Files
tbd-station-14/Content.Client/GameTicking/Managers/ClientGameTicker.cs
Moony 36181334b5 StationSystem/jobs/partial spawning refactor (#7580)
* Partial work on StationSystem refactor.

* WIP station jobs API.

* forgor to fire off grid events.

* Partial implementation of StationSpawningSystem

* whoops infinite loop.

* Spawners should work now.

* it compiles.

* tfw

* Vestigial code cleanup.

* fix station deletion.

* attempt to make tests go brr

* add latejoin spawnpoints to test maps.

* make sure the station still exists while destructing spawners.

* forgot an exists check.

* destruction order check.

* hopefully fix final test.

* fail-safe radstorm.

* Deep-clean job code further. This is bugged!!!!!

* Fix job bug. (init order moment)

* whooo cleanup

* New job selection algorithm that tries to distribute fairly across stations.

* small nitpicks

* Give the heads their weights to replace the head field.

* make overflow assign take a station list.

* moment

* Fixes and test #1 of many.

* please fix nullspace

* AssignJobs should no longer even consider showing up on a trace.

* add comment.

* Introduce station configs, praying i didn't miss something.

* in one small change stations are now fully serializable.

* Further doc comments.

* whoops.

* Solve bug where assignjobs didn't account for roundstart.

* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.

* Goodbye JobController.

* minor fix..

* fix test fail, remove debug logs.

* quick serialization fixes.

* fixes..

* sus

* partialing

* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Use dirtying to avoid rebuilding the list 2,100 times.

* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)

* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Add the Mysteriously Missing Captain Check.

* Put maprender back the way it belongs.

* I love addressing reviews.

* Update Content.Server/Station/Systems/StationJobsSystem.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* doc cleanup.

* Fix bureaucratic error, add job slot tests.

* zero cost abstractions when

* cri

* saner error.

* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.

* submodule gaming

* Packedenger.

* Documentation consistency.

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-05-10 13:43:30 -05:00

129 lines
5.1 KiB
C#

using Content.Client.Lobby;
using Content.Client.RoundEnd;
using Content.Client.Viewport;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.Network;
using Robust.Shared.Utility;
namespace Content.Client.GameTicking.Managers
{
[UsedImplicitly]
public sealed class ClientGameTicker : SharedGameTicker
{
[Dependency] private readonly IStateManager _stateManager = default!;
[ViewVariables] private bool _initialized;
private Dictionary<EntityUid, Dictionary<string, uint?>> _jobsAvailable = new();
private Dictionary<EntityUid, string> _stationNames = new();
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
[ViewVariables] public string? LobbySong { get; private set; }
[ViewVariables] public string? LobbyBackground { get; private set; }
[ViewVariables] public bool DisallowedLateJoin { get; private set; }
[ViewVariables] public string? ServerInfoBlob { get; private set; }
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public new bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetUserId, LobbyPlayerStatus> Status { get; private set; } = new();
[ViewVariables] public IReadOnlyDictionary<EntityUid, Dictionary<string, uint?>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<EntityUid, string> StationNames => _stationNames;
public event Action? InfoBlobUpdated;
public event Action? LobbyStatusUpdated;
public event Action? LobbyReadyUpdated;
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyDictionary<EntityUid, Dictionary<string, uint?>>>? LobbyJobsAvailableUpdated;
public override void Initialize()
{
DebugTools.Assert(!_initialized);
SubscribeNetworkEvent<TickerJoinLobbyEvent>(JoinLobby);
SubscribeNetworkEvent<TickerJoinGameEvent>(JoinGame);
SubscribeNetworkEvent<TickerLobbyStatusEvent>(LobbyStatus);
SubscribeNetworkEvent<TickerLobbyInfoEvent>(LobbyInfo);
SubscribeNetworkEvent<TickerLobbyCountdownEvent>(LobbyCountdown);
SubscribeNetworkEvent<TickerLobbyReadyEvent>(LobbyReady);
SubscribeNetworkEvent<RoundEndMessageEvent>(RoundEnd);
SubscribeNetworkEvent<RequestWindowAttentionEvent>(msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
SubscribeNetworkEvent<TickerLateJoinStatusEvent>(LateJoinStatus);
SubscribeNetworkEvent<TickerJobsAvailableEvent>(UpdateJobsAvailable);
Status = new Dictionary<NetUserId, LobbyPlayerStatus>();
_initialized = true;
}
private void LateJoinStatus(TickerLateJoinStatusEvent message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
{
_jobsAvailable = message.JobsAvailableByStation;
_stationNames = message.StationNames;
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(TickerJoinLobbyEvent message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void LobbyStatus(TickerLobbyStatusEvent message)
{
StartTime = message.StartTime;
IsGameStarted = message.IsRoundStarted;
AreWeReady = message.YouAreReady;
LobbySong = message.LobbySong;
LobbyBackground = message.LobbyBackground;
Paused = message.Paused;
if (IsGameStarted)
Status.Clear();
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(TickerLobbyInfoEvent message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(TickerJoinGameEvent message)
{
_stateManager.RequestStateChange<GameScreen>();
}
private void LobbyCountdown(TickerLobbyCountdownEvent message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void LobbyReady(TickerLobbyReadyEvent message)
{
// Merge the Dictionaries
foreach (var p in message.Status)
{
Status[p.Key] = p.Value;
}
LobbyReadyUpdated?.Invoke();
}
private void RoundEnd(RoundEndMessageEvent message)
{
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.RoundId, message.AllPlayersEndInfo);
}
}
}