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:
@@ -5,10 +5,12 @@ using Content.Client.RoundEnd;
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using Content.Client.Viewport;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Station;
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using JetBrains.Annotations;
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using Robust.Client.Graphics;
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using Robust.Client.State;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -21,7 +23,8 @@ namespace Content.Client.GameTicking.Managers
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[Dependency] private readonly IStateManager _stateManager = default!;
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[ViewVariables] private bool _initialized;
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private readonly List<string> _jobsAvailable = new();
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private Dictionary<StationId, Dictionary<string, int>> _jobsAvailable = new();
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private Dictionary<StationId, string> _stationNames = new();
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[ViewVariables] public bool AreWeReady { get; private set; }
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[ViewVariables] public bool IsGameStarted { get; private set; }
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@@ -31,13 +34,14 @@ namespace Content.Client.GameTicking.Managers
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[ViewVariables] public TimeSpan StartTime { get; private set; }
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[ViewVariables] public bool Paused { get; private set; }
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[ViewVariables] public Dictionary<NetUserId, LobbyPlayerStatus> Status { get; private set; } = new();
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[ViewVariables] public IReadOnlyList<string> JobsAvailable => _jobsAvailable;
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[ViewVariables] public IReadOnlyDictionary<StationId, Dictionary<string, int>> JobsAvailable => _jobsAvailable;
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[ViewVariables] public IReadOnlyDictionary<StationId, string> StationNames => _stationNames;
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public event Action? InfoBlobUpdated;
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public event Action? LobbyStatusUpdated;
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public event Action? LobbyReadyUpdated;
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public event Action? LobbyLateJoinStatusUpdated;
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public event Action<IReadOnlyList<string>>? LobbyJobsAvailableUpdated;
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public event Action<IReadOnlyDictionary<StationId, Dictionary<string, int>>>? LobbyJobsAvailableUpdated;
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public override void Initialize()
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{
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@@ -69,8 +73,8 @@ namespace Content.Client.GameTicking.Managers
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private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
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{
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_jobsAvailable.Clear();
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_jobsAvailable.AddRange(message.JobsAvailable);
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_jobsAvailable = message.JobsAvailableByStation;
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_stationNames = message.StationNames;
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LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
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}
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@@ -2,9 +2,10 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameTicking.Managers;
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using Content.Client.HUD.UI;
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using Content.Shared.Roles;
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using Content.Shared.Station;
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using Robust.Client.Console;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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@@ -25,10 +26,13 @@ namespace Content.Client.LateJoin
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
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public event Action<string>? SelectedId;
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public event Action<(StationId, string)> SelectedId;
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private readonly Dictionary<string, JobButton> _jobButtons = new();
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private readonly Dictionary<string, BoxContainer> _jobCategories = new();
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private readonly Dictionary<StationId, Dictionary<string, JobButton>> _jobButtons = new();
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private readonly Dictionary<StationId, Dictionary<string, BoxContainer>> _jobCategories = new();
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private readonly List<ScrollContainer> _jobLists = new();
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private readonly Control _base;
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public LateJoinGui()
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{
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@@ -38,36 +42,112 @@ namespace Content.Client.LateJoin
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var gameTicker = EntitySystem.Get<ClientGameTicker>();
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Title = Loc.GetString("late-join-gui-title");
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_base = new BoxContainer()
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{
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Orientation = LayoutOrientation.Vertical,
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VerticalExpand = true,
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Margin = new Thickness(0),
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};
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Contents.AddChild(_base);
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RebuildUI();
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SelectedId += x =>
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{
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var (station, jobId) = x;
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Logger.InfoS("latejoin", $"Late joining as ID: {jobId}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)} {station.Id}");
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Close();
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};
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gameTicker.LobbyJobsAvailableUpdated += JobsAvailableUpdated;
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}
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private void RebuildUI()
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{
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_base.RemoveAllChildren();
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_jobLists.Clear();
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_jobButtons.Clear();
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_jobCategories.Clear();
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var gameTicker = EntitySystem.Get<ClientGameTicker>();
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foreach (var (id, name) in gameTicker.StationNames)
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{
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var jobList = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical
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};
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var vBox = new BoxContainer
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var collapseButton = new ContainerButton()
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{
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Orientation = LayoutOrientation.Vertical,
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HorizontalAlignment = HAlignment.Right,
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ToggleMode = true,
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Children =
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{
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new ScrollContainer
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new TextureRect
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{
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VerticalExpand = true,
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Children =
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{
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jobList
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}
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StyleClasses = { OptionButton.StyleClassOptionTriangle },
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Margin = new Thickness(8, 0),
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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}
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}
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};
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Contents.AddChild(vBox);
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_base.AddChild(new StripeBack()
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{
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Children = {
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new PanelContainer()
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{
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Children =
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{
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new Label()
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{
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StyleClasses = { "LabelBig" },
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Text = $"NTSS {name}",
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Align = Label.AlignMode.Center,
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},
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collapseButton
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}
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}
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}
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});
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var jobListScroll = new ScrollContainer()
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{
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VerticalExpand = true,
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Children = {jobList},
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Visible = false,
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};
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if (_jobLists.Count == 0)
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jobListScroll.Visible = true;
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_jobLists.Add(jobListScroll);
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_base.AddChild(jobListScroll);
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collapseButton.OnToggled += _ =>
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{
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foreach (var section in _jobLists)
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{
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section.Visible = false;
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}
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jobListScroll.Visible = true;
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};
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var firstCategory = true;
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foreach (var job in _prototypeManager.EnumeratePrototypes<JobPrototype>().OrderBy(j => j.Name))
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foreach (var job in gameTicker.JobsAvailable[id].OrderBy(x => x.Key))
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{
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foreach (var department in job.Departments)
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var prototype = _prototypeManager.Index<JobPrototype>(job.Key);
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foreach (var department in prototype.Departments)
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{
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if (!_jobCategories.TryGetValue(department, out var category))
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if (!_jobCategories.TryGetValue(id, out var _))
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_jobCategories[id] = new Dictionary<string, BoxContainer>();
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if (!_jobButtons.TryGetValue(id, out var _))
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_jobButtons[id] = new Dictionary<string, JobButton>();
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if (!_jobCategories[id].TryGetValue(department, out var category))
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{
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category = new BoxContainer
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{
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@@ -91,21 +171,21 @@ namespace Content.Client.LateJoin
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category.AddChild(new PanelContainer
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{
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PanelOverride = new StyleBoxFlat {BackgroundColor = Color.FromHex("#464966")},
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Children =
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{
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new Label
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{
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StyleClasses = { "LabelBig" },
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Text = Loc.GetString("late-join-gui-department-jobs-label", ("departmentName", department))
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}
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}
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});
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_jobCategories[department] = category;
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_jobCategories[id][department] = category;
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jobList.AddChild(category);
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}
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var jobButton = new JobButton(job.ID);
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var jobButton = new JobButton(prototype.ID, job.Value);
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var jobSelector = new BoxContainer
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{
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@@ -119,9 +199,9 @@ namespace Content.Client.LateJoin
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Stretch = TextureRect.StretchMode.KeepCentered
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};
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if (job.Icon != null)
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if (prototype.Icon != null)
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{
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var specifier = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/job_icons.rsi"), job.Icon);
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var specifier = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Interface/Misc/job_icons.rsi"), prototype.Icon);
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icon.Texture = specifier.Frame0();
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}
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@@ -129,7 +209,9 @@ namespace Content.Client.LateJoin
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var jobLabel = new Label
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{
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Text = job.Name
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Text = job.Value >= 0 ?
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Loc.GetString("late-join-gui-job-slot-capped", ("jobName", prototype.Name), ("amount", job.Value)) :
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Loc.GetString("late-join-gui-job-slot-uncapped", ("jobName", prototype.Name))
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};
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jobSelector.AddChild(jobLabel);
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@@ -138,34 +220,23 @@ namespace Content.Client.LateJoin
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jobButton.OnPressed += _ =>
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{
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SelectedId?.Invoke(jobButton.JobId);
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SelectedId?.Invoke((id, jobButton.JobId));
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};
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if (!gameTicker.JobsAvailable.Contains(job.ID))
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if (job.Value == 0)
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{
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jobButton.Disabled = true;
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}
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_jobButtons[job.ID] = jobButton;
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_jobButtons[id][prototype.ID] = jobButton;
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}
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}
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}
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}
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SelectedId += jobId =>
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private void JobsAvailableUpdated(IReadOnlyDictionary<StationId, Dictionary<string, int>> _)
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{
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Logger.InfoS("latejoin", $"Late joining as ID: {jobId}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)}");
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Close();
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};
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gameTicker.LobbyJobsAvailableUpdated += JobsAvailableUpdated;
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}
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private void JobsAvailableUpdated(IReadOnlyList<string> jobs)
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{
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foreach (var (id, button) in _jobButtons)
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{
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button.Disabled = !jobs.Contains(id);
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}
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RebuildUI();
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}
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protected override void Dispose(bool disposing)
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@@ -184,10 +255,12 @@ namespace Content.Client.LateJoin
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class JobButton : ContainerButton
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{
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public string JobId { get; }
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public int Amount { get; }
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public JobButton(string jobId)
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public JobButton(string jobId, int amount)
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{
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JobId = jobId;
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Amount = amount;
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AddStyleClass(StyleClassButton);
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}
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}
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@@ -144,7 +144,7 @@ namespace Content.Client.Lobby.UI
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var highPriorityJob = profile.JobPriorities.FirstOrDefault(p => p.Value == JobPriority.High).Key;
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var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.OverflowJob);
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var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.FallbackOverflowJob);
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inventory.ClearAllSlotVisuals();
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@@ -307,7 +307,7 @@ namespace Content.Client.Preferences.UI
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(int) PreferenceUnavailableMode.StayInLobby);
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_preferenceUnavailableButton.AddItem(
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Loc.GetString("humanoid-profile-editor-preference-unavailable-spawn-as-overflow-button",
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("overflowJob", Loc.GetString(SharedGameTicker.OverflowJobName))),
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("overflowJob", Loc.GetString(SharedGameTicker.FallbackOverflowJobName))),
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(int) PreferenceUnavailableMode.SpawnAsOverflow);
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_preferenceUnavailableButton.OnItemSelected += args =>
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@@ -1,4 +1,5 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Client.Clickable;
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using Content.Server.GameTicking;
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@@ -6,10 +7,8 @@ using NUnit.Framework;
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using Robust.Server.GameObjects;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
|
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using Robust.Shared.IoC;
|
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
|
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using Robust.Shared.Timing;
|
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|
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namespace Content.IntegrationTests.Tests
|
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{
|
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@@ -76,7 +75,7 @@ namespace Content.IntegrationTests.Tests
|
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|
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await _server.WaitPost(() =>
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{
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var gridEnt = mapManager.GetGrid(gameTicker.DefaultGridId).GridEntityId;
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var gridEnt = mapManager.GetAllGrids().First().GridEntityId;
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worldPos = serverEntManager.GetEntity(gridEnt).Transform.WorldPosition;
|
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|
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var ent = serverEntManager.SpawnEntity(prototype, new EntityCoordinates(gridEnt, 0f, 0f));
|
||||
|
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66
Content.Server/Administration/Commands/LoadGameMapCommand.cs
Normal file
66
Content.Server/Administration/Commands/LoadGameMapCommand.cs
Normal file
@@ -0,0 +1,66 @@
|
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using Content.Server.Maps;
|
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using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Administration;
|
||||
using Robust.Server.Maps;
|
||||
using Robust.Shared.Console;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.Administration.Commands
|
||||
{
|
||||
[AdminCommand(AdminFlags.Fun)]
|
||||
public sealed class LoadGameMapCommand : IConsoleCommand
|
||||
{
|
||||
public string Command => "loadgamemap";
|
||||
|
||||
public string Description => "Loads the given game map at the given coordinates.";
|
||||
|
||||
public string Help => "loadgamemap <gamemap> <mapid> [<x> <y> [<name>]] ";
|
||||
|
||||
public void Execute(IConsoleShell shell, string argStr, string[] args)
|
||||
{
|
||||
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
||||
var mapLoader = IoCManager.Resolve<IMapLoader>();
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
var stationSystem = entityManager.EntitySysManager.GetEntitySystem<StationSystem>();
|
||||
|
||||
if (args.Length is not (2 or 4 or 5))
|
||||
{
|
||||
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (prototypeManager.TryIndex<GameMapPrototype>(args[0], out var gameMap))
|
||||
{
|
||||
if (int.TryParse(args[1], out var mapId))
|
||||
{
|
||||
var gameMapEnt = mapLoader.LoadBlueprint(new MapId(mapId), gameMap.MapPath);
|
||||
if (gameMapEnt is null)
|
||||
{
|
||||
shell.WriteError($"Failed to create the given game map, is the path {gameMap.MapPath} correct?");
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Length >= 4 && int.TryParse(args[2], out var x) && int.TryParse(args[3], out var y))
|
||||
{
|
||||
var transform = entityManager.GetComponent<TransformComponent>(gameMapEnt.GridEntityId);
|
||||
transform.WorldPosition = new Vector2(x, y);
|
||||
}
|
||||
|
||||
var stationName = args.Length == 5 ? args[4] : null;
|
||||
|
||||
stationSystem.InitialSetupStationGrid(gameMapEnt.GridEntityId, gameMap, stationName);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
shell.WriteError($"The given map prototype {args[0]} is invalid.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Administration;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Console;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.GameTicking.Commands
|
||||
@@ -24,35 +28,47 @@ namespace Content.Server.GameTicking.Commands
|
||||
}
|
||||
public void Execute(IConsoleShell shell, string argStr, string[] args)
|
||||
{
|
||||
if (args.Length != 2)
|
||||
{
|
||||
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
|
||||
return;
|
||||
}
|
||||
|
||||
var player = shell.Player as IPlayerSession;
|
||||
var output = string.Join(".", args);
|
||||
|
||||
if (player == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var ticker = EntitySystem.Get<GameTicker>();
|
||||
var stationSystem = EntitySystem.Get<StationSystem>();
|
||||
if (ticker.RunLevel == GameRunLevel.PreRoundLobby)
|
||||
{
|
||||
shell.WriteLine("Round has not started.");
|
||||
return;
|
||||
}
|
||||
else if(ticker.RunLevel == GameRunLevel.InRound)
|
||||
else if (ticker.RunLevel == GameRunLevel.InRound)
|
||||
{
|
||||
string ID = args[0];
|
||||
var positions = ticker.GetAvailablePositions();
|
||||
string id = args[0];
|
||||
|
||||
if(positions.GetValueOrDefault(ID, 0) == 0) //n < 0 is treated as infinite
|
||||
if (!uint.TryParse(args[1], out var sid))
|
||||
{
|
||||
var jobPrototype = _prototypeManager.Index<JobPrototype>(ID);
|
||||
shell.WriteError(Loc.GetString("shell-argument-must-be-number"));
|
||||
}
|
||||
|
||||
var stationId = new StationId(sid);
|
||||
if(!stationSystem.IsJobAvailableOnStation(stationId, id))
|
||||
{
|
||||
var jobPrototype = _prototypeManager.Index<JobPrototype>(id);
|
||||
shell.WriteLine($"{jobPrototype.Name} has no available slots.");
|
||||
return;
|
||||
}
|
||||
ticker.MakeJoinGame(player, args[0]);
|
||||
ticker.MakeJoinGame(player, stationId, id);
|
||||
return;
|
||||
}
|
||||
|
||||
ticker.MakeJoinGame(player);
|
||||
ticker.MakeJoinGame(player, StationId.Invalid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
@@ -6,6 +5,7 @@ using System.Linq;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Preferences;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Network;
|
||||
@@ -25,25 +25,14 @@ namespace Content.Server.GameTicking
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<string, int> _spawnedPositions = new();
|
||||
|
||||
private Dictionary<IPlayerSession, string> AssignJobs(List<IPlayerSession> available,
|
||||
private Dictionary<IPlayerSession, (string, StationId)> AssignJobs(List<IPlayerSession> available,
|
||||
Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
|
||||
{
|
||||
// Calculate positions available round-start for each job.
|
||||
var availablePositions = GetBasePositions(true);
|
||||
var assigned = new Dictionary<IPlayerSession, (string, StationId)>();
|
||||
|
||||
// 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--)
|
||||
List<(IPlayerSession, List<string>)> GetPlayersJobCandidates(bool heads, JobPriority 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 =>
|
||||
return available.Select(player =>
|
||||
{
|
||||
var profile = profiles[player.UserId];
|
||||
|
||||
@@ -56,6 +45,7 @@ namespace Content.Server.GameTicking
|
||||
// Job doesn't exist, probably old data?
|
||||
return false;
|
||||
}
|
||||
|
||||
if (job.IsHead != heads)
|
||||
{
|
||||
return false;
|
||||
@@ -70,8 +60,11 @@ namespace Content.Server.GameTicking
|
||||
})
|
||||
.Where(p => p.availableJobs.Count != 0)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
_robustRandom.Shuffle(candidates);
|
||||
void ProcessJobs(bool heads, Dictionary<string, int> availablePositions, StationId id, JobPriority i)
|
||||
{
|
||||
var candidates = GetPlayersJobCandidates(heads, i);
|
||||
|
||||
foreach (var (candidate, jobs) in candidates)
|
||||
{
|
||||
@@ -87,7 +80,7 @@ namespace Content.Server.GameTicking
|
||||
}
|
||||
|
||||
availablePositions[picked] -= 1;
|
||||
assigned.Add(candidate, picked);
|
||||
assigned.Add(candidate, (picked, id));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -95,61 +88,27 @@ namespace Content.Server.GameTicking
|
||||
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);
|
||||
// Current strategy is to fill each station one by one.
|
||||
foreach (var (id, station) in _stationSystem.StationInfo)
|
||||
{
|
||||
// Get the ROUND-START job list.
|
||||
var availablePositions = station.MapPrototype.AvailableJobs.ToDictionary(x => x.Key, x => x.Value[0]);
|
||||
|
||||
for (var i = JobPriority.High; i > JobPriority.Never; i--)
|
||||
{
|
||||
// Process jobs possible for heads...
|
||||
ProcessJobs(true, availablePositions, id, i);
|
||||
// and then jobs that are not heads.
|
||||
ProcessJobs(false, availablePositions, id, i);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
private string PickBestAvailableJob(HumanoidCharacterProfile profile, StationId station)
|
||||
{
|
||||
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>
|
||||
public 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();
|
||||
var available = _stationSystem.StationInfo[station].JobList;
|
||||
|
||||
bool TryPick(JobPriority priority, [NotNullWhen(true)] out string? jobId)
|
||||
{
|
||||
@@ -188,18 +147,17 @@ namespace Content.Server.GameTicking
|
||||
return picked;
|
||||
}
|
||||
|
||||
return OverflowJob;
|
||||
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone().ToList();
|
||||
return _robustRandom.Pick(overflows);
|
||||
}
|
||||
|
||||
[Conditional("DEBUG")]
|
||||
private void InitializeJobController()
|
||||
{
|
||||
// Verify that the overflow role exists and has the correct name.
|
||||
var role = _prototypeManager.Index<JobPrototype>(OverflowJob);
|
||||
DebugTools.Assert(role.Name == Loc.GetString(OverflowJobName),
|
||||
var role = _prototypeManager.Index<JobPrototype>(FallbackOverflowJob);
|
||||
DebugTools.Assert(role.Name == Loc.GetString(FallbackOverflowJobName),
|
||||
"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)
|
||||
@@ -211,17 +169,21 @@ namespace Content.Server.GameTicking
|
||||
{
|
||||
// If late join is disallowed, return no available jobs.
|
||||
if (DisallowLateJoin)
|
||||
return new TickerJobsAvailableEvent(Array.Empty<string>());
|
||||
return new TickerJobsAvailableEvent(new Dictionary<StationId, string>(), new Dictionary<StationId, Dictionary<string, int>>());
|
||||
|
||||
var jobs = GetAvailablePositions()
|
||||
.Where(e => e.Value > 0)
|
||||
.Select(e => e.Key)
|
||||
.ToArray();
|
||||
var jobs = new Dictionary<StationId, Dictionary<string, int>>();
|
||||
var stationNames = new Dictionary<StationId, string>();
|
||||
|
||||
return new TickerJobsAvailableEvent(jobs);
|
||||
foreach (var (id, station) in _stationSystem.StationInfo)
|
||||
{
|
||||
var list = station.JobList.ToDictionary(x => x.Key, x => x.Value);
|
||||
jobs.Add(id, list);
|
||||
stationNames.Add(id, station.Name);
|
||||
}
|
||||
return new TickerJobsAvailableEvent(stationNames, jobs);
|
||||
}
|
||||
|
||||
private void UpdateJobsAvailable()
|
||||
public void UpdateJobsAvailable()
|
||||
{
|
||||
RaiseNetworkEvent(GetJobsAvailable(), Filter.Empty().AddPlayers(_playersInLobby.Keys));
|
||||
}
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
using System;
|
||||
using Content.Server.Players;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.GameWindow;
|
||||
using Content.Shared.Preferences;
|
||||
using Content.Shared.Station;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Enums;
|
||||
@@ -107,7 +110,7 @@ namespace Content.Server.GameTicking
|
||||
async void SpawnWaitPrefs()
|
||||
{
|
||||
await _prefsManager.WaitPreferencesLoaded(session);
|
||||
SpawnPlayer(session);
|
||||
SpawnPlayer(session, StationId.Invalid);
|
||||
}
|
||||
|
||||
async void AddPlayerToDb(Guid id)
|
||||
|
||||
@@ -6,10 +6,13 @@ using Content.Server.GameTicking.Events;
|
||||
using Content.Server.Players;
|
||||
using Content.Server.Mind;
|
||||
using Content.Server.Ghost;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Coordinates;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Preferences;
|
||||
using Content.Shared.Station;
|
||||
using Prometheus;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -64,14 +67,17 @@ namespace Content.Server.GameTicking
|
||||
{
|
||||
DefaultMap = _mapManager.CreateMap();
|
||||
var startTime = _gameTiming.RealTime;
|
||||
var map = _gameMapManager.GetSelectedMapChecked(true).MapPath;
|
||||
var grid = _mapLoader.LoadBlueprint(DefaultMap, map);
|
||||
var map = _gameMapManager.GetSelectedMapChecked(true);
|
||||
var grid = _mapLoader.LoadBlueprint(DefaultMap, map.MapPath);
|
||||
|
||||
|
||||
if (grid == null)
|
||||
{
|
||||
throw new InvalidOperationException($"No grid found for map {map}");
|
||||
throw new InvalidOperationException($"No grid found for map {map.MapName}");
|
||||
}
|
||||
|
||||
_stationSystem.InitialSetupStationGrid(grid.GridEntityId, map);
|
||||
|
||||
var stationXform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
|
||||
|
||||
if (StationOffset)
|
||||
@@ -87,7 +93,6 @@ namespace Content.Server.GameTicking
|
||||
stationXform.LocalRotation = _robustRandom.NextFloat(MathF.Tau);
|
||||
}
|
||||
|
||||
DefaultGridId = grid.Index;
|
||||
_spawnPoint = grid.ToCoordinates();
|
||||
|
||||
var timeSpan = _gameTiming.RealTime - startTime;
|
||||
@@ -153,14 +158,36 @@ namespace Content.Server.GameTicking
|
||||
var profile = profiles[player.UserId];
|
||||
if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
|
||||
{
|
||||
assignedJobs.Add(player, OverflowJob);
|
||||
// Pick a random station
|
||||
var stations = _stationSystem.StationInfo.Keys.ToList();
|
||||
_robustRandom.Shuffle(stations);
|
||||
|
||||
if (stations.Count == 0)
|
||||
{
|
||||
assignedJobs.Add(player, (FallbackOverflowJob, StationId.Invalid));
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var station in stations)
|
||||
{
|
||||
// Pick a random overflow job from that station
|
||||
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone();
|
||||
_robustRandom.Shuffle(overflows);
|
||||
|
||||
// Stations with no overflow slots should simply get skipped over.
|
||||
if (overflows.Count == 0)
|
||||
continue;
|
||||
|
||||
// If the overflow exists, put them in as it.
|
||||
assignedJobs.Add(player, (overflows[0], stations[0]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn everybody in!
|
||||
foreach (var (player, job) in assignedJobs)
|
||||
foreach (var (player, (job, station)) in assignedJobs)
|
||||
{
|
||||
SpawnPlayer(player, profiles[player.UserId], job, false);
|
||||
SpawnPlayer(player, profiles[player.UserId], station, job, false);
|
||||
}
|
||||
|
||||
// Time to start the preset.
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using Content.Server.Access.Components;
|
||||
using Content.Server.Access.Systems;
|
||||
using Content.Server.CharacterAppearance.Components;
|
||||
using Content.Server.Ghost;
|
||||
using Content.Server.Ghost.Components;
|
||||
using Content.Server.Hands.Components;
|
||||
@@ -14,12 +14,15 @@ using Content.Server.Players;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Spawners.Components;
|
||||
using Content.Server.Speech.Components;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.CharacterAppearance.Systems;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.Ghost;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Preferences;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -28,6 +31,7 @@ using Robust.Shared.Map;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using static Content.Server.Station.StationSystem;
|
||||
|
||||
namespace Content.Server.GameTicking
|
||||
{
|
||||
@@ -38,22 +42,35 @@ namespace Content.Server.GameTicking
|
||||
|
||||
[Dependency] private readonly IdCardSystem _cardSystem = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Can't yet be removed because every test ever seems to depend on it. I'll make removing this a different PR.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
private EntityCoordinates _spawnPoint;
|
||||
|
||||
// Mainly to avoid allocations.
|
||||
private readonly List<EntityCoordinates> _possiblePositions = new();
|
||||
|
||||
private void SpawnPlayer(IPlayerSession player, string? jobId = null, bool lateJoin = true)
|
||||
private void SpawnPlayer(IPlayerSession player, StationId station, string? jobId = null, bool lateJoin = true)
|
||||
{
|
||||
var character = GetPlayerProfile(player);
|
||||
|
||||
SpawnPlayer(player, character, jobId, lateJoin);
|
||||
SpawnPlayer(player, character, station, jobId, lateJoin);
|
||||
UpdateJobsAvailable();
|
||||
}
|
||||
|
||||
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, string? jobId = null, bool lateJoin = true)
|
||||
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, StationId station, string? jobId = null, bool lateJoin = true)
|
||||
{
|
||||
if (station == StationId.Invalid)
|
||||
{
|
||||
var stations = _stationSystem.StationInfo.Keys.ToList();
|
||||
_robustRandom.Shuffle(stations);
|
||||
if (stations.Count == 0)
|
||||
station = StationId.Invalid;
|
||||
else
|
||||
station = stations[0];
|
||||
}
|
||||
|
||||
// Can't spawn players with a dummy ticker!
|
||||
if (DummyTicker)
|
||||
return;
|
||||
@@ -78,7 +95,7 @@ namespace Content.Server.GameTicking
|
||||
newMind.ChangeOwningPlayer(data.UserId);
|
||||
|
||||
// Pick best job best on prefs.
|
||||
jobId ??= PickBestAvailableJob(character);
|
||||
jobId ??= PickBestAvailableJob(character, station);
|
||||
|
||||
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
|
||||
var job = new Job(newMind, jobPrototype);
|
||||
@@ -94,7 +111,7 @@ namespace Content.Server.GameTicking
|
||||
playDefaultSound: false);
|
||||
}
|
||||
|
||||
var mob = SpawnPlayerMob(job, character, lateJoin);
|
||||
var mob = SpawnPlayerMob(job, character, station, lateJoin);
|
||||
newMind.TransferTo(mob.Uid);
|
||||
|
||||
if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
|
||||
@@ -111,20 +128,28 @@ namespace Content.Server.GameTicking
|
||||
jobSpecial.AfterEquip(mob);
|
||||
}
|
||||
|
||||
_stationSystem.TryAssignJobToStation(station, jobId);
|
||||
|
||||
if (lateJoin)
|
||||
_adminLogSystem.Add(LogType.LateJoin, LogImpact.Medium, $"Player {player.Name} late joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {mob} as a {job.Name:jobName}.");
|
||||
else
|
||||
_adminLogSystem.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {mob} as a {job.Name:jobName}.");
|
||||
|
||||
Preset?.OnSpawnPlayerCompleted(player, mob, lateJoin);
|
||||
}
|
||||
|
||||
public void Respawn(IPlayerSession player)
|
||||
{
|
||||
player.ContentData()?.WipeMind();
|
||||
_adminLogSystem.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
|
||||
|
||||
if (LobbyEnabled)
|
||||
PlayerJoinLobby(player);
|
||||
else
|
||||
SpawnPlayer(player);
|
||||
SpawnPlayer(player, StationId.Invalid);
|
||||
}
|
||||
|
||||
public void MakeJoinGame(IPlayerSession player, string? jobId = null)
|
||||
public void MakeJoinGame(IPlayerSession player, StationId station, string? jobId = null)
|
||||
{
|
||||
if (!_playersInLobby.ContainsKey(player)) return;
|
||||
|
||||
@@ -133,7 +158,7 @@ namespace Content.Server.GameTicking
|
||||
return;
|
||||
}
|
||||
|
||||
SpawnPlayer(player, jobId);
|
||||
SpawnPlayer(player, station, jobId);
|
||||
}
|
||||
|
||||
public void MakeObserve(IPlayerSession player)
|
||||
@@ -168,9 +193,9 @@ namespace Content.Server.GameTicking
|
||||
}
|
||||
|
||||
#region Mob Spawning Helpers
|
||||
private IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, bool lateJoin = true)
|
||||
private IEntity SpawnPlayerMob(Job job, HumanoidCharacterProfile? profile, StationId station, bool lateJoin = true)
|
||||
{
|
||||
var coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
|
||||
var coordinates = lateJoin ? GetLateJoinSpawnPoint(station) : GetJobSpawnPoint(job.Prototype.ID, station);
|
||||
var entity = EntityManager.SpawnEntity(PlayerPrototypeName, coordinates);
|
||||
|
||||
if (job.StartingGear != null)
|
||||
@@ -255,7 +280,7 @@ namespace Content.Server.GameTicking
|
||||
}
|
||||
|
||||
#region Spawn Points
|
||||
public EntityCoordinates GetJobSpawnPoint(string jobId)
|
||||
public EntityCoordinates GetJobSpawnPoint(string jobId, StationId station)
|
||||
{
|
||||
var location = _spawnPoint;
|
||||
|
||||
@@ -263,17 +288,24 @@ namespace Content.Server.GameTicking
|
||||
|
||||
foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
|
||||
{
|
||||
if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId)
|
||||
var matchingStation =
|
||||
EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
|
||||
stationComponent.Station == station;
|
||||
DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
|
||||
|
||||
if (point.SpawnType == SpawnPointType.Job && point.Job?.ID == jobId && matchingStation)
|
||||
_possiblePositions.Add(transform.Coordinates);
|
||||
}
|
||||
|
||||
if (_possiblePositions.Count != 0)
|
||||
location = _robustRandom.Pick(_possiblePositions);
|
||||
else
|
||||
location = GetLateJoinSpawnPoint(station); // We need a sane fallback here, so latejoin it is.
|
||||
|
||||
return location;
|
||||
}
|
||||
|
||||
public EntityCoordinates GetLateJoinSpawnPoint()
|
||||
public EntityCoordinates GetLateJoinSpawnPoint(StationId station)
|
||||
{
|
||||
var location = _spawnPoint;
|
||||
|
||||
@@ -281,7 +313,13 @@ namespace Content.Server.GameTicking
|
||||
|
||||
foreach (var (point, transform) in EntityManager.EntityQuery<SpawnPointComponent, TransformComponent>())
|
||||
{
|
||||
if (point.SpawnType == SpawnPointType.LateJoin) _possiblePositions.Add(transform.Coordinates);
|
||||
var matchingStation =
|
||||
EntityManager.TryGetComponent<StationComponent>(transform.ParentUid, out var stationComponent) &&
|
||||
stationComponent.Station == station;
|
||||
DebugTools.Assert(EntityManager.TryGetComponent<IMapGridComponent>(transform.ParentUid, out _));
|
||||
|
||||
if (point.SpawnType == SpawnPointType.LateJoin && matchingStation)
|
||||
_possiblePositions.Add(transform.Coordinates);
|
||||
}
|
||||
|
||||
if (_possiblePositions.Count != 0)
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.Chat.Managers;
|
||||
using Content.Server.Maps;
|
||||
using Content.Server.Preferences.Managers;
|
||||
using Content.Server.Roles;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.GameWindow;
|
||||
@@ -27,7 +30,6 @@ namespace Content.Server.GameTicking
|
||||
[ViewVariables] private bool _postInitialized;
|
||||
|
||||
[ViewVariables] public MapId DefaultMap { get; private set; }
|
||||
[ViewVariables] public GridId DefaultGridId { get; private set; }
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -87,5 +89,7 @@ namespace Content.Server.GameTicking
|
||||
[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
|
||||
[Dependency] private readonly IGameMapManager _gameMapManager = default!;
|
||||
[Dependency] private readonly StationSystem _stationSystem = default!;
|
||||
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,10 +11,10 @@ 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!;
|
||||
@@ -116,5 +116,4 @@ namespace Content.Server.Maps
|
||||
{
|
||||
return _prototypeManager.TryIndex(gameMap, out map);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,53 +1,70 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Roles;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Maps
|
||||
namespace Content.Server.Maps;
|
||||
|
||||
/// <summary>
|
||||
/// Prototype data for a game map.
|
||||
/// </summary>
|
||||
[Prototype("gameMap")]
|
||||
public class GameMapPrototype : IPrototype
|
||||
{
|
||||
/// <summary>
|
||||
/// Prototype data for a game map.
|
||||
/// </summary>
|
||||
[Prototype("gameMap")]
|
||||
public class GameMapPrototype : IPrototype
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
[ViewVariables, DataField("id", required: true)]
|
||||
[DataField("id", required: true)]
|
||||
public string ID { get; } = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Minimum players for the given map.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("minPlayers", required: true)]
|
||||
[DataField("minPlayers", required: true)]
|
||||
public uint MinPlayers { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Maximum players for the given map.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("maxPlayers")]
|
||||
[DataField("maxPlayers")]
|
||||
public uint MaxPlayers { get; } = uint.MaxValue;
|
||||
|
||||
/// <summary>
|
||||
/// Name of the given map.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("mapName", required: true)]
|
||||
[DataField("mapName", required: true)]
|
||||
public string MapName { get; } = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Relative directory path to the given map, i.e. `Maps/saltern.yml`
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("mapPath", required: true)]
|
||||
[DataField("mapPath", required: true)]
|
||||
public string MapPath { get; } = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Controls if the map can be used as a fallback if no maps are eligible.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("fallback")]
|
||||
[DataField("fallback")]
|
||||
public bool Fallback { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Controls if the map can be voted for.
|
||||
/// </summary>
|
||||
[ViewVariables, DataField("votable")]
|
||||
[DataField("votable")]
|
||||
public bool Votable { get; } = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Jobs used at round start should the station run out of job slots.
|
||||
/// Doesn't necessarily mean the station has infinite slots for the given jobs midround!
|
||||
/// </summary>
|
||||
[DataField("overflowJobs", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<JobPrototype>))]
|
||||
public List<string> OverflowJobs { get; } = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Index of all jobs available on the station, of form
|
||||
/// jobname: [roundstart, midround]
|
||||
/// </summary>
|
||||
[DataField("availableJobs", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<List<int>, JobPrototype>))]
|
||||
public Dictionary<string, List<int>> AvailableJobs { get; } = default!;
|
||||
}
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.Maps
|
||||
namespace Content.Server.Maps;
|
||||
|
||||
/// <summary>
|
||||
/// Manages which station map will be used for the next round.
|
||||
/// </summary>
|
||||
public interface IGameMapManager
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages which station map will be used for the next round.
|
||||
/// </summary>
|
||||
public interface IGameMapManager
|
||||
{
|
||||
void Initialize();
|
||||
|
||||
/// <summary>
|
||||
@@ -64,5 +64,4 @@ namespace Content.Server.Maps
|
||||
/// <param name="gameMap">name of the map</param>
|
||||
/// <returns>existence</returns>
|
||||
bool CheckMapExists(string gameMap);
|
||||
}
|
||||
}
|
||||
13
Content.Server/Station/StationComponent.cs
Normal file
13
Content.Server/Station/StationComponent.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using Content.Shared.Station;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Station;
|
||||
|
||||
[RegisterComponent, Friend(typeof(StationSystem))]
|
||||
public class StationComponent : Component
|
||||
{
|
||||
public override string Name => "Station";
|
||||
|
||||
public StationId Station = StationId.Invalid;
|
||||
}
|
||||
165
Content.Server/Station/StationSystem.cs
Normal file
165
Content.Server/Station/StationSystem.cs
Normal file
@@ -0,0 +1,165 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Maps;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
|
||||
namespace Content.Server.Station;
|
||||
|
||||
/// <summary>
|
||||
/// System that manages the jobs available on a station, and maybe other things later.
|
||||
/// </summary>
|
||||
public class StationSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private GameTicker _gameTicker = default!;
|
||||
private uint _idCounter = 1;
|
||||
|
||||
private Dictionary<StationId, StationInfoData> _stationInfo = new();
|
||||
/// <summary>
|
||||
/// List of stations for the current round.
|
||||
/// </summary>
|
||||
public IReadOnlyDictionary<StationId, StationInfoData> StationInfo => _stationInfo;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up station info.
|
||||
/// </summary>
|
||||
private void OnRoundEnd(GameRunLevelChangedEvent eventArgs)
|
||||
{
|
||||
if (eventArgs.New == GameRunLevel.PostRound)
|
||||
_stationInfo = new();
|
||||
}
|
||||
|
||||
public class StationInfoData
|
||||
{
|
||||
public readonly string Name;
|
||||
|
||||
/// <summary>
|
||||
/// Job list associated with the game map.
|
||||
/// </summary>
|
||||
public readonly GameMapPrototype MapPrototype;
|
||||
|
||||
/// <summary>
|
||||
/// The round job list.
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, int> _jobList;
|
||||
|
||||
public IReadOnlyDictionary<string, int> JobList => _jobList;
|
||||
|
||||
public StationInfoData(string name, GameMapPrototype mapPrototype, Dictionary<string, int> jobList)
|
||||
{
|
||||
Name = name;
|
||||
MapPrototype = mapPrototype;
|
||||
_jobList = jobList;
|
||||
}
|
||||
|
||||
public bool TryAssignJob(string jobName)
|
||||
{
|
||||
if (_jobList.ContainsKey(jobName))
|
||||
{
|
||||
switch (_jobList[jobName])
|
||||
{
|
||||
case > 0:
|
||||
_jobList[jobName]--;
|
||||
return true;
|
||||
case -1:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new station and attaches it to the given grid.
|
||||
/// </summary>
|
||||
/// <param name="mapGrid">grid to attach to</param>
|
||||
/// <param name="mapPrototype">game map prototype of the station</param>
|
||||
/// <param name="stationName">name of the station to assign, if not the default</param>
|
||||
/// <param name="gridComponent">optional grid component of the grid.</param>
|
||||
/// <returns>The ID of the resulting station</returns>
|
||||
/// <exception cref="ArgumentException">Thrown when the given entity is not a grid.</exception>
|
||||
public StationId InitialSetupStationGrid(EntityUid mapGrid, GameMapPrototype mapPrototype, string? stationName = null, IMapGridComponent? gridComponent = null)
|
||||
{
|
||||
if (!Resolve(mapGrid, ref gridComponent))
|
||||
throw new ArgumentException("Tried to initialize a station on a non-grid entity!");
|
||||
|
||||
var jobListDict = mapPrototype.AvailableJobs.ToDictionary(x => x.Key, x => x.Value[1]);
|
||||
var id = AllocateStationInfo();
|
||||
|
||||
_stationInfo[id] = new StationInfoData(stationName ?? mapPrototype.MapName, mapPrototype, jobListDict);
|
||||
var station = EntityManager.AddComponent<StationComponent>(mapGrid);
|
||||
station.Station = id;
|
||||
|
||||
_gameTicker.UpdateJobsAvailable(); // new station means new jobs, tell any lobby-goers.
|
||||
|
||||
Logger.InfoS("stations",
|
||||
$"Setting up new {mapPrototype.ID} called {mapPrototype.MapName} on grid {mapGrid}:{gridComponent.GridIndex}");
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the given grid to the given station.
|
||||
/// </summary>
|
||||
/// <param name="mapGrid">grid to attach</param>
|
||||
/// <param name="station">station to attach the grid to</param>
|
||||
/// <param name="gridComponent">optional grid component of the grid.</param>
|
||||
/// <exception cref="ArgumentException">Thrown when the given entity is not a grid.</exception>
|
||||
public void AddGridToStation(EntityUid mapGrid, StationId station, IMapGridComponent? gridComponent = null)
|
||||
{
|
||||
if (!Resolve(mapGrid, ref gridComponent))
|
||||
throw new ArgumentException("Tried to initialize a station on a non-grid entity!");
|
||||
var stationComponent = EntityManager.AddComponent<StationComponent>(mapGrid);
|
||||
stationComponent.Station = station;
|
||||
|
||||
Logger.InfoS("stations", $"Adding grid {mapGrid}:{gridComponent.GridIndex} to station {station} named {_stationInfo[station].Name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to assign a job on the given station.
|
||||
/// </summary>
|
||||
/// <param name="stationId">station to assign to</param>
|
||||
/// <param name="jobName">name of the job</param>
|
||||
/// <returns>assignment success</returns>
|
||||
public bool TryAssignJobToStation(StationId stationId, string jobName)
|
||||
{
|
||||
if (stationId != StationId.Invalid)
|
||||
return _stationInfo[stationId].TryAssignJob(jobName);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the given job is available.
|
||||
/// </summary>
|
||||
/// <param name="stationId">station to check</param>
|
||||
/// <param name="jobName">name of the job</param>
|
||||
/// <returns>job availability</returns>
|
||||
public bool IsJobAvailableOnStation(StationId stationId, string jobName)
|
||||
{
|
||||
if (_stationInfo[stationId].JobList.TryGetValue(jobName, out var amount))
|
||||
return amount != 0;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private StationId AllocateStationInfo()
|
||||
{
|
||||
return new StationId(_idCounter++);
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,8 @@
|
||||
using Content.Server.Atmos.Components;
|
||||
using System.Linq;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -15,6 +16,9 @@ namespace Content.Server.StationEvents.Events
|
||||
{
|
||||
internal sealed class GasLeak : StationEvent
|
||||
{
|
||||
[Dependency] private IRobustRandom _robustRandom = default!;
|
||||
[Dependency] private IEntityManager _entityManager = default!;
|
||||
|
||||
public override string Name => "GasLeak";
|
||||
|
||||
public override string? StartAnnouncement =>
|
||||
@@ -56,6 +60,8 @@ namespace Content.Server.StationEvents.Events
|
||||
|
||||
// Event variables
|
||||
|
||||
private StationId _targetStation;
|
||||
|
||||
private IEntity? _targetGrid;
|
||||
|
||||
private Vector2i _targetTile;
|
||||
@@ -84,17 +90,16 @@ namespace Content.Server.StationEvents.Events
|
||||
public override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
||||
|
||||
// Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
|
||||
if (TryFindRandomTile(out _targetTile, robustRandom))
|
||||
if (TryFindRandomTile(out _targetTile))
|
||||
{
|
||||
_foundTile = true;
|
||||
|
||||
_leakGas = robustRandom.Pick(LeakableGases);
|
||||
_leakGas = _robustRandom.Pick(LeakableGases);
|
||||
// Was 50-50 on using normal distribution.
|
||||
var totalGas = (float) robustRandom.Next(MinimumGas, MaximumGas);
|
||||
_molesPerSecond = robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
|
||||
var totalGas = (float) _robustRandom.Next(MinimumGas, MaximumGas);
|
||||
_molesPerSecond = _robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
|
||||
EndAfter = totalGas / _molesPerSecond + StartAfter;
|
||||
Logger.InfoS("stationevents", $"Leaking {totalGas} of {_leakGas} over {EndAfter - StartAfter} seconds at {_targetTile}");
|
||||
}
|
||||
@@ -147,8 +152,7 @@ namespace Content.Server.StationEvents.Events
|
||||
private void Spark()
|
||||
{
|
||||
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
||||
if (robustRandom.NextFloat() <= SparkChance)
|
||||
if (_robustRandom.NextFloat() <= SparkChance)
|
||||
{
|
||||
if (!_foundTile ||
|
||||
_targetGrid == null ||
|
||||
@@ -165,27 +169,31 @@ namespace Content.Server.StationEvents.Events
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryFindRandomTile(out Vector2i tile, IRobustRandom? robustRandom = null)
|
||||
private bool TryFindRandomTile(out Vector2i tile)
|
||||
{
|
||||
tile = default;
|
||||
var defaultGridId = EntitySystem.Get<GameTicker>().DefaultGridId;
|
||||
|
||||
if (!IoCManager.Resolve<IMapManager>().TryGetGrid(defaultGridId, out var grid) ||
|
||||
!IoCManager.Resolve<IEntityManager>().TryGetEntity(grid.GridEntityId, out _targetGrid)) return false;
|
||||
_targetStation = _robustRandom.Pick(_entityManager.EntityQuery<StationComponent>().ToArray()).Station;
|
||||
var possibleTargets = _entityManager.EntityQuery<StationComponent>()
|
||||
.Where(x => x.Station == _targetStation).ToArray();
|
||||
_targetGrid = _robustRandom.Pick(possibleTargets).Owner;
|
||||
|
||||
if (!_entityManager.TryGetComponent<IMapGridComponent>(_targetGrid!.Uid, out var gridComp))
|
||||
return false;
|
||||
var grid = gridComp.Grid;
|
||||
|
||||
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
|
||||
robustRandom ??= IoCManager.Resolve<IRobustRandom>();
|
||||
var found = false;
|
||||
var gridBounds = grid.WorldBounds;
|
||||
var gridPos = grid.WorldPosition;
|
||||
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
var randomX = robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
|
||||
var randomY = robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
|
||||
var randomX = _robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
|
||||
var randomY = _robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
|
||||
|
||||
tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
|
||||
if (atmosphereSystem.IsTileSpace(defaultGridId, tile) || atmosphereSystem.IsTileAirBlocked(defaultGridId, tile)) continue;
|
||||
if (atmosphereSystem.IsTileSpace(grid, tile) || atmosphereSystem.IsTileAirBlocked(grid, tile)) continue;
|
||||
found = true;
|
||||
_targetCoords = grid.GridTileToLocal(tile);
|
||||
break;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using Content.Server.GameTicking;
|
||||
using System.Linq;
|
||||
using Content.Server.Radiation;
|
||||
using Content.Server.Station;
|
||||
using Content.Shared.Coordinates;
|
||||
using Content.Shared.Station;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -29,6 +31,7 @@ namespace Content.Server.StationEvents.Events
|
||||
private float _timeUntilPulse;
|
||||
private const float MinPulseDelay = 0.2f;
|
||||
private const float MaxPulseDelay = 0.8f;
|
||||
private StationId _target = StationId.Invalid;
|
||||
|
||||
private void ResetTimeUntilPulse()
|
||||
{
|
||||
@@ -44,6 +47,7 @@ namespace Content.Server.StationEvents.Events
|
||||
public override void Startup()
|
||||
{
|
||||
ResetTimeUntilPulse();
|
||||
_target = _robustRandom.Pick(_entityManager.EntityQuery<StationComponent>().ToArray()).Station;
|
||||
base.Startup();
|
||||
}
|
||||
|
||||
@@ -63,12 +67,18 @@ namespace Content.Server.StationEvents.Events
|
||||
if (_timeUntilPulse <= 0.0f)
|
||||
{
|
||||
var pauseManager = IoCManager.Resolve<IPauseManager>();
|
||||
var defaultGrid = IoCManager.Resolve<IMapManager>().GetGrid(EntitySystem.Get<GameTicker>().DefaultGridId);
|
||||
// Account for split stations by just randomly picking a piece of it.
|
||||
var possibleTargets = _entityManager.EntityQuery<StationComponent>()
|
||||
.Where(x => x.Station == _target).ToArray();
|
||||
var stationEnt = _robustRandom.Pick(possibleTargets).OwnerUid;
|
||||
|
||||
if (pauseManager.IsGridPaused(defaultGrid))
|
||||
if (!_entityManager.TryGetComponent<IMapGridComponent>(stationEnt, out var grid))
|
||||
return;
|
||||
|
||||
SpawnPulse(defaultGrid);
|
||||
if (pauseManager.IsGridPaused(grid.GridIndex))
|
||||
return;
|
||||
|
||||
SpawnPulse(grid.Grid);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -16,6 +16,9 @@ public enum LogType
|
||||
ShuttleCalled = 8,
|
||||
ShuttleRecalled = 9,
|
||||
ExplosiveDepressurization = 10,
|
||||
Respawn = 13,
|
||||
RoundStartJoin = 14,
|
||||
LateJoin = 15,
|
||||
ChemicalReaction = 17,
|
||||
ReagentEffect = 18,
|
||||
CanisterValve = 20,
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Station;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -11,8 +12,8 @@ namespace Content.Shared.GameTicking
|
||||
{
|
||||
// See ideally these would be pulled from the job definition or something.
|
||||
// But this is easier, and at least it isn't hardcoded.
|
||||
public const string OverflowJob = "Assistant";
|
||||
public const string OverflowJobName = "assistant";
|
||||
public const string FallbackOverflowJob = "Assistant";
|
||||
public const string FallbackOverflowJobName = "assistant";
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
@@ -109,11 +110,13 @@ namespace Content.Shared.GameTicking
|
||||
/// <summary>
|
||||
/// The Status of the Player in the lobby (ready, observer, ...)
|
||||
/// </summary>
|
||||
public string[] JobsAvailable { get; }
|
||||
public Dictionary<StationId, Dictionary<string, int>> JobsAvailableByStation { get; }
|
||||
public Dictionary<StationId, string> StationNames { get; }
|
||||
|
||||
public TickerJobsAvailableEvent(string[] jobsAvailable)
|
||||
public TickerJobsAvailableEvent(Dictionary<StationId, string> stationNames, Dictionary<StationId, Dictionary<string, int>> jobsAvailableByStation)
|
||||
{
|
||||
JobsAvailable = jobsAvailable;
|
||||
StationNames = stationNames;
|
||||
JobsAvailableByStation = jobsAvailableByStation;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -99,7 +99,7 @@ namespace Content.Shared.Preferences
|
||||
BackpackPreference.Backpack,
|
||||
new Dictionary<string, JobPriority>
|
||||
{
|
||||
{SharedGameTicker.OverflowJob, JobPriority.High}
|
||||
{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
|
||||
},
|
||||
PreferenceUnavailableMode.SpawnAsOverflow,
|
||||
new List<string>());
|
||||
@@ -120,7 +120,7 @@ namespace Content.Shared.Preferences
|
||||
return new HumanoidCharacterProfile(name, age, sex, gender, HumanoidCharacterAppearance.Random(sex), ClothingPreference.Jumpsuit, BackpackPreference.Backpack,
|
||||
new Dictionary<string, JobPriority>
|
||||
{
|
||||
{SharedGameTicker.OverflowJob, JobPriority.High}
|
||||
{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
|
||||
}, PreferenceUnavailableMode.StayInLobby, new List<string>());
|
||||
}
|
||||
|
||||
|
||||
@@ -43,20 +43,6 @@ namespace Content.Shared.Roles
|
||||
[DataField("head")]
|
||||
public bool IsHead { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The total amount of people that can start with this job round-start.
|
||||
/// </summary>
|
||||
public int SpawnPositions => _spawnPositions ?? TotalPositions;
|
||||
|
||||
[DataField("spawnPositions")]
|
||||
private int? _spawnPositions;
|
||||
|
||||
/// <summary>
|
||||
/// The total amount of positions available.
|
||||
/// </summary>
|
||||
[DataField("positions")]
|
||||
public int TotalPositions { get; private set; }
|
||||
|
||||
[DataField("startingGear")]
|
||||
public string? StartingGear { get; private set; }
|
||||
|
||||
|
||||
10
Content.Shared/Station/StationId.cs
Normal file
10
Content.Shared/Station/StationId.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
using System;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Station;
|
||||
|
||||
[NetSerializable, Serializable]
|
||||
public readonly record struct StationId(uint Id)
|
||||
{
|
||||
public static StationId Invalid => new(0);
|
||||
}
|
||||
@@ -57,7 +57,7 @@ namespace Content.Tests.Server.Preferences
|
||||
BackpackPreference.Backpack,
|
||||
new Dictionary<string, JobPriority>
|
||||
{
|
||||
{SharedGameTicker.OverflowJob, JobPriority.High}
|
||||
{SharedGameTicker.FallbackOverflowJob, JobPriority.High}
|
||||
},
|
||||
PreferenceUnavailableMode.StayInLobby,
|
||||
new List<string> ()
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
late-join-gui-title = Late Join
|
||||
late-join-gui-jobs-amount-in-department-tooltip = Jobs in the {$departmentName} department
|
||||
late-join-gui-department-jobs-label = {$departmentName} jobs
|
||||
late-join-gui-job-slot-capped = {$jobName} ({$amount} open)
|
||||
late-join-gui-job-slot-uncapped = {$jobName} (No limit)
|
||||
|
||||
@@ -152,35 +152,35 @@
|
||||
- type: Icon
|
||||
state: pda-mime
|
||||
|
||||
#- type: entity
|
||||
# name: Chaplain PDA
|
||||
# parent: BasePDA
|
||||
# id: ChaplainPDA
|
||||
# description: God's chosen PDA.
|
||||
# components:
|
||||
# - type: PDA
|
||||
# idCard: ChaplainIDCard
|
||||
# - type: Appearance
|
||||
# visuals:
|
||||
# - type: PDAVisualizer
|
||||
# state: pda-chaplain
|
||||
# - type: Icon
|
||||
# state: pda-chaplain
|
||||
- type: entity
|
||||
name: Chaplain PDA
|
||||
parent: BasePDA
|
||||
id: ChaplainPDA
|
||||
description: God's chosen PDA.
|
||||
components:
|
||||
- type: PDA
|
||||
idCard: ChaplainIDCard
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: PDAVisualizer
|
||||
state: pda-chaplain
|
||||
- type: Icon
|
||||
state: pda-chaplain
|
||||
|
||||
#- type: entity
|
||||
# name: Quartermaster PDA
|
||||
# parent: BasePDA
|
||||
# id: QuartermasterPDA
|
||||
# description: PDA for the guy that orders the guns.
|
||||
# components:
|
||||
# - type: PDA
|
||||
# idCard: QuartermasterIDCard
|
||||
# - type: Appearance
|
||||
# visuals:
|
||||
# - type: PDAVisualizer
|
||||
# state: pda-qm
|
||||
# - type: Icon
|
||||
# state: pda-qm
|
||||
- type: entity
|
||||
name: Quartermaster PDA
|
||||
parent: BasePDA
|
||||
id: QuartermasterPDA
|
||||
description: PDA for the guy that orders the guns.
|
||||
components:
|
||||
- type: PDA
|
||||
idCard: QuartermasterIDCard
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: PDAVisualizer
|
||||
state: pda-qm
|
||||
- type: Icon
|
||||
state: pda-qm
|
||||
|
||||
- type: entity
|
||||
parent: BasePDA
|
||||
@@ -291,7 +291,6 @@
|
||||
- type: Icon
|
||||
state: pda-engineer
|
||||
|
||||
|
||||
- type: entity
|
||||
parent: BasePDA
|
||||
id: CMOPDA
|
||||
@@ -382,20 +381,20 @@
|
||||
- type: Icon
|
||||
state: pda-hos
|
||||
|
||||
# - type: entity
|
||||
# parent: BasePDA
|
||||
# id: WardenPDA
|
||||
# name: warden PDA
|
||||
# description: The OS appears to have been jailbroken.
|
||||
# components:
|
||||
# - type: PDA
|
||||
# idCard: WardenIDCard
|
||||
# - type: Appearance
|
||||
# visuals:
|
||||
# - type: PDAVisualizer
|
||||
# state: pda-warden
|
||||
# - type: Icon
|
||||
# state: pda-warden
|
||||
- type: entity
|
||||
parent: BasePDA
|
||||
id: WardenPDA
|
||||
name: warden PDA
|
||||
description: The OS appears to have been jailbroken.
|
||||
components:
|
||||
- type: PDA
|
||||
idCard: WardenIDCard
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: PDAVisualizer
|
||||
state: pda-warden
|
||||
- type: Icon
|
||||
state: pda-warden
|
||||
|
||||
- type: entity
|
||||
parent: BasePDA
|
||||
|
||||
@@ -56,17 +56,17 @@
|
||||
- type: PresetIdCard
|
||||
job: SecurityOfficer
|
||||
|
||||
# - type: entity
|
||||
# parent: IDCardStandard
|
||||
# id: WardenIDCard
|
||||
# name: warden ID card
|
||||
# components:
|
||||
# - type: Sprite
|
||||
# layers:
|
||||
# - state: default
|
||||
# - state: idwarden
|
||||
# - type: PresetIdCard
|
||||
# job: Warden
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
id: WardenIDCard
|
||||
name: warden ID card
|
||||
components:
|
||||
- type: Sprite
|
||||
layers:
|
||||
- state: default
|
||||
- state: idwarden
|
||||
- type: PresetIdCard
|
||||
job: Warden
|
||||
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
@@ -116,17 +116,17 @@
|
||||
- type: PresetIdCard
|
||||
job: CargoTechnician
|
||||
|
||||
#- type: entity
|
||||
# parent: IDCardStandard
|
||||
# id: QuartermasterIDCard
|
||||
# name: quartermaster ID card
|
||||
# components:
|
||||
# - type: Sprite
|
||||
# layers:
|
||||
# - state: default
|
||||
# - state: idquartermaster
|
||||
# - type: PresetIdCard
|
||||
# job: Quartermaster
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
id: QuartermasterIDCard
|
||||
name: quartermaster ID card
|
||||
components:
|
||||
- type: Sprite
|
||||
layers:
|
||||
- state: default
|
||||
- state: idquartermaster
|
||||
- type: PresetIdCard
|
||||
job: Quartermaster
|
||||
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
@@ -164,19 +164,17 @@
|
||||
- type: PresetIdCard
|
||||
job: Mime
|
||||
|
||||
#- type: entity
|
||||
# parent: IDCardStandard
|
||||
# id: ChaplainIDCard
|
||||
# name: chaplain ID card
|
||||
# components:
|
||||
# - type: Sprite
|
||||
# layers:
|
||||
# - state: default
|
||||
#
|
||||
# - state: idchaplain
|
||||
#
|
||||
# - type: PresetIdCard
|
||||
# job: Chaplain
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
id: ChaplainIDCard
|
||||
name: chaplain ID card
|
||||
components:
|
||||
- type: Sprite
|
||||
layers:
|
||||
- state: default
|
||||
- state: idchaplain
|
||||
- type: PresetIdCard
|
||||
job: Chaplain
|
||||
|
||||
- type: entity
|
||||
parent: IDCardStandard
|
||||
|
||||
@@ -5,12 +5,57 @@
|
||||
minPlayers: 0
|
||||
maxPlayers: 20
|
||||
fallback: true
|
||||
overflowJobs:
|
||||
- Assistant
|
||||
availableJobs:
|
||||
CargoTechnician: [ 1, 2 ]
|
||||
Assistant: [ -1, -1 ]
|
||||
Bartender: [ 1, 1 ]
|
||||
Botanist: [ 2, 2 ]
|
||||
Chef: [ 1, 1 ]
|
||||
Clown: [ 1, 1 ]
|
||||
Janitor: [ 1, 1 ]
|
||||
Mime: [ 1, 1 ]
|
||||
Captain: [ 1, 1 ]
|
||||
HeadOfPersonnel: [ 1, 1 ]
|
||||
ChiefEngineer: [ 1, 1 ]
|
||||
StationEngineer: [ 2, 3 ]
|
||||
ChiefMedicalOfficer: [ 1, 1 ]
|
||||
MedicalDoctor: [ 2, 3 ]
|
||||
Chemist: [ 1, 1 ]
|
||||
ResearchDirector: [ 1, 1 ]
|
||||
Scientist: [ 2, 3 ]
|
||||
HeadOfSecurity: [ 1, 1 ]
|
||||
SecurityOfficer: [ 2, 3 ]
|
||||
|
||||
- type: gameMap
|
||||
id: packedstation
|
||||
mapName: Packedstation
|
||||
mapPath: Maps/packedstation.yml
|
||||
minPlayers: 15
|
||||
overflowJobs:
|
||||
- Assistant
|
||||
availableJobs:
|
||||
CargoTechnician: [ 2, 3 ]
|
||||
Assistant: [ -1, -1 ]
|
||||
Bartender: [ 1, 1 ]
|
||||
Botanist: [ 2, 2 ]
|
||||
Chef: [ 1, 1 ]
|
||||
Clown: [ 1, 1 ]
|
||||
Janitor: [ 1, 1 ]
|
||||
Mime: [ 1, 1 ]
|
||||
Captain: [ 1, 1 ]
|
||||
HeadOfPersonnel: [ 1, 1 ]
|
||||
ChiefEngineer: [ 1, 1 ]
|
||||
StationEngineer: [ 4, 6 ]
|
||||
ChiefMedicalOfficer: [ 1, 1 ]
|
||||
MedicalDoctor: [ 3, 4 ]
|
||||
Chemist: [ 2, 2 ]
|
||||
ResearchDirector: [ 1, 1 ]
|
||||
Scientist: [ 3, 4 ]
|
||||
HeadOfSecurity: [ 1, 1 ]
|
||||
SecurityOfficer: [ 2, 3 ]
|
||||
Chaplain: [ 1, 1 ]
|
||||
|
||||
- type: gameMap
|
||||
id: knightship
|
||||
@@ -18,3 +63,13 @@
|
||||
mapPath: Maps/knightship.yml
|
||||
minPlayers: 0
|
||||
maxPlayers: 8
|
||||
overflowJobs: []
|
||||
availableJobs:
|
||||
Bartender: [ 1, 1 ]
|
||||
Captain: [ 1, 1 ]
|
||||
ChiefEngineer: [ 1, 1 ]
|
||||
StationEngineer: [ 1, 1 ]
|
||||
ChiefMedicalOfficer: [ 1, 1 ]
|
||||
MedicalDoctor: [ 1, 1 ]
|
||||
ResearchDirector: [ 1, 1 ]
|
||||
Botanist: [ 1, 1 ]
|
||||
|
||||
@@ -3,5 +3,8 @@
|
||||
mapName: Empty
|
||||
mapPath: Maps/Test/empty.yml
|
||||
minPlayers: 0
|
||||
maxPlayers: 0
|
||||
votable: false
|
||||
overflowJobs:
|
||||
- Assistant
|
||||
availableJobs:
|
||||
Assistant: [ -1, -1 ]
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: CargoTechnician
|
||||
name: "cargo technician"
|
||||
positions: 2
|
||||
spawnPositions: 1
|
||||
startingGear: CargoTechGear
|
||||
departments:
|
||||
- Cargo
|
||||
|
||||
@@ -1,27 +1,25 @@
|
||||
#- type: job
|
||||
# id: Quartermaster
|
||||
# name: "quartermaster"
|
||||
# positions: 1
|
||||
# spawnPositions: 1
|
||||
# startingGear: QuartermasterGear
|
||||
# departments:
|
||||
# - Cargo
|
||||
# icon: "QuarterMaster"
|
||||
# supervisors: "the head of personnel"
|
||||
# access:
|
||||
# - Cargo
|
||||
# - Quartermaster
|
||||
# - Maintenance
|
||||
#
|
||||
#- type: startingGear
|
||||
# id: QuartermasterGear
|
||||
# equipment:
|
||||
# head: ClothingHeadHatCargosoft
|
||||
# innerclothing: ClothingUniformJumpsuitQM
|
||||
# backpack: ClothingBackpackFilled
|
||||
# shoes: ClothingShoesColorBrown
|
||||
# idcard: QuartermasterPDA
|
||||
# ears: ClothingHeadsetCargo
|
||||
# innerclothingskirt: ClothingUniformJumpskirtQM
|
||||
# satchel: ClothingBackpackSatchelFilled
|
||||
# duffelbag: ClothingBackpackDuffelFilled
|
||||
- type: job
|
||||
id: Quartermaster
|
||||
name: "quartermaster"
|
||||
startingGear: QuartermasterGear
|
||||
departments:
|
||||
- Cargo
|
||||
icon: "QuarterMaster"
|
||||
supervisors: "the head of personnel"
|
||||
access:
|
||||
- Cargo
|
||||
- Quartermaster
|
||||
- Maintenance
|
||||
|
||||
- type: startingGear
|
||||
id: QuartermasterGear
|
||||
equipment:
|
||||
head: ClothingHeadHatCargosoft
|
||||
innerclothing: ClothingUniformJumpsuitQM
|
||||
backpack: ClothingBackpackFilled
|
||||
shoes: ClothingShoesColorBrown
|
||||
idcard: QuartermasterPDA
|
||||
ears: ClothingHeadsetCargo
|
||||
innerclothingskirt: ClothingUniformJumpskirtQM
|
||||
satchel: ClothingBackpackSatchelFilled
|
||||
duffelbag: ClothingBackpackDuffelFilled
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Assistant
|
||||
name: "assistant"
|
||||
positions: -1 # Treated as infinite.
|
||||
startingGear: AssistantGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Bartender
|
||||
name: "bartender"
|
||||
positions: 1
|
||||
startingGear: BartenderGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: Botanist
|
||||
name: "botanist"
|
||||
positions: 2
|
||||
spawnPositions: 2
|
||||
startingGear: BotanistGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,22 +1,21 @@
|
||||
#- type: job
|
||||
# id: Chaplain
|
||||
# name: "chaplain"
|
||||
# positions: 1
|
||||
# startingGear: ChaplainGear
|
||||
# departments:
|
||||
# - Civilian
|
||||
# icon: "Chaplain"
|
||||
# supervisors: "the head of personnel"
|
||||
# access:
|
||||
# - Chapel
|
||||
# - Maintenance
|
||||
#- type: startingGear
|
||||
# id: ChaplainGear
|
||||
# equipment:
|
||||
# innerclothing: ClothingUniformJumpsuitChaplain
|
||||
# backpack: ClothingBackpack
|
||||
# shoes: ClothingShoesColorBlack
|
||||
# idcard: ChaplainPDA
|
||||
# ears: ClothingHeadsetService
|
||||
# innerclothingskirt: ClothingUniformJumpskirtChaplain
|
||||
- type: job
|
||||
id: Chaplain
|
||||
name: "chaplain"
|
||||
startingGear: ChaplainGear
|
||||
departments:
|
||||
- Civilian
|
||||
icon: "Chaplain"
|
||||
supervisors: "the head of personnel"
|
||||
access:
|
||||
- Chapel
|
||||
- Maintenance
|
||||
- type: startingGear
|
||||
id: ChaplainGear
|
||||
equipment:
|
||||
innerclothing: ClothingUniformJumpsuitChaplain
|
||||
backpack: ClothingBackpack
|
||||
shoes: ClothingShoesColorBlack
|
||||
idcard: ChaplainPDA
|
||||
ears: ClothingHeadsetService
|
||||
innerclothingskirt: ClothingUniformJumpskirtChaplain
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Chef
|
||||
name: "chef"
|
||||
positions: 1
|
||||
startingGear: ChefGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Clown
|
||||
name: "clown"
|
||||
positions: 1
|
||||
startingGear: ClownGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Janitor
|
||||
name: "janitor"
|
||||
positions: 1
|
||||
startingGear: JanitorGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: Mime
|
||||
name: "mime"
|
||||
positions: 1
|
||||
startingGear: MimeGear
|
||||
departments:
|
||||
- Civilian
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
id: Captain
|
||||
name: "captain"
|
||||
head: true
|
||||
positions: 1
|
||||
startingGear: CaptainGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -1,3 +1,15 @@
|
||||
- type: job
|
||||
id: CentralCommandOffical
|
||||
name: "centcom official"
|
||||
startingGear: CentcomGear
|
||||
departments:
|
||||
- Command
|
||||
icon: "Nanotrasen"
|
||||
supervisors: "the head of security"
|
||||
access:
|
||||
- Command
|
||||
- Maintenence
|
||||
|
||||
- type: startingGear
|
||||
id: CentcomGear
|
||||
equipment:
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
- type: job
|
||||
id: HeadOfPersonnel
|
||||
name: "head of personnel"
|
||||
positions: 1
|
||||
startingGear: HoPGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
id: ChiefEngineer
|
||||
name: "chief engineer"
|
||||
head: true
|
||||
positions: 1
|
||||
startingGear: ChiefEngineerGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: StationEngineer
|
||||
name: "station engineer"
|
||||
positions: 3
|
||||
spawnPositions: 2
|
||||
startingGear: StationEngineerGear
|
||||
departments:
|
||||
- Engineering
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: Chemist
|
||||
name: "chemist"
|
||||
positions: 2
|
||||
spawnPositions: 2
|
||||
startingGear: ChemistGear
|
||||
departments:
|
||||
- Medical
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
id: ChiefMedicalOfficer
|
||||
name: "chief medical officer"
|
||||
head: true
|
||||
positions: 1
|
||||
startingGear: CMOGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: MedicalDoctor
|
||||
name: "medical doctor"
|
||||
positions: 3
|
||||
spawnPositions: 2
|
||||
startingGear: DoctorGear
|
||||
departments:
|
||||
- Medical
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
id: ResearchDirector
|
||||
name: "research director"
|
||||
head: true
|
||||
positions: 1
|
||||
startingGear: ResearchDirectorGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: Scientist
|
||||
name: "scientist"
|
||||
positions: 3
|
||||
spawnPositions: 2
|
||||
startingGear: ScientistGear
|
||||
departments:
|
||||
- Science
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
id: HeadOfSecurity
|
||||
name: "head of security"
|
||||
head: true
|
||||
positions: 1
|
||||
startingGear: HoSGear
|
||||
departments:
|
||||
- Command
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
- type: job
|
||||
id: SecurityOfficer
|
||||
name: "security officer"
|
||||
positions: 3
|
||||
spawnPositions: 2
|
||||
startingGear: SecurityOfficerGear
|
||||
departments:
|
||||
- Security
|
||||
|
||||
@@ -1,31 +1,29 @@
|
||||
# - type: job
|
||||
# id: Warden
|
||||
# name: "warden"
|
||||
# positions: 1
|
||||
# spawnPositions: 1
|
||||
# startingGear: WardenGear
|
||||
# departments:
|
||||
# - Security
|
||||
# icon: "Warden"
|
||||
# supervisors: "the head of security"
|
||||
# access:
|
||||
# - Security
|
||||
# - Brig
|
||||
# - Maintenance
|
||||
# - Service
|
||||
#
|
||||
# - type: startingGear
|
||||
# id: WardenGear
|
||||
# equipment:
|
||||
# head: ClothingHeadHatWarden
|
||||
# innerclothing: ClothingUniformJumpsuitWarden
|
||||
# backpack: ClothingBackpackSecurityFilled
|
||||
# shoes: ClothingShoesBootsJack
|
||||
# eyes: ClothingEyesGlassesSecurity
|
||||
# outerclothing: ClothingOuterCoatWarden
|
||||
# idcard: WardenPDA
|
||||
# ears: ClothingHeadsetSecurity
|
||||
# belt: ClothingBeltSecurityFilled
|
||||
# innerclothingskirt: ClothingUniformJumpskirtWarden
|
||||
# satchel: ClothingBackpackSatchelSecurityFilled
|
||||
# duffelbag: ClothingBackpackDuffelSecurityFilled
|
||||
- type: job
|
||||
id: Warden
|
||||
name: "warden"
|
||||
startingGear: WardenGear
|
||||
departments:
|
||||
- Security
|
||||
icon: "Warden"
|
||||
supervisors: "the head of security"
|
||||
access:
|
||||
- Security
|
||||
- Brig
|
||||
- Maintenance
|
||||
- Service
|
||||
|
||||
- type: startingGear
|
||||
id: WardenGear
|
||||
equipment:
|
||||
head: ClothingHeadHatWarden
|
||||
innerclothing: ClothingUniformJumpsuitWarden
|
||||
backpack: ClothingBackpackSecurityFilled
|
||||
shoes: ClothingShoesBootsJack
|
||||
eyes: ClothingEyesGlassesSecurity
|
||||
outerclothing: ClothingOuterCoatWarden
|
||||
idcard: WardenPDA
|
||||
ears: ClothingHeadsetSecurity
|
||||
belt: ClothingBeltSecurityFilled
|
||||
innerclothingskirt: ClothingUniformJumpskirtWarden
|
||||
satchel: ClothingBackpackSatchelSecurityFilled
|
||||
duffelbag: ClothingBackpackDuffelSecurityFilled
|
||||
|
||||
Reference in New Issue
Block a user