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About The Pull Request Discovered via paramedics missing their start landmarks, jobs without landmarks would spawn on the last landmark to be loaded in the map. This appears to not have been intended, and they now spawn on the arrivals shuttle if available. If that fails they spawn in the error room. I am touching job distribution code so I'd like this to be testmerged for a bit before getting merged. Why It's Good For The Game This is a bug in an error condition, so it will only show up if there are map bugs, which is why we haven't uncovered it for so long. Changelog 🆑 JJRcop fix: Jobs missing spawns will spawn on the arrivals shuttle. /🆑
703 lines
25 KiB
Plaintext
703 lines
25 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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/datum/controller/subsystem/job/Initialize(timeofday)
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SSmapping.HACK_LoadMapConfig()
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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.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.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 0
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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 1
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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 && 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/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 1
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return 0
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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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/datum/controller/subsystem/job/proc/FillAIPosition()
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var/ai_selected = 0
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var/datum/job/job = GetJob("AI")
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if(!job)
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return 0
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for(var/i = job.total_positions, i > 0, i--)
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for(var/level in level_order)
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var/list/candidates = list()
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candidates = FindOccupationCandidates(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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ai_selected++
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break
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if(ai_selected)
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return 1
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return 0
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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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//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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//Check for an AI
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JobDebug("DO, Running AI Check")
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FillAIPosition()
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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"
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JobDebug(message)
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log_game(message)
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message_admins(message)
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RejectPlayer(player)
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//Gives the player the stuff he should have with his rank
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/datum/controller/subsystem/job/proc/EquipRank(mob/M, rank, joined_late = FALSE)
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var/mob/dead/new_player/newplayer
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var/mob/living/living_mob
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if(!joined_late)
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newplayer = M
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living_mob = newplayer.new_character
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else
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living_mob = M
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var/datum/job/job = GetJob(rank)
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living_mob.job = rank
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SEND_SIGNAL(living_mob, COMSIG_JOB_RECEIVED, living_mob.job)
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//If we joined at roundstart we should be positioned at our workstation
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if(!joined_late)
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var/obj/S = null
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if(length(GLOB.jobspawn_overrides[rank]))
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S = pick(GLOB.jobspawn_overrides[rank])
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else
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for(var/_sloc in GLOB.start_landmarks_list)
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var/obj/effect/landmark/start/sloc = _sloc
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if(sloc.name != rank)
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continue
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S = sloc
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if(locate(/mob/living) in sloc.loc) //so we can revert to spawning them on top of eachother if something goes wrong
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continue
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sloc.used = TRUE
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break
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if(S)
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S.JoinPlayerHere(living_mob, FALSE)
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if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
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log_world("Couldn't find a round start spawn point for [rank]")
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if(!SendToLateJoin(living_mob))
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living_mob.move_to_error_room()
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if(living_mob.mind)
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living_mob.mind.assigned_role = rank
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to_chat(M, "<b>You are the [rank].</b>")
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if(job)
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var/new_mob = job.equip(living_mob, null, null, joined_late , null, M.client)//silicons override this proc to return a mob
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if(ismob(new_mob))
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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, "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
|
|
job.radio_help_message(M)
|
|
if(job.req_admin_notify)
|
|
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
|
|
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, H 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)
|
|
if(!job)
|
|
return
|
|
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && (CONFIG_GET(flag/auto_deadmin_heads) || (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) || (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) || (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, "<b>You have failed to qualify for any job you desired.</b>")
|
|
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(!is_blocked_turf(T, 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(!is_blocked_turf(T, 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)
|
|
|
|
|
|
///////////////////////////////////
|
|
//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)
|