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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
229 lines
8.5 KiB
Plaintext
229 lines
8.5 KiB
Plaintext
#define JOB_CHOICE_YES "Yes"
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#define JOB_CHOICE_REROLL "Reroll"
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#define JOB_CHOICE_CANCEL "Cancel"
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GLOBAL_DATUM_INIT(latejoin_menu, /datum/latejoin_menu, new)
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/// Makes a list of jobs and pushes them to a DM list selector. Just in case someone did a special kind of fucky-wucky with TGUI.
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/datum/latejoin_menu/proc/fallback_ui(mob/dead/new_player/user)
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var/list/jobs = list()
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for(var/datum/job/job as anything in SSjob.joinable_occupations)
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jobs += job.title
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var/input_contents = input(user, "Pick a job to join as:", "Latejoin Job Selection") as null|anything in jobs
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if(!input_contents)
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return
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user.AttemptLateSpawn(input_contents)
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/datum/latejoin_menu/ui_close(mob/dead/new_player/user)
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. = ..()
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if(istype(user))
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user.jobs_menu_mounted = TRUE // Don't flood a user's chat if they open and close the UI.
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/datum/latejoin_menu/ui_interact(mob/dead/new_player/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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// In case they reopen the GUI
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// FIXME: this can cause a runtime since user can be a living mob
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if(istype(user))
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user.jobs_menu_mounted = FALSE
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addtimer(CALLBACK(src, PROC_REF(scream_at_player), user), 5 SECONDS)
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ui = new(user, src, "JobSelection", "Latejoin Menu")
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ui.open()
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/datum/latejoin_menu/proc/scream_at_player(mob/dead/new_player/player)
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if(!player.jobs_menu_mounted)
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to_chat(player, span_notice("If the late join menu isn't showing, hold CTRL while clicking the join button!"))
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/datum/latejoin_menu/ui_data(mob/user)
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var/mob/dead/new_player/owner = user
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var/list/departments = list()
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var/list/data = list(
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"disable_jobs_for_non_observers" = SSlag_switch.measures[DISABLE_NON_OBSJOBS],
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"round_duration" = DisplayTimeText(world.time - SSticker.round_start_time, round_seconds_to = 1),
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"departments" = departments,
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)
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if(SSshuttle.emergency)
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switch(SSshuttle.emergency.mode)
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if(SHUTTLE_ESCAPE)
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data["shuttle_status"] = "The station has been evacuated."
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if(SHUTTLE_CALL, SHUTTLE_DOCKED, SHUTTLE_IGNITING, SHUTTLE_ESCAPE)
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data["shuttle_status"] = "The station is currently undergoing evacuation procedures."
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for(var/datum/job/prioritized_job in SSjob.prioritized_jobs)
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if(prioritized_job.current_positions >= prioritized_job.total_positions)
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SSjob.prioritized_jobs -= prioritized_job
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for(var/datum/job_department/department as anything in SSjob.joinable_departments)
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var/list/department_jobs = list()
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var/list/department_data = list(
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"jobs" = department_jobs,
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"open_slots" = 0,
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)
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departments[department.department_name] = department_data
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for(var/datum/job/job_datum as anything in department.department_jobs)
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//Jobs under multiple departments should only be displayed if this is their first department or the command department
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if(LAZYLEN(job_datum.departments_list) > 1 && job_datum.departments_list[1] != department.type && !(job_datum.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND))
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continue
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var/job_availability = owner.IsJobUnavailable(job_datum.title, latejoin = TRUE)
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var/list/job_data = list(
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"prioritized" = (job_datum in SSjob.prioritized_jobs),
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"used_slots" = job_datum.current_positions,
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"open_slots" = job_datum.total_positions < 0 ? "∞" : job_datum.total_positions,
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)
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if(job_availability != JOB_AVAILABLE)
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if (job_datum.job_flags & JOB_HIDE_WHEN_EMPTY)
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continue
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job_data["unavailable_reason"] = get_job_unavailable_error_message(job_availability, job_datum.title)
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if(job_datum.total_positions < 0)
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department_data["open_slots"] = "∞"
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if(department_data["open_slots"] != "∞")
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if(job_datum.total_positions - job_datum.current_positions > 0)
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department_data["open_slots"] += job_datum.total_positions - job_datum.current_positions
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department_jobs[job_datum.title] = job_data
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return data
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/datum/latejoin_menu/ui_static_data(mob/user)
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var/list/departments = list()
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var/mob/dead/new_player/owner = user
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for(var/datum/job_department/department as anything in SSjob.joinable_departments)
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var/list/department_jobs = list()
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var/list/department_data = list(
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"jobs" = department_jobs,
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"color" = department.ui_color,
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)
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departments[department.department_name] = department_data
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for(var/datum/job/job_datum as anything in department.department_jobs)
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//Jobs under multiple departments should only be displayed if this is their first department or the command department
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if(LAZYLEN(job_datum.departments_list) > 1 && job_datum.departments_list[1] != department.type && !(job_datum.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND))
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continue
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if((job_datum.job_flags & JOB_HIDE_WHEN_EMPTY) && owner.IsJobUnavailable(job_datum.title, latejoin = TRUE) != JOB_AVAILABLE)
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continue
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var/list/job_data = list(
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"command" = !!(job_datum.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND),
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"description" = job_datum.description,
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)
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department_jobs[job_datum.title] = job_data
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return list("departments_static" = departments)
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/datum/latejoin_menu/ui_state(mob/user)
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return GLOB.new_player_state
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/datum/latejoin_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(!ui.user.client || ui.user.client.interviewee || !isnewplayer(ui.user))
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return TRUE
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var/mob/dead/new_player/owner = ui.user
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switch(action)
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if("ui_mounted_with_no_bluescreen")
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owner.jobs_menu_mounted = TRUE
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if("select_job")
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if(params["job"] == "Random")
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var/job = get_random_job(owner)
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if(!job)
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return TRUE
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params["job"] = job
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if(!SSticker?.IsRoundInProgress())
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tgui_alert(owner, "The round is either not ready, or has already finished...", "Oh No!")
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return TRUE
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if(SSlag_switch.measures[DISABLE_NON_OBSJOBS])
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tgui_alert(owner, "There is an administrative lock on entering the game for non-observers!", "Oh No!")
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return TRUE
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// SKYRAT EDIT ADDITION START - Flavourtext requirement
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if(CONFIG_GET(flag/min_flavor_text))
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if(length_char(owner.client.prefs.read_preference(/datum/preference/text/flavor_text)) < CONFIG_GET(number/flavor_text_character_requirement))
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to_chat(owner, span_notice("You need at least [CONFIG_GET(number/flavor_text_character_requirement)] characters of flavor text to join the round. You have [length_char(owner.client.prefs.read_preference(/datum/preference/text/flavor_text))] characters."))
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return
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// SKYRAT EDIT END
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//Determines Relevent Population Cap
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var/relevant_cap
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var/hard_popcap = CONFIG_GET(number/hard_popcap)
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var/extreme_popcap = CONFIG_GET(number/extreme_popcap)
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if(hard_popcap && extreme_popcap)
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relevant_cap = min(hard_popcap, extreme_popcap)
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else
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relevant_cap = max(hard_popcap, extreme_popcap)
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if(SSticker.queued_players.len && !(ckey(owner.key) in GLOB.admin_datums))
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if((living_player_count() >= relevant_cap) || (owner != SSticker.queued_players[1]))
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tgui_alert(owner, "The server is full!", "Oh No!")
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return TRUE
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// SAFETY: AttemptLateSpawn has it's own sanity checks. This is perfectly safe.
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owner.AttemptLateSpawn(params["job"])
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if("viewpoll")
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var/datum/poll_question/poll = locate(params["viewpoll"]) in GLOB.polls
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if(!poll)
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return TRUE
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owner.poll_player(poll)
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return TRUE
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if("votepollref")
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var/datum/poll_question/poll = locate(params["votepollref"]) in GLOB.polls
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if(!poll)
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return TRUE
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owner.vote_on_poll_handler(poll, params)
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return TRUE
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/// Gives the user a random job that they can join as, and prompts them if they'd actually like to keep it, rerolling if not. Cancellable by the user.
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/// WARNING: BLOCKS THREAD!
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/datum/latejoin_menu/proc/get_random_job(mob/dead/new_player/owner)
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var/list/dept_data = list()
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for(var/datum/job_department/department as anything in SSjob.joinable_departments)
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for(var/datum/job/job_datum as anything in department.department_jobs)
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if(owner.IsJobUnavailable(job_datum.title, latejoin = TRUE) != JOB_AVAILABLE)
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continue
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dept_data += job_datum.title
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if(dept_data.len <= 0) //Congratufuckinglations
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tgui_alert(owner, "There are literally no random jobs available for you on this server, ahelp for assistance.", "Oh No!")
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return
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var/random_job
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while(random_job != JOB_CHOICE_YES)
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if(dept_data.len <= 0)
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tgui_alert(owner, "It seems that there are no more random jobs available for you!", "Oh No!")
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return
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var/random = pick_n_take(dept_data)
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var/list/random_job_options = list(JOB_CHOICE_YES, JOB_CHOICE_REROLL, JOB_CHOICE_CANCEL)
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random_job = tgui_alert(owner, "[random]?", "Random Job", random_job_options)
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if(random_job == JOB_CHOICE_CANCEL)
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return
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if(random_job == JOB_CHOICE_YES)
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return random
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#undef JOB_CHOICE_YES
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#undef JOB_CHOICE_REROLL
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#undef JOB_CHOICE_CANCEL
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