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- using System.Linq;
- using Content.Server.Administration.Managers;
- using Content.Server.Antag;
- using Content.Server.Players.PlayTimeTracking;
- using Content.Server.Station.Components;
- using Content.Server.Station.Events;
- using Content.Shared.Preferences;
- using Content.Shared.Roles;
- using Robust.Server.Player;
- using Robust.Shared.Network;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using Robust.Shared.Utility;
- namespace Content.Server.Station.Systems;
- // Contains code for round-start spawning.
- public sealed partial class StationJobsSystem
- {
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IBanManager _banManager = default!;
- [Dependency] private readonly IPlayerManager _playerManager = default!;
- [Dependency] private readonly AntagSelectionSystem _antag = default!;
- private Dictionary<int, HashSet<string>> _jobsByWeight = default!;
- private List<int> _orderedWeights = default!;
- /// <summary>
- /// Sets up some tables used by AssignJobs, including jobs sorted by their weights, and a list of weights in order from highest to lowest.
- /// </summary>
- private void InitializeRoundStart()
- {
- _jobsByWeight = new Dictionary<int, HashSet<string>>();
- foreach (var job in _prototypeManager.EnumeratePrototypes<JobPrototype>())
- {
- if (!_jobsByWeight.ContainsKey(job.Weight))
- _jobsByWeight.Add(job.Weight, new HashSet<string>());
- _jobsByWeight[job.Weight].Add(job.ID);
- }
- _orderedWeights = _jobsByWeight.Keys.OrderByDescending(i => i).ToList();
- }
- /// <summary>
- /// Assigns jobs based on the given preferences and list of stations to assign for.
- /// This does NOT change the slots on the station, only figures out where each player should go.
- /// </summary>
- /// <param name="profiles">The profiles to use for selection.</param>
- /// <param name="stations">List of stations to assign for.</param>
- /// <param name="useRoundStartJobs">Whether or not to use the round-start jobs for the stations instead of their current jobs.</param>
- /// <returns>List of players and their assigned jobs.</returns>
- /// <remarks>
- /// You probably shouldn't use useRoundStartJobs mid-round if the station has been available to join,
- /// as there may end up being more round-start slots than available slots, which can cause weird behavior.
- /// A warning to all who enter ye cursed lands: This function is long and mildly incomprehensible. Best used without touching.
- /// </remarks>
- public Dictionary<NetUserId, (ProtoId<JobPrototype>?, EntityUid)> AssignJobs(Dictionary<NetUserId, HumanoidCharacterProfile> profiles, IReadOnlyList<EntityUid> stations, bool useRoundStartJobs = true)
- {
- DebugTools.Assert(stations.Count > 0);
- InitializeRoundStart();
- if (profiles.Count == 0)
- return new();
- // We need to modify this collection later, so make a copy of it.
- profiles = profiles.ShallowClone();
- // Player <-> (job, station)
- var assigned = new Dictionary<NetUserId, (ProtoId<JobPrototype>?, EntityUid)>(profiles.Count);
- // The jobs left on the stations. This collection is modified as jobs are assigned to track what's available.
- var stationJobs = new Dictionary<EntityUid, Dictionary<ProtoId<JobPrototype>, int?>>();
- foreach (var station in stations)
- {
- if (useRoundStartJobs)
- {
- stationJobs.Add(station, GetRoundStartJobs(station).ToDictionary(x => x.Key, x => x.Value));
- }
- else
- {
- stationJobs.Add(station, GetJobs(station).ToDictionary(x => x.Key, x => x.Value));
- }
- }
- // We reuse this collection. It tracks what jobs we're currently trying to select players for.
- var currentlySelectingJobs = new Dictionary<EntityUid, Dictionary<ProtoId<JobPrototype>, int?>>(stations.Count);
- foreach (var station in stations)
- {
- currentlySelectingJobs.Add(station, new Dictionary<ProtoId<JobPrototype>, int?>());
- }
- // And these.
- // Tracks what players are available for a given job in the current iteration of selection.
- var jobPlayerOptions = new Dictionary<ProtoId<JobPrototype>, HashSet<NetUserId>>();
- // Tracks the total number of slots for the given stations in the current iteration of selection.
- var stationTotalSlots = new Dictionary<EntityUid, int>(stations.Count);
- // The share of the players each station gets in the current iteration of job selection.
- var stationShares = new Dictionary<EntityUid, int>(stations.Count);
- // Ok so the general algorithm:
- // We start with the highest weight jobs and work our way down. We filter jobs by weight when selecting as well.
- // Weight > Priority > Station.
- foreach (var weight in _orderedWeights)
- {
- for (var selectedPriority = JobPriority.High; selectedPriority > JobPriority.Never; selectedPriority--)
- {
- if (profiles.Count == 0)
- goto endFunc;
- var candidates = GetPlayersJobCandidates(weight, selectedPriority, profiles);
- var optionsRemaining = 0;
- // Assigns a player to the given station, updating all the bookkeeping while at it.
- void AssignPlayer(NetUserId player, ProtoId<JobPrototype> job, EntityUid station)
- {
- // Remove the player from all possible jobs as that's faster than actually checking what they have selected.
- foreach (var (k, players) in jobPlayerOptions)
- {
- players.Remove(player);
- if (players.Count == 0)
- jobPlayerOptions.Remove(k);
- }
- stationJobs[station][job]--;
- profiles.Remove(player);
- assigned.Add(player, (job, station));
- optionsRemaining--;
- }
- jobPlayerOptions.Clear(); // We reuse this collection.
- // Goes through every candidate, and adds them to jobPlayerOptions, so that the candidate players
- // have an index sorted by job. We use this (much) later when actually assigning people to randomly
- // pick from the list of candidates for the job.
- foreach (var (user, jobs) in candidates)
- {
- foreach (var job in jobs)
- {
- if (!jobPlayerOptions.ContainsKey(job))
- jobPlayerOptions.Add(job, new HashSet<NetUserId>());
- jobPlayerOptions[job].Add(user);
- }
- optionsRemaining++;
- }
- // We reuse this collection, so clear it's children.
- foreach (var slots in currentlySelectingJobs)
- {
- slots.Value.Clear();
- }
- // Go through every station..
- foreach (var station in stations)
- {
- var slots = currentlySelectingJobs[station];
- // Get all of the jobs in the selected weight category.
- foreach (var (job, slot) in stationJobs[station])
- {
- if (_jobsByWeight[weight].Contains(job))
- slots.Add(job, slot);
- }
- }
- // Clear for reuse.
- stationTotalSlots.Clear();
- // Intentionally discounts the value of uncapped slots! They're only a single slot when deciding a station's share.
- foreach (var (station, jobs) in currentlySelectingJobs)
- {
- stationTotalSlots.Add(
- station,
- (int)jobs.Values.Sum(x => x ?? 1)
- );
- }
- var totalSlots = 0;
- // LINQ moment.
- // totalSlots = stationTotalSlots.Sum(x => x.Value);
- foreach (var (_, slot) in stationTotalSlots)
- {
- totalSlots += slot;
- }
- if (totalSlots == 0)
- continue; // No slots so just move to the next iteration.
- // Clear for reuse.
- stationShares.Clear();
- // How many players we've distributed so far. Used to grant any remaining slots if we have leftovers.
- var distributed = 0;
- // Goes through each station and figures out how many players we should give it for the current iteration.
- foreach (var station in stations)
- {
- // Calculates the percent share then multiplies.
- stationShares[station] = (int)Math.Floor(((float)stationTotalSlots[station] / totalSlots) * candidates.Count);
- distributed += stationShares[station];
- }
- // Avoids the fair share problem where if there's two stations and one player neither gets one.
- // We do this by simply selecting a station randomly and giving it the remaining share(s).
- if (distributed < candidates.Count)
- {
- var choice = _random.Pick(stations);
- stationShares[choice] += candidates.Count - distributed;
- }
- // Actual meat, goes through each station and shakes the tree until everyone has a job.
- foreach (var station in stations)
- {
- if (stationShares[station] == 0)
- continue;
- // The jobs we're selecting from for the current station.
- var currStationSelectingJobs = currentlySelectingJobs[station];
- // We only need this list because we need to go through this in a random order.
- // Oh the misery, another allocation.
- var allJobs = currStationSelectingJobs.Keys.ToList();
- _random.Shuffle(allJobs);
- // And iterates through all it's jobs in a random order until the count settles.
- // No, AFAIK it cannot be done any saner than this. I hate "shaking" collections as much
- // as you do but it's what seems to be the absolute best option here.
- // It doesn't seem to show up on the chart, perf-wise, anyway, so it's likely fine.
- int priorCount;
- do
- {
- priorCount = stationShares[station];
- foreach (var job in allJobs)
- {
- if (stationShares[station] == 0)
- break;
- if (currStationSelectingJobs[job] != null && currStationSelectingJobs[job] == 0)
- continue; // Can't assign this job.
- if (!jobPlayerOptions.ContainsKey(job))
- continue;
- // Picking players it finds that have the job set.
- var player = _random.Pick(jobPlayerOptions[job]);
- AssignPlayer(player, job, station);
- stationShares[station]--;
- if (currStationSelectingJobs[job] != null)
- currStationSelectingJobs[job]--;
- if (optionsRemaining == 0)
- goto done;
- }
- } while (priorCount != stationShares[station]);
- }
- done: ;
- }
- }
- endFunc:
- return assigned;
- }
- /// <summary>
- /// Attempts to assign overflow jobs to any player in allPlayersToAssign that is not in assignedJobs.
- /// </summary>
- /// <param name="assignedJobs">All assigned jobs.</param>
- /// <param name="allPlayersToAssign">All players that might need an overflow assigned.</param>
- /// <param name="profiles">Player character profiles.</param>
- /// <param name="stations">The stations to consider for spawn location.</param>
- public void AssignOverflowJobs(
- ref Dictionary<NetUserId, (ProtoId<JobPrototype>?, EntityUid)> assignedJobs,
- IEnumerable<NetUserId> allPlayersToAssign,
- IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles,
- IReadOnlyList<EntityUid> stations)
- {
- var givenStations = stations.ToList();
- if (givenStations.Count == 0)
- return; // Don't attempt to assign them if there are no stations.
- // For players without jobs, give them the overflow job if they have that set...
- foreach (var player in allPlayersToAssign)
- {
- if (assignedJobs.ContainsKey(player))
- {
- continue;
- }
- var profile = profiles[player];
- if (profile.PreferenceUnavailable != PreferenceUnavailableMode.SpawnAsOverflow)
- {
- assignedJobs.Add(player, (null, EntityUid.Invalid));
- continue;
- }
- _random.Shuffle(givenStations);
- foreach (var station in givenStations)
- {
- // Pick a random overflow job from that station
- var overflows = GetOverflowJobs(station).ToList();
- _random.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], givenStations[0]));
- break;
- }
- }
- }
- public void CalcExtendedAccess(Dictionary<EntityUid, int> jobsCount)
- {
- // Calculate whether stations need to be on extended access or not.
- foreach (var (station, count) in jobsCount)
- {
- var jobs = Comp<StationJobsComponent>(station);
- var thresh = jobs.ExtendedAccessThreshold;
- jobs.ExtendedAccess = count <= thresh;
- Log.Debug("Station {Station} on extended access: {ExtendedAccess}",
- Name(station), jobs.ExtendedAccess);
- }
- }
- /// <summary>
- /// Gets all jobs that the input players have that match the given weight and priority.
- /// </summary>
- /// <param name="weight">Weight to find, if any.</param>
- /// <param name="selectedPriority">Priority to find, if any.</param>
- /// <param name="profiles">Profiles to look in.</param>
- /// <returns>Players and a list of their matching jobs.</returns>
- private Dictionary<NetUserId, List<string>> GetPlayersJobCandidates(int? weight, JobPriority? selectedPriority, Dictionary<NetUserId, HumanoidCharacterProfile> profiles)
- {
- var outputDict = new Dictionary<NetUserId, List<string>>(profiles.Count);
- foreach (var (player, profile) in profiles)
- {
- var roleBans = _banManager.GetJobBans(player);
- var antagBlocked = _antag.GetPreSelectedAntagSessions();
- var profileJobs = profile.JobPriorities.Keys.Select(k => new ProtoId<JobPrototype>(k)).ToList();
- var ev = new StationJobsGetCandidatesEvent(player, profileJobs);
- RaiseLocalEvent(ref ev);
- List<string>? availableJobs = null;
- foreach (var jobId in profileJobs)
- {
- var priority = profile.JobPriorities[jobId];
- if (!(priority == selectedPriority || selectedPriority is null))
- continue;
- if (!_prototypeManager.TryIndex(jobId, out var job))
- continue;
- if (!job.CanBeAntag && (!_playerManager.TryGetSessionById(player, out var session) || antagBlocked.Contains(session)))
- continue;
- if (weight is not null && job.Weight != weight.Value)
- continue;
- if (!(roleBans == null || !roleBans.Contains(jobId)))
- continue;
- availableJobs ??= new List<string>(profile.JobPriorities.Count);
- availableJobs.Add(jobId);
- }
- if (availableJobs is not null)
- outputDict.Add(player, availableJobs);
- }
- return outputDict;
- }
- }
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