SUBSYSTEM_DEF(job)
name = "Jobs"
init_order = INIT_ORDER_JOBS
flags = SS_NO_FIRE
var/list/occupations = list() //List of all jobs
var/list/datum/job/name_occupations = list() //Dict of all jobs, keys are titles
var/list/type_occupations = list() //Dict of all jobs, keys are types
var/list/unassigned = list() //Players who need jobs
var/initial_players_to_assign = 0 //used for checking against population caps
var/list/prioritized_jobs = list()
var/list/latejoin_trackers = list() //Don't read this list, use GetLateJoinTurfs() instead
var/overflow_role = "Assistant"
var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
/// Lazylist of mob:occupation_string pairs.
var/list/dynamic_forced_occupations
/// A list of all jobs associated with the station. These jobs also have various icons associated with them including sechud and card trims.
var/list/station_jobs
/// A list of all Head of Staff jobs.
var/list/head_of_staff_jobs
/// A list of additional jobs that have various icons associated with them including sechud and card trims.
var/list/additional_jobs_with_icons
/// A list of jobs associed with Centcom and should use the standard NT Centcom icons.
var/list/centcom_jobs
/**
* Keys should be assigned job roles. Values should be >= 1.
* Represents the chain of command on the station. Lower numbers mean higher priority.
* Used to give the Cap's Spare safe code to a an appropriate player.
* Assumed Captain is always the highest in the chain of command.
* See [/datum/controller/subsystem/ticker/proc/equip_characters]
*/
var/list/chain_of_command = list(
"Captain" = 1,
"Head of Personnel" = 2,
"Research Director" = 3,
"Chief Engineer" = 4,
"Chief Medical Officer" = 5,
"Head of Security" = 6,
"Quartermaster" = 7)
/// If TRUE, some player has been assigned Captaincy or Acting Captaincy at some point during the shift and has been given the spare ID safe code.
var/assigned_captain = FALSE
/// Whether the emergency safe code has been requested via a comms console on shifts with no Captain or Acting Captain.
var/safe_code_requested = FALSE
/// Timer ID for the emergency safe code request.
var/safe_code_timer_id
/// The loc to which the emergency safe code has been requested for delivery.
var/turf/safe_code_request_loc
/// If TRUE, the "Captain" job will always be given the code to the spare ID safe and always have a "Captain on deck!" announcement.
var/always_promote_captain_job = TRUE
/datum/controller/subsystem/job/Initialize(timeofday)
setup_job_lists()
if(!occupations.len)
SetupOccupations()
if(CONFIG_GET(flag/load_jobs_from_txt))
LoadJobs()
generate_selectable_species()
set_overflow_role(CONFIG_GET(string/overflow_job))
return ..()
/datum/controller/subsystem/job/proc/set_overflow_role(new_overflow_role)
var/datum/job/new_overflow = GetJob(new_overflow_role)
var/cap = CONFIG_GET(number/overflow_cap)
new_overflow.allow_bureaucratic_error = FALSE
new_overflow.spawn_positions = cap
new_overflow.total_positions = cap
if(new_overflow_role != overflow_role)
var/datum/job/old_overflow = GetJob(overflow_role)
old_overflow.allow_bureaucratic_error = initial(old_overflow.allow_bureaucratic_error)
old_overflow.spawn_positions = initial(old_overflow.spawn_positions)
old_overflow.total_positions = initial(old_overflow.total_positions)
overflow_role = new_overflow_role
JobDebug("Overflow role set to : [new_overflow_role]")
/datum/controller/subsystem/job/proc/SetupOccupations(faction = "Station")
occupations = list()
var/list/all_jobs = subtypesof(/datum/job)
if(!all_jobs.len)
to_chat(world, span_boldannounce("Error setting up jobs, no job datums found"))
return FALSE
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job)
continue
if(job.faction != faction)
continue
if(!job.config_check())
continue
if(!job.map_check()) //Even though we initialize before mapping, this is fine because the config is loaded at new
testing("Removed [job.type] due to map config")
continue
occupations += job
name_occupations[job.title] = job
type_occupations[J] = job
return TRUE
/datum/controller/subsystem/job/proc/GetJob(rank)
if(!occupations.len)
SetupOccupations()
return name_occupations[rank]
/datum/controller/subsystem/job/proc/GetJobType(jobtype)
if(!occupations.len)
SetupOccupations()
return type_occupations[jobtype]
/datum/controller/subsystem/job/proc/AssignRole(mob/dead/new_player/player, rank, latejoin = FALSE)
JobDebug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if(player?.mind && rank)
var/datum/job/job = GetJob(rank)
if(!job)
return FALSE
if(is_banned_from(player.ckey, rank) || QDELETED(player))
return FALSE
if(!job.player_old_enough(player.client))
return FALSE
if(job.required_playtime_remaining(player.client))
return FALSE
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.spawn_positions
JobDebug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
unassigned -= player
job.current_positions++
return TRUE
JobDebug("AR has failed, Player: [player], Rank: [rank]")
return FALSE
/datum/controller/subsystem/job/proc/FreeRole(rank)
if(!rank)
return
JobDebug("Freeing role: [rank]")
var/datum/job/job = GetJob(rank)
if(!job)
return FALSE
job.current_positions = max(0, job.current_positions - 1)
/datum/controller/subsystem/job/proc/FindOccupationCandidates(datum/job/job, level, flag)
JobDebug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/dead/new_player/player in unassigned)
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
JobDebug("FOC isbanned failed, Player: [player]")
continue
if(!job.player_old_enough(player.client))
JobDebug("FOC player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("FOC player not enough xp, Player: [player]")
continue
if(flag && (!(flag in player.client.prefs.be_special)))
JobDebug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("FOC incompatible with antagonist role, Player: [player]")
continue
if(player.client.prefs.job_preferences[job.title] == level)
JobDebug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/job/proc/GiveRandomJob(mob/dead/new_player/player)
JobDebug("GRJ Giving random job, Player: [player]")
. = FALSE
for(var/datum/job/job in shuffle(occupations))
if(!job)
continue
if(istype(job, GetJob(SSjob.overflow_role))) // We don't want to give him assistant, that's boring!
continue
if(job.title in GLOB.command_positions) //If you want a command position, select it!
continue
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
if(QDELETED(player))
JobDebug("GRJ isbanned failed, Player deleted")
break
JobDebug("GRJ isbanned failed, Player: [player], Job: [job.title]")
continue
if(!job.player_old_enough(player.client))
JobDebug("GRJ player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("GRJ player not enough xp, Player: [player]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
JobDebug("GRJ Random job given, Player: [player], Job: [job]")
if(AssignRole(player, job.title))
return TRUE
/datum/controller/subsystem/job/proc/ResetOccupations()
JobDebug("Occupations reset.")
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if((player) && (player.mind))
player.mind.assigned_role = null
player.mind.special_role = null
SetupOccupations()
unassigned = list()
return
//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
//This is basically to ensure that there's atleast a few heads in the round
/datum/controller/subsystem/job/proc/FillHeadPosition()
for(var/level in level_order)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
continue
var/mob/dead/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
//This is also to ensure we get as many heads as possible
/datum/controller/subsystem/job/proc/CheckHeadPositions(level)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
continue
var/mob/dead/new_player/candidate = pick(candidates)
AssignRole(candidate, command_position)
/// Attempts to fill out all available AI positions.
/datum/controller/subsystem/job/proc/fill_ai_positions()
var/datum/job/ai_job = GetJob("AI")
if(!ai_job)
return
// In byond for(in to) loops, the iteration is inclusive so we need to stop at ai_job.total_positions - 1
for(var/i in ai_job.current_positions to ai_job.total_positions - 1)
for(var/level in level_order)
var/list/candidates = list()
candidates = FindOccupationCandidates(ai_job, level)
if(candidates.len)
var/mob/dead/new_player/candidate = pick(candidates)
if(AssignRole(candidate, "AI"))
break
/** 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/job/proc/DivideOccupations()
//Setup new player list and get the jobs list
JobDebug("Running DO")
SEND_SIGNAL(src, COMSIG_OCCUPATIONS_DIVIDED)
//Get the players who are ready
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
unassigned += player
initial_players_to_assign = unassigned.len
JobDebug("DO, Len: [unassigned.len]")
//Scale number of open security officer slots to population
setup_officer_positions()
//Jobs will have fewer access permissions if the number of players exceeds the threshold defined in game_options.txt
var/mat = CONFIG_GET(number/minimal_access_threshold)
if(mat)
if(mat > unassigned.len)
CONFIG_SET(flag/jobs_have_minimal_access, FALSE)
else
CONFIG_SET(flag/jobs_have_minimal_access, TRUE)
//Shuffle players and jobs
unassigned = shuffle(unassigned)
HandleFeedbackGathering()
// Dynamic has picked a ruleset that requires enforcing some jobs before others.
JobDebug("DO, Assigning Priority Positions: [length(dynamic_forced_occupations)]")
assign_priority_positions()
//People who wants to be the overflow role, sure, go on.
JobDebug("DO, Running Overflow Check 1")
var/datum/job/overflow = GetJob(SSjob.overflow_role)
var/list/overflow_candidates = FindOccupationCandidates(overflow, JP_LOW)
JobDebug("AC1, Candidates: [overflow_candidates.len]")
for(var/mob/dead/new_player/player in overflow_candidates)
JobDebug("AC1 pass, Player: [player]")
AssignRole(player, SSjob.overflow_role)
overflow_candidates -= player
JobDebug("DO, AC1 end")
//Select one head
JobDebug("DO, Running Head Check")
FillHeadPosition()
JobDebug("DO, Head Check end")
// Fill out any remaining AI positions.
JobDebug("DO, Running AI Check")
fill_ai_positions()
JobDebug("DO, AI Check end")
//Other jobs are now checked
JobDebug("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)
for(var/level in level_order)
//Check the head jobs first each level
CheckHeadPositions(level)
// Loop through all unassigned players
for(var/mob/dead/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
// Loop through all jobs
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
if(!job)
continue
if(is_banned_from(player.ckey, job.title))
JobDebug("DO isbanned failed, Player: [player], Job:[job.title]")
continue
if(QDELETED(player))
JobDebug("DO player deleted during job ban check")
break
if(!job.player_old_enough(player.client))
JobDebug("DO player not old enough, Player: [player], Job:[job.title]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("DO incompatible with antagonist role, 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.job_preferences[job.title] == level)
// If the job isn't filled
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
AssignRole(player, job.title)
unassigned -= player
break
JobDebug("DO, Handling unassigned.")
// 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/dead/new_player/player in unassigned)
HandleUnassigned(player)
JobDebug("DO, Handling unrejectable unassigned")
//Mop up people who can't leave.
for(var/mob/dead/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
if(!GiveRandomJob(player))
if(!AssignRole(player, SSjob.overflow_role)) //If everything is already filled, make them an assistant
return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
return TRUE
//We couldn't find a job from prefs for this guy.
/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
if(PopcapReached())
RejectPlayer(player)
else if(player.client.prefs.joblessrole == BEOVERFLOW)
var/allowed_to_be_a_loser = !is_banned_from(player.ckey, SSjob.overflow_role)
if(QDELETED(player) || !allowed_to_be_a_loser)
RejectPlayer(player)
else
if(!AssignRole(player, SSjob.overflow_role))
RejectPlayer(player)
else if(player.client.prefs.joblessrole == BERANDOMJOB)
if(!GiveRandomJob(player))
RejectPlayer(player)
else if(player.client.prefs.joblessrole == RETURNTOLOBBY)
RejectPlayer(player)
else //Something gone wrong if we got here.
var/message = "DO: [player] fell through handling unassigned"
JobDebug(message)
log_game(message)
message_admins(message)
RejectPlayer(player)
//Gives the player the stuff he should have with his rank
/datum/controller/subsystem/job/proc/EquipRank(mob/M, rank, joined_late = FALSE, is_captain = FALSE)
var/mob/dead/new_player/newplayer
var/mob/living/living_mob
if(!joined_late)
newplayer = M
living_mob = newplayer.new_character
else
living_mob = M
var/datum/job/job = GetJob(rank)
living_mob.job = rank
SEND_SIGNAL(living_mob, COMSIG_JOB_RECEIVED, living_mob.job)
//If we joined at roundstart we should be positioned at our workstation
if(!joined_late)
var/spawning_handled = FALSE
var/obj/S = null
if(HAS_TRAIT(SSstation, STATION_TRAIT_LATE_ARRIVALS) && job.random_spawns_possible)
SendToLateJoin(living_mob)
spawning_handled = TRUE
else if(HAS_TRAIT(SSstation, STATION_TRAIT_RANDOM_ARRIVALS) && job.random_spawns_possible)
DropLandAtRandomHallwayPoint(living_mob)
spawning_handled = TRUE
else if(HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER) && job.random_spawns_possible)
for(var/obj/effect/landmark/start/hangover/hangover_spawn in GLOB.start_landmarks_list)
S = hangover_spawn
if(locate(/mob/living) in hangover_spawn.loc) //so we can revert to spawning them on top of eachother if something goes wrong
continue
hangover_spawn.used = TRUE
break
else if(length(GLOB.jobspawn_overrides[rank]))
S = pick(GLOB.jobspawn_overrides[rank])
else
for(var/_sloc in GLOB.start_landmarks_list)
var/obj/effect/landmark/start/sloc = _sloc
if(sloc.name != rank)
continue
S = sloc
if(locate(/mob/living) in sloc.loc) //so we can revert to spawning them on top of eachother if something goes wrong
continue
sloc.used = TRUE
break
if(S)
S.JoinPlayerHere(living_mob, FALSE)
if(!S && !spawning_handled) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
log_world("Couldn't find a round start spawn point for [rank]")
if(!SendToLateJoin(living_mob))
living_mob.move_to_error_room()
if(living_mob.mind)
living_mob.mind.assigned_role = rank
to_chat(M, "You are the [rank].")
if(job)
var/new_mob = job.equip(living_mob, null, null, joined_late, null, M.client, is_captain)//silicons override this proc to return a mob
if(ismob(new_mob))
living_mob = new_mob
if(!joined_late)
newplayer.new_character = living_mob
else
M = living_mob
if(M.client.holder)
if(CONFIG_GET(flag/auto_deadmin_players) || (M.client.prefs?.toggles & DEADMIN_ALWAYS))
M.client.holder.auto_deadmin()
else
handle_auto_deadmin_roles(M.client, rank)
to_chat(M, "As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.")
job.radio_help_message(M)
if(job.req_admin_notify)
to_chat(M, "You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.")
if(CONFIG_GET(number/minimal_access_threshold))
to_chat(M, span_notice("As this station was initially staffed with a [CONFIG_GET(flag/jobs_have_minimal_access) ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card."))
var/related_policy = get_policy(rank)
if(related_policy)
to_chat(M,related_policy)
if(ishuman(living_mob))
var/mob/living/carbon/human/wageslave = living_mob
living_mob.add_memory("Your account ID is [wageslave.account_id].")
if(job && living_mob)
job.after_spawn(living_mob, M, joined_late) // note: this happens before the mob has a key! M will always have a client, living_mob might not.
return living_mob
/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
if(!C?.holder)
return TRUE
var/datum/job/job = GetJob(rank)
var/timegate_expired = FALSE
// allow only forcing deadminning in the first X seconds of the round if auto_deadmin_timegate is set in config
var/timegate = CONFIG_GET(number/auto_deadmin_timegate)
if(timegate && (world.time - SSticker.round_start_time > timegate))
timegate_expired = TRUE
if(!job)
return
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && ((CONFIG_GET(flag/auto_deadmin_heads) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_HEAD)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SECURITY) && ((CONFIG_GET(flag/auto_deadmin_security) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_SECURITY)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SILICON) && ((CONFIG_GET(flag/auto_deadmin_silicons) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_SILICON))) //in the event there's ever psuedo-silicon roles added, ie synths.
return C.holder.auto_deadmin()
/datum/controller/subsystem/job/proc/setup_officer_positions()
var/datum/job/J = SSjob.GetJob("Security Officer")
if(!J)
CRASH("setup_officer_positions(): Security officer job is missing")
var/ssc = CONFIG_GET(number/security_scaling_coeff)
if(ssc > 0)
if(J.spawn_positions > 0)
var/officer_positions = min(12, max(J.spawn_positions, round(unassigned.len / ssc))) //Scale between configured minimum and 12 officers
JobDebug("Setting open security officer positions to [officer_positions]")
J.total_positions = officer_positions
J.spawn_positions = officer_positions
//Spawn some extra eqipment lockers if we have more than 5 officers
var/equip_needed = J.total_positions
if(equip_needed < 0) // -1: infinite available slots
equip_needed = 12
for(var/i=equip_needed-5, i>0, i--)
if(GLOB.secequipment.len)
var/spawnloc = GLOB.secequipment[1]
new /obj/structure/closet/secure_closet/security/sec(spawnloc)
GLOB.secequipment -= spawnloc
else //We ran out of spare locker spawns!
break
/datum/controller/subsystem/job/proc/LoadJobs()
var/jobstext = file2text("[global.config.directory]/jobs.txt")
for(var/datum/job/J in occupations)
var/regex/jobs = new("[J.title]=(-1|\\d+),(-1|\\d+)")
jobs.Find(jobstext)
J.total_positions = text2num(jobs.group[1])
J.spawn_positions = text2num(jobs.group[2])
/datum/controller/subsystem/job/proc/HandleFeedbackGathering()
for(var/datum/job/job in occupations)
var/high = 0 //high
var/medium = 0 //medium
var/low = 0 //low
var/never = 0 //never
var/banned = 0 //banned
var/young = 0 //account too young
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.mind.assigned_role))
continue //This player is not ready
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
banned++
continue
if(!job.player_old_enough(player.client))
young++
continue
if(job.required_playtime_remaining(player.client))
young++
continue
switch(player.client.prefs.job_preferences[job.title])
if(JP_HIGH)
high++
if(JP_MEDIUM)
medium++
if(JP_LOW)
low++
else
never++
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
SSblackbox.record_feedback("nested tally", "job_preferences", never, list("[job.title]", "never"))
SSblackbox.record_feedback("nested tally", "job_preferences", banned, list("[job.title]", "banned"))
SSblackbox.record_feedback("nested tally", "job_preferences", young, list("[job.title]", "young"))
/datum/controller/subsystem/job/proc/PopcapReached()
var/hpc = CONFIG_GET(number/hard_popcap)
var/epc = CONFIG_GET(number/extreme_popcap)
if(hpc || epc)
var/relevent_cap = max(hpc, epc)
if((initial_players_to_assign - unassigned.len) >= relevent_cap)
return 1
return 0
/datum/controller/subsystem/job/proc/RejectPlayer(mob/dead/new_player/player)
if(player.mind && player.mind.special_role)
return
if(PopcapReached())
JobDebug("Popcap overflow Check observer located, Player: [player]")
JobDebug("Player rejected :[player]")
to_chat(player, "You have failed to qualify for any job you desired.")
unassigned -= player
player.ready = PLAYER_NOT_READY
/datum/controller/subsystem/job/Recover()
set waitfor = FALSE
var/oldjobs = SSjob.occupations
sleep(20)
for (var/datum/job/J in oldjobs)
INVOKE_ASYNC(src, .proc/RecoverJob, J)
/datum/controller/subsystem/job/proc/RecoverJob(datum/job/J)
var/datum/job/newjob = GetJob(J.title)
if (!istype(newjob))
return
newjob.total_positions = J.total_positions
newjob.spawn_positions = J.spawn_positions
newjob.current_positions = J.current_positions
/atom/proc/JoinPlayerHere(mob/M, buckle)
// By default, just place the mob on the same turf as the marker or whatever.
M.forceMove(get_turf(src))
/obj/structure/chair/JoinPlayerHere(mob/M, buckle)
// Placing a mob in a chair will attempt to buckle it, or else fall back to default.
if (buckle && isliving(M) && buckle_mob(M, FALSE, FALSE))
return
..()
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
var/atom/destination
if(M.mind && M.mind.assigned_role && length(GLOB.jobspawn_overrides[M.mind.assigned_role])) //We're doing something special today.
destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role])
destination.JoinPlayerHere(M, FALSE)
return TRUE
if(latejoin_trackers.len)
destination = pick(latejoin_trackers)
destination.JoinPlayerHere(M, buckle)
return TRUE
//bad mojo
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
if(A)
//first check if we can find a chair
var/obj/structure/chair/C = locate() in A
if(C)
C.JoinPlayerHere(M, buckle)
return TRUE
//last hurrah
var/list/avail = list()
for(var/turf/T in A)
if(!T.is_blocked_turf(TRUE))
avail += T
if(avail.len)
destination = pick(avail)
destination.JoinPlayerHere(M, FALSE)
return TRUE
//pick an open spot on arrivals and dump em
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
if(arrivals_turfs.len)
for(var/turf/T in arrivals_turfs)
if(!T.is_blocked_turf(TRUE))
T.JoinPlayerHere(M, FALSE)
return TRUE
//last chance, pick ANY spot on arrivals and dump em
destination = arrivals_turfs[1]
destination.JoinPlayerHere(M, FALSE)
return TRUE
else
var/msg = "Unable to send mob [M] to late join!"
message_admins(msg)
CRASH(msg)
///Lands specified mob at a random spot in the hallways
/datum/controller/subsystem/job/proc/DropLandAtRandomHallwayPoint(mob/living/living_mob)
var/turf/spawn_turf = get_safe_random_station_turf(typesof(/area/hallway))
if(!spawn_turf)
SendToLateJoin(living_mob)
else
var/obj/structure/closet/supplypod/centcompod/toLaunch = new()
living_mob.forceMove(toLaunch)
new /obj/effect/pod_landingzone(spawn_turf, toLaunch)
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/datum/controller/subsystem/job/proc/get_living_heads()
. = list()
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/player = i
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.command_positions))
. |= player.mind
////////////////////////////
//Keeps track of all heads//
////////////////////////////
/datum/controller/subsystem/job/proc/get_all_heads()
. = list()
for(var/i in GLOB.mob_list)
var/mob/player = i
if(player.mind && (player.mind.assigned_role in GLOB.command_positions))
. |= player.mind
//////////////////////////////////////////////
//Keeps track of all living security members//
//////////////////////////////////////////////
/datum/controller/subsystem/job/proc/get_living_sec()
. = list()
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/player = i
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.security_positions))
. |= player.mind
////////////////////////////////////////
//Keeps track of all security members//
////////////////////////////////////////
/datum/controller/subsystem/job/proc/get_all_sec()
. = list()
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/player = i
if(player.mind && (player.mind.assigned_role in GLOB.security_positions))
. |= player.mind
/datum/controller/subsystem/job/proc/JobDebug(message)
log_job_debug(message)
/// Builds various lists of jobs based on station, centcom and additional jobs with icons associated with them.
/datum/controller/subsystem/job/proc/setup_job_lists()
station_jobs = list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician", \
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", \
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Paramedic", "Chemist", "Geneticist", "Virologist", "Psychologist", \
"Research Director", "Scientist", "Roboticist", "Head of Security", "Warden", "Detective", "Security Officer", "Prisoner")
head_of_staff_jobs = list("Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Head of Security", "Captain")
additional_jobs_with_icons = list("Emergency Response Team Commander", "Security Response Officer", "Engineering Response Officer", "Medical Response Officer", \
"Entertainment Response Officer", "Religious Response Officer", "Janitorial Response Officer", "Death Commando", "Security Officer (Engineering)", \
"Security Officer (Cargo)", "Security Officer (Medical)", "Security Officer (Science)")
centcom_jobs = list("Central Command","VIP Guest","Custodian","Thunderdome Overseer","CentCom Official","Medical Officer","Research Officer", \
"Special Ops Officer","Admiral","CentCom Commander","CentCom Bartender","Private Security Force")
/obj/item/paper/fluff/spare_id_safe_code
name = "Nanotrasen-Approved Spare ID Safe Code"
desc = "Proof that you have been approved for Captaincy, with all its glory and all its horror."
/obj/item/paper/fluff/spare_id_safe_code/Initialize()
. = ..()
var/safe_code = SSid_access.spare_id_safe_code
info = "Captain's Spare ID safe code combination: [safe_code ? safe_code : "\[REDACTED\]"]
The spare ID can be found in its dedicated safe on the bridge.
If your job would not ordinarily have Head of Staff access, your ID card has been specially modified to possess it."
update_appearance()
/obj/item/paper/fluff/emergency_spare_id_safe_code
name = "Emergency Spare ID Safe Code Requisition"
desc = "Proof that nobody has been approved for Captaincy. A skeleton key for a skeleton shift."
/obj/item/paper/fluff/emergency_spare_id_safe_code/Initialize()
. = ..()
var/safe_code = SSid_access.spare_id_safe_code
info = "Captain's Spare ID safe code combination: [safe_code ? safe_code : "\[REDACTED\]"]
The spare ID can be found in its dedicated safe on the bridge."
update_appearance()
/datum/controller/subsystem/job/proc/promote_to_captain(mob/living/carbon/human/new_captain, acting_captain = FALSE)
var/id_safe_code = SSid_access.spare_id_safe_code
if(!id_safe_code)
CRASH("Cannot promote [new_captain.real_name] to Captain, there is no id_safe_code.")
var/paper = new /obj/item/paper/fluff/spare_id_safe_code()
var/list/slots = list(
LOCATION_LPOCKET = ITEM_SLOT_LPOCKET,
LOCATION_RPOCKET = ITEM_SLOT_RPOCKET,
LOCATION_BACKPACK = ITEM_SLOT_BACKPACK,
LOCATION_HANDS = ITEM_SLOT_HANDS
)
var/where = new_captain.equip_in_one_of_slots(paper, slots, FALSE) || "at your feet"
if(acting_captain)
to_chat(new_captain, span_notice("Due to your position in the chain of command, you have been promoted to Acting Captain. You can find in important note about this [where]."))
else
to_chat(new_captain, span_notice("You can find the code to obtain your spare ID from the secure safe on the Bridge [where]."))
// Force-give their ID card bridge access.
var/obj/item/id_slot = new_captain.get_item_by_slot(ITEM_SLOT_ID)
if(id_slot)
var/obj/item/card/id/id_card = id_slot.GetID()
if(!(ACCESS_HEADS in id_card.access))
id_card.add_wildcards(list(ACCESS_HEADS), mode=FORCE_ADD_ALL)
assigned_captain = TRUE
/// Send a drop pod containing a piece of paper with the spare ID safe code to loc
/datum/controller/subsystem/job/proc/send_spare_id_safe_code(loc)
new /obj/effect/pod_landingzone(loc, /obj/structure/closet/supplypod/centcompod, new /obj/item/paper/fluff/emergency_spare_id_safe_code())
safe_code_timer_id = null
safe_code_request_loc = null
/// Blindly assigns the required roles to every player in the dynamic_forced_occupations list.
/datum/controller/subsystem/job/proc/assign_priority_positions()
for(var/mob/new_player in dynamic_forced_occupations)
AssignRole(new_player, dynamic_forced_occupations[new_player])