable using that in the first place

* fix bad evil bug that almost slipped through
also adds chemist

* rms obsolete things from chemist

* Adds a sanity fallback

* address reviews

* adds ability to set name

* fuck

* cleanup joingame
This commit is contained in:
Moony
2021-11-26 03:02:46 -06:00
committed by GitHub
parent dfb329d5db
commit ec68226e99
53 changed files with 1148 additions and 705 deletions

View File

@@ -11,110 +11,109 @@ using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Maps
namespace Content.Server.Maps;
public class GameMapManager : IGameMapManager
{
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()
{
[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 =>
{
_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);
}
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);
}
}