mirror of
https://github.com/Bubberstation/Bubberstation.git
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860 lines
33 KiB
Plaintext
860 lines
33 KiB
Plaintext
SUBSYSTEM_DEF(job)
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name = "Jobs"
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init_order = INIT_ORDER_JOBS
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flags = SS_NO_FIRE
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var/list/occupations = list() //List of all jobs
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var/list/datum/job/name_occupations = list() //Dict of all jobs, keys are titles
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var/list/type_occupations = list() //Dict of all jobs, keys are types
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var/list/unassigned = list() //Players who need jobs
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var/initial_players_to_assign = 0 //used for checking against population caps
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var/list/prioritized_jobs = list()
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var/list/latejoin_trackers = list() //Don't read this list, use GetLateJoinTurfs() instead
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var/overflow_role = "Assistant"
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var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
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/// Lazylist of mob:occupation_string pairs.
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var/list/dynamic_forced_occupations
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/// A list of all jobs associated with the station. These jobs also have various icons associated with them including sechud and card trims.
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var/list/station_jobs
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/// A list of all Head of Staff jobs.
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var/list/head_of_staff_jobs
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/// A list of additional jobs that have various icons associated with them including sechud and card trims.
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var/list/additional_jobs_with_icons
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/// A list of jobs associed with Centcom and should use the standard NT Centcom icons.
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var/list/centcom_jobs
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/**
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* Keys should be assigned job roles. Values should be >= 1.
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* Represents the chain of command on the station. Lower numbers mean higher priority.
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* Used to give the Cap's Spare safe code to a an appropriate player.
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* Assumed Captain is always the highest in the chain of command.
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* See [/datum/controller/subsystem/ticker/proc/equip_characters]
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*/
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var/list/chain_of_command = list(
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"Captain" = 1,
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"Head of Personnel" = 2,
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"Research Director" = 3,
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"Chief Engineer" = 4,
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"Chief Medical Officer" = 5,
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"Head of Security" = 6,
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"Quartermaster" = 7)
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/// 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.
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var/assigned_captain = FALSE
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/// Whether the emergency safe code has been requested via a comms console on shifts with no Captain or Acting Captain.
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var/safe_code_requested = FALSE
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/// Timer ID for the emergency safe code request.
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var/safe_code_timer_id
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/// The loc to which the emergency safe code has been requested for delivery.
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var/turf/safe_code_request_loc
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/// If TRUE, the "Captain" job will always be given the code to the spare ID safe and always have a "Captain on deck!" announcement.
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var/always_promote_captain_job = TRUE
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/datum/controller/subsystem/job/Initialize(timeofday)
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SSmapping.HACK_LoadMapConfig()
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setup_job_lists()
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if(!occupations.len)
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SetupOccupations()
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if(CONFIG_GET(flag/load_jobs_from_txt))
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LoadJobs()
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generate_selectable_species()
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set_overflow_role(CONFIG_GET(string/overflow_job))
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return ..()
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/datum/controller/subsystem/job/proc/set_overflow_role(new_overflow_role)
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var/datum/job/new_overflow = GetJob(new_overflow_role)
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var/cap = CONFIG_GET(number/overflow_cap)
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new_overflow.allow_bureaucratic_error = FALSE
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new_overflow.spawn_positions = cap
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new_overflow.total_positions = cap
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if(new_overflow_role != overflow_role)
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var/datum/job/old_overflow = GetJob(overflow_role)
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old_overflow.allow_bureaucratic_error = initial(old_overflow.allow_bureaucratic_error)
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old_overflow.spawn_positions = initial(old_overflow.spawn_positions)
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old_overflow.total_positions = initial(old_overflow.total_positions)
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overflow_role = new_overflow_role
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JobDebug("Overflow role set to : [new_overflow_role]")
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/datum/controller/subsystem/job/proc/SetupOccupations(faction = "Station")
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occupations = list()
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var/list/all_jobs = subtypesof(/datum/job)
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if(!all_jobs.len)
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to_chat(world, "<span class='boldannounce'>Error setting up jobs, no job datums found</span>")
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return FALSE
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for(var/J in all_jobs)
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var/datum/job/job = new J()
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if(!job)
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continue
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if(job.faction != faction)
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continue
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if(!job.config_check())
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continue
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if(!job.map_check()) //Even though we initialize before mapping, this is fine because the config is loaded at new
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testing("Removed [job.type] due to map config")
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continue
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occupations += job
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name_occupations[job.title] = job
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type_occupations[J] = job
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return TRUE
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/datum/controller/subsystem/job/proc/GetJob(rank)
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if(!occupations.len)
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SetupOccupations()
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return name_occupations[rank]
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/datum/controller/subsystem/job/proc/GetJobType(jobtype)
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if(!occupations.len)
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SetupOccupations()
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return type_occupations[jobtype]
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/datum/controller/subsystem/job/proc/AssignRole(mob/dead/new_player/player, rank, latejoin = FALSE)
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JobDebug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
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if(player?.mind && rank)
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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if(is_banned_from(player.ckey, rank) || QDELETED(player))
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return FALSE
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if(!job.player_old_enough(player.client))
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return FALSE
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if(job.required_playtime_remaining(player.client))
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return FALSE
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var/position_limit = job.total_positions
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if(!latejoin)
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position_limit = job.spawn_positions
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JobDebug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
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player.mind.assigned_role = rank
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unassigned -= player
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job.current_positions++
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return TRUE
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JobDebug("AR has failed, Player: [player], Rank: [rank]")
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return FALSE
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/datum/controller/subsystem/job/proc/FreeRole(rank)
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if(!rank)
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return
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JobDebug("Freeing role: [rank]")
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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job.current_positions = max(0, job.current_positions - 1)
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/datum/controller/subsystem/job/proc/FindOccupationCandidates(datum/job/job, level, flag)
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JobDebug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
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var/list/candidates = list()
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for(var/mob/dead/new_player/player in unassigned)
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if(is_banned_from(player.ckey, job.title) || QDELETED(player))
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JobDebug("FOC isbanned failed, Player: [player]")
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continue
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if(!job.player_old_enough(player.client))
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JobDebug("FOC player not old enough, Player: [player]")
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continue
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if(job.required_playtime_remaining(player.client))
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JobDebug("FOC player not enough xp, Player: [player]")
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continue
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if(flag && (!(flag in player.client.prefs.be_special)))
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JobDebug("FOC flag failed, Player: [player], Flag: [flag], ")
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continue
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if(player.mind && (job.title in player.mind.restricted_roles))
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JobDebug("FOC incompatible with antagonist role, Player: [player]")
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continue
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if(player.client.prefs.job_preferences[job.title] == level)
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JobDebug("FOC pass, Player: [player], Level:[level]")
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candidates += player
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return candidates
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/datum/controller/subsystem/job/proc/GiveRandomJob(mob/dead/new_player/player)
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JobDebug("GRJ Giving random job, Player: [player]")
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. = FALSE
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for(var/datum/job/job in shuffle(occupations))
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if(!job)
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continue
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if(istype(job, GetJob(SSjob.overflow_role))) // We don't want to give him assistant, that's boring!
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continue
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if(job.title in GLOB.command_positions) //If you want a command position, select it!
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continue
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if(is_banned_from(player.ckey, job.title) || QDELETED(player))
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if(QDELETED(player))
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JobDebug("GRJ isbanned failed, Player deleted")
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break
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JobDebug("GRJ isbanned failed, Player: [player], Job: [job.title]")
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continue
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if(!job.player_old_enough(player.client))
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JobDebug("GRJ player not old enough, Player: [player]")
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continue
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if(job.required_playtime_remaining(player.client))
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JobDebug("GRJ player not enough xp, Player: [player]")
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continue
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if(player.mind && (job.title in player.mind.restricted_roles))
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JobDebug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
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continue
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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JobDebug("GRJ Random job given, Player: [player], Job: [job]")
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if(AssignRole(player, job.title))
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return TRUE
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/datum/controller/subsystem/job/proc/ResetOccupations()
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JobDebug("Occupations reset.")
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for(var/i in GLOB.new_player_list)
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var/mob/dead/new_player/player = i
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if((player) && (player.mind))
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player.mind.assigned_role = null
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player.mind.special_role = null
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SSpersistence.antag_rep_change[player.ckey] = 0
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SetupOccupations()
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unassigned = list()
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return
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//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
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//it locates a head or runs out of levels to check
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//This is basically to ensure that there's atleast a few heads in the round
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/datum/controller/subsystem/job/proc/FillHeadPosition()
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for(var/level in level_order)
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for(var/command_position in GLOB.command_positions)
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/dead/new_player/candidate = pick(candidates)
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if(AssignRole(candidate, command_position))
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return TRUE
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return FALSE
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//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
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//This is also to ensure we get as many heads as possible
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/datum/controller/subsystem/job/proc/CheckHeadPositions(level)
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for(var/command_position in GLOB.command_positions)
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/dead/new_player/candidate = pick(candidates)
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AssignRole(candidate, command_position)
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/// Attempts to fill out all available AI positions.
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/datum/controller/subsystem/job/proc/fill_ai_positions()
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var/datum/job/ai_job = GetJob("AI")
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if(!ai_job)
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return
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// In byond for(in to) loops, the iteration is inclusive so we need to stop at ai_job.total_positions - 1
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for(var/i in ai_job.current_positions to ai_job.total_positions - 1)
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for(var/level in level_order)
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var/list/candidates = list()
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candidates = FindOccupationCandidates(ai_job, level)
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if(candidates.len)
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var/mob/dead/new_player/candidate = pick(candidates)
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if(AssignRole(candidate, "AI"))
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break
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/** Proc DivideOccupations
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* fills var "assigned_role" for all ready players.
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* This proc must not have any side effect besides of modifying "assigned_role".
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**/
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/datum/controller/subsystem/job/proc/DivideOccupations(list/required_jobs)
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//Setup new player list and get the jobs list
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JobDebug("Running DO")
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//Holder for Triumvirate is stored in the SSticker, this just processes it
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if(SSticker.triai)
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for(var/datum/job/ai/A in occupations)
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A.spawn_positions = 3
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for(var/obj/effect/landmark/start/ai/secondary/S in GLOB.start_landmarks_list)
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S.latejoin_active = TRUE
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//Get the players who are ready
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for(var/i in GLOB.new_player_list)
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var/mob/dead/new_player/player = i
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if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
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unassigned += player
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initial_players_to_assign = unassigned.len
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JobDebug("DO, Len: [unassigned.len]")
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if(unassigned.len == 0)
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return validate_required_jobs(required_jobs)
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//Scale number of open security officer slots to population
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setup_officer_positions()
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//Jobs will have fewer access permissions if the number of players exceeds the threshold defined in game_options.txt
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var/mat = CONFIG_GET(number/minimal_access_threshold)
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if(mat)
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if(mat > unassigned.len)
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CONFIG_SET(flag/jobs_have_minimal_access, FALSE)
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else
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CONFIG_SET(flag/jobs_have_minimal_access, TRUE)
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//Shuffle players and jobs
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unassigned = shuffle(unassigned)
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HandleFeedbackGathering()
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// Dynamic has picked a ruleset that requires enforcing some jobs before others.
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JobDebug("DO, Assigning Priority Positions: [length(dynamic_forced_occupations)]")
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assign_priority_positions()
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//People who wants to be the overflow role, sure, go on.
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JobDebug("DO, Running Overflow Check 1")
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var/datum/job/overflow = GetJob(SSjob.overflow_role)
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var/list/overflow_candidates = FindOccupationCandidates(overflow, JP_LOW)
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JobDebug("AC1, Candidates: [overflow_candidates.len]")
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for(var/mob/dead/new_player/player in overflow_candidates)
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JobDebug("AC1 pass, Player: [player]")
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AssignRole(player, SSjob.overflow_role)
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overflow_candidates -= player
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JobDebug("DO, AC1 end")
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//Select one head
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JobDebug("DO, Running Head Check")
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FillHeadPosition()
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JobDebug("DO, Head Check end")
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// Fill out any remaining AI positions.
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JobDebug("DO, Running AI Check")
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fill_ai_positions()
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JobDebug("DO, AI Check end")
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//Other jobs are now checked
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JobDebug("DO, Running Standard Check")
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// New job giving system by Donkie
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// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
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// Hopefully this will add more randomness and fairness to job giving.
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// Loop through all levels from high to low
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var/list/shuffledoccupations = shuffle(occupations)
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for(var/level in level_order)
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//Check the head jobs first each level
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CheckHeadPositions(level)
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// Loop through all unassigned players
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for(var/mob/dead/new_player/player in unassigned)
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if(PopcapReached())
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RejectPlayer(player)
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// Loop through all jobs
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for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
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if(!job)
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continue
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if(is_banned_from(player.ckey, job.title))
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JobDebug("DO isbanned failed, Player: [player], Job:[job.title]")
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continue
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if(QDELETED(player))
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JobDebug("DO player deleted during job ban check")
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break
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if(!job.player_old_enough(player.client))
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JobDebug("DO player not old enough, Player: [player], Job:[job.title]")
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continue
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if(job.required_playtime_remaining(player.client))
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JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
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continue
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if(player.mind && (job.title in player.mind.restricted_roles))
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JobDebug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
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continue
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// If the player wants that job on this level, then try give it to him.
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if(player.client.prefs.job_preferences[job.title] == level)
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// If the job isn't filled
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
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AssignRole(player, job.title)
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unassigned -= player
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break
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JobDebug("DO, Handling unassigned.")
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// Hand out random jobs to the people who didn't get any in the last check
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// Also makes sure that they got their preference correct
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for(var/mob/dead/new_player/player in unassigned)
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HandleUnassigned(player)
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JobDebug("DO, Handling unrejectable unassigned")
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//Mop up people who can't leave.
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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?)
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if(!GiveRandomJob(player))
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if(!AssignRole(player, SSjob.overflow_role)) //If everything is already filled, make them an assistant
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return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
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return validate_required_jobs(required_jobs)
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/datum/controller/subsystem/job/proc/validate_required_jobs(list/required_jobs)
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if(!required_jobs.len)
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return TRUE
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for(var/required_group in required_jobs)
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var/group_ok = TRUE
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for(var/rank in required_group)
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var/datum/job/J = GetJob(rank)
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if(!J)
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SSticker.mode.setup_error = "Invalid job [rank] in gamemode required jobs."
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return FALSE
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if(J.current_positions < required_group[rank])
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group_ok = FALSE
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break
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if(group_ok)
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return TRUE
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SSticker.mode.setup_error = "Required jobs not present."
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return FALSE
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//We couldn't find a job from prefs for this guy.
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/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
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if(PopcapReached())
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RejectPlayer(player)
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else if(player.client.prefs.joblessrole == BEOVERFLOW)
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var/allowed_to_be_a_loser = !is_banned_from(player.ckey, SSjob.overflow_role)
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if(QDELETED(player) || !allowed_to_be_a_loser)
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RejectPlayer(player)
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else
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if(!AssignRole(player, SSjob.overflow_role))
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RejectPlayer(player)
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else if(player.client.prefs.joblessrole == BERANDOMJOB)
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if(!GiveRandomJob(player))
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RejectPlayer(player)
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else if(player.client.prefs.joblessrole == RETURNTOLOBBY)
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RejectPlayer(player)
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else //Something gone wrong if we got here.
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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, "<span class='infoplain'><b>You are the [rank].</b></span>")
|
|
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
|
|
|
|
SSpersistence.antag_rep_change[M.client.ckey] += job.GetAntagRep()
|
|
|
|
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, "<span class='infoplain'><b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b></span>")
|
|
job.radio_help_message(M)
|
|
if(job.req_admin_notify)
|
|
to_chat(M, "<span class='infoplain'><b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b></span>")
|
|
if(CONFIG_GET(number/minimal_access_threshold))
|
|
to_chat(M, "<span class='notice'><B>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.</B></span>")
|
|
|
|
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, "<span class='infoplain'><b>You have failed to qualify for any job you desired.</b></span>")
|
|
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))
|
|
|
|
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 : "\[REDACTED\]"]<br><br>The spare ID can be found in its dedicated safe on the bridge.<br><br>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 : "\[REDACTED\]"]<br><br>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 class='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].</span>")
|
|
else
|
|
to_chat(new_captain, "<span class='notice'>You can find the code to obtain your spare ID from the secure safe on the Bridge [where].</span>")
|
|
|
|
// 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
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/// Send a drop pod containing a piece of paper with the spare ID safe code to loc
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/datum/controller/subsystem/job/proc/send_spare_id_safe_code(loc)
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new /obj/effect/pod_landingzone(loc, /obj/structure/closet/supplypod/centcompod, new /obj/item/paper/fluff/emergency_spare_id_safe_code())
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safe_code_timer_id = null
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safe_code_request_loc = null
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/// Blindly assigns the required roles to every player in the dynamic_forced_occupations list.
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/datum/controller/subsystem/job/proc/assign_priority_positions()
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for(var/mob/new_player in dynamic_forced_occupations)
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AssignRole(new_player, dynamic_forced_occupations[new_player])
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