Files
tbd-station-14/Content.Server/GameTicking/GameTicker.JobController.cs

211 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Localization;
using Robust.Shared.Network;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
// This code is responsible for the assigning & picking of jobs.
public partial class GameTicker
{
[ViewVariables]
private readonly Dictionary<string, int> _spawnedPositions = new();
private Dictionary<IPlayerSession, string> AssignJobs(List<IPlayerSession> available,
Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
{
// Calculate positions available round-start for each job.
var availablePositions = GetBasePositions(true);
// 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--)
{
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 =>
{
var profile = profiles[player.UserId];
var availableJobs = profile.JobPriorities
.Where(j =>
{
var (jobId, priority) = j;
if (!_prototypeManager.TryIndex(jobId, out JobPrototype job))
{
// Job doesn't exist, probably old data?
return false;
}
if (job.IsHead != heads)
{
return false;
}
return priority == i;
})
.Select(j => j.Key)
.ToList();
return (player, availableJobs);
})
.Where(p => p.availableJobs.Count != 0)
.ToList();
_robustRandom.Shuffle(candidates);
foreach (var (candidate, jobs) in candidates)
{
while (jobs.Count != 0)
{
var picked = _robustRandom.Pick(jobs);
var openPositions = availablePositions.GetValueOrDefault(picked, 0);
if (openPositions == 0)
{
jobs.Remove(picked);
continue;
}
availablePositions[picked] -= 1;
assigned.Add(candidate, picked);
break;
}
}
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);
}
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)
{
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();
bool TryPick(JobPriority priority, out string jobId)
{
var filtered = profile.JobPriorities
.Where(p => p.Value == priority)
.Select(p => p.Key)
.ToList();
while (filtered.Count != 0)
{
jobId = _robustRandom.Pick(filtered);
if (available.GetValueOrDefault(jobId, 0) > 0)
{
return true;
}
filtered.Remove(jobId);
}
jobId = default;
return false;
}
if (TryPick(JobPriority.High, out var picked))
{
return picked;
}
if (TryPick(JobPriority.Medium, out picked))
{
return picked;
}
if (TryPick(JobPriority.Low, out picked))
{
return picked;
}
return OverflowJob;
}
[Conditional("DEBUG")]
private void JobControllerInit()
{
// Verify that the overflow role exists and has the correct name.
var role = _prototypeManager.Index<JobPrototype>(OverflowJob);
DebugTools.Assert(role.Name == Loc.GetString(OverflowJobName),
"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)
{
_spawnedPositions[jobId] = _spawnedPositions.GetValueOrDefault(jobId, 0) + 1;
}
private void UpdateJobsAvailable()
{
var lobbyPlayers = _playersInLobby.Keys.Select(p => p.ConnectedClient).ToList();
_netManager.ServerSendToMany(GetJobsAvailable(), lobbyPlayers);
}
}
}