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Aurora.3/code/controllers/subsystems/job.dm
Lohikar a599cd34ee Custom loadout sanity (#2671)
This PR unifies the various manual implementations of custom loadout equip into three procs located inside the job subsystem, as well as updates all custom loadout code to use the new procs.

Fixes custom loadout items not overriding job items in character setup.
2017-06-11 12:22:35 +03:00

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26 KiB
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/var/datum/controller/subsystem/jobs/SSjobs
#define GET_RANDOM_JOB 0
#define BE_ASSISTANT 1
#define RETURN_TO_LOBBY 2
/datum/controller/subsystem/jobs
// Subsystem stuff.
name = "Jobs"
flags = SS_NO_FIRE
init_order = SS_INIT_JOBS
// Vars.
var/list/occupations = list()
var/list/unassigned = list()
var/list/job_debug = list()
/datum/controller/subsystem/jobs/New()
NEW_SS_GLOBAL(SSjobs)
/datum/controller/subsystem/jobs/Initialize()
SetupOccupations()
LoadJobs("config/jobs.txt")
..()
/datum/controller/subsystem/jobs/Recover()
occupations = SSjobs.occupations
unassigned = SSjobs.unassigned
job_debug = SSjobs.job_debug
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 = typesof(/datum/job)
if(!all_jobs.len)
world << "<span class='warning'>Error setting up jobs, no job datums found!</span>"
return FALSE
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job) continue
if(job.faction != faction) continue
occupations += job
if (config && config.use_age_restriction_for_jobs)
job.fetch_age_restriction()
return TRUE
/datum/controller/subsystem/jobs/proc/Debug(text)
if (!Debug2)
return FALSE
job_debug += text
return TRUE
/datum/controller/subsystem/jobs/proc/GetJob(rank)
if (!rank)
return null
for (var/thing in occupations)
var/datum/job/J = thing
if (!J)
continue
if (J.title == rank)
return J
/datum/controller/subsystem/jobs/proc/GetPlayerAltTitle(mob/new_player/player, rank)
. = player.client.prefs.GetPlayerAltTitle(GetJob(rank))
/datum/controller/subsystem/jobs/proc/AssignRole(mob/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(!job.player_old_enough(player.client))
return FALSE
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.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++
return TRUE
Debug("AR has failed, Player: [player], Rank: [rank]")
return FALSE
/datum/controller/subsystem/jobs/proc/FreeRole(rank)
var/datum/job/job = GetJob(rank)
if (job && job.current_positions >= job.total_positions && job.total_positions != -1)
job.total_positions++
return TRUE
return FALSE
/datum/controller/subsystem/jobs/proc/FindOccupationCandidates(datum/job/job, level, flag)
Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
. = list()
for(var/mob/new_player/player in unassigned)
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player]")
continue
if(!job.player_old_enough(player.client))
Debug("FOC player not old enough, 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/GiveRandomJob(mob/new_player/player)
Debug("GRJ Giving random job, Player: [player]")
for(var/thing in shuffle(occupations))
var/datum/job/job = thing
if(!job)
continue
if(istype(job, GetJob("Assistant"))) // We don't want to give him assistant, that's boring!
continue
if(job in command_positions) //If you want a command position, select it!
continue
if(jobban_isbanned(player, job.title))
Debug("GRJ isbanned failed, Player: [player], Job: [job.title]")
continue
if(!job.player_old_enough(player.client))
Debug("GRJ player not old enough, Player: [player]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
Debug("GRJ Random job given, Player: [player], Job: [job]")
AssignRole(player, job.title)
unassigned -= player
break
/datum/controller/subsystem/jobs/proc/ResetOccupations()
for(var/mob/new_player/player in 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
// Build a weighted list, weight by age.
var/list/weightedCandidates = list()
for(var/mob/V in candidates)
// Log-out during round-start? What a bad boy, no head position for you!
if(!V.client)
continue
var/age = V.client.prefs.age
switch(age)
if(job.minimum_character_age to (job.minimum_character_age+10))
weightedCandidates[V] = 3 // Still a bit young.
if((job.minimum_character_age+10) to (job.ideal_character_age-10))
weightedCandidates[V] = 6 // Better.
if((job.ideal_character_age-10) to (job.ideal_character_age+10))
weightedCandidates[V] = 10 // Great.
if((job.ideal_character_age+10) to (job.ideal_character_age+20))
weightedCandidates[V] = 6 // Still good.
if((job.ideal_character_age+20) to INFINITY)
weightedCandidates[V] = 3 // Geezer.
else
// If there's ABSOLUTELY NOBODY ELSE
if(candidates.len == 1) weightedCandidates[V] = 1
var/mob/new_player/candidate = pickweight(weightedCandidates)
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/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/new_player/player in 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/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/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(!job.player_old_enough(player.client))
Debug("DO player not old enough, 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.spawn_positions) || job.spawn_positions == -1)
Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
AssignRole(player, job.title)
unassigned -= player
break
// Hand out random jobs to the people who didn't get any in the last check
// Also makes sure that they got their preference correct
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == GET_RANDOM_JOB)
GiveRandomJob(player)
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/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/new_player/player in unassigned)
if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
player.ready = 0
player.new_player_panel_proc()
unassigned -= player
return TRUE
/datum/controller/subsystem/jobs/proc/EquipRank(mob/living/carbon/human/H, rank, joined_late = FALSE, megavend = FALSE)
if(!H)
return null
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
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.
if(!megavend) //Equip custom gear loadout.
job.equip_backpack(H)
job.setup_account(H)
EquipCustom(H, job, H.client.prefs, custom_equip_leftovers, spawn_in_storage, custom_equip_slots)
// This goes after custom loadout it doesn't prevent custom loadout stuff from being equipped.
job.equip_survival(H)
job.equip(H)
job.apply_fingerprints(H)
// Randomize nutrition. Defines are in __defines/mobs.dm
H.nutrition = (rand(CREW_MINIMUM_NUTRITION, CREW_MAXIMUM_NUTRITION) * 0.01) * H.max_nutrition
EquipCustomDeferred(H, H.client.prefs, custom_equip_leftovers, custom_equip_slots)
else
H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
H.job = rank
if(!joined_late)
var/obj/S = null
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if(sloc.name != rank) continue
if(locate(/mob/living) in sloc.loc) continue
S = sloc
break
if(!S)
S = locate("start*[rank]") // use old stype
if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
H.loc = S.loc
else
LateSpawn(H, rank)
// Moving wheelchair if they have one
if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair))
H.buckled.loc = H.loc
H.buckled.set_dir(H.dir)
// If they're head, give them the account info for their department
if(H.mind && job.head_position)
var/remembered_info = ""
var/datum/money_account/department_account = department_accounts[job.department]
if(department_account)
remembered_info += "<b>Your department's account number is:</b> #[department_account.account_number]<br>"
remembered_info += "<b>Your department's account pin is:</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>Your 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")
return H.Robotize()
if("AI")
return H
if("Captain")
var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP)? null : sound('sound/misc/boatswain.ogg', volume=20)
captain_announcement.Announce("All hands, Captain [H.real_name] on deck!", new_sound=announce_sound)
//Deferred item spawning.
if(LAZYLEN(spawn_in_storage))
EquipItemsStorage(H, H.client.prefs, spawn_in_storage)
if(istype(H) && !megavend) //give humans wheelchairs, if they need them.
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
if(!l_foot || !r_foot)
var/obj/structure/bed/chair/wheelchair/W = new /obj/structure/bed/chair/wheelchair(H.loc)
H.buckled = W
H.update_canmove()
W.set_dir(H.dir)
W.buckled_mob = H
W.add_fingerprint(H)
H << "<B>You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank].</B>"
if(job.supervisors)
H << "<b>As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
if(job.idtype)
spawnId(H, rank, alt_title)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_l_ear)
H << "<b>To speak on your department's radio channel use :h. For the use of other channels, examine your headset.</b>"
if(job.req_admin_notify)
H << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
//Gives glasses to the vision impaired
if(H.disabilities & NEARSIGHTED && !megavend)
var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses)
if(equipped != 1)
var/obj/item/clothing/glasses/G = H.glasses
G.prescription = TRUE
BITSET(H.hud_updateflag, ID_HUD)
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, SPECIALROLE_HUD)
return H
/mob/living/carbon/human
var/tmp/odin_despawn_timer
/mob/living/carbon/human/proc/odin_timeout()
if (!istype(get_area(src), /area/centcom/spawning))
return
if (!client)
SSjobs.odin_despawn_mob(src)
else
var/datum/spawnpoint/spawnpos = spawntypes["Cryogenic Storage"]
if(spawnpos && istype(spawnpos))
src << "<span class='warning'>You come to the sudden realization that you never left the Aurora at all! You were in cryo the whole time!</span>"
src.forceMove(pick(spawnpos.turfs))
global_announcer.autosay("[real_name], [mind.role_alt_title], [spawnpos.msg].", "Cryogenic Oversight")
else
SSjobs.odin_despawn_mob(src) //somehow they can't spawn at cryo, so this is the only recourse of action.
// Convenience wrapper.
/datum/controller/subsystem/jobs/proc/odin_despawn_mob(mob/living/carbon/human/H)
global_announcer.autosay("[H.real_name], [H.mind.role_alt_title], has entered long-term storage.", "NTCC Odin Cryogenic Oversight")
H.visible_message("<span class='notice'>[H.name] makes their way to the Odin's cryostorage, and departs.</span>", 3)
DespawnMob(H)
/datum/controller/subsystem/jobs/proc/EquipPersonal(mob/living/carbon/human/H, rank, joined_late = FALSE, spawning_at)
if(!H)
return null
switch(rank)
if("Cyborg")
return EquipRank(H, rank, 1)
if("AI")
return EquipRank(H, rank, 1)
if(spawning_at != "Arrivals Shuttle")
return EquipRank(H, rank, 1)
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
H.odin_despawn_timer = addtimer(CALLBACK(H, /mob/living/carbon/human/.proc/odin_timeout), 10 MINUTES, TIMER_STOPPABLE)
H <<"<span class='notice'>You have ten minutes to reach the station before you will be forced there.</span>"
if(job)
//Equip custom gear loadout.
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()
EquipCustom(H, job, H.client.prefs, custom_equip_leftovers, spawn_in_storage, custom_equip_slots)
//Equip job items.
job.late_equip(H)
job.equip_backpack(H)
job.equip_survival(H)
job.setup_account(H)
EquipCustomDeferred(H, H.client.prefs, custom_equip_leftovers, custom_equip_slots)
job.apply_fingerprints(H)
else
H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
H.job = rank
if(LAZYLEN(spawn_in_storage))
EquipItemsStorage(H, H.client.prefs, spawn_in_storage)
if(istype(H)) //give humans wheelchairs, if they need them.
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
if(!l_foot || !r_foot)
var/obj/structure/bed/chair/wheelchair/W = new /obj/structure/bed/chair/wheelchair(H.loc)
H.buckled = W
H.update_canmove()
W.set_dir(H.dir)
W.buckled_mob = H
W.add_fingerprint(H)
//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)
if(equipped != 1)
var/obj/item/clothing/glasses/G = H.glasses
G.prescription = TRUE
G.autodrobe_no_remove = 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)
H << "<b>Welcome to the Odin! Simply proceed down and to the right to board the shuttle to your workplace!</b>."
return H
/datum/controller/subsystem/jobs/proc/spawnId(mob/living/carbon/human/H, rank, title)
if (!H)
return FALSE
var/obj/item/weapon/card/id/C = null
var/datum/job/job = GetJob(rank)
if(job)
if(job.title == "Cyborg")
return
else
C = new job.idtype(H)
C.access = job.get_access()
else
C = new /obj/item/weapon/card/id(H)
if(C)
C.rank = rank
C.assignment = title ? title : rank
H.set_id_info(C)
//put the player's account number onto the ID
if(H.mind && H.mind.initial_account)
C.associated_account_number = H.mind.initial_account.account_number
H.equip_to_slot_or_del(C, slot_wear_id)
H.equip_to_slot_or_del(new /obj/item/device/pda(H), slot_belt)
if(locate(/obj/item/device/pda,H))
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
pda.owner = H.real_name
pda.ownjob = C.assignment
pda.ownrank = C.rank
pda.name = "PDA-[H.real_name] ([pda.ownjob])"
return TRUE
/datum/controller/subsystem/jobs/proc/LoadJobs(jobsfile)
if (!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(!J) continue
J.total_positions = text2num(value)
J.spawn_positions = text2num(value)
if(name == "AI" || name == "Cyborg")//I dont like this here but it will do for now // 6 years later and it's still not changed. Hue.
J.total_positions = 0
return TRUE
/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
var/level6 = 0 //account too young
for(var/mob/new_player/player in 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(!job.player_old_enough(player.client))
level6++
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]|YOUNG=[level6]|-"
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
var/datum/spawnpoint/spawnpos
if(H.client.prefs.spawnpoint)
spawnpos = spawntypes[H.client.prefs.spawnpoint]
if(spawnpos && istype(spawnpos))
if(spawnpos.check_job_spawning(rank))
H.loc = pick(spawnpos.turfs)
. = spawnpos.msg
else
H << "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead."
H.loc = pick(latejoin)
. = "is inbound from the NTCC Odin"
else
H.loc = pick(latejoin)
. = "is inbound from the NTCC Odin"
/datum/controller/subsystem/jobs/proc/DespawnMob(mob/living/carbon/human/H)
//Update any existing objectives involving this mob.
for(var/datum/objective/O in 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)
O.owner.current << "<span class='warning'>You get the feeling your target is no longer within your reach...</span>"
qdel(O)
//Handle job slot/tater cleanup.
if (H.mind)
var/job = H.mind.assigned_role
FreeRole(job)
if(H.mind.objectives.len)
qdel(H.mind.objectives)
H.mind.special_role = null
// Delete them from datacore.
if(PDA_Manifest.len)
PDA_Manifest.Cut()
for(var/datum/data/record/R in data_core.medical)
if ((R.fields["name"] == H.real_name))
qdel(R)
for(var/datum/data/record/T in data_core.security)
if ((T.fields["name"] == H.real_name))
qdel(T)
for(var/datum/data/record/G in data_core.general)
if ((G.fields["name"] == H.real_name))
qdel(G)
log_and_message_admins("[key_name(H)] ([H.mind.role_alt_title]) entered cryostorage.")
//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())
if (!istype(H) || !job)
return FALSE
switch (job.title)
if ("AI", "Cyborg")
return FALSE
for(var/thing in prefs.gear)
var/datum/gear/G = gear_datums[thing]
if(G)
var/permitted
if(G.allowed_roles)
for(var/job_name in G.allowed_roles)
if(job.title == job_name)
permitted = TRUE
break
else
permitted = TRUE
if(G.whitelisted && !is_alien_whitelisted(H, all_species[G.whitelisted]))
permitted = FALSE
if(!permitted)
H << "<span class='warning'>Your current job or whitelist status does not permit you to spawn with [thing]!</span>"
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/metadata = prefs.gear[G.display_name]
var/obj/item/CI = G.spawn_item(H,metadata)
if (G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head)
if (leftovers)
leftovers += thing
else if (H.equip_to_slot_or_del(CI, G.slot))
CI.autodrobe_no_remove = TRUE
H << "<span class='notice'>Equipping you with \a [thing]!</span>"
custom_equip_slots += G.slot
else if (leftovers)
leftovers += thing
else if (storage)
storage += thing
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()
for (var/thing in items)
var/datum/gear/G = gear_datums[thing]
if (G.slot in used_slots)
. += thing
else
var/metadata = prefs.gear[G.display_name]
var/obj/item/CI = G.spawn_item(H, metadata)
if (H.equip_to_slot_or_del(CI, G.slot))
to_chat(H, "<span class='notice'>Equipping you with \a [thing]!</span>")
used_slots += G.slot
CI.autodrobe_no_remove = TRUE
else
. += thing
// 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)
if (LAZYLEN(items))
var/obj/item/weapon/storage/B = locate() in H
if (B)
for (var/thing in items)
to_chat(H, "<span class='notice'>Placing \the [thing] in your [B.name]!</span>")
var/datum/gear/G = gear_datums[thing]
var/metadata = prefs.gear[G.display_name]
G.spawn_item(B, metadata)
else
to_chat(H, "<span class='danger'>Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug.</span>")