Revert "Assorted changes to job assignment code and logging." (#85929)

Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
This commit is contained in:
Kyle Spier-Swenson
2024-08-17 15:26:08 -07:00
committed by GitHub
parent 4ce1f048fe
commit 4d1639b04c
69 changed files with 295 additions and 323 deletions
@@ -526,7 +526,7 @@ SUBSYSTEM_DEF(dynamic)
//To new_player and such, and we want the datums to just free when the roundstart work is done
var/list/roundstart_rules = init_rulesets(/datum/dynamic_ruleset/roundstart)
SSjob.divide_occupations(pure = TRUE, allow_all = TRUE)
SSjob.DivideOccupations(pure = TRUE, allow_all = TRUE)
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && player.check_preferences())
@@ -541,7 +541,7 @@ SUBSYSTEM_DEF(dynamic)
else
roundstart_pop_ready++
candidates.Add(player)
SSjob.reset_occupations()
SSjob.ResetOccupations()
log_dynamic("Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
log_dynamic("[candidates.len] candidates.")
@@ -1018,7 +1018,7 @@ SUBSYSTEM_DEF(dynamic)
var/list/reopened_jobs = list()
for(var/mob/living/quitter in GLOB.suicided_mob_list)
var/datum/job/job = SSjob.get_job(quitter.job)
var/datum/job/job = SSjob.GetJob(quitter.job)
if(!job || !(job.job_flags & JOB_REOPEN_ON_ROUNDSTART_LOSS))
continue
if(!include_command && job.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND)
@@ -283,7 +283,7 @@
if(length(exclusive_roles))
var/exclusive_candidate = FALSE
for(var/role in exclusive_roles)
var/datum/job/job = SSjob.get_job(role)
var/datum/job/job = SSjob.GetJob(role)
if((role in candidate_client.prefs.job_preferences) && SSjob.check_job_eligibility(candidate_player, job, "Dynamic Roundstart TC", add_job_to_log = TRUE) == JOB_AVAILABLE)
exclusive_candidate = TRUE
@@ -413,7 +413,7 @@
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
new_character.mind.set_assigned_role(SSjob.get_job_type(/datum/job/nuclear_operative))
new_character.mind.set_assigned_role(SSjob.GetJobType(/datum/job/nuclear_operative))
new_character.mind.special_role = ROLE_NUCLEAR_OPERATIVE
if(index == 1)
var/datum/antagonist/nukeop/leader/leader_antag_datum = new()
@@ -572,7 +572,7 @@
var/mob/living/carbon/human/new_nightmare = new (find_maintenance_spawn(atmos_sensitive = TRUE, require_darkness = TRUE))
player_mind.transfer_to(new_nightmare)
player_mind.set_assigned_role(SSjob.get_job_type(/datum/job/nightmare))
player_mind.set_assigned_role(SSjob.GetJobType(/datum/job/nightmare))
player_mind.special_role = ROLE_NIGHTMARE
player_mind.add_antag_datum(/datum/antagonist/nightmare)
new_nightmare.set_species(/datum/species/shadow/nightmare)
@@ -991,7 +991,7 @@
var/mob/living/carbon/human/voidwalker = new (space_turf)
player_mind.transfer_to(voidwalker)
player_mind.set_assigned_role(SSjob.get_job_type(/datum/job/voidwalker))
player_mind.set_assigned_role(SSjob.GetJobType(/datum/job/voidwalker))
player_mind.special_role = antag_flag
player_mind.add_antag_datum(antag_datum)
@@ -63,7 +63,7 @@ GLOBAL_VAR_INIT(revolutionary_win, FALSE)
flags = HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/roundstart/malf_ai/ready(forced)
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
var/datum/job/ai_job = SSjob.GetJobType(/datum/job/ai)
// If we're not forced, we're going to make sure we can actually have an AI in this shift,
if(!forced && min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions) <= 0)
@@ -75,7 +75,7 @@ GLOBAL_VAR_INIT(revolutionary_win, FALSE)
/datum/dynamic_ruleset/roundstart/malf_ai/pre_execute(population)
. = ..()
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
var/datum/job/ai_job = SSjob.GetJobType(/datum/job/ai)
// Maybe a bit too pedantic, but there should never be more malf AIs than there are available positions, spawn positions or antag cap allocations.
var/num_malf = min(get_antag_cap(population), min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions))
for (var/i in 1 to num_malf)
@@ -296,7 +296,7 @@ GLOBAL_VAR_INIT(revolutionary_win, FALSE)
var/mob/M = pick_n_take(candidates)
if (M)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(/datum/job/space_wizard))
M.mind.set_assigned_role(SSjob.GetJobType(/datum/job/space_wizard))
M.mind.special_role = ROLE_WIZARD
return TRUE
@@ -429,7 +429,7 @@ GLOBAL_VAR_INIT(revolutionary_win, FALSE)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(job_type))
M.mind.set_assigned_role(SSjob.GetJobType(job_type))
M.mind.special_role = required_role
return TRUE