# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
268 lines
8.2 KiB
C#
268 lines
8.2 KiB
C#
using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.GameTicking;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.CCVar;
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using Content.Shared.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Maps;
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public sealed class GameMapManager : IGameMapManager
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IResourceManager _resMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[ViewVariables(VVAccess.ReadOnly)]
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private readonly Queue<string> _previousMaps = new();
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[ViewVariables(VVAccess.ReadOnly)]
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private GameMapPrototype? _configSelectedMap;
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[ViewVariables(VVAccess.ReadOnly)]
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private GameMapPrototype? _selectedMap; // Don't change this value during a round!
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[ViewVariables(VVAccess.ReadOnly)]
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private bool _mapRotationEnabled;
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[ViewVariables(VVAccess.ReadOnly)]
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private int _mapQueueDepth = 1;
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private readonly HashSet<string> _excludedMaps = new(); // Sunrise-Edit
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private ISawmill _log = default!;
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public void Initialize()
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{
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_log = Logger.GetSawmill("mapsel");
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_configurationManager.OnValueChanged(CCVars.GameMap, value =>
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{
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if (TryLookupMap(value, out GameMapPrototype? map))
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{
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_configSelectedMap = map;
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return;
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}
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if (string.IsNullOrEmpty(value))
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{
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_configSelectedMap = default!;
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return;
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}
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if (_configurationManager.GetCVar<bool>(CCVars.UsePersistence))
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{
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var startMap = _configurationManager.GetCVar<string>(CCVars.PersistenceMap);
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_configSelectedMap = _prototypeManager.Index<GameMapPrototype>(startMap);
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var mapPath = new ResPath(value);
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if (_resMan.UserData.Exists(mapPath))
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{
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_configSelectedMap = _configSelectedMap.Persistence(mapPath);
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_log.Info($"Using persistence map from {value}");
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return;
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}
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// persistence save path doesn't exist so we just use the start map
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_log.Warning($"Using persistence start map {startMap} as {value} doesn't exist");
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return;
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}
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_log.Error($"Unknown map prototype {value} was selected!");
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}, true);
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_configurationManager.OnValueChanged(CCVars.GameMapRotation, value => _mapRotationEnabled = value, true);
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_configurationManager.OnValueChanged(CCVars.GameMapMemoryDepth, value =>
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{
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_mapQueueDepth = value;
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// Drain excess.
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while (_previousMaps.Count > _mapQueueDepth)
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{
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_previousMaps.Dequeue();
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}
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}, true);
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var maps = AllVotableMaps().ToArray();
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_random.Shuffle(maps);
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foreach (var map in maps)
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{
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if (_previousMaps.Count >= _mapQueueDepth)
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break;
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_previousMaps.Enqueue(map.ID);
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}
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}
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public IEnumerable<GameMapPrototype> CurrentlyEligibleMaps()
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{
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var maps = AllVotableMaps().Where(IsMapEligible).ToArray();
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return maps.Length == 0 ? AllMaps().Where(x => x.Fallback) : maps;
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}
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// Sunrise-Start
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public IEnumerable<string> CurrentlyExcludedMaps()
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{
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return _excludedMaps;
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}
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public void AddExcludedMap(string mapId)
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{
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if (!_configurationManager.GetCVar(SunriseCCVars.ExcludeMaps))
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return;
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_excludedMaps.Add(mapId);
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}
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public void ClearExcludedMaps()
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{
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_excludedMaps.Clear();
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}
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// Sunrise-End
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public IEnumerable<GameMapPrototype> AllVotableMaps()
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{
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var poolPrototype = _entityManager.System<GameTicker>().Preset?.MapPool ??
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_configurationManager.GetCVar(CCVars.GameMapPool);
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if (_prototypeManager.TryIndex<GameMapPoolPrototype>(poolPrototype, out var pool))
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{
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foreach (var map in pool.Maps)
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{
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if (!_prototypeManager.TryIndex<GameMapPrototype>(map, out var mapProto))
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{
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_log.Error($"Couldn't index map {map} in pool {poolPrototype}");
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continue;
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}
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yield return mapProto;
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}
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}
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else
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{
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throw new Exception($"Could not index map pool prototype {poolPrototype}!");
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}
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}
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public IEnumerable<GameMapPrototype> AllMaps()
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{
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return _prototypeManager.EnumeratePrototypes<GameMapPrototype>();
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}
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public GameMapPrototype? GetSelectedMap()
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{
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return _configSelectedMap ?? _selectedMap;
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}
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public void ClearSelectedMap()
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{
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_selectedMap = default!;
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}
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public bool TrySelectMapIfEligible(string gameMap)
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{
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if (!TryLookupMap(gameMap, out var map) || !IsMapEligible(map))
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return false;
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_selectedMap = map;
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return true;
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}
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public void SelectMap(string gameMap)
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{
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if (!TryLookupMap(gameMap, out var map))
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throw new ArgumentException($"The map \"{gameMap}\" is invalid!");
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_selectedMap = map;
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}
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public void SelectMapRandom()
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{
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var maps = CurrentlyEligibleMaps().ToList();
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_selectedMap = _random.Pick(maps);
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}
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public void SelectMapFromRotationQueue(bool markAsPlayed = false)
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{
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var map = GetFirstInRotationQueue();
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_selectedMap = map;
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if (markAsPlayed)
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EnqueueMap(map.ID);
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}
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public void SelectMapByConfigRules()
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{
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if (_mapRotationEnabled)
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{
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_log.Info("selecting the next map from the rotation queue");
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SelectMapFromRotationQueue(true);
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}
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else
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{
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_log.Info("selecting a random map");
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SelectMapRandom();
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}
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}
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public bool CheckMapExists(string gameMap)
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{
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return TryLookupMap(gameMap, out _);
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}
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private bool IsMapEligible(GameMapPrototype map)
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{
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return map.MaxPlayers >= _playerManager.PlayerCount &&
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map.MinPlayers <= _playerManager.PlayerCount &&
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map.Conditions.All(x => x.Check(map)) &&
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_entityManager.System<GameTicker>().IsMapEligible(map);
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}
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private bool TryLookupMap(string gameMap, [NotNullWhen(true)] out GameMapPrototype? map)
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{
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return _prototypeManager.TryIndex(gameMap, out map);
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}
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private int GetMapRotationQueuePriority(string gameMapProtoName)
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{
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var i = 0;
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foreach (var map in _previousMaps.Reverse())
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{
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if (map == gameMapProtoName)
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return i;
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i++;
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}
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return _mapQueueDepth;
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}
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private GameMapPrototype GetFirstInRotationQueue()
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{
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_log.Info($"map queue: {string.Join(", ", _previousMaps)}");
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var eligible = CurrentlyEligibleMaps()
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.Select(x => (proto: x, weight: GetMapRotationQueuePriority(x.ID)))
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.OrderByDescending(x => x.weight)
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.ToArray();
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_log.Info($"eligible queue: {string.Join(", ", eligible.Select(x => (x.proto.ID, x.weight)))}");
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// YML "should" be configured with at least one fallback map
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Debug.Assert(eligible.Length != 0, $"couldn't select a map with {nameof(GetFirstInRotationQueue)}()! No eligible maps and no fallback maps!");
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var weight = eligible[0].weight;
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return eligible.Where(x => x.Item2 == weight)
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.MinBy(x => x.proto.ID)
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.proto;
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}
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private void EnqueueMap(string mapProtoName)
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{
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_previousMaps.Enqueue(mapProtoName);
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while (_previousMaps.Count > _mapQueueDepth)
|
|
{
|
|
_previousMaps.Dequeue();
|
|
}
|
|
}
|
|
}
|