Files
260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00

540 lines
20 KiB
Plaintext

/datum/category_item/player_setup_item/occupation
name = "Occupation"
sort_order = 1
/// The module datum for the faction select interface, if it's currently open.
var/datum/tgui_module/faction_select/faction_ui
/datum/category_item/player_setup_item/occupation/load_character(var/savefile/S)
S["alternate_option"] >> pref.alternate_option
S["job_civilian_high"] >> pref.job_civilian_high
S["job_civilian_med"] >> pref.job_civilian_med
S["job_civilian_low"] >> pref.job_civilian_low
S["job_medsci_high"] >> pref.job_medsci_high
S["job_medsci_med"] >> pref.job_medsci_med
S["job_medsci_low"] >> pref.job_medsci_low
S["job_engsec_high"] >> pref.job_engsec_high
S["job_engsec_med"] >> pref.job_engsec_med
S["job_engsec_low"] >> pref.job_engsec_low
S["job_event_high"] >> pref.job_event_high
S["job_event_med"] >> pref.job_event_med
S["job_event_low"] >> pref.job_event_low
S["player_alt_titles"] >> pref.player_alt_titles
S["faction"] >> pref.faction
/datum/category_item/player_setup_item/occupation/save_character(var/savefile/S)
S["alternate_option"] << pref.alternate_option
S["job_civilian_high"] << pref.job_civilian_high
S["job_civilian_med"] << pref.job_civilian_med
S["job_civilian_low"] << pref.job_civilian_low
S["job_medsci_high"] << pref.job_medsci_high
S["job_medsci_med"] << pref.job_medsci_med
S["job_medsci_low"] << pref.job_medsci_low
S["job_engsec_high"] << pref.job_engsec_high
S["job_engsec_med"] << pref.job_engsec_med
S["job_engsec_low"] << pref.job_engsec_low
S["job_event_high"] >> pref.job_event_high
S["job_event_med"] >> pref.job_event_med
S["job_event_low"] >> pref.job_event_low
S["player_alt_titles"] << pref.player_alt_titles
S["faction"] << pref.faction
/datum/category_item/player_setup_item/occupation/gather_load_query()
return list(
"ss13_characters" = list(
"vars" = list(
"jobs" = "unsanitized_jobs",
"alternate_option",
"alternate_titles" = "player_alt_titles",
"faction"
),
"args" = list("id")
)
)
/datum/category_item/player_setup_item/occupation/gather_load_parameters()
return list("id" = pref.current_character)
/datum/category_item/player_setup_item/occupation/gather_save_query()
return list(
"ss13_characters" = list(
"jobs",
"alternate_option",
"alternate_titles",
"faction",
"id" = 1,
"ckey" = 1
)
)
/datum/category_item/player_setup_item/occupation/gather_save_parameters()
var/list/compiled_jobs = list(
"job_civilian_high" = pref.job_civilian_high,
"job_civilian_med" = pref.job_civilian_med,
"job_civilian_low" = pref.job_civilian_low,
"job_medsci_high" = pref.job_medsci_high,
"job_medsci_med" = pref.job_medsci_med,
"job_medsci_low" = pref.job_medsci_low,
"job_engsec_high" = pref.job_engsec_high,
"job_engsec_med" = pref.job_engsec_med,
"job_engsec_low" = pref.job_engsec_low,
"job_event_high" = pref.job_event_high,
"job_event_med" = pref.job_event_med,
"job_event_low" = pref.job_event_low
)
return list(
"jobs" = list2params(compiled_jobs),
"alternate_option" = pref.alternate_option,
"alternate_titles" = list2params(pref.player_alt_titles),
"id" = pref.current_character,
"faction" = pref.faction,
"ckey" = PREF_CLIENT_CKEY
)
/datum/category_item/player_setup_item/occupation/sanitize_character(var/sql_load = 0)
if (sql_load)
pref.alternate_option = text2num(pref.alternate_option)
pref.player_alt_titles = params2list(pref.player_alt_titles)
var/list/jobs = params2list(pref.unsanitized_jobs)
// In case we return 0 data from the database.
if (!jobs || !jobs.len)
pref.alternate_option = 0
pref.job_civilian_high = 0
pref.job_civilian_med = 0
pref.job_civilian_low = 0
pref.job_medsci_high = 0
pref.job_medsci_med = 0
pref.job_medsci_low = 0
pref.job_engsec_high = 0
pref.job_engsec_med = 0
pref.job_engsec_low = 0
pref.job_event_high = 0
pref.job_event_med = 0
pref.job_event_low = 0
else
for (var/preference in jobs)
try
pref.vars[preference] = text2num(jobs[preference])
catch(var/exception/e)
LOG_DEBUG("LOADING: Bad job preference key: [preference].")
log_debug(e.desc)
pref.alternate_option = sanitize_integer(text2num(pref.alternate_option), 0, 1, initial(pref.alternate_option))
pref.job_civilian_high = sanitize_integer(text2num(pref.job_civilian_high), 0, 65535, initial(pref.job_civilian_high))
pref.job_civilian_med = sanitize_integer(text2num(pref.job_civilian_med), 0, 65535, initial(pref.job_civilian_med))
pref.job_civilian_low = sanitize_integer(text2num(pref.job_civilian_low), 0, 65535, initial(pref.job_civilian_low))
pref.job_medsci_high = sanitize_integer(text2num(pref.job_medsci_high), 0, 65535, initial(pref.job_medsci_high))
pref.job_medsci_med = sanitize_integer(text2num(pref.job_medsci_med), 0, 65535, initial(pref.job_medsci_med))
pref.job_medsci_low = sanitize_integer(text2num(pref.job_medsci_low), 0, 65535, initial(pref.job_medsci_low))
pref.job_engsec_high = sanitize_integer(text2num(pref.job_engsec_high), 0, 65535, initial(pref.job_engsec_high))
pref.job_engsec_med = sanitize_integer(text2num(pref.job_engsec_med), 0, 65535, initial(pref.job_engsec_med))
pref.job_engsec_low = sanitize_integer(text2num(pref.job_engsec_low), 0, 65535, initial(pref.job_engsec_low))
pref.job_event_high = sanitize_integer(text2num(pref.job_event_high), 0, 65535, initial(pref.job_event_high))
pref.job_event_med = sanitize_integer(text2num(pref.job_event_med), 0, 65535, initial(pref.job_event_med))
pref.job_event_low = sanitize_integer(text2num(pref.job_event_low), 0, 65535, initial(pref.job_event_low))
if (!pref.player_alt_titles)
pref.player_alt_titles = new()
if (!SSjobs.safe_to_sanitize)
if (!SSjobs.deferred_preference_sanitizations[src])
SSjobs.deferred_preference_sanitizations[src] = CALLBACK(src, PROC_REF(late_sanitize), sql_load)
else
late_sanitize(sql_load)
/datum/category_item/player_setup_item/occupation/proc/late_sanitize(sql_load)
for (var/datum/job/job in SSjobs.occupations)
var/alt_title = pref.player_alt_titles[job.title]
if(alt_title && !(alt_title in job.alt_titles))
pref.player_alt_titles -= job.title
var/list/available = pref.GetValidTitles(job)
if(LAZYLEN(available) == 1)
SetPlayerAltTitle(job, LAZYACCESS(available, 1))
sanitize_faction()
/datum/category_item/player_setup_item/occupation/content(mob/user, limit = 16, list/splitJobs = list("Chief Engineer", "Head of Security"))
if (!SSjobs.initialized || !SSrecords.initialized)
return "<center><large>Jobs controller not initialized yet. Please wait a bit and reload this section.</large></center>"
var/list/dat = list(
"<style>span.none{color: black} span.low{color: #DDD} span.med{color: yellow} span.high{color: lime} a:hover span{color: #40628a !important}</style>",
"<center><b>Character Faction</b><br>",
"<small>This will influence the jobs you can select from, and the starting equipment.</small><br>",
"<b><a href='byond://?src=[REF(src)];faction_select=1;'>[pref.faction]</a></b></center><br><hr>"
)
dat += list(
"<tt><center>",
"<b>Choose occupation chances</b><br>Unavailable occupations are crossed out.<br>",
"<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>", // Table within a table for alignment, also allows you to easily add more colomns.
"<table width='100%' cellpadding='1' cellspacing='0'>"
)
var/index = -1
var/datum/faction/faction = SSjobs.name_factions[pref.faction] || SSjobs.default_faction
for(var/datum/job/job in SSjobs.occupations)
index += 1
if((index >= limit) || (job.title in splitJobs))
dat += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
index = 0
var/rank = job.title
var/head = (rank in command_positions) || (rank == "AI")
dat += "<tr style='background-color: [hex2cssrgba(job.selection_color, head ? 1 : 0.5)];'><td width='60%' align='right'>"
var/list/available = pref.GetValidTitles(job)
var/dispRank = LAZYLEN(available) ? LAZYACCESS(available, 1) : rank
var/ban_reason = jobban_isbanned(user, rank)
if(ban_reason == "WHITELISTED")
dat += "<del>[dispRank]</del></td><td><b> \[WHITELISTED]</b></td></tr>"
continue
else if (ban_reason == "AGE WHITELISTED")
var/available_in_days = player_old_enough_for_role(user.client, rank)
dat += "<del>[dispRank]</del></td><td> \[IN [(available_in_days)] DAYS]</td></tr>"
continue
else if(!LAZYLEN(pref.GetValidTitles(job))) // we have no available jobs the character is old enough for
dat += "<del>[dispRank]</del></td><td> \[MINIMUM AGE: [LAZYLEN(job.alt_ages) ? min(job.get_alt_character_age(), job.get_minimum_character_age(user.get_species())) : job.get_minimum_character_age(user.get_species())]]</td></tr>"
continue
if(!(job in faction.get_occupations()))
dat += "<del>[dispRank]</del></td><td><b> \[FACTION RESTRICTED]</b></td></tr>"
continue
else if (ban_reason)
dat += "<del>[dispRank]</del></td><td><b> \[<a href='byond://?src=[REF(user.client)];view_jobban=[rank];'>BANNED</a>]</b></td></tr>"
continue
if(job.blacklisted_species) // check for restricted species
var/datum/species/S = GLOB.all_species[pref.species]
if(S.name in job.blacklisted_species)
dat += "<del>[dispRank]</del></td><td><b> \[SPECIES RESTRICTED]</b></td></tr>"
continue
var/datum/citizenship/C = SSrecords.citizenships[pref.citizenship]
if(C.job_species_blacklist[job.title] && (pref.species in C.job_species_blacklist[job.title]))
dat += "<del>[dispRank]</del></td><td><b> \[SPECIES RESTRICTED]</b></td></tr>"
continue
if(job.blacklisted_citizenship)
if(C.name in job.blacklisted_citizenship)
dat += "<del>[dispRank]</del></td><td><b> \[BACKGROUND RESTRICTED]</b></td></tr>"
continue
// Skill requirement handling.
var/skills_length = length(job.skill_requirements)
var/skill_index = 0
var/missing_skills = ""
for (var/key,value in job.skill_requirements)
skill_index++
if (!key || pref.skills[key] >= value)
continue
var/singleton/skill/skill = GET_SINGLETON(key)
missing_skills += "[skill.name] [value]"
if (skill_index != skills_length)
missing_skills += "\n"
if (missing_skills != "")
dat += "<del>[dispRank]</del></td><td> MISSING SKILLS: [missing_skills]</td></tr>"
continue
// End of skill requirement handling.
if(job.alt_titles && (LAZYLEN(pref.GetValidTitles(job)) > 1))
dispRank = "<span width='60%' align='center'>&nbsp<a href='byond://?src=[REF(src)];select_alt_title=[REF(job)]'>\[[pref.GetPlayerAltTitle(job)]\]</a></span>"
if((pref.job_civilian_low & ASSISTANT) && (rank != "Assistant"))
dat += "<span class='none'>[dispRank]</span></td><td></td></tr>"
continue
if(head)//Bold head jobs
dat += "<b>[dispRank]</b>"
else
dat += "[dispRank]"
dat += "</td><td width='40%'>"
dat += "<a href='byond://?src=[REF(src)];set_job=[rank]'>"
if(rank == "Assistant")//Assistant is special
if(pref.job_civilian_low & ASSISTANT)
dat += " <span class='high'>\[Yes]</span>"
else
dat += " <span class='none'>\[No]</span>"
dat += "</a></td></tr>"
continue
if(pref.GetJobDepartment(job, 1) & job.flag)
dat += " <span class='high'>\[High]</span>"
else if(pref.GetJobDepartment(job, 2) & job.flag)
dat += " <span class='med'>\[Medium]</span>"
else if(pref.GetJobDepartment(job, 3) & job.flag)
dat += " <span class='low'>\[Low]</span>"
else
dat += " <span class='none'>\[NEVER]</span>"
dat += "</a></td></tr>"
dat += "</td'></tr></table>"
dat += "</center></table>"
switch(pref.alternate_option)
if(BE_ASSISTANT)
dat += "<center><br><u><a href='byond://?src=[REF(src)];job_alternative=1'>Be assistant if preference unavailable</a></u></center><br>"
if(RETURN_TO_LOBBY)
dat += "<center><br><u><a href='byond://?src=[REF(src)];job_alternative=1'><span class='high'>Return to lobby if preference unavailable</span></a></u></center><br>"
dat += "<center><a href='byond://?src=[REF(src)];reset_jobs=1'>\[Reset\]</a></center>"
dat += "</tt>"
. = dat.Join()
/datum/category_item/player_setup_item/occupation/OnTopic(href, href_list, mob/user)
if(href_list["reset_jobs"])
ResetJobs()
return TOPIC_REFRESH
else if(href_list["job_alternative"])
if(pref.alternate_option == BE_ASSISTANT)
pref.alternate_option = RETURN_TO_LOBBY
else if(pref.alternate_option == RETURN_TO_LOBBY)
pref.alternate_option = BE_ASSISTANT
return TOPIC_REFRESH
else if(href_list["select_alt_title"])
var/datum/job/job = locate(href_list["select_alt_title"])
if (!job)
return ..()
var/list/choices = pref.GetValidTitles(job)
if(!LAZYLEN(choices))
return ..()// should never happen
var/choice = input("Choose a title for [job.title]. Be aware that choosing an alternative title does not absolve you from the job's regular duties!", "Choose Title", pref.GetPlayerAltTitle(job)) as anything in choices|null
if(choice && CanUseTopic(user))
SetPlayerAltTitle(job, choice)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["set_job"])
if(SetJob(user, href_list["set_job"]))
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["faction_select"])
if(!faction_ui)
faction_ui = new(src)
faction_ui.ui_interact(user)
return TOPIC_NOACTION
return ..()
/datum/category_item/player_setup_item/occupation/proc/on_ui_close()
faction_ui = null
/datum/category_item/player_setup_item/occupation/proc/sanitize_faction()
if (!SSjobs.name_factions[pref.faction])
pref.faction = SSjobs.default_faction.name
to_client_chat(SPAN_DANGER("Your faction selection has been reset to [pref.faction]."))
to_client_chat(SPAN_DANGER("Your jobs have been reset due to this!"))
ResetJobs()
return TOPIC_REFRESH_UPDATE_PREVIEW
var/datum/species/S = pref.get_species_datum()
var/datum/faction/faction = SSjobs.name_factions[pref.faction]
for(var/datum/job/job in SSjobs.occupations)
for(var/department = 1 to NUM_JOB_DEPTS)
if(pref.GetJobDepartment(job, department) & job.flag)
if(!(job in faction.get_occupations()))
to_client_chat(SPAN_DANGER("Your faction selection does not permit this job, [job.title] as [pref.faction]."))
to_client_chat(SPAN_DANGER("Your jobs have been reset due to this!"))
ResetJobs()
return TOPIC_REFRESH_UPDATE_PREVIEW
if(pref.species in job.blacklisted_species)
to_client_chat(SPAN_DANGER("Your faction selection does not permit this species-occupation combination, [pref.species] as [job.title]."))
to_client_chat(SPAN_DANGER("Your jobs have been reset due to this!"))
ResetJobs()
return TOPIC_REFRESH_UPDATE_PREVIEW
if(!is_type_in_typecache(S, faction.allowed_species_types) && length(faction.allowed_species_types))
to_client_chat(SPAN_DANGER("Your faction selection does not permit this species, [pref.species] as [pref.faction]."))
to_client_chat(SPAN_DANGER("Your jobs have been reset due to this!"))
ResetJobs()
return TOPIC_REFRESH_UPDATE_PREVIEW
/datum/category_item/player_setup_item/occupation/proc/SetPlayerAltTitle(datum/job/job, new_title)
// remove existing entry
pref.player_alt_titles -= job.title
// add one if it's not default
if(job.title != new_title)
pref.player_alt_titles[job.title] = new_title
/datum/category_item/player_setup_item/occupation/proc/SetJob(mob/user, role)
var/datum/job/job = SSjobs.GetJob(role)
if(!job)
return FALSE
if(role == "Assistant")
if(pref.job_civilian_low & job.flag)
pref.job_civilian_low &= ~job.flag
else
pref.job_civilian_low |= job.flag
SSticker.cycle_player(user, job)
return TRUE
if(pref.GetJobDepartment(job, 1) & job.flag) // HIGH -> NONE
SetJobDepartment(job, 1)
SSticker.cycle_player(user, job)
else if(pref.GetJobDepartment(job, 2) & job.flag) // MED -> HIGH
SetJobDepartment(job, 2)
SSticker.cycle_player(user, job)
else if(pref.GetJobDepartment(job, 3) & job.flag) // LOW -> MED
SetJobDepartment(job, 3)
else // NONE -> LOW
SetJobDepartment(job, 4)
return 1
/datum/category_item/player_setup_item/occupation/proc/SetJobDepartment(var/datum/job/job, var/level)
if(!job || !level)
return FALSE
switch(level)
if(1)//Only one of these should ever be active at once so clear them all here
pref.job_civilian_high = 0
pref.job_medsci_high = 0
pref.job_engsec_high = 0
pref.job_event_high = 0
return 1
if(2)//Set current highs to med, then reset them
pref.job_civilian_med |= pref.job_civilian_high
pref.job_medsci_med |= pref.job_medsci_high
pref.job_engsec_med |= pref.job_engsec_high
pref.job_event_med |= pref.job_event_high
pref.job_civilian_high = 0
pref.job_medsci_high = 0
pref.job_engsec_high = 0
pref.job_event_high = 0
switch(job.department_flag)
if(SERVICE)
switch(level)
if(2)
pref.job_civilian_high = job.flag
pref.job_civilian_med &= ~job.flag
if(3)
pref.job_civilian_med |= job.flag
pref.job_civilian_low &= ~job.flag
else
pref.job_civilian_low |= job.flag
if(MEDSCI)
switch(level)
if(2)
pref.job_medsci_high = job.flag
pref.job_medsci_med &= ~job.flag
if(3)
pref.job_medsci_med |= job.flag
pref.job_medsci_low &= ~job.flag
else
pref.job_medsci_low |= job.flag
if(ENGSEC)
switch(level)
if(2)
pref.job_engsec_high = job.flag
pref.job_engsec_med &= ~job.flag
if(3)
pref.job_engsec_med |= job.flag
pref.job_engsec_low &= ~job.flag
else
pref.job_engsec_low |= job.flag
if(EVENTDEPT)
switch(level)
if(2)
pref.job_event_high = job.flag
pref.job_event_med &= ~job.flag
if(3)
pref.job_event_med |= job.flag
pref.job_event_low &= ~job.flag
else
pref.job_event_low |= job.flag
return 1
/datum/category_item/player_setup_item/occupation/proc/ResetJobs()
pref.job_civilian_high = 0
pref.job_civilian_med = 0
pref.job_civilian_low = 0
pref.job_medsci_high = 0
pref.job_medsci_med = 0
pref.job_medsci_low = 0
pref.job_engsec_high = 0
pref.job_engsec_med = 0
pref.job_engsec_low = 0
pref.job_event_high = 0
pref.job_event_med = 0
pref.job_event_low = 0
pref.player_alt_titles.Cut()
/datum/category_item/player_setup_item/occupation/proc/validate_and_set_faction(datum/faction/faction)
ResetJobs() // How to be horribly lazy.
pref.faction = faction.name
to_client_chat(SPAN_NOTICE("New faction chosen! Job preferences reset."))
/datum/preferences/proc/GetPlayerAltTitle(datum/job/job)
return player_alt_titles[job.title] || job.title
/datum/preferences/proc/GetValidTitles(datum/job/job)
if (!job)
return
var/choices = list(job.title) + job.alt_titles
if(!isnull(job.alt_factions))
for(var/t in choices)
if (src.faction in job.alt_factions[t])
continue
choices -= t
if(!isnull(job.alt_citizenships))
for(var/t in choices)
if (src.citizenship in job.alt_citizenships[t])
continue
choices -= t
if((GLOB.all_species[src.species].spawn_flags & NO_AGE_MINIMUM))
return choices
for(var/t in choices)
if (src.age >= (job.get_alt_character_age(species, t) || job.get_minimum_character_age(species)))
continue
choices -= t
return choices
/datum/preferences/proc/GetJobDepartment(var/datum/job/job, var/level)
if(!job || !level)
return FALSE
switch(job.department_flag)
if(SERVICE)
switch(level)
if(1)
return job_civilian_high
if(2)
return job_civilian_med
if(3)
return job_civilian_low
if(MEDSCI)
switch(level)
if(1)
return job_medsci_high
if(2)
return job_medsci_med
if(3)
return job_medsci_low
if(ENGSEC)
switch(level)
if(1)
return job_engsec_high
if(2)
return job_engsec_med
if(3)
return job_engsec_low
if(EVENTDEPT)
switch(level)
if(1)
return job_event_high
if(2)
return job_event_med
if(3)
return job_event_low
return 0