//used for pref.alternate_option #define GET_RANDOM_JOB 0 #define BE_ASSISTANT 1 #define RETURN_TO_LOBBY 2 /datum/category_item/player_setup_item/occupation name = "Occupation" sort_order = 1 /datum/category_item/player_setup_item/occupation/load_character(var/savefile/S) S["alternate_option"] >> pref.alternate_option S["job_civilian_high"] >> pref.job_civilian_high S["job_civilian_med"] >> pref.job_civilian_med S["job_civilian_low"] >> pref.job_civilian_low S["job_medsci_high"] >> pref.job_medsci_high S["job_medsci_med"] >> pref.job_medsci_med S["job_medsci_low"] >> pref.job_medsci_low S["job_engsec_high"] >> pref.job_engsec_high S["job_engsec_med"] >> pref.job_engsec_med S["job_engsec_low"] >> pref.job_engsec_low //VOREStation Add S["job_talon_low"] >> pref.job_talon_low S["job_talon_med"] >> pref.job_talon_med S["job_talon_high"] >> pref.job_talon_high //VOREStation Add End S["player_alt_titles"] >> pref.player_alt_titles /datum/category_item/player_setup_item/occupation/save_character(var/savefile/S) S["alternate_option"] << pref.alternate_option S["job_civilian_high"] << pref.job_civilian_high S["job_civilian_med"] << pref.job_civilian_med S["job_civilian_low"] << pref.job_civilian_low S["job_medsci_high"] << pref.job_medsci_high S["job_medsci_med"] << pref.job_medsci_med S["job_medsci_low"] << pref.job_medsci_low S["job_engsec_high"] << pref.job_engsec_high S["job_engsec_med"] << pref.job_engsec_med S["job_engsec_low"] << pref.job_engsec_low //VOREStation Add S["job_talon_low"] << pref.job_talon_low S["job_talon_med"] << pref.job_talon_med S["job_talon_high"] << pref.job_talon_high //VOREStation Add End S["player_alt_titles"] << pref.player_alt_titles /datum/category_item/player_setup_item/occupation/sanitize_character() pref.alternate_option = sanitize_integer(pref.alternate_option, 0, 2, initial(pref.alternate_option)) pref.job_civilian_high = sanitize_integer(pref.job_civilian_high, 0, 65535, initial(pref.job_civilian_high)) pref.job_civilian_med = sanitize_integer(pref.job_civilian_med, 0, 65535, initial(pref.job_civilian_med)) pref.job_civilian_low = sanitize_integer(pref.job_civilian_low, 0, 65535, initial(pref.job_civilian_low)) pref.job_medsci_high = sanitize_integer(pref.job_medsci_high, 0, 65535, initial(pref.job_medsci_high)) pref.job_medsci_med = sanitize_integer(pref.job_medsci_med, 0, 65535, initial(pref.job_medsci_med)) pref.job_medsci_low = sanitize_integer(pref.job_medsci_low, 0, 65535, initial(pref.job_medsci_low)) pref.job_engsec_high = sanitize_integer(pref.job_engsec_high, 0, 65535, initial(pref.job_engsec_high)) pref.job_engsec_med = sanitize_integer(pref.job_engsec_med, 0, 65535, initial(pref.job_engsec_med)) pref.job_engsec_low = sanitize_integer(pref.job_engsec_low, 0, 65535, initial(pref.job_engsec_low)) //VOREStation Add pref.job_talon_high = sanitize_integer(pref.job_talon_high, 0, 65535, initial(pref.job_talon_high)) pref.job_talon_med = sanitize_integer(pref.job_talon_med, 0, 65535, initial(pref.job_talon_med)) pref.job_talon_low = sanitize_integer(pref.job_talon_low, 0, 65535, initial(pref.job_talon_low)) //VOREStation Add End if(!(pref.player_alt_titles)) pref.player_alt_titles = new() if(!job_master) return for(var/datum/job/job in job_master.occupations) var/alt_title = pref.player_alt_titles[job.title] if(alt_title && !(alt_title in job.alt_titles)) pref.player_alt_titles -= job.title /datum/category_item/player_setup_item/occupation/content(mob/user, limit = 25, list/splitJobs = list()) if(!job_master) return . = list() . += "
" . += "Choose occupation chances
Unavailable occupations are crossed out.
" . += "
" // Table within a table for alignment, also allows you to easily add more columns. . += "" var/index = -1 //The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows. var/datum/job/lastJob var/datum/department/last_department = null // Used to avoid repeating the look-ahead check for if a whole department can fit. var/list/all_valid_jobs = list() // If the occupation window gets opened before SSJob initializes, then it'll just be blank, with no runtimes. // It will work once init is finished. for(var/D in SSjob.department_datums) var/datum/department/department = SSjob.department_datums[D] if(department.centcom_only) // No joining as a centcom role, if any are ever added. continue for(var/J in department.primary_jobs) all_valid_jobs += department.jobs[J] for(var/datum/job/job in all_valid_jobs) if(job.latejoin_only) continue //VOREStation Code var/datum/department/current_department = SSjob.get_primary_department_of_job(job) // Should we add a new column? var/make_new_column = FALSE if(++index > limit) // Ran out of rows, make a new column. make_new_column = TRUE else if(job.title in splitJobs) // Is hardcoded to split at this job title. make_new_column = TRUE else if(current_department != last_department) // If the department is bigger than the limit then we have to split. if(limit >= current_department.primary_jobs.len) // Look ahead to see if we would need to split, and if so, avoid it. if(index + current_department.primary_jobs.len > limit) // Looked ahead, and determined that a new column is needed to avoid splitting the department into two. make_new_column = TRUE if(make_new_column) /******* if((index < limit) && (lastJob != null)) //If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with //the last job's selection color and blank buttons that do nothing. Creating a rather nice effect. for(var/i = 0, i < (limit - index), i++) . += "" *******/ . += "
//>  
" index = 0 last_department = current_department . += "" continue if(!job.player_old_enough(user.client)) var/available_in_days = job.available_in_days(user.client) . += "[rank]" continue //VOREStation Add if(!job.player_has_enough_playtime(user.client)) var/available_in_hours = job.available_in_playhours(user.client) . += "[rank]" continue //VOREStation Add End if(job.minimum_character_age && user.client && (user.client.prefs.age < job.minimum_character_age)) . += "[rank]" continue if((pref.job_civilian_low & ASSISTANT) && job.type != /datum/job/assistant) . += "[rank]" continue if((rank in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND) ) || (rank == "AI"))//Bold head jobs . += "[rank]" else . += "[rank]" . += "" . += "" continue if(pref.GetJobDepartment(job, 1) & job.flag) . += " \[High]" else if(pref.GetJobDepartment(job, 2) & job.flag) . += " \[Medium]" else if(pref.GetJobDepartment(job, 3) & job.flag) . += " \[Low]" else . += " \[NEVER]" if(LAZYLEN(job.alt_titles)) . += "" . += "" . += "
" var/rank = job.title lastJob = job . += "" if(jobban_isbanned(user, rank)) . += "[rank] \[BANNED]
\[IN [(available_in_days)] DAYS]
\[IN [(available_in_hours)] DEPTHOURS]
\[MINIMUM CHARACTER AGE: [job.minimum_character_age]]
" . += "" if(job.type == /datum/job/assistant)//Assistant is special if(pref.job_civilian_low & ASSISTANT) . += " \[Yes]" else . += " \[No]" if(LAZYLEN(job.alt_titles)) //Blatantly cloned from a few lines down. . += "
 \[[pref.GetPlayerAltTitle(job)]\]
 \[[pref.GetPlayerAltTitle(job)]\]
" . += "
" switch(pref.alternate_option) if(GET_RANDOM_JOB) . += "Get random job if preferences unavailable" if(BE_ASSISTANT) . += "Be assistant if preference unavailable" if(RETURN_TO_LOBBY) . += "Return to lobby if preference unavailable" . += "\[Reset\]
" . += "
" . = jointext(.,null) /datum/category_item/player_setup_item/occupation/OnTopic(href, href_list, user) if(href_list["reset_jobs"]) ResetJobs() return TOPIC_REFRESH else if(href_list["job_alternative"]) if(pref.alternate_option == GET_RANDOM_JOB || pref.alternate_option == BE_ASSISTANT) pref.alternate_option += 1 else if(pref.alternate_option == RETURN_TO_LOBBY) pref.alternate_option = 0 return TOPIC_REFRESH else if(href_list["select_alt_title"]) var/datum/job/job = locate(href_list["select_alt_title"]) if (job) var/choices = list(job.title) + job.alt_titles var/choice = input("Choose a title for [job.title].", "Choose Title", pref.GetPlayerAltTitle(job)) as anything in choices|null if(choice && CanUseTopic(user)) SetPlayerAltTitle(job, choice) return (pref.equip_preview_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH) else if(href_list["set_job"]) if(SetJob(user, href_list["set_job"])) return (pref.equip_preview_mob ? TOPIC_REFRESH_UPDATE_PREVIEW : TOPIC_REFRESH) else if(href_list["job_info"]) var/rank = href_list["job_info"] var/datum/job/job = job_master.GetJob(rank) var/dat = list() dat += "



" if(job.alt_titles) dat += "Alternate titles: [english_list(job.alt_titles)]." send_rsc(user, job.get_job_icon(), "job[ckey(rank)].png") dat += "" if(job.departments) dat += "Departments: [english_list(job.departments)]." if(LAZYLEN(job.departments_managed)) dat += "You manage these departments: [english_list(job.departments_managed)]" dat += "You answer to [job.supervisors] normally." dat += "


" if(config.wikiurl) dat += "Open wiki page in browser" var/alt_title = pref.GetPlayerAltTitle(job) var/list/description = job.get_description_blurb(alt_title) if(LAZYLEN(description)) dat += html_encode(description[1]) if(description.len > 1) if(!isnull(description[2])) dat += "
" dat += html_encode(description[2]) var/datum/browser/popup = new(user, "Job Info", "[capitalize(rank)]", 430, 520, src) popup.set_content(jointext(dat,"
")) popup.open() else if(href_list["job_wiki"]) var/rank = href_list["job_wiki"] open_link(user,"[config.wikiurl][rank]") return ..() /datum/category_item/player_setup_item/occupation/proc/SetPlayerAltTitle(datum/job/job, new_title) // remove existing entry pref.player_alt_titles -= job.title // add one if it's not default if(job.title != new_title) pref.player_alt_titles[job.title] = new_title /datum/category_item/player_setup_item/occupation/proc/SetJob(mob/user, role) var/datum/job/job = job_master.GetJob(role) if(!job) return 0 if(job.type == /datum/job/assistant) if(pref.job_civilian_low & job.flag) pref.job_civilian_low &= ~job.flag else pref.job_civilian_low |= job.flag return 1 if(pref.GetJobDepartment(job, 1) & job.flag) SetJobDepartment(job, 1) else if(pref.GetJobDepartment(job, 2) & job.flag) SetJobDepartment(job, 2) else if(pref.GetJobDepartment(job, 3) & job.flag) SetJobDepartment(job, 3) else//job = Never SetJobDepartment(job, 4) return 1 /datum/category_item/player_setup_item/occupation/proc/SetJobDepartment(var/datum/job/job, var/level) if(!job || !level) return 0 switch(level) if(1)//Only one of these should ever be active at once so clear them all here pref.job_civilian_high = 0 pref.job_medsci_high = 0 pref.job_engsec_high = 0 pref.job_talon_high = 0 //VOREStation Add return 1 if(2)//Set current highs to med, then reset them pref.job_civilian_med |= pref.job_civilian_high pref.job_medsci_med |= pref.job_medsci_high pref.job_engsec_med |= pref.job_engsec_high pref.job_talon_med |= pref.job_talon_high //VOREStation Add pref.job_civilian_high = 0 pref.job_medsci_high = 0 pref.job_engsec_high = 0 pref.job_talon_high = 0 //VOREStation Add switch(job.department_flag) if(CIVILIAN) switch(level) if(2) pref.job_civilian_high = job.flag pref.job_civilian_med &= ~job.flag if(3) pref.job_civilian_med |= job.flag pref.job_civilian_low &= ~job.flag else pref.job_civilian_low |= job.flag if(MEDSCI) switch(level) if(2) pref.job_medsci_high = job.flag pref.job_medsci_med &= ~job.flag if(3) pref.job_medsci_med |= job.flag pref.job_medsci_low &= ~job.flag else pref.job_medsci_low |= job.flag if(ENGSEC) switch(level) if(2) pref.job_engsec_high = job.flag pref.job_engsec_med &= ~job.flag if(3) pref.job_engsec_med |= job.flag pref.job_engsec_low &= ~job.flag else pref.job_engsec_low |= job.flag return 1 /datum/category_item/player_setup_item/occupation/proc/ResetJobs() pref.job_civilian_high = 0 pref.job_civilian_med = 0 pref.job_civilian_low = 0 pref.job_medsci_high = 0 pref.job_medsci_med = 0 pref.job_medsci_low = 0 pref.job_engsec_high = 0 pref.job_engsec_med = 0 pref.job_engsec_low = 0 //VOREStation Add pref.job_talon_high = 0 pref.job_talon_med = 0 pref.job_talon_low = 0 //VOREStation Add End pref.player_alt_titles.Cut() /datum/preferences/proc/GetPlayerAltTitle(datum/job/job) return (job.title in player_alt_titles) ? player_alt_titles[job.title] : job.title /datum/preferences/proc/GetJobDepartment(var/datum/job/job, var/level) if(!job || !level) return 0 switch(job.department_flag) if(CIVILIAN) switch(level) if(1) return job_civilian_high if(2) return job_civilian_med if(3) return job_civilian_low if(MEDSCI) switch(level) if(1) return job_medsci_high if(2) return job_medsci_med if(3) return job_medsci_low if(ENGSEC) switch(level) if(1) return job_engsec_high if(2) return job_engsec_med if(3) return job_engsec_low return 0