Files
CHOMPStation2/code/game/jobs/job_controller.dm
Casey e00ef6da6f Merge pull request #14222 from Heroman3003/suit-override
Allows suit, mask and head slot items in loadout to override job items
2022-12-23 16:25:12 +00:00

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32 KiB
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var/global/datum/controller/occupations/job_master
#define GET_RANDOM_JOB 0
#define BE_ASSISTANT 1
#define RETURN_TO_LOBBY 2
/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 = "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_world("<span class='warning'>Error setting up jobs, no job datums found!</span>")
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, /proc/cmp_job_datums)
return 1
/datum/controller/occupations/proc/Debug(var/text)
if(!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.client.prefs.age < job.get_min_age(player.client.prefs.species, player.client.prefs.organ_data["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++
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/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.client.prefs.age < job.get_min_age(player.client.prefs.species, player.client.prefs.organ_data["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.species, player.client.prefs.organ_data["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.client.prefs.age < job.get_min_age(player.client.prefs.species, player.client.prefs.organ_data["brain"])))
continue
if(job.is_species_banned(player.client.prefs.species, player.client.prefs.organ_data["brain"]) == TRUE)
continue
if(istype(job, GetJob(USELESS_JOB))) // 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 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.client.prefs.age
if(age < job.get_min_age(V.client.prefs.species, V.client.prefs.organ_data["brain"])) // Nope.
continue
var/idealage = job.get_ideal_age(V.client.prefs.species, V.client.prefs.organ_data["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(ticker && ticker.triai)
for(var/datum/job/A in occupations)
if(A.title == "AI")
A.spawn_positions = 3
break
//Get the players who are ready
for(var/mob/new_player/player in 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, USELESS_JOB) //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 = ticker.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 || ticker.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, USELESS_JOB) //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 = 0
player.new_player_panel_proc()
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 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 class='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.</span>")
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 && H.client.prefs && H.client.prefs.gear && H.client.prefs.gear.len && !(job.mob_type & JOB_SILICON))
for(var/thing in H.client.prefs.gear)
var/datum/gear/G = 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, GLOB.all_species[G.whitelisted]))
permitted = 0
// If they aren't, tell them
if(!permitted)
to_chat(H, "<span class='warning'>Your current species, job or whitelist status does not permit you to spawn with [thing]!</span>")
continue
// Implants get special treatment
if(G.slot == "implant")
var/obj/item/weapon/implant/I = G.spawn_item(H, H.client.prefs.gear[G.display_name])
I.invisibility = 100
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 = H.client.prefs.gear[G.display_name]
//if(G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head)
// custom_equip_leftovers += thing
//else
if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
to_chat(H, "<span class='notice'>Equipping you with \the [thing]!</span>")
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
if(!(job.mob_type & JOB_SILICON))
H.equip_post_job()
// If some custom items could not be equipped before, try again now.
for(var/thing in custom_equip_leftovers)
var/datum/gear/G = gear_datums[thing]
if(G.slot in custom_equip_slots)
spawn_in_storage += thing
else
var/metadata = H.client.prefs.gear[G.display_name]
if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
to_chat(H, "<span class='notice'>Equipping you with \the [thing]!</span>")
custom_equip_slots.Add(G.slot)
else
spawn_in_storage += thing
else
to_chat(H, "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 = department_accounts[D]
if(department_account)
remembered_info += "<b>Department account number ([D]):</b> #[department_account.account_number]<br>"
remembered_info += "<b>Department account pin ([D]):</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>Department account funds ([D]):</b> $[department_account.money]<br>"
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 == "Site Manager" && announce)
var/sound/announce_sound = (ticker.current_state <= GAME_STATE_SETTING_UP) ? null : sound('sound/misc/boatswain.ogg', volume=20)
captain_announcement.Announce("All hands, [alt_title ? alt_title : "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/weapon/storage/B
for(var/obj/item/weapon/storage/S in H.contents)
B = S
break
if(!isnull(B))
for(var/thing in spawn_in_storage)
to_chat(H, "<span class='notice'>Placing \the [thing] in your [B.name]!</span>")
var/datum/gear/G = gear_datums[thing]
var/metadata = H.client.prefs.gear[G.display_name]
G.spawn_item(B, metadata)
else
to_chat(H, "<span class='danger'>Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug.</span>")
if(istype(H)) //give humans wheelchairs, if they need them.
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/obj/item/weapon/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, "<B>You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank].</B>")
if(job.supervisors)
to_chat(H, "<b>As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
if(job.has_headset)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_l_ear)
to_chat(H, "<b>To speak on your department's radio channel use :h. For the use of other channels, examine your headset.</b>")
if(job.req_admin_notify)
to_chat(H, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
// 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(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(ntnet_global.does_email_exist(complete_login))
to_chat(H, "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, "Your email account address is <b>[EA.login]</b> and the password is <b>[EA.password]</b>. 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 = 1
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.load_jobs_from_txt)
return 0
var/list/jobEntries = 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 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/mob/living/prey_to_nomph
//CHOMPEdit - Remove fail_deadly addition on offmap_spawn
//Spawn them at their preferred one
if(C && C.prefs.spawnpoint)
if(C.prefs.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))
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 = input(C, "Choose a Predator.", "Pred Spawnpoint") as null|anything in 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
available_bellies += Y
var/backup = alert(C, "Do you want a mind backup?", "Confirm", "Yes", "No")
if(backup == "Yes")
backup = 1
vore_spawn_gut = input(C, "Choose a Belly.", "Belly Spawnpoint") as null|anything in available_bellies
if(!vore_spawn_gut)
return
to_chat(C, "<b><span class='warning'>[pred] has received your spawn request. Please wait.</span></b>")
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 = alert(pred, "[C.prefs.real_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", "No", "Yes")
if(confirm != "Yes")
to_chat(C, "<span class='warning'>[pred] has declined your spawn request.</span>")
var/message = sanitizeSafe(input(pred,"Do you want to leave them a message?")as text|null)
if(message)
to_chat(C, "<span class='notice'>[pred] message : [message]</span>")
return
if(!vore_spawn_gut || QDELETED(vore_spawn_gut))
to_chat(C, "<span class='warning'>Somehow, the belly you were trying to enter no longer exists.</span>")
return
if(pred.stat == UNCONSCIOUS || pred.stat == DEAD)
to_chat(C, "<span class='warning'>[pred] is not conscious.</span>")
to_chat(pred, "<span class='warning'>You must be conscious to accept.</span>")
return
if(!(pred.z in using_map.vorespawn_levels))
to_chat(C, "<span class='warning'>[pred] is no longer in station grounds.</span>")
to_chat(pred, "<span class='warning'>You must be within station grounds to accept.</span>")
return
if(backup)
addtimer(CALLBACK(src, .proc/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 class='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.</span>")
to_chat(pred, "<span class='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.</span>")
else
to_chat(C, "<span class='warning'>No predators were available to accept you.</span>")
return
spawnpos = spawntypes[C.prefs.spawnpoint]
if(C.prefs.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))
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 = input(C, "Choose a Prey to spawn nom.", "Prey Spawnpoint") as null|anything in 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 = input(C, "Choose your Belly.", "Belly Spawnpoint") as null|anything in available_bellies
if(!vore_spawn_gut)
return
to_chat(C, "<b><span class='warning'>[prey] has received your spawn request. Please wait.</span></b>")
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 = alert(prey, "[C.prefs.real_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", "No", "Yes")
if(confirm != "Yes")
to_chat(C, "<span class='warning'>[prey] has declined your spawn request.</span>")
var/message = sanitizeSafe(input(prey,"Do you want to leave them a message?")as text|null)
if(message)
to_chat(C, "<span class='notice'>[prey] message : [message]</span>")
return
if(prey.stat == UNCONSCIOUS || prey.stat == DEAD)
to_chat(C, "<span class='warning'>[prey] is not conscious.</span>")
to_chat(prey, "<span class='warning'>You must be conscious to accept.</span>")
return
if(!(prey.z in using_map.vorespawn_levels))
to_chat(C, "<span class='warning'>[prey] is no longer in station grounds.</span>")
to_chat(prey, "<span class='warning'>You must be within station grounds to accept.</span>")
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 class='warning'>No prey were available to accept you.</span>")
return
else
if(!(C.prefs.spawnpoint in using_map.allowed_spawns))
if(fail_deadly)
to_chat(C, "<span class='warning'>Your chosen spawnpoint is unavailable for this map and your job requires a specific spawnpoint. Please correct your spawn point choice.</span>")
return
else
to_chat(C, "<span class='warning'>Your chosen spawnpoint ([C.prefs.spawnpoint]) is unavailable for the current map. Spawning you at one of the enabled spawn points instead.</span>")
spawnpos = null
else
spawnpos = spawntypes[C.prefs.spawnpoint]
//We will return a list key'd by "turf" and "msg"
. = list("turf","msg", "voreny", "prey")
if(vore_spawn_gut)
.["voreny"] = vore_spawn_gut
if(prey_to_nomph)
.["prey"] = prey_to_nomph //We pass this on later to reverse the vorespawn in new_player.dm
if(spawnpos && istype(spawnpos) && spawnpos.turfs.len)
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 class='warning'>Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Please correct your spawn point choice.</span>")
return
to_chat(C, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")
var/spawning = pick(latejoin)
.["turf"] = get_turf(spawning)
.["msg"] = "will arrive at the station shortly"
else if(!fail_deadly)
var/spawning = pick(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)