mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Few runtime fixes.
Cleaned up the job selection code. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2289 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
291
code/WorkInProgress/jobs.dm
Normal file
291
code/WorkInProgress/jobs.dm
Normal file
@@ -0,0 +1,291 @@
|
||||
//WORK IN PROGRESS CONTENT
|
||||
|
||||
//Project coder: Errorage
|
||||
|
||||
//Readme: As part of the UI upgrade project, the intention here is for each job to have
|
||||
//somewhat customizable loadouts. Players will be able to pick between jumpsuits, shoes,
|
||||
//and other items. This datum will be used for all jobs and code will reference it.
|
||||
//adding new jobs will be a matter of adding this datum.to a list of jobs.
|
||||
|
||||
#define VITAL_PRIORITY_JOB 5
|
||||
#define HIGH_PRIORITY_JOB 4
|
||||
#define PRIORITY_JOB 3
|
||||
#define LOW_PRIORITY_JOB 2
|
||||
#define ASSISTANT_PRIORITY_JOB 1
|
||||
#define NO_PRIORITY_JOB 0
|
||||
|
||||
/datum/job
|
||||
//Basic information
|
||||
var/title = "Untitled" //The main (default) job title/name
|
||||
var/list/alternative_titles = list() //Alternative job titles/names (alias)
|
||||
var/job_number_at_round_start = 0 //Number of jobs that can be assigned at round start
|
||||
var/job_number_total = 0 //Number of jobs that can be assigned total
|
||||
var/list/bosses = list() //List of jobs which have authority over this job by default.
|
||||
var/admin_only = 0 //If this is set to 1, the job is not available on the spawn screen
|
||||
var/description = "" //A description of the job to be displayed when requested on the spawn screen
|
||||
var/guides = "" //A string with links to relevent guides (likely the wiki)
|
||||
var/department = "" //This is used to group jobs into departments, which means that if you don't get your desired jobs, you get another job from the same department
|
||||
var/job_type = "SS13" //SS13, NT or ANTAGONIST
|
||||
var/can_be_traitor = 1
|
||||
var/can_be_changeling = 1
|
||||
var/can_be_wizard = 1
|
||||
var/can_be_cultist = 1
|
||||
var/can_be_rev_head = 1
|
||||
var/is_head_position = 0
|
||||
|
||||
//Job conditions
|
||||
var/change_to_mob = "Human" //The type of mob which this job will change you to (alien,cyborg,human...)
|
||||
var/change_to_mutantrace = "" //What mutantrace you will be once you get this job
|
||||
|
||||
//Random job assignment priority
|
||||
var/assignment_priority = NO_PRIORITY_JOB //This variable determins the priority of assignment
|
||||
//VITAL_PRIORITY_JOB = Absolutely vital (Someone will get assigned every round) - Use VERY, VERY lightly
|
||||
//HIGH_PRIORITY_JOB = High priority - Assibned before the other jobs, candidates compete on equal terms
|
||||
//PRIORITY_JOB = Priorized (Standard priority) - Candidates compete by virtue of priority (choice 1 > choice 2 > choice 3...)
|
||||
//LOW_PRIORITY_JOB = Low priority (Low-priority (librarian))
|
||||
//ASSISTANT_PRIORITY_JOB = Assistant-level (Only filled when all the other jobs have been assigned)
|
||||
//NO_PRIORITY_JOB = Skipped om assignment (Admin-only jobs should have this level)
|
||||
|
||||
|
||||
|
||||
//Available equipment - The first thing listed is understood as the default setup.
|
||||
var/list/equipment_ears = list() //list of possible ear-wear items
|
||||
var/list/equipment_glasses = list() //list of possible glasses
|
||||
var/list/equipment_gloves = list() //list of possible gloves
|
||||
var/list/equipment_head = list() //list of possible headgear/helmets/hats
|
||||
var/list/equipment_mask = list() //list of possible masks
|
||||
var/list/equipment_shoes = list() //list of possible shoes
|
||||
var/list/equipment_suit = list() //list of possible suits
|
||||
var/list/equipment_under = list() //list of possible jumpsuits
|
||||
var/list/equipment_belt = list() //list of possible belt-slot items
|
||||
var/list/equipment_back = list() //list of possible back-slot items
|
||||
var/obj/equipment_pda //default pda type
|
||||
var/obj/equipment_id //default id type
|
||||
|
||||
New(var/param_title, var/list/param_alternative_titles = list(), var/param_jobs_at_round_start = 0, var/param_global_max = 0, var/list/param_bosses = list(), var/param_admin_only = 0)
|
||||
title = param_title
|
||||
alternative_titles = param_alternative_titles
|
||||
job_number_at_round_start = param_jobs_at_round_start
|
||||
job_number_total = param_global_max
|
||||
bosses = param_bosses
|
||||
admin_only = param_admin_only
|
||||
|
||||
//This proc tests to see if the given alias (job title/alternative job title) corresponds to this job.
|
||||
//Returns 1 if it is, else returns 0
|
||||
proc/is_job_alias(var/alias)
|
||||
if(alias == title)
|
||||
return 1
|
||||
if(alias in alternative_titles)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/datum/jobs
|
||||
var/list/datum/job/all_jobs = list()
|
||||
|
||||
proc/get_all_jobs()
|
||||
return all_jobs
|
||||
|
||||
//This proc returns all the jobs which are NOT admin only
|
||||
proc/get_normal_jobs()
|
||||
var/list/datum/job/normal_jobs = list()
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(!J.admin_only)
|
||||
normal_jobs += J
|
||||
return normal_jobs
|
||||
|
||||
//This proc returns all the jobs which are admin only
|
||||
proc/get_admin_jobs()
|
||||
var/list/datum/job/admin_jobs = list()
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.admin_only)
|
||||
admin_jobs += J
|
||||
return admin_jobs
|
||||
|
||||
//This proc returns the job datum of the job with the alias or job title given as the argument. Returns an empty string otherwise.
|
||||
proc/get_job(var/alias)
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.is_job_alias(alias))
|
||||
return J
|
||||
return ""
|
||||
|
||||
//This proc returns a string with the default job title for the job with the given alias. Returns an empty string otherwise.
|
||||
proc/get_job_title(var/alias)
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.is_job_alias(alias))
|
||||
return J.title
|
||||
return ""
|
||||
|
||||
//This proc returns all the job datums of the workers whose boss has the alias provided. (IE Engineer under Chief Engineer, etc.)
|
||||
proc/get_jobs_under(var/boss_alias)
|
||||
var/boss_title = get_job_title(boss_alias)
|
||||
var/list/datum/job/employees = list()
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(boss_title in J.bosses)
|
||||
employees += J
|
||||
return employees
|
||||
|
||||
//This proc returns the chosen vital and high priority jobs that the person selected. It goes from top to bottom of the list, until it finds a job which does not have such priority.
|
||||
//Example: Choosing (in this order): CE, Captain, Engineer, RD will only return CE and Captain, as RD is assumed as being an unwanted choice.
|
||||
//This proc is used in the allocation algorithm when deciding vital and high priority jobs.
|
||||
proc/get_prefered_high_priority_jobs()
|
||||
var/list/datum/job/hp_jobs = list()
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.assignment_priority == HIGH_PRIORITY_JOB || J.assignment_priority == VITAL_PRIORITY_JOB)
|
||||
hp_jobs += J
|
||||
else
|
||||
break
|
||||
return hp_jobs
|
||||
|
||||
//If only priority is given, it will return the jobs of only that priority, if end_priority is set it will return the jobs with their priority higher or equal to var/priority and lower or equal to end_priority. end_priority must be higher than 0.
|
||||
proc/get_jobs_by_priority(var/priority, var/end_priority = 0)
|
||||
var/list/datum/job/priority_jobs = list()
|
||||
if(end_priority)
|
||||
if(end_priority < priority)
|
||||
return
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.assignment_priority >= priority && J.assignment_priority <= end_priority)
|
||||
priority_jobs += J
|
||||
else
|
||||
for(var/datum/job/J in all_jobs)
|
||||
if(J.assignment_priority == priority)
|
||||
priority_jobs += J
|
||||
return priority_jobs
|
||||
|
||||
//This datum is used in the plb allocation algorithm to make life easier, not used anywhere else.
|
||||
/datum/player_jobs
|
||||
var/mob/new_player/player
|
||||
var/datum/jobs/selected_jobs
|
||||
|
||||
var/datum/jobs/jobs = new/datum/jobs()
|
||||
|
||||
proc/setup_jobs()
|
||||
var/datum/job/JOB
|
||||
|
||||
JOB = new/datum/job("Station Engineer")
|
||||
JOB.alternative_titles = list("Structural Engineer","Engineer","Student of Engineering")
|
||||
JOB.job_number_at_round_start = 5
|
||||
JOB.job_number_total = 5
|
||||
JOB.bosses = list("Chief Engineer")
|
||||
JOB.admin_only = 0
|
||||
JOB.description = "Engineers are tasked with the maintenance of the station. Be it maintaining the power grid or rebuilding damaged sections."
|
||||
JOB.guides = ""
|
||||
JOB.equipment_ears = list(/obj/item/device/radio/headset/headset_eng)
|
||||
JOB.equipment_glasses = list()
|
||||
JOB.equipment_gloves = list()
|
||||
JOB.equipment_head = list(/obj/item/clothing/head/helmet/hardhat)
|
||||
JOB.equipment_mask = list()
|
||||
JOB.equipment_shoes = list(/obj/item/clothing/shoes/orange,/obj/item/clothing/shoes/brown,/obj/item/clothing/shoes/black)
|
||||
JOB.equipment_suit = list(/obj/item/clothing/suit/hazardvest)
|
||||
JOB.equipment_under = list(/obj/item/clothing/under/rank/engineer,/obj/item/clothing/under/color/yellow)
|
||||
JOB.equipment_belt = list(/obj/item/weapon/storage/belt/utility/full)
|
||||
JOB.equipment_back = list(/obj/item/weapon/storage/backpack/industrial,/obj/item/weapon/storage/backpack)
|
||||
JOB.equipment_pda = /obj/item/device/pda/engineering
|
||||
JOB.equipment_id = /obj/item/weapon/card/id
|
||||
|
||||
jobs.all_jobs += JOB
|
||||
|
||||
//This proc will dress the mob (employee) in the default way for the specified job title/job alias
|
||||
proc/dress_for_job_default(var/mob/living/carbon/human/employee as mob, var/job_alias)
|
||||
if(!ishuman(employee))
|
||||
return
|
||||
|
||||
//TODO ERRORAGE - UNFINISHED
|
||||
var/datum/job/JOB = jobs.get_job(job_alias)
|
||||
if(JOB)
|
||||
var/item = JOB.equipment_ears[1]
|
||||
employee.equip_if_possible(new item(employee), employee.slot_ears)
|
||||
item = JOB.equipment_under[1]
|
||||
employee.equip_if_possible(new item(employee), employee.slot_w_uniform)
|
||||
|
||||
|
||||
/*
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial (src), slot_back)
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
|
||||
src.equip_if_possible(new /obj/item/device/radio/headset/headset_eng (src), slot_ears) // -- TLE
|
||||
src.equip_if_possible(new /obj/item/device/pda/engineering(src), slot_belt)
|
||||
src.equip_if_possible(new /obj/item/clothing/under/rank/engineer(src), slot_w_uniform)
|
||||
src.equip_if_possible(new /obj/item/clothing/shoes/orange(src), slot_shoes)
|
||||
src.equip_if_possible(new /obj/item/clothing/head/helmet/hardhat(src), slot_head)
|
||||
src.equip_if_possible(new /obj/item/weapon/storage/utilitybelt/full(src), slot_l_hand) //currently spawns in hand due to traitor assignment requiring a PDA to be on the belt. --Errorage
|
||||
//src.equip_if_possible(new /obj/item/clothing/gloves/yellow(src), slot_gloves) removed as part of Dangercon 2011, approved by Urist_McDorf --Errorage
|
||||
src.equip_if_possible(new /obj/item/device/t_scanner(src), slot_r_store)
|
||||
*/
|
||||
|
||||
|
||||
//This algorithm works in 5 steps:
|
||||
//1: Assignment of wizard / nuke members (if appropriate game mode)
|
||||
//2: Assignment of jobs based on preferenes
|
||||
// 2.1: Assignment of vital and high priority jobs. Candidates compete on equal terms. If the vital jobs are not filled, a random candidate is chosen to fill them,
|
||||
// 2.2: Assignment of the rest of the jobs based on player preference,
|
||||
//3: Assignment of remaining jobs for remaining players based on chosen departments
|
||||
//4: Random assignment of remaining jobs for remaining players based on assignment priority
|
||||
//5: Assignment of traitor / changeling to assigned roles (if appropriate game mode)
|
||||
proc/assignment_algorithm(var/list/mob/new_player/players)
|
||||
for(var/mob/new_player/PLAYER in players)
|
||||
if(!PLAYER.client)
|
||||
players -= PLAYER
|
||||
continue
|
||||
if(!PLAYER.ready)
|
||||
players -= PLAYER
|
||||
continue
|
||||
|
||||
var/list/datum/job/vital_jobs = list()
|
||||
var/list/datum/job/high_priority_jobs = list()
|
||||
var/list/datum/job/priority_jobs = list()
|
||||
var/list/datum/job/low_priority_jobs = list()
|
||||
var/list/datum/job/assistant_jobs = list()
|
||||
var/list/datum/job/not_assigned_jobs = list()
|
||||
|
||||
for(var/datum/job/J in jobs)
|
||||
switch(J.assignment_priority)
|
||||
if(5)
|
||||
vital_jobs += J
|
||||
if(4)
|
||||
high_priority_jobs += J
|
||||
if(3)
|
||||
priority_jobs += J
|
||||
if(2)
|
||||
low_priority_jobs += J
|
||||
if(1)
|
||||
assistant_jobs += J
|
||||
if(0)
|
||||
not_assigned_jobs += J
|
||||
|
||||
var/list/datum/player_jobs/player_jobs = list() //This datum only holds a mob/new_player and a datum/jobs. The first is the player, the 2nd is the player's selected jobs, from the preferences datum.
|
||||
|
||||
for(var/mob/new_player/NP in players)
|
||||
var/datum/player_jobs/PJ = new/datum/player_jobs
|
||||
PJ.player = NP
|
||||
PJ.selected_jobs = NP.preferences.wanted_jobs
|
||||
player_jobs += PJ
|
||||
|
||||
//At this point we have the player_jobs list filled. Next up we have to assign all vital and high priority positions.
|
||||
|
||||
var/list/datum/job/hp_jobs = jobs.get_jobs_by_priority( HIGH_PRIORITY_JOB, VITAL_PRIORITY_JOB )
|
||||
|
||||
for(var/datum/job/J in hp_jobs)
|
||||
var/list/mob/new_player/candidates = list()
|
||||
for(var/datum/player_jobs/PJ in player_jobs)
|
||||
if(J in PJ.selected_jobs)
|
||||
candidates += PJ.player
|
||||
var/mob/new_player/chosen_player
|
||||
if(candidates)
|
||||
chosen_player = pick(candidates)
|
||||
else
|
||||
if(J.assignment_priority == VITAL_PRIORITY_JOB)
|
||||
if(players) //Just in case there are more vital jobs than there are players.
|
||||
chosen_player = pick(players)
|
||||
if(chosen_player)
|
||||
chosen_player.mind.assigned_job = J
|
||||
players -= chosen_player
|
||||
//TODO ERRORAGE - add capability for hp jobs with more than one slots.
|
||||
|
||||
|
||||
|
||||
|
||||
//1: vital and high priority jobs, assigned on equal terms
|
||||
|
||||
//TODO ERRORAGE - UNFINISHED
|
||||
|
||||
|
||||
//END OF WORK IN PROGRESS CONTENT
|
||||
Reference in New Issue
Block a user