diff --git a/code/controllers/subsystems/job.dm b/code/controllers/subsystems/job.dm index 5ce16ce971..5a95c3aaaf 100644 --- a/code/controllers/subsystems/job.dm +++ b/code/controllers/subsystems/job.dm @@ -185,6 +185,10 @@ SUBSYSTEM_DEF(job) player.mind.role_alt_title = get_player_alt_title(player, rank) unassigned -= player job.current_positions++ + //CHOMPadd START + if(job.camp_protection && round_duration_in_ds < SStransfer.get_hard_end() - 30 MINUTES) + job.register_shift_key(player.client.ckey) + //CHOMPadd END return TRUE job_debug_message("AR has failed, Player: [player], Rank: [rank]") return FALSE @@ -569,9 +573,11 @@ SUBSYSTEM_DEF(job) else spawn_in_storage += thing + /* CHOMPRemove Start //Give new players a welcome guide! if(isnum(human_mob.client?.player_age) && human_mob.client.player_age < 10) human_mob.equip_to_slot_or_del(new /obj/item/book/manual/virgo_pamphlet(human_mob), slot_r_hand) + */// CHOMPRemove End else to_chat(human_mob, span_filter_notice("Your job is [rank] and the game just can't handle it! Please report this bug to an administrator.")) diff --git a/code/game/jobs/job_controller.dm b/code/game/jobs/job_controller.dm deleted file mode 100644 index 5f7979d65a..0000000000 --- a/code/game/jobs/job_controller.dm +++ /dev/null @@ -1,1002 +0,0 @@ -GLOBAL_DATUM(job_master, /datum/controller/occupations) - -/datum/controller/occupations - //List of all jobs - var/list/occupations = list() - //Players who need jobs - var/list/unassigned = list() - //Debug info - var/list/job_debug = list() - //Cache of icons for job info window - var/list/job_icons = list() - -/datum/controller/occupations/proc/SetupOccupations(var/faction = FACTION_STATION) - occupations = list() - //var/list/all_jobs = typesof(/datum/job) - var/list/all_jobs = list(/datum/job/assistant) | using_map.allowed_jobs - if(!all_jobs.len) - to_chat(world, span_boldannounce("Error setting up jobs, no job datums found!")) - return 0 - for(var/J in all_jobs) - var/datum/job/job = new J() - if(!job) continue - if(job.faction != faction) continue - occupations += job - sortTim(occupations, GLOBAL_PROC_REF(cmp_job_datums)) - - - return 1 - - -/datum/controller/occupations/proc/Debug(var/text) - if(!GLOB.Debug2) return 0 - job_debug.Add(text) - return 1 - - -/datum/controller/occupations/proc/GetJob(var/rank) - if(!rank) return null - for(var/datum/job/J in occupations) - if(!J) continue - if(J.title == rank) return J - return null - -/datum/controller/occupations/proc/GetPlayerAltTitle(mob/new_player/player, rank) - return player.client.prefs.GetPlayerAltTitle(GetJob(rank)) - -/datum/controller/occupations/proc/AssignRole(var/mob/new_player/player, var/rank, var/latejoin = 0) - Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]") - if(player && player.mind && rank) - var/datum/job/job = GetJob(rank) - if(!job) - return 0 - if((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]))) - return 0 - if(jobban_isbanned(player, rank)) - return 0 - if(!job.player_old_enough(player.client)) - return 0 - //VOREStation Add - if(!job.player_has_enough_playtime(player.client)) - return 0 - if(!is_job_whitelisted(player, rank)) - return 0 - //VOREStation Add End - - var/position_limit = job.total_positions - if(!latejoin) - position_limit = job.spawn_positions - if((job.current_positions < position_limit) || position_limit == -1) - Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]") - player.mind.assigned_role = rank - player.mind.role_alt_title = GetPlayerAltTitle(player, rank) - unassigned -= player - job.current_positions++ - //CHOMPadd START - if(job.camp_protection && round_duration_in_ds < SStransfer.get_hard_end() - 30 MINUTES) - job.register_shift_key(player.client.ckey) - //CHOMPadd END - return 1 - Debug("AR has failed, Player: [player], Rank: [rank]") - return 0 - -/datum/controller/occupations/proc/FreeRole(var/rank) //making additional slot on the fly - var/datum/job/job = GetJob(rank) - if(job && job.total_positions != -1) - job.total_positions++ - return 1 - return 0 - -/datum/controller/occupations/proc/update_limit(var/rank, var/comperator) - var/datum/job/job = GetJob(rank) - if(job && job.total_positions != -1) - job.update_limit(comperator) - return 1 - return 0 - -/datum/controller/occupations/proc/FindOccupationCandidates(datum/job/job, level, flag) - Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]") - var/list/candidates = list() - for(var/mob/new_player/player in unassigned) - if(jobban_isbanned(player, job.title)) - Debug("FOC isbanned failed, Player: [player]") - continue - if(!job.player_old_enough(player.client)) - Debug("FOC player not old enough, Player: [player]") - continue - if(job.minimum_character_age && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]))) - Debug("FOC character not old enough, Player: [player]") - continue - //VOREStation Code Start - if(!job.player_has_enough_playtime(player.client)) - Debug("FOC character not enough playtime, Player: [player]") - continue - if(!is_job_whitelisted(player, job.title)) - Debug("FOC is_job_whitelisted failed, Player: [player]") - continue - //VOREStation Code End - if(job.is_species_banned(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]) == TRUE) - Debug("FOC character species invalid for job, Player: [player]") - continue - if(flag && !(player.client.prefs.be_special & flag)) - Debug("FOC flag failed, Player: [player], Flag: [flag], ") - continue - if(player.client.prefs.GetJobDepartment(job, level) & job.flag) - Debug("FOC pass, Player: [player], Level:[level]") - candidates += player - return candidates - -/datum/controller/occupations/proc/GiveRandomJob(var/mob/new_player/player) - Debug("GRJ Giving random job, Player: [player]") - for(var/datum/job/job in shuffle(occupations)) - if(!job) - continue - - if((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]))) - continue - - if(job.is_species_banned(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]) == TRUE) - continue - - if(istype(job, GetJob(JOB_ALT_VISITOR))) // We don't want to give him assistant, that's boring! //VOREStation Edit - Visitor not Assistant - continue - - if(SSjob.is_job_in_department(job.title, DEPARTMENT_COMMAND)) //If you want a command position, select it! - continue - - if(jobban_isbanned(player, job.title)) - Debug("GRJ isbanned failed, Player: [player], Job: [job.title]") - continue - - if(!job.player_old_enough(player.client)) - Debug("GRJ player not old enough, Player: [player]") - continue - - //VOREStation Code Start - if(!job.player_has_enough_playtime(player.client)) - Debug("GRJ player not enough playtime, Player: [player]") - continue - if(!is_job_whitelisted(player, job.title)) - Debug("GRJ player not whitelisted for this job, Player: [player], Job: [job.title]") - continue - //VOREStation Code End - - if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1) - Debug("GRJ Random job given, Player: [player], Job: [job]") - AssignRole(player, job.title) - unassigned -= player - break - -/datum/controller/occupations/proc/ResetOccupations() - for(var/mob/new_player/player in GLOB.player_list) - if((player) && (player.mind)) - player.mind.assigned_role = null - player.mind.special_role = null - SetupOccupations() - unassigned = list() - return - - -///This proc is called before the level loop of DivideOccupations() and will try to select a head, ignoring ALL non-head preferences for every level until it locates a head or runs out of levels to check -/datum/controller/occupations/proc/FillHeadPosition() - for(var/level = 1 to 3) - for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND)) - var/datum/job/job = GetJob(command_position) - if(!job) continue - var/list/candidates = FindOccupationCandidates(job, level) - if(!candidates.len) continue - - // Build a weighted list, weight by age. - var/list/weightedCandidates = list() - for(var/mob/V in candidates) - // Log-out during round-start? What a bad boy, no head position for you! - if(!V.client) continue - var/age = V.read_preference(/datum/preference/numeric/human/age) - - if(age < job.get_min_age(V.client.prefs.read_preference(/datum/preference/choiced/species), V.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])) // Nope. - continue - - var/idealage = job.get_ideal_age(V.client.prefs.read_preference(/datum/preference/choiced/species), V.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN]) - var/agediff = abs(idealage - age) // Compute the absolute difference in age from target - switch(agediff) /// If the math sucks, it's because I almost failed algebra in high school. - if(20 to INFINITY) - weightedCandidates[V] = 3 // Too far off - if(10 to 20) - weightedCandidates[V] = 6 // Nearer the mark, but not quite - if(0 to 10) - weightedCandidates[V] = 10 // On the mark - else - // If there's ABSOLUTELY NOBODY ELSE - if(candidates.len == 1) weightedCandidates[V] = 1 - - - var/mob/new_player/candidate = pickweight(weightedCandidates) - if(AssignRole(candidate, command_position)) - return 1 - return 0 - - -///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 -/datum/controller/occupations/proc/CheckHeadPositions(var/level) - for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND)) - var/datum/job/job = GetJob(command_position) - if(!job) continue - var/list/candidates = FindOccupationCandidates(job, level) - if(!candidates.len) continue - var/mob/new_player/candidate = pick(candidates) - AssignRole(candidate, command_position) - return - - -/** Proc DivideOccupations - * fills var "assigned_role" for all ready players. - * This proc must not have any side effect besides of modifying "assigned_role". - **/ -/datum/controller/occupations/proc/DivideOccupations() - //Setup new player list and get the jobs list - Debug("Running DO") - SetupOccupations() - - //Holder for Triumvirate is stored in the ticker, this just processes it - if(SSticker && GLOB.triai) - for(var/datum/job/A in occupations) - if(A.title == JOB_AI) - A.spawn_positions = 3 - break - - //Get the players who are ready - for(var/mob/new_player/player in GLOB.player_list) - if(player.ready && player.mind && !player.mind.assigned_role) - unassigned += player - - Debug("DO, Len: [unassigned.len]") - if(unassigned.len == 0) return 0 - - //Shuffle players and jobs - unassigned = shuffle(unassigned) - - HandleFeedbackGathering() - - //People who wants to be assistants, sure, go on. - Debug("DO, Running Assistant Check 1") - var/datum/job/assist = new DEFAULT_JOB_TYPE () - var/list/assistant_candidates = FindOccupationCandidates(assist, 3) - Debug("AC1, Candidates: [assistant_candidates.len]") - for(var/mob/new_player/player in assistant_candidates) - Debug("AC1 pass, Player: [player]") - AssignRole(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant - assistant_candidates -= player - Debug("DO, AC1 end") - - //Select one head - Debug("DO, Running Head Check") - FillHeadPosition() - Debug("DO, Head Check end") - - //Other jobs are now checked - Debug("DO, Running Standard Check") - - - // New job giving system by Donkie - // This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all. - // Hopefully this will add more randomness and fairness to job giving. - - // Loop through all levels from high to low - var/list/shuffledoccupations = shuffle(occupations) - // var/list/disabled_jobs = SSticker.mode.disabled_jobs // So we can use .Find down below without a colon. - for(var/level = 1 to 3) - //Check the head jobs first each level - CheckHeadPositions(level) - - // Loop through all unassigned players - for(var/mob/new_player/player in unassigned) - - // Loop through all jobs - for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY - if(!job || SSticker.mode.disabled_jobs.Find(job.title) ) - continue - - if(jobban_isbanned(player, job.title)) - Debug("DO isbanned failed, Player: [player], Job:[job.title]") - continue - - if(!job.player_old_enough(player.client)) - Debug("DO player not old enough, Player: [player], Job:[job.title]") - continue - - //VOREStation Add - if(!job.player_has_enough_playtime(player.client)) - Debug("DO player not enough playtime, Player: [player]") - continue - //VOREStation Add End - - // If the player wants that job on this level, then try give it to him. - if(player.client.prefs.GetJobDepartment(job, level) & job.flag) - - // If the job isn't filled - if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1) - Debug("DO pass, Player: [player], Level:[level], Job:[job.title]") - AssignRole(player, job.title) - unassigned -= player - break - - // Hand out random jobs to the people who didn't get any in the last check - // Also makes sure that they got their preference correct - for(var/mob/new_player/player in unassigned) - if(player.client.prefs.alternate_option == GET_RANDOM_JOB) - GiveRandomJob(player) - /* - Old job system - for(var/level = 1 to 3) - for(var/datum/job/job in occupations) - Debug("Checking job: [job]") - if(!job) - continue - if(!unassigned.len) - break - if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1) - continue - var/list/candidates = FindOccupationCandidates(job, level) - while(candidates.len && ((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)) - var/mob/new_player/candidate = pick(candidates) - Debug("Selcted: [candidate], for: [job.title]") - AssignRole(candidate, job.title) - candidates -= candidate*/ - - Debug("DO, Standard Check end") - - Debug("DO, Running AC2") - - // For those who wanted to be assistant if their preferences were filled, here you go. - for(var/mob/new_player/player in unassigned) - if(player.client.prefs.alternate_option == BE_ASSISTANT) - Debug("AC2 Assistant located, Player: [player]") - AssignRole(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant - - //For ones returning to lobby - for(var/mob/new_player/player in unassigned) - if(player.client.prefs.alternate_option == RETURN_TO_LOBBY) - player.ready = PLAYER_NOT_READY - unassigned -= player - return 1 - - -/datum/controller/occupations/proc/EquipRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0, var/announce = TRUE) - if(!H) return null - - var/datum/job/job = GetJob(rank) - var/list/spawn_in_storage = list() - - if(!joined_late) - var/obj/S = null - var/list/possible_spawns = list() - for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list) - if(sloc.name != rank) continue - if(locate(/mob/living) in sloc.loc) continue - possible_spawns.Add(sloc) - if(possible_spawns.len) - S = pick(possible_spawns) - if(!S) - S = locate("start*[rank]") // use old stype - if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf)) - H.forceMove(S.loc) - else - var/list/spawn_props = LateSpawn(H.client, rank) - var/turf/T = spawn_props["turf"] - if(!T) - to_chat(H, span_critical("You were unable to be spawned at your chosen late-join spawnpoint. Please verify your job/spawn point combination makes sense, and try another one.")) - return - else - H.forceMove(T) - - // Moving wheelchair if they have one - if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair)) - H.buckled.forceMove(H.loc) - H.buckled.set_dir(H.dir) - - if(job) - - //Equip custom gear loadout. - var/list/custom_equip_slots = list() - var/list/custom_equip_leftovers = list() - if(H?.client?.prefs && !(job.mob_type & JOB_SILICON)) - var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]") - for(var/thing in active_gear_list) - var/datum/gear/G = GLOB.gear_datums[thing] - if(!G) //Not a real gear datum (maybe removed, as this is loaded from their savefile) - continue - - var/permitted - // Check if it is restricted to certain roles - if(G.allowed_roles) - for(var/job_name in G.allowed_roles) - if(job.title == job_name) - permitted = 1 - else - permitted = 1 - - // Check if they're whitelisted for this gear (in alien whitelist? seriously?) - if(G.whitelisted && !is_alien_whitelisted(H.client, GLOB.all_species[G.whitelisted])) - permitted = 0 - - // If they aren't, tell them - if(!permitted) - to_chat(H, span_warning("Your current species, job or whitelist status does not permit you to spawn with [thing]!")) - continue - - // Implants get special treatment - if(G.slot == "implant") - var/obj/item/implant/I = G.spawn_item(H, active_gear_list[G.display_name]) - I.invisibility = INVISIBILITY_MAXIMUM - I.implant_loadout(H) - continue - - // Try desperately (and sorta poorly) to equip the item. Now with increased desperation! - if(G.slot && !(G.slot in custom_equip_slots)) - var/metadata = active_gear_list[G.display_name] - //if(G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head) - // custom_equip_leftovers += thing - //else - if(G.slot == slot_wear_suit && H.client?.prefs?.no_jacket) - continue - /* CHOMPRemove Start, remove RS No shoes - if(G.slot == slot_shoes && H.client?.prefs?.shoe_hater) //RS ADD - continue - *///CHOMPRemove End, remove RS No shoes - if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot)) - to_chat(H, span_notice("Equipping you with \the [thing]!")) - if(G.slot != slot_tie) - custom_equip_slots.Add(G.slot) - else - custom_equip_leftovers.Add(thing) - else - spawn_in_storage += thing - - // Set up their account - job.setup_account(H) - - // Equip job items. - job.equip(H, H.mind ? H.mind.role_alt_title : "") - - // Stick their fingerprints on literally everything - job.apply_fingerprints(H) - - // Only non-silicons get post-job-equip equipment and dormant diseases - if(!(job.mob_type & JOB_SILICON)) - H.equip_post_job() - H.give_random_dormant_disease(guaranteed_symptoms = job.symptoms) - - // If some custom items could not be equipped before, try again now. - for(var/thing in custom_equip_leftovers) - var/datum/gear/G = GLOB.gear_datums[thing] - if(G.slot == slot_wear_suit && H.client?.prefs?.no_jacket) - continue - /* CHOMPRemove Start, remove RS No shoes - if(G.slot == slot_shoes && H.client?.prefs?.shoe_hater) //RS ADD - continue - *///CHOMPRemove End, remove RS No shoes - if(G.slot in custom_equip_slots) - spawn_in_storage += thing - else - var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]") - var/metadata = active_gear_list[G.display_name] - if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot)) - to_chat(H, span_notice("Equipping you with \the [thing]!")) - custom_equip_slots.Add(G.slot) - else - spawn_in_storage += thing - - /* CHOMPRemove Start - //Give new players a welcome guide! - if(isnum(H.client?.player_age) && H.client.player_age < 10) - H.equip_to_slot_or_del(new /obj/item/book/manual/virgo_pamphlet(H), slot_r_hand) - */// CHOMPRemove End - else - to_chat(H, span_filter_notice("Your job is [rank] and the game just can't handle it! Please report this bug to an administrator.")) - - H.job = rank - log_game("JOINED [key_name(H)] as \"[rank]\"") - log_game("SPECIES [key_name(H)] is a: \"[H.species.name]\"") //VOREStation Add - - // If they're head, give them the account info for their department - if(H.mind && job.department_accounts) - var/remembered_info = "" - for(var/D in job.department_accounts) - var/datum/money_account/department_account = GLOB.department_accounts[D] - if(department_account) - remembered_info += span_bold("Department account number ([D]):") + " #[department_account.account_number]
" - remembered_info += span_bold("Department account pin ([D]):") + " [department_account.remote_access_pin]
" - remembered_info += span_bold("Department account funds ([D]):") + " $[department_account.money]
" - - H.mind.store_memory(remembered_info) - - var/alt_title = null - if(H.mind) - H.mind.assigned_role = rank - alt_title = H.mind.role_alt_title - - // If we're a silicon, we may be done at this point - if(job.mob_type & JOB_SILICON_ROBOT) - return H.Robotize() - if(job.mob_type & JOB_SILICON_AI) - return H - - // TWEET PEEP - if(rank == JOB_SITE_MANAGER && announce) - var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP) ? null : sound('sound/misc/boatswain.ogg', volume=20) - GLOB.captain_announcement.Announce("All hands, [alt_title ? alt_title : JOB_SITE_MANAGER] [H.real_name] on deck!", new_sound = announce_sound, zlevel = H.z) - - //Deferred item spawning. - if(spawn_in_storage && spawn_in_storage.len) - var/obj/item/storage/B - for(var/obj/item/storage/S in H.contents) - B = S - break - - var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]") - if(!isnull(B)) - for(var/thing in spawn_in_storage) - to_chat(H, span_notice("Placing \the [thing] in your [B.name]!")) - var/datum/gear/G = GLOB.gear_datums[thing] - var/metadata = active_gear_list[G.display_name] - G.spawn_item(B, metadata) - else - to_chat(H, span_danger("Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug.")) - - if(istype(H)) //give humans wheelchairs, if they need them. - var/obj/item/organ/external/l_foot = H.get_organ(BP_L_FOOT) - var/obj/item/organ/external/r_foot = H.get_organ(BP_R_FOOT) - var/obj/item/storage/S = locate() in H.contents - var/obj/item/wheelchair/R - if(S) - R = locate() in S.contents - if(!l_foot || !r_foot || R) - var/wheelchair_type = R?.unfolded_type || /obj/structure/bed/chair/wheelchair - var/obj/structure/bed/chair/wheelchair/W = new wheelchair_type(H.loc) - W.buckle_mob(H) - H.update_canmove() - W.set_dir(H.dir) - W.add_fingerprint(H) - if(R) - W.color = R.color - qdel(R) - - to_chat(H, span_filter_notice(span_bold("You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank]."))) - - if(job.supervisors) - to_chat(H, span_filter_notice(span_bold("As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this."))) - if(job.has_headset) - H.equip_to_slot_or_del(new /obj/item/radio/headset(H), slot_l_ear) - to_chat(H, span_filter_notice(span_bold("To speak on your department's radio channel use :h. For the use of other channels, examine your headset."))) - - if(job.req_admin_notify) - to_chat(H, span_filter_notice(span_bold("You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp."))) - - // EMAIL GENERATION - // Email addresses will be created under this domain name. Mostly for the looks. - var/domain = "freemail.nt" - if(using_map && LAZYLEN(using_map.usable_email_tlds)) - domain = using_map.usable_email_tlds[1] - var/sanitized_name = sanitize(replacetext(replacetext(lowertext(H.real_name), " ", "."), "'", "")) - var/complete_login = "[sanitized_name]@[domain]" - - // It is VERY unlikely that we'll have two players, in the same round, with the same name and branch, but still, this is here. - // If such conflict is encountered, a random number will be appended to the email address. If this fails too, no email account will be created. - if(GLOB.ntnet_global.does_email_exist(complete_login)) - complete_login = "[sanitized_name][random_id(/datum/computer_file/data/email_account/, 100, 999)]@[domain]" - - // If even fallback login generation failed, just don't give them an email. The chance of this happening is astronomically low. - if(GLOB.ntnet_global.does_email_exist(complete_login)) - to_chat(H, span_filter_notice("You were not assigned an email address.")) - H.mind.store_memory("You were not assigned an email address.") - else - var/datum/computer_file/data/email_account/EA = new/datum/computer_file/data/email_account() - EA.password = GenerateKey() - EA.login = complete_login - to_chat(H, span_filter_notice("Your email account address is [EA.login] and the password is [EA.password]. This information has also been placed into your notes.")) - H.mind.store_memory("Your email account address is [EA.login] and the password is [EA.password].") - // END EMAIL GENERATION - - //Gives glasses to the vision impaired - if(H.disabilities & NEARSIGHTED) - var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses) - if(equipped != 1) - var/obj/item/clothing/glasses/G = H.glasses - G.prescription = TRUE - - BITSET(H.hud_updateflag, ID_HUD) - BITSET(H.hud_updateflag, IMPLOYAL_HUD) - BITSET(H.hud_updateflag, SPECIALROLE_HUD) - return H - -/datum/controller/occupations/proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist - if(!CONFIG_GET(flag/load_jobs_from_txt)) - return 0 - - var/list/jobEntries = world.file2list(jobsfile) - - for(var/job in jobEntries) - if(!job) - continue - - job = trim(job) - if (!length(job)) - continue - - var/pos = findtext(job, "=") - var/name = null - var/value = null - - if(pos) - name = copytext(job, 1, pos) - value = copytext(job, pos + 1) - else - continue - - if(name && value) - var/datum/job/J = GetJob(name) - if(!J) continue - J.total_positions = text2num(value) - J.spawn_positions = text2num(value) - if(J.mob_type & JOB_SILICON) - J.total_positions = 0 - - return 1 - - -/datum/controller/occupations/proc/HandleFeedbackGathering() - for(var/datum/job/job in occupations) - var/tmp_str = "|[job.title]|" - - var/level1 = 0 //high - var/level2 = 0 //medium - var/level3 = 0 //low - var/level4 = 0 //never - var/level5 = 0 //banned - var/level6 = 0 //account too young - for(var/mob/new_player/player in GLOB.player_list) - if(!(player.ready && player.mind && !player.mind.assigned_role)) - continue //This player is not ready - if(jobban_isbanned(player, job.title)) - level5++ - continue - if(!job.player_old_enough(player.client)) - level6++ - continue - //VOREStation Add - if(!job.player_has_enough_playtime(player.client)) - level6++ - continue - //VOREStation Add End - if(player.client.prefs.GetJobDepartment(job, 1) & job.flag) - level1++ - else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag) - level2++ - else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag) - level3++ - else level4++ //not selected - - tmp_str += "HIGH=[level1]|MEDIUM=[level2]|LOW=[level3]|NEVER=[level4]|BANNED=[level5]|YOUNG=[level6]|-" - feedback_add_details("job_preferences",tmp_str) - -/datum/controller/occupations/proc/LateSpawn(var/client/C, var/rank) - - var/datum/spawnpoint/spawnpos - var/fail_deadly = FALSE - var/obj/belly/vore_spawn_gut - var/absorb_choice = FALSE // Ability to start absorbed with vorespawn - var/mob/living/prey_to_nomph - var/obj/item/item_to_be // Item TF spawning - var/mob/living/item_carrier // Capture crystal spawning - var/vorgans = FALSE // capture crystal simplemob spawning - - // Remove fail_deadly addition on offmap_spawn - - //Spawn them at their preferred one - if(C && C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)) - if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Prey") - var/list/preds = list() - var/list/pred_names = list() //This is cringe - for(var/client/V in GLOB.clients) - if(!isliving(V.mob)) - continue - var/mob/living/M = V.mob - if(M.stat == UNCONSCIOUS || M.stat == DEAD || (M.client.is_afk(10 MINUTES) && !M.no_latejoin_vore_warning)) - continue - if(!M.latejoin_vore) - continue - if(!(M.z in using_map.vorespawn_levels)) - continue - preds += M - pred_names += M.real_name //very cringe - - if(preds.len) - var/pred_name = tgui_input_list(C, "Choose a Predator.", "Pred Spawnpoint", pred_names) - if(!pred_name) - return - var/index = pred_names.Find(pred_name) - var/mob/living/pred = preds[index] - var/list/available_bellies = list() - for(var/obj/belly/Y in pred.vore_organs) - if(Y.vorespawn_blacklist) - continue - if(LAZYLEN(Y.vorespawn_whitelist) && !(C.ckey in Y.vorespawn_whitelist)) - continue - available_bellies += Y - var/backup = tgui_alert(C, "Do you want a mind backup?", "Confirm", list("Yes", "No")) - if(backup == "Yes") - backup = 1 - vore_spawn_gut = tgui_input_list(C, "Choose a Belly.", "Belly Spawnpoint", available_bellies) - if(!vore_spawn_gut) - return - if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_YES) - absorb_choice = TRUE - if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_PREY) - if(tgui_alert(C, "Do you want to start absorbed into [pred]'s [vore_spawn_gut]?", "Confirm", list("Yes", "No")) != "Yes") - absorb_choice = FALSE - else if(tgui_alert(C, "[pred]'s [vore_spawn_gut] will start with you absorbed. Continue?", "Confirm", list("Yes", "No")) != "Yes") - return - to_chat(C, span_boldwarning("[pred] has received your spawn request. Please wait.")) - log_admin("[key_name(C)] has requested to vore spawn into [key_name(pred)]") - message_admins("[key_name(C)] has requested to vore spawn into [key_name(pred)]") - - var/confirm - var/spawner_name = C.prefs.read_preference(/datum/preference/name/real_name) - if(pred.no_latejoin_vore_warning) - if(pred.no_latejoin_vore_warning_time > 0) - if(absorb_choice) - confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS) - else - confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS) - if(!confirm) - confirm = "Yes" - else - if(absorb_choice) - confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes")) - else - confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes")) - if(confirm != "Yes") - to_chat(C, span_warning("[pred] has declined your spawn request.")) - var/message = tgui_input_text(pred,"Do you want to leave them a message?", "Notify Prey", max_length = MAX_MESSAGE_LEN) - if(message) - to_chat(C, span_notice("[pred] message : [message]")) - return - if(!vore_spawn_gut || QDELETED(vore_spawn_gut)) - to_chat(C, span_warning("Somehow, the belly you were trying to enter no longer exists.")) - return - if(pred.stat == UNCONSCIOUS || pred.stat == DEAD) - to_chat(C, span_warning("[pred] is not conscious.")) - to_chat(pred, span_warning("You must be conscious to accept.")) - return - if(!(pred.z in using_map.vorespawn_levels)) - to_chat(C, span_warning("[pred] is no longer in station grounds.")) - to_chat(pred, span_warning("You must be within station grounds to accept.")) - return - if(backup) - addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS) - log_admin("[key_name(C)] has vore spawned into [key_name(pred)]") - message_admins("[key_name(C)] has vore spawned into [key_name(pred)]") - to_chat(C, span_notice("You have been spawned via vore. You are free to roleplay how you got there as you please, such as teleportation or having had already been there.")) - if(vore_spawn_gut.entrance_logs) - to_chat(pred, span_notice("Your prey has spawned via vore. You are free to roleplay this how you please, such as teleportation or having had already been there.")) - else - to_chat(C, span_warning("No predators were available to accept you.")) - return - spawnpos = GLOB.spawntypes[C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)] - if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Pred") //Same as above, but in reverse! - var/list/preys = list() - var/list/prey_names = list() //This is still cringe - for(var/client/V in GLOB.clients) - if(!isliving(V.mob)) - continue - var/mob/living/M = V.mob - if(M.stat == UNCONSCIOUS || M.stat == DEAD || (M.client.is_afk(10 MINUTES) && !M.no_latejoin_prey_warning)) - continue - if(!M.latejoin_prey) - continue - if(!(M.z in using_map.vorespawn_levels)) - continue - preys += M - prey_names += M.real_name - if(preys.len) - var/prey_name = tgui_input_list(C, "Choose a Prey to spawn nom.", "Prey Spawnpoint", prey_names) - if(!prey_name) - return - var/index = prey_names.Find(prey_name) - var/mob/living/prey = preys[index] - var/list/available_bellies = list() - - var/datum/vore_preferences/P = C.prefs_vr - for(var/Y in P.belly_prefs) - available_bellies += Y["name"] - vore_spawn_gut = tgui_input_list(C, "Choose your Belly.", "Belly Spawnpoint", available_bellies) - if(!vore_spawn_gut) - return - if(alert(C, "Do you want to instantly absorb them?", "Confirm", "Yes", "No") == "Yes") - absorb_choice = TRUE - to_chat(C, span_boldwarning("[prey] has received your spawn request. Please wait.")) - log_admin("[key_name(C)] has requested to pred spawn onto [key_name(prey)]") - message_admins("[key_name(C)] has requested to pred spawn onto [key_name(prey)]") - - var/confirm - var/spawner_name = C.prefs.read_preference(/datum/preference/name/real_name) - if(prey.no_latejoin_prey_warning) - if(prey.no_latejoin_prey_warning_time > 0) - if(absorb_choice) - confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS) - else - confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS) - if(!confirm) - confirm = "Yes" - else - if(absorb_choice) - confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes")) - else - confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes")) - if(confirm != "Yes") - to_chat(C, span_warning("[prey] has declined your spawn request.")) - var/message = tgui_input_text(prey,"Do you want to leave them a message?", "Notify Pred", max_length = MAX_MESSAGE_LEN) - if(message) - to_chat(C, span_notice("[prey] message : [message]")) - return - if(prey.stat == UNCONSCIOUS || prey.stat == DEAD) - to_chat(C, span_warning("[prey] is not conscious.")) - to_chat(prey, span_warning("You must be conscious to accept.")) - return - if(!(prey.z in using_map.vorespawn_levels)) - to_chat(C, span_warning("[prey] is no longer in station grounds.")) - to_chat(prey, span_warning("You must be within station grounds to accept.")) - return - log_admin("[key_name(C)] has pred spawned onto [key_name(prey)]") - message_admins("[key_name(C)] has pred spawned onto [key_name(prey)]") - prey_to_nomph = prey - else - to_chat(C, span_warning("No prey were available to accept you.")) - return - // Item TF spawnpoints! - else if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Item TF spawn") - var/list/items = list() - var/list/item_names = list() - var/list/carriers = list() - for(var/obj/item/I in GLOB.item_tf_spawnpoints) - if(LAZYLEN(I.ckeys_allowed_itemspawn)) - if(!(C.ckey in I.ckeys_allowed_itemspawn)) - continue - var/atom/item_loc = I.loc - var/mob/living/carrier - while(!isturf(item_loc)) - if(isliving(item_loc)) - carrier = item_loc - break - else - item_loc = item_loc.loc - if(istype(carrier)) - if(!(carrier.z in using_map.vorespawn_levels)) - continue - if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD || carrier.client.is_afk(10 MINUTES)) - continue - carriers += carrier - else - if(!(item_loc.z in using_map.vorespawn_levels)) - continue - carriers += null - - if(istype(I, /obj/item/capture_crystal)) - if(carrier) - items += I - var/obj/item/capture_crystal/cryst = I - if(cryst.spawn_mob_type) - item_names += "\a [cryst.spawn_mob_name] inside of [carrier]'s [I.name] ([I.loc.name])" - else - item_names += "Inside of [carrier]'s [I.name] ([I.loc.name])" - else if(I.name == initial(I.name)) - items += I - if(carrier) - item_names += "[carrier]'s [I.name] ([I.loc.name])" - else - item_names += "[I.name] ([I.loc.name])" - else - items += I - if(carrier) - item_names += "[carrier]'s [I.name] (\a [initial(I.name)] at [I.loc.name])" - else - item_names += "[I.name] (\a [initial(I.name)] at [I.loc.name])" - if(LAZYLEN(items)) - var/backup = tgui_alert(C, "Do you want a mind backup?", "Confirm", list("Yes", "No")) - if(backup == "Yes") - backup = 1 - var/item_name = tgui_input_list(C, "Choose an Item to spawn as.", "Item TF Spawnpoint", item_names) - if(!item_name) - return - var/index = item_names.Find(item_name) - var/obj/item/item = items[index] - - var/mob/living/carrier = carriers[index] - if(istype(carrier)) - to_chat(C, span_boldwarning("[carrier] has received your spawn request. Please wait.")) - log_and_message_admins("[key_name(C)] has requested to item spawn into [key_name(carrier)]'s possession") - - var/confirm = tgui_alert(carrier, "[C.prefs.read_preference(/datum/preference/name/real_name)] is attempting to join as the [item_name] in your possession.", "Confirm", list("No", "Yes")) - if(confirm != "Yes") - to_chat(C, span_warning("[carrier] has declined your spawn request.")) - var/message = tgui_input_text(carrier,"Do you want to leave them a message?", "Notify Spawner", max_length = MAX_MESSAGE_LEN) - if(message) - to_chat(C, span_notice("[carrier] message : [message]")) - return - if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD) - to_chat(C, span_warning("[carrier] is not conscious.")) - to_chat(carrier, span_warning("You must be conscious to accept.")) - return - if(!(carrier.z in using_map.vorespawn_levels)) - to_chat(C, span_warning("[carrier] is no longer in station grounds.")) - to_chat(carrier, span_warning("You must be within station grounds to accept.")) - return - log_and_message_admins("[key_name(C)] has item spawned onto [key_name(carrier)]") - item_to_be = item - item_carrier = carrier - if(backup) - addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS) - else - var/confirm = tgui_alert(C, "\The [item.name] is currently not in any character's possession! Do you still want to spawn as it?", "Confirm", list("No", "Yes")) - if(confirm != "Yes") - return - log_and_message_admins("[key_name(C)] has item spawned into \a [item.name] that was not held by anyone") - item_to_be = item - if(backup) - addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS) - if(istype(item, /obj/item/capture_crystal)) - var/obj/item/capture_crystal/cryst = item - if(cryst.spawn_mob_type) - var/confirm = tgui_alert(C, "Do you want to spawn with your slot's vore organs and prefs?", "Confirm", list("No", "Yes")) - if(confirm == "Yes") - vorgans = TRUE - else - to_chat(C, span_warning("No items were available to accept you.")) - return - else - if(!(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) in using_map.allowed_spawns)) - if(fail_deadly) - to_chat(C, span_warning("Your chosen spawnpoint is unavailable for this map and your job requires a specific spawnpoint. Please correct your spawn point choice.")) - return - else - to_chat(C, span_warning("Your chosen spawnpoint ([C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]) is unavailable for the current map. Spawning you at one of the enabled spawn points instead.")) - spawnpos = null - else - spawnpos = GLOB.spawntypes[C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)] - - //We will return a list key'd by "turf" and "msg" - . = list("turf","msg", "voreny", "prey", "itemtf", "vorgans", "carrier") // Item TF spawnpoints, spawn as mob - if(vore_spawn_gut) - .["voreny"] = vore_spawn_gut - .["absorb"] = absorb_choice - if(prey_to_nomph) - .["prey"] = prey_to_nomph //We pass this on later to reverse the vorespawn in new_player.dm - // Item TF spawnpoints - if(item_to_be) - .["carrier"] = item_carrier - .["vorgans"] = vorgans - .["itemtf"] = item_to_be - if(spawnpos && istype(spawnpos) && length(spawnpos.turfs)) - if(spawnpos.check_job_spawning(rank)) - .["turf"] = spawnpos.get_spawn_position() - .["msg"] = spawnpos.msg - .["channel"] = spawnpos.announce_channel - else - var/datum/job/J = SSjob.get_job(rank) - if(fail_deadly || J?.offmap_spawn) - to_chat(C, span_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Please correct your spawn point choice.")) - return - to_chat(C, span_filter_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")) - var/spawning = pick(GLOB.latejoin) - .["turf"] = get_turf(spawning) - .["msg"] = "will arrive at the station shortly" - else if(!fail_deadly) - var/spawning = pick(GLOB.latejoin) - .["turf"] = get_turf(spawning) - .["msg"] = "has arrived on the station" - -/datum/controller/occupations/proc/m_backup_client(var/client/C) //Same as m_backup, but takes a client entry. Used for vore late joining. - if(!ishuman(C.mob)) - return - var/mob/living/carbon/human/CM = C.mob - SStranscore.m_backup(CM.mind, CM.nif, TRUE)