Files
VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00

887 lines
30 KiB
Plaintext

#define Debug(text) if (GLOB.Debug2) {job_debug += text}
SUBSYSTEM_DEF(jobs)
// Subsystem stuff.
name = "Jobs"
flags = SS_NO_FIRE
init_order = INIT_ORDER_JOBS
// Vars.
var/list/datum/job/occupations = list()
var/list/datum/job/name_occupations = list() //Dict of all jobs, keys are titles
var/list/datum/job/type_occupations = list() //Dict of all jobs, keys are types
var/list/mob/abstract/new_player/unassigned = list()
var/list/job_debug = list()
var/list/bitflag_to_job = list()
var/list/factions = list()
var/list/name_factions = list()
var/datum/faction/default_faction = null
var/safe_to_sanitize = FALSE
var/list/deferred_preference_sanitizations = list()
/datum/controller/subsystem/jobs/Initialize()
SetupOccupations()
LoadJobs("config/jobs.txt")
InitializeFactions()
ProcessSanitizationQueue()
SSticker.setup_player_ready_list()
return SS_INIT_SUCCESS
/datum/controller/subsystem/jobs/Recover()
occupations = SSjobs.occupations
unassigned = SSjobs.unassigned
job_debug = SSjobs.job_debug
factions = SSjobs.factions
if (islist(job_debug))
job_debug += "NOTICE: Job system Recover() triggered."
/datum/controller/subsystem/jobs/proc/SetupOccupations(faction = "Station")
occupations = list()
var/list/all_jobs = SSatlas.current_map.allowed_jobs
if(!all_jobs.len)
to_world(SPAN_WARNING("Error setting up jobs, no job datums found!"))
return FALSE
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job || job.faction != faction)
continue
occupations += job
name_occupations[job.title] = job
if(LAZYLEN(job.alt_titles))
for(var/alt_title in job.alt_titles)
name_occupations[alt_title] = job
type_occupations[J] = job
if(!length(bitflag_to_job["[job.department_flag]"]))
bitflag_to_job["[job.department_flag]"] = list()
bitflag_to_job["[job.department_flag]"]["[job.flag]"] = job
if (GLOB.config && GLOB.config.use_age_restriction_for_jobs)
job.fetch_age_restriction()
return TRUE
/datum/controller/subsystem/jobs/proc/GetJob(rank)
if (!rank)
return null
return name_occupations[rank]
/datum/controller/subsystem/jobs/proc/GetJobType(jobtype)
if(!jobtype)
return null
return type_occupations[jobtype]
/datum/controller/subsystem/jobs/proc/GetRandomJob()
return pick(occupations)
/datum/controller/subsystem/jobs/proc/ShouldCreateRecords(var/datum/mind/mind)
if(player_is_antag(mind, only_offstation_roles = 1))
return 0
if(!mind.assigned_role)
return 0
var/datum/job/job = GetJob(mind.assigned_role)
if(!job) return 0
return job.create_record
/datum/controller/subsystem/jobs/proc/GetPlayerAltTitle(mob/abstract/new_player/player, rank)
. = player.client.prefs.GetPlayerAltTitle(GetJob(rank))
/datum/controller/subsystem/jobs/proc/AssignRole(mob/abstract/new_player/player, rank, latejoin = FALSE)
Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if(player && player.mind && rank)
var/datum/job/job = GetJob(rank)
if(!job)
return FALSE
if(jobban_isbanned(player, rank))
return FALSE
if(!player.IsJobAvailable(rank))
return FALSE
if(!(player.client.prefs.GetPlayerAltTitle(job) in player.client.prefs.GetValidTitles(job)))
to_chat(player, SPAN_WARNING("Your character is too young!"))
return FALSE
var/position_limit = job.get_total_positions()
if(!latejoin)
position_limit = job.get_spawn_positions()
if((job.current_positions < position_limit) || position_limit == -1)
Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
player.mind.role_alt_title = GetPlayerAltTitle(player, rank)
unassigned -= player
job.current_positions++
job.pre_spawn(player)
return TRUE
Debug("AR has failed, Player: [player], Rank: [rank]")
return FALSE
/datum/controller/subsystem/jobs/proc/FreeRole(rank)
astype(GetJob(rank), /datum/job)?.current_positions--
/datum/controller/subsystem/jobs/proc/FreeJob(datum/job/job)
job.current_positions--
/datum/controller/subsystem/jobs/proc/FindOccupationCandidates(datum/job/job, level, flag)
Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
. = list()
for(var/mob/abstract/new_player/player in unassigned)
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player]")
continue
if(flag && !(flag in player.client.prefs.be_special_role))
Debug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
Debug("FOC pass, Player: [player], Level:[level]")
. += player
/datum/controller/subsystem/jobs/proc/ResetOccupations()
for(var/mob/abstract/new_player/player in GLOB.player_list)
if((player) && (player.mind))
player.mind.assigned_role = null
player.mind.special_role = null
SetupOccupations()
unassigned = list()
///This proc is called before the level loop of DivideOccupations() and will try to select a head, ignoring ALL non-head preferences for every level until it locates a head or runs out of levels to check
/datum/controller/subsystem/jobs/proc/FillHeadPosition()
for(var/level = 1 to 3)
for(var/command_position in command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
continue
var/mob/abstract/new_player/candidate = pick(candidates)
if(AssignRole(candidate, command_position))
return TRUE
return FALSE
///This proc is called at the start of the level loop of DivideOccupations() and will cause head jobs to be checked before any other jobs of the same level
/datum/controller/subsystem/jobs/proc/CheckHeadPositions(level)
for(var/command_position in command_positions)
var/datum/job/job = GetJob(command_position)
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
var/mob/abstract/new_player/candidate = pick(candidates)
AssignRole(candidate, command_position)
/** Proc DivideOccupations
* fills var "assigned_role" for all ready players.
* This proc must not have any side effect besides of modifying "assigned_role".
**/
/datum/controller/subsystem/jobs/proc/DivideOccupations()
//Setup new player list and get the jobs list
Debug("Running DO")
SetupOccupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(SSticker.triai)
for(var/datum/job/A in occupations)
if(A.title == "AI")
A.spawn_positions = 3
break
//Get the players who are ready
for(var/mob/abstract/new_player/player in GLOB.player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
Debug("DO, Len: [unassigned.len]")
if(unassigned.len == 0)
return FALSE
//Shuffle players and jobs
unassigned = shuffle(unassigned)
HandleFeedbackGathering()
//People who wants to be assistants, sure, go on.
Debug("DO, Running Assistant Check 1")
var/datum/job/assist = new DEFAULT_JOB_TYPE ()
var/list/assistant_candidates = FindOccupationCandidates(assist, 3)
Debug("AC1, Candidates: [assistant_candidates.len]")
for(var/mob/abstract/new_player/player in assistant_candidates)
Debug("AC1 pass, Player: [player]")
AssignRole(player, "Assistant")
assistant_candidates -= player
Debug("DO, AC1 end")
//Select one head
Debug("DO, Running Head Check")
FillHeadPosition()
Debug("DO, Head Check end")
//Other jobs are now checked
Debug("DO, Running Standard Check")
// New job giving system by Donkie
// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
// Hopefully this will add more randomness and fairness to job giving.
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(occupations)
// var/list/disabled_jobs = ticker.mode.disabled_jobs // So we can use .Find down below without a colon.
for(var/level = 1 to 3)
//Check the head jobs first each level
CheckHeadPositions(level)
// Loop through all unassigned players
for(var/mob/abstract/new_player/player in unassigned)
// Loop through all jobs
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
if(!job || (job.title in SSticker.mode.disabled_jobs) ) //11/2/16
continue
if(jobban_isbanned(player, job.title))
Debug("DO isbanned failed, Player: [player], Job:[job.title]")
continue
// If the player wants that job on this level, then try give it to him.
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
// If the job isn't filled
if((job.current_positions < job.get_spawn_positions()) || job.get_spawn_positions() == -1)
Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
AssignRole(player, job.title)
unassigned -= player
break
Debug("DO, Standard Check end")
Debug("DO, Running AC2")
// For those who wanted to be assistant if their preferences were filled, here you go.
for(var/mob/abstract/new_player/player in unassigned)
if(player.client.prefs.alternate_option == BE_ASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
//For ones returning to lobby
for(var/mob/abstract/new_player/player in unassigned)
if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
player.ready = 0
unassigned -= player
return TRUE
/datum/controller/subsystem/jobs/proc/EquipRank(mob/living/carbon/human/H, rank, joined_late = FALSE, spawning_at)
if(!H)
return null
Debug("ER/([H]): Entry, joined_late=[joined_late].")
if(SSatlas.current_sector.description)
to_chat(H, SSatlas.current_sector.get_chat_description())
if(("Arrivals Shuttle" in SSatlas.current_map.allowed_spawns) && spawning_at == "Arrivals Shuttle")
H.centcomm_despawn_timer = addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/living, centcomm_timeout)), 10 MINUTES, TIMER_STOPPABLE)
to_chat(H,SPAN_NOTICE("You have ten minutes to reach the [SSatlas.current_map.station_name] before you will be forced there."))
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
if (H.mind)
H.mind.selected_faction = GetFaction(H)
H.job = rank
if(job)
var/list/custom_equip_slots = list() //If more than one item takes the same slot, all after the first one spawn in storage.
var/list/custom_equip_leftovers = list()
//Equip job items.
Debug("ER/([H]): Equipping custom loadout.")
job.pre_equip(H)
job.setup_account(H)
job.after_spawn(H)
EquipCustom(H, job, H.client.prefs, custom_equip_leftovers, spawn_in_storage, custom_equip_slots)
job.equip(H)
spawn_in_storage += EquipCustomDeferred(H, H.client.prefs, custom_equip_leftovers, custom_equip_slots)
else
to_chat(H,"Your job is [rank] and the game just can't handle it! Please report this bug to an administrator.")
if(!joined_late || job.latejoin_at_spawnpoints)
var/obj/S = get_roundstart_spawnpoint(rank)
if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
H.forceMove(S.loc)
H.lastarea = get_area(H.loc)
H.lastarea.set_lightswitch(TRUE)
else
LateSpawn(H, rank)
// Moving wheelchair if they have one
if(H.buckled_to && istype(H.buckled_to, /obj/structure/bed/stool/chair/office/wheelchair))
H.buckled_to.forceMove(H.loc)
H.buckled_to.set_dir(H.dir)
if(H.mind)
// If they're a department supervisor/head give them the account info for that department
var/remembered_info = ""
for(var/department in job.departments)
if(job.departments[department] & JOBROLE_SUPERVISOR)
var/datum/money_account/department_account = SSeconomy.get_department_account(department)
if(department_account)
remembered_info += "<b>[department] department's account number is:</b> #[department_account.account_number]<br>"
remembered_info += "<b>[department] department's account pin is:</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>[department] department's account funds are:</b> $[department_account.money]<br>"
H.mind.store_memory(remembered_info)
var/alt_title = null
if(H.mind)
H.mind.assigned_role = rank
alt_title = H.mind.role_alt_title
switch(rank)
if("Cyborg")
Debug("ER/([H]): Job is Cyborg, returning early.")
return H.Robotize()
if("AI")
Debug("ER/([H]): Job is AI, returning early.")
return H
//Deferred item spawning.
if(LAZYLEN(spawn_in_storage))
EquipItemsStorage(H, H.client.prefs, spawn_in_storage)
to_chat(H, "<B>You are [job.get_total_positions() == 1 ? "the" : "a"] [alt_title ? alt_title : rank].</B>")
if(istype(H)) //give humans wheelchairs, if they need them.
if(H.needs_wheelchair())
H.equip_wheelchair()
if(job.supervisors)
to_chat(H, "<b>As [job.intro_prefix] [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
//Gives glasses to the vision impaired
if(H.disabilities & NEARSIGHTED)
var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses, TRUE)
if(equipped != 1)
var/obj/item/clothing/glasses/G = H.glasses
G.prescription = 7
if(H.species && !H.species_items_equipped)
H.species.equip_later_gear(H)
H.species_items_equipped = TRUE
// So shoes aren't silent if people never change 'em.
H.update_noise_level()
BITSET(H.hud_updateflag, ID_HUD)
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, SPECIALROLE_HUD)
var/obj/item/clothing/under/uniform = H.w_uniform
if(istype(uniform) && uniform.has_sensor)
uniform.sensor_mode = SUIT_SENSOR_MODES[H.client.prefs.sensor_setting]
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(show_location_blurb), H.client, 10 SECONDS)
if(spawning_at == "Arrivals Shuttle")
to_chat(H, "<b>[SSatlas.current_map.command_spawn_message]</b>")
if(joined_late)
var/antag_count = 0
for(var/antag_type in SSticker.mode.antag_tags)
var/datum/antagonist/A = GLOB.all_antag_types[antag_type]
antag_count += A.get_active_antag_count()
for(var/antag_type in SSticker.mode.antag_tags)
var/datum/antagonist/A = GLOB.all_antag_types[antag_type]
A.update_current_antag_max()
if((A.role_type in H.client.prefs.be_special_role) && !(A.flags & ANTAG_OVERRIDE_JOB) && antag_count < A.cur_max)
A.add_antagonist(H.mind)
break
Debug("ER/([H]): Completed.")
return H
/mob/living/proc/centcomm_timeout()
if (!istype(get_area(src), /area/centcom/spawning))
return FALSE
if (!client)
SSjobs.centcomm_despawn_mob(src)
return FALSE
return TRUE
/mob/living/carbon/human/centcomm_timeout()
. = ..()
if (!.)
return FALSE
var/datum/spawnpoint/spawnpos = SSatlas.spawn_locations["Cryogenic Storage"]
if(spawnpos && istype(spawnpos))
to_chat(src, SPAN_WARNING("You come to the sudden realization that you never left the [SSatlas.current_map.station_name] at all! You were in cryo the whole time!"))
src.forceMove(pick(spawnpos.turfs))
GLOB.global_announcer.autosay("[real_name], [mind.role_alt_title], [spawnpos.msg].", "Cryogenic Oversight")
var/rank= src.mind.assigned_role
SSjobs.EquipRank(src, rank, 1)
else
SSjobs.centcomm_despawn_mob(src) //somehow they can't spawn at cryo, so this is the only recourse of action.
return TRUE
/mob/living/silicon/robot/centcomm_timeout()
. = ..()
if (!.)
return FALSE
var/datum/spawnpoint/spawnpos = SSatlas.spawn_locations["Cyborg Storage"]
if(spawnpos && istype(spawnpos))
to_chat(src, SPAN_WARNING("You come to the sudden realization that you never left the [SSatlas.current_map.station_name] at all! You were in robotic storage the whole time!"))
src.forceMove(pick(spawnpos.turfs))
GLOB.global_announcer.autosay("[real_name], [mind.role_alt_title], [spawnpos.msg].", "Robotic Oversight")
else
SSjobs.centcomm_despawn_mob(src)
return TRUE
// Convenience wrapper.
/datum/controller/subsystem/jobs/proc/centcomm_despawn_mob(mob/living/H)
if(ishuman(H))
GLOB.global_announcer.autosay("[H.real_name], [H.mind.role_alt_title], has entered long-term storage.", "[SSatlas.current_map.dock_name] Cryogenic Oversight")
H.visible_message(SPAN_NOTICE("[H.name] makes their way to the [SSatlas.current_map.dock_short]'s cryostorage, and departs."),
SPAN_NOTICE("You make your way into [SSatlas.current_map.dock_short]'s cryostorage, and depart."), range = 3)
DespawnMob(H)
else
if(!isDrone(H))
GLOB.global_announcer.autosay("[H.real_name], [H.mind.role_alt_title], has entered robotic storage.", "[SSatlas.current_map.dock_name] Robotic Oversight")
H.visible_message(SPAN_NOTICE("[H.name] makes their way to the [SSatlas.current_map.dock_short]'s robotic storage, and departs."),
SPAN_NOTICE("You make your way into [SSatlas.current_map.dock_short]'s robotic storage, and depart."), range = 3)
DespawnMob(H)
/datum/controller/subsystem/jobs/proc/LoadJobs(jobsfile)
if (!GLOB.config.load_jobs_from_txt)
return FALSE
var/list/jobEntries = file2list(jobsfile)
for(var/job in jobEntries)
if(!job)
continue
job = trim(job)
if (!length(job))
continue
var/pos = findtext(job, "=")
var/name = null
var/value = null
if(pos)
name = copytext(job, 1, pos)
value = copytext(job, pos + 1)
else
continue
if(name && value)
var/datum/job/J = GetJob(name)
if(!istype(J))
continue
J.total_positions = text2num(value)
J.spawn_positions = text2num(value)
return TRUE
/datum/controller/subsystem/jobs/proc/InitializeFactions()
for (var/type in subtypesof(/datum/faction))
var/datum/faction/faction = new type()
factions += faction
name_factions[faction.name] = faction
if (faction.is_default)
if (default_faction)
crash_with("Two default factions detected in SSjobs.")
else
default_faction = faction
if (!default_faction)
crash_with("No default faction assigned to SSjobs.")
if (!factions.len)
crash_with("No factions located in SSjobs.")
/datum/controller/subsystem/jobs/proc/HandleFeedbackGathering()
for(var/thing in occupations)
var/datum/job/job = thing
var/tmp_str = "|[job.title]|"
var/level1 = 0 //high
var/level2 = 0 //medium
var/level3 = 0 //low
var/level4 = 0 //never
var/level5 = 0 //banned
for(var/mob/abstract/new_player/player in GLOB.player_list)
if(!(player.ready && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
level5++
continue
if(player.client.prefs.GetJobDepartment(job, 1) & job.flag)
level1++
else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag)
level2++
else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag)
level3++
else level4++ //not selected
tmp_str += "HIGH=[level1]|MEDIUM=[level2]|LOW=[level3]|NEVER=[level4]|BANNED=[level5]|-"
feedback_add_details("job_preferences",tmp_str)
/datum/controller/subsystem/jobs/proc/LateSpawn(mob/living/carbon/human/H, rank)
//spawn at one of the latespawn locations
Debug("LS/([H]): Entry; rank=[rank]")
var/datum/job/job = GetJob(rank)
H.job = rank
if(SSatlas.current_map.force_spawnpoint && LAZYLEN(GLOB.force_spawnpoints))
if(GLOB.force_spawnpoints[rank])
H.forceMove(pick(GLOB.force_spawnpoints[rank]))
else
H.forceMove(pick(GLOB.force_spawnpoints["Anyone"]))
else
if(job.latejoin_at_spawnpoints)
for (var/thing in GLOB.landmarks_list)
var/obj/effect/landmark/L = thing
if(istype(L))
if(L.name == "LateJoin[rank]")
H.forceMove(L.loc)
return
var/datum/spawnpoint/spawnpos
if(H.client.prefs.spawnpoint in SSatlas.spawn_locations)
spawnpos = SSatlas.spawn_locations[H.client.prefs.spawnpoint]
if(rank == "Cyborg")
spawnpos = new/datum/spawnpoint/cyborg
if(!spawnpos)
spawnpos = SSatlas.spawn_locations[SSatlas.current_map.default_spawn]
if(spawnpos && istype(spawnpos))
if(spawnpos.check_job_spawning(rank))
if(istype(spawnpos, /datum/spawnpoint/cryo) && (rank in command_positions))
H.forceMove(pick(spawnpos.turfs))
else
H.forceMove(pick(spawnpos.turfs))
. = spawnpos.msg
spawnpos.after_join(H)
else
to_chat(H, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the [SSatlas.current_map.default_spawn] instead.")
H.forceMove(pick(GLOB.latejoin))
. = "is inbound from the [SSatlas.current_map.default_spawn]"
else
H.forceMove(pick(GLOB.latejoin))
. = "is inbound from the [SSatlas.current_map.default_spawn]"
H.mind.selected_faction = SSjobs.GetFaction(H)
Debug("LS/([H]): Completed, spawning at area [H.loc.loc].")
/datum/controller/subsystem/jobs/proc/DespawnMob(mob/living/carbon/human/H)
//Update any existing objectives involving this mob.
for(var/datum/objective/O in GLOB.all_objectives)
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(O.target == H.mind)
if(O.owner && O.owner.current)
to_chat(O.owner.current, SPAN_WARNING("You get the feeling your target is no longer within your reach..."))
qdel(O)
//Handle job slot/tater cleanup.
if (H.mind)
var/datum/job/job = GetJob(H.mind.assigned_role)
if (job)
job.on_despawn(H)
FreeJob(job)
QDEL_LIST(H.mind.objectives)
H.mind.special_role = null
// Delete them from datacore.
if(ishuman(H))
SSrecords.remove_record_by_field("fingerprint", H.get_full_print())
if(H.species)
H.species.handle_despawn(H)
SSrecords.remove_record_by_field("name", H.real_name)
SSrecords.reset_manifest()
log_and_message_admins("([H.mind.role_alt_title]) entered cryostorage.", user = H)
//This should guarantee that ghosts don't spawn.
H.ckey = null
// Delete the mob.
qdel(H)
// Equips a human-type with their custom loadout crap.
// Returns TRUE on success, FALSE otherwise.
// H, job, and prefs MUST be supplied and not null.
// leftovers, storage, custom_equip_slots can be passed if their return values are required (proc mutates passed list), or ignored if not required.
/datum/controller/subsystem/jobs/proc/EquipCustom(mob/living/carbon/human/H, datum/job/job, datum/preferences/prefs, list/leftovers = null, list/storage = null, list/custom_equip_slots = list())
log_loadout("EC/([H]): Entry.")
if (!istype(H) || !job)
log_loadout("EC/([H]): Abort: invalid arguments.")
return FALSE
// if it's for their preview mob, let them wear it
// so they can customize their loadout for their hologram
if(!istype(H, /mob/living/carbon/human/dummy/mannequin))
switch (job.title)
if ("AI", "Cyborg")
log_loadout("EC/([H]): Abort: synthetic.")
return FALSE
for(var/thing in prefs.gear)
var/datum/gear/G = GLOB.gear_datums[thing]
if(G)
if(G.augment) //augments are handled somewhere else
continue
var/metadata
var/list/gear_test = prefs.gear[G.display_name]
if(gear_test?.len)
metadata = gear_test
else
metadata = list()
var/cant_spawn_reason = G.cant_spawn_item_reason(null, metadata, H, job, prefs)
if(cant_spawn_reason)
to_chat(H, SPAN_WARNING(cant_spawn_reason))
continue
// we want to handle spawning accessories after all the other clothing items have been spawned in
var/list/spawn_data = G.get_spawn_item_data(H, metadata, H)
if(ispath(spawn_data[1], /obj/item/clothing/accessory))
leftovers += thing
continue
if(G.slot && !(G.slot in custom_equip_slots))
// This is a miserable way to fix the loadout overwrite bug, but the alternative requires
// adding an arg to a bunch of different procs. Will look into it after this merge. ~ Z
var/obj/item/CI = G.spawn_item(null,metadata, H)
if (H.equip_to_slot_or_del(CI, G.slot, TRUE))
to_chat(H, SPAN_NOTICE("Equipping you with [thing]!"))
if(G.slot != slot_tie)
custom_equip_slots += G.slot
log_loadout("EC/([H]): Equipped [CI] successfully.")
else if (leftovers)
leftovers += thing
log_loadout("EC/([H]): Unable to equip [thing]; sending to overflow.")
else if (storage)
storage += thing
log_loadout("EC/([H]): Unable to equip [thing]; sending to storage.")
log_loadout("EC/([H]): Complete.")
return TRUE
// Attempts to equip custom items that failed to equip in EquipCustom.
// Returns a list of items that failed to equip & should be put in storage if possible.
// H and prefs must not be null.
/datum/controller/subsystem/jobs/proc/EquipCustomDeferred(mob/living/carbon/human/H, datum/preferences/prefs, list/items, list/used_slots)
. = list()
log_loadout("ECD/([H]): Entry.")
for (var/thing in items)
var/datum/gear/G = GLOB.gear_datums[thing]
if (G.slot in used_slots)
. += thing
else
var/metadata
var/list/gear_test = prefs.gear[G.display_name]
if(gear_test?.len)
metadata = gear_test
else
metadata = list()
var/obj/item/CI = G.spawn_item(H, metadata, H)
var/equip_slot = G.slot
var/handled_accessory = FALSE
if(isaccessory(CI))
var/datum/gear_tweak/accessory_slot/accessory_slot = locate(/datum/gear_tweak/accessory_slot) in G.gear_tweaks
if(accessory_slot && metadata["[accessory_slot]"])
var/selected_slot = metadata["[accessory_slot]"]
switch(selected_slot)
if(GEAR_TWEAK_ACCESSORY_SLOT_UNDER)
if(isclothing(H.w_uniform))
var/obj/item/clothing/worn_uniform = H.w_uniform
if(worn_uniform.can_attach_accessory(CI))
to_chat(H, SPAN_NOTICE("Attaching \the [CI] to your uniform!"))
worn_uniform.attach_accessory(H, CI)
handled_accessory = TRUE
if(GEAR_TWEAK_ACCESSORY_SLOT_SUIT)
if(isclothing(H.wear_suit))
var/obj/item/clothing/worn_suit = H.wear_suit
if(worn_suit.can_attach_accessory(CI))
to_chat(H, SPAN_NOTICE("Attaching \the [CI] to your suit!"))
worn_suit.attach_accessory(H, CI)
handled_accessory = TRUE
if(GEAR_TWEAK_ACCESSORY_SLOT_SUIT_STANDALONE)
equip_slot = slot_wear_suit
if(!handled_accessory)
if (H.equip_to_slot_or_del(CI, equip_slot, TRUE))
to_chat(H, SPAN_NOTICE("Equipping you with [thing]!"))
used_slots += equip_slot
log_loadout("ECD/([H]): Equipped [thing] successfully.")
else
. += thing
log_loadout("ECD/([H]): Unable to equip [thing]; dumping into overflow.")
log_loadout("ECD/([H]): Complete.")
// Attempts to place everything in items into a storage object located on H, deleting them if they're unable to be inserted.
// H and prefs must not be null.
// Returns nothing.
/datum/controller/subsystem/jobs/proc/EquipItemsStorage(mob/living/carbon/human/H, datum/preferences/prefs, list/items)
log_loadout("EIS/([H]): Entry.")
if (LAZYLEN(items))
log_loadout("EIS/([H]): [items.len] items.")
var/obj/item/storage/B = locate() in H
if (B)
for(var/thing in items)
to_chat(H, SPAN_NOTICE("Placing \the [thing] in your [B.name]!"))
var/datum/gear/G = GLOB.gear_datums[thing]
var/metadata
var/list/gear_test = prefs.gear[G.display_name]
if(gear_test?.len)
metadata = gear_test
else
metadata = list()
G.spawn_item(B, metadata, H)
log_loadout("EIS/([H]): placed [thing] in [B].")
for(var/obj/item/I in B.contents)
I.in_storage = TRUE
else
to_chat(H, SPAN_DANGER("Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug."))
log_loadout("EIS/([H]): unable to equip; no storage.")
log_loadout("EIS/([H]): Complete.")
/datum/controller/subsystem/jobs/proc/get_roundstart_spawnpoint(var/rank)
var/list/loc_list = list()
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
if(sloc.name != rank) continue
if(locate(/mob/living) in sloc.loc) continue
loc_list += sloc
if(loc_list.len)
return pick(loc_list)
else
return locate("start*[rank]") // use old stype
/datum/controller/subsystem/jobs/proc/GetFaction(mob/living/carbon/human/H)
var/faction_name = H?.client?.prefs?.faction
if (faction_name)
return name_factions[faction_name]
else
return null
/datum/controller/subsystem/jobs/proc/ProcessSanitizationQueue()
safe_to_sanitize = TRUE
for (var/p in deferred_preference_sanitizations)
var/datum/callback/CB = deferred_preference_sanitizations[p]
CB.Invoke()
deferred_preference_sanitizations.Cut()
/datum/controller/subsystem/jobs/proc/EquipAugments(mob/living/carbon/human/H, datum/preferences/prefs)
log_loadout("EA/([H]): Entry.")
if(!istype(H))
log_loadout("EA/([H]): Abort: invalid arguments.")
return FALSE
var/datum/job/rank = H.mind ? GetJob(H.mind.assigned_role) : prefs.return_chosen_high_job()
switch (rank.title)
if ("AI", "Cyborg")
log_loadout("EA/([H]): Abort: synthetic.")
return FALSE
for(var/thing in prefs.gear)
var/datum/gear/G = GLOB.gear_datums[thing]
if(G)
if(!G.augment)
continue
var/metadata
var/list/gear_test = prefs.gear[G.display_name]
if(gear_test?.len)
metadata = gear_test
else
metadata = list()
var/cant_spawn_reason = G.cant_spawn_item_reason(null, metadata, H, rank, prefs)
if(cant_spawn_reason)
to_chat(H, SPAN_WARNING(cant_spawn_reason))
continue
var/obj/item/organ/A = G.spawn_item(H, metadata, H)
if(!istype(A, /obj/item/organ/external))
var/obj/item/organ/external/affected = H.get_organ(A.parent_organ)
A.replaced(H, affected)
H.update_body()
log_loadout("EA/([H]): Complete.")
return TRUE
/proc/show_location_blurb(client/C, duration)
set waitfor = 0
var/style = "font-family: 'Fixedsys'; -dm-text-outline: 1 black; font-size: 11px;"
var/text = "[worlddate2text()] [worldtime2text()]\n[station_name()], [SSatlas.current_sector.name]"
text = uppertext(text)
var/obj/effect/overlay/T = new()
T.icon_state = "nothing"
T.maptext_height = 64
T.maptext_width = 512
T.layer = FLOAT_LAYER
T.plane = HUD_PLANE
T.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
T.screen_loc = "LEFT+1,BOTTOM+2"
C.screen += T
animate(T, alpha = 255, time = 10)
for(var/i = 1 to length(text)+1)
T.maptext = "<span style=\"[style]\">[copytext(text,1,i)] </span>"
sleep(1)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(fade_location_blurb), C, T), duration)
/proc/fade_location_blurb(client/C, obj/T)
animate(T, alpha = 0, time = 5)
sleep(5)
if(C)
C.screen -= T
qdel(T)
#undef Debug