mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 18:03:55 +00:00
675 lines
23 KiB
Plaintext
675 lines
23 KiB
Plaintext
var/global/datum/controller/occupations/job_master
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/datum/controller/occupations
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//List of all jobs
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var/list/occupations = list()
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//Players who need jobs
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var/list/unassigned = list()
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//Debug info
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var/list/job_debug = list()
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//Cache of icons for job info window
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var/list/job_icons = list()
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/datum/controller/occupations/proc/SetupOccupations()
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occupations = list()
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//var/list/all_jobs = typesof(/datum/job)
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var/list/all_jobs = list(/datum/job/station/assistant) | GLOB.using_map.allowed_jobs
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if(!all_jobs.len)
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to_world(SPAN_DEBUGWARNING("Error setting up jobs, no job datums found!"))
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return FALSE
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for(var/J in all_jobs)
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var/datum/job/job = J
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if(initial(job.abstract_type) == J)
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continue
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job = new J
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occupations += job
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tim_sort(occupations, /proc/cmp_job_datums)
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return TRUE
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/datum/controller/occupations/proc/Debug(text)
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if(!GLOB.Debug2)
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return FALSE
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job_debug.Add(text)
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return TRUE
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/datum/controller/occupations/proc/GetJob(rank)
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if(!rank)
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return null
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for(var/datum/job/J in occupations)
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if(!J)
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continue
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if(J.title == rank)
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return J
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return null
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/datum/controller/occupations/proc/GetPlayerAltTitle(mob/new_player/player, rank)
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return player.client.prefs.GetPlayerAltTitle(GetJob(rank))
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/datum/controller/occupations/proc/AssignRole(mob/new_player/player, rank, latejoin = 0)
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Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
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if(player && player.mind && rank)
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var/datum/job/job = GetJob(rank)
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if(!job)
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return 0
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if(job.minimum_character_age && (player.client.prefs.age < job.minimum_character_age))
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return 0
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if(jobban_isbanned(player, rank))
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return 0
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if(!job.player_old_enough(player.client))
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return 0
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if(!is_job_whitelisted(player, rank))
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return 0
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var/position_limit = job.total_positions
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if(!latejoin)
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position_limit = job.spawn_positions
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if((job.current_positions < position_limit) || position_limit == -1)
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Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
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player.mind.assigned_role = rank
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player.mind.role_alt_title = GetPlayerAltTitle(player, rank)
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unassigned -= player
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job.current_positions++
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return 1
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Debug("AR has failed, Player: [player], Rank: [rank]")
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return 0
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/// Making additional slot on the fly.
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/datum/controller/occupations/proc/FreeRole(rank)
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var/datum/job/job = GetJob(rank)
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if(job && job.total_positions != -1)
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job.total_positions++
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return 1
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return 0
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/datum/controller/occupations/proc/FindOccupationCandidates(datum/job/job, level, flag)
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Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
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var/list/candidates = list()
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for(var/mob/new_player/player in unassigned)
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if(jobban_isbanned(player, job.title))
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Debug("FOC isbanned failed, Player: [player]")
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continue
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if(!job.player_old_enough(player.client))
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Debug("FOC player not old enough, Player: [player]")
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continue
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if(job.minimum_character_age && (player.client.prefs.age < job.minimum_character_age))
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Debug("FOC character not old enough, Player: [player]")
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continue
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if(!is_job_whitelisted(player, job.title))
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Debug("FOC is_job_whitelisted failed, Player: [player]")
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continue
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if(flag && !(player.client.prefs.be_special & flag))
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Debug("FOC flag failed, Player: [player], Flag: [flag], ")
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continue
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if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
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Debug("FOC pass, Player: [player], Level:[level]")
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candidates += player
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return candidates
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/datum/controller/occupations/proc/GiveRandomJob(mob/new_player/player)
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Debug("GRJ Giving random job, Player: [player]")
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for(var/datum/job/job in shuffle(occupations))
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if(!job)
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continue
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if(job.minimum_character_age && (player.client.prefs.age < job.minimum_character_age))
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continue
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if(istype(job, GetJob(USELESS_JOB))) // We don't want to give him visitor, that's boring!
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continue
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if(SSjob.is_job_in_department(job.title, DEPARTMENT_COMMAND)) //If you want a command position, select it!
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continue
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if(jobban_isbanned(player, job.title))
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Debug("GRJ isbanned failed, Player: [player], Job: [job.title]")
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continue
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if(!job.player_old_enough(player.client))
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Debug("GRJ player not old enough, Player: [player]")
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continue
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if(!is_job_whitelisted(player, job.title))
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Debug("GRJ player not whitelisted for this job, Player: [player], Job: [job.title]")
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continue
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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Debug("GRJ Random job given, Player: [player], Job: [job]")
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AssignRole(player, job.title)
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unassigned -= player
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break
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/datum/controller/occupations/proc/ResetOccupations()
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for(var/mob/new_player/player in player_list)
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if((player) && (player.mind))
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player.mind.assigned_role = null
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player.mind.special_role = null
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SetupOccupations()
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unassigned = list()
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return
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/**
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* This proc is called before the level loop of DivideOccupations() and will try to select a head,
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* ignoring ALL non-head preferences for every level until it locates a head or runs out of levels to check.
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*/
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/datum/controller/occupations/proc/FillHeadPosition()
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for(var/level = 1 to 3)
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for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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// Build a weighted list, weight by age.
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var/list/weightedCandidates = list()
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for(var/mob/V in candidates)
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// Log-out during round-start? What a bad boy, no head position for you!
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if(!V.client)
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continue
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var/age = V.client.prefs.age
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if(age < job.minimum_character_age) // Nope.
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continue
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switch(age)
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if(job.minimum_character_age to (job.minimum_character_age+10))
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weightedCandidates[V] = 3 // Still a bit young.
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if((job.minimum_character_age+10) to (job.ideal_character_age-10))
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weightedCandidates[V] = 6 // Better.
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if((job.ideal_character_age-10) to (job.ideal_character_age+10))
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weightedCandidates[V] = 10 // Great.
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if((job.ideal_character_age+10) to (job.ideal_character_age+20))
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weightedCandidates[V] = 6 // Still good.
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if((job.ideal_character_age+20) to INFINITY)
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weightedCandidates[V] = 3 // Geezer.
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else
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// If there's ABSOLUTELY NOBODY ELSE
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if(candidates.len == 1) weightedCandidates[V] = 1
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var/mob/new_player/candidate = pickweight(weightedCandidates)
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if(AssignRole(candidate, command_position))
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return 1
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return 0
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/**
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* This proc is called at the start of the level loop of DivideOccupations() and will cause
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* head jobs to be checked before any other jobs of the same level.
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*/
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/datum/controller/occupations/proc/CheckHeadPositions(level)
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for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/new_player/candidate = pick(candidates)
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AssignRole(candidate, command_position)
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return
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/** Proc DivideOccupations
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* fills var "assigned_role" for all ready players.
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* This proc must not have any side effect besides of modifying "assigned_role".
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**/
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/datum/controller/occupations/proc/DivideOccupations()
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//Setup new player list and get the jobs list
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Debug("Running DO")
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SetupOccupations()
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//Holder for Triumvirate is stored in the SSticker, this just processes it
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if(SSticker && SSticker.triai)
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for(var/datum/job/A in occupations)
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if(A.title == "AI")
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A.spawn_positions = 3
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break
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//Get the players who are ready
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for(var/mob/new_player/player in player_list)
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if(player.ready && player.mind && !player.mind.assigned_role)
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unassigned += player
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Debug("DO, Len: [unassigned.len]")
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if(unassigned.len == 0)
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return 0
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//Shuffle players and jobs
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unassigned = shuffle(unassigned)
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HandleFeedbackGathering()
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//People who wants to be assistants, sure, go on.
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Debug("DO, Running Assistant Check 1")
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var/datum/job/assist = new DEFAULT_JOB_TYPE ()
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var/list/assistant_candidates = FindOccupationCandidates(assist, 3)
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Debug("AC1, Candidates: [assistant_candidates.len]")
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for(var/mob/new_player/player in assistant_candidates)
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Debug("AC1 pass, Player: [player]")
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AssignRole(player, USELESS_JOB)
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assistant_candidates -= player
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Debug("DO, AC1 end")
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//Select one head
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Debug("DO, Running Head Check")
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FillHeadPosition()
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Debug("DO, Head Check end")
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//Other jobs are now checked
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Debug("DO, Running Standard Check")
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// New job giving system by Donkie
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// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
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// Hopefully this will add more randomness and fairness to job giving.
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// Loop through all levels from high to low
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var/list/shuffledoccupations = shuffle(occupations)
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// var/list/disabled_jobs = SSticker.mode.disabled_jobs // So we can use .Find down below without a colon.
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for(var/level = 1 to 3)
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//Check the head jobs first each level
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CheckHeadPositions(level)
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// Loop through all unassigned players
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for(var/mob/new_player/player in unassigned)
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// Loop through all jobs
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for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
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if(!job || SSticker.mode.disabled_jobs.Find(job.title) )
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continue
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if(jobban_isbanned(player, job.title))
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Debug("DO isbanned failed, Player: [player], Job:[job.title]")
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continue
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if(!job.player_old_enough(player.client))
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Debug("DO player not old enough, Player: [player], Job:[job.title]")
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continue
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// If the player wants that job on this level, then try give it to him.
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if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
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// If the job isn't filled
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
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AssignRole(player, job.title)
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unassigned -= player
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break
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// Hand out random jobs to the people who didn't get any in the last check
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// Also makes sure that they got their preference correct
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for(var/mob/new_player/player in unassigned)
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if(player.client.prefs.alternate_option == GET_RANDOM_JOB)
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GiveRandomJob(player)
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/*
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Old job system
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for(var/level = 1 to 3)
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for(var/datum/job/job in occupations)
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Debug("Checking job: [job]")
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if(!job)
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continue
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if(!unassigned.len)
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break
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if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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while(candidates.len && ((job.current_positions < job.spawn_positions) || job.spawn_positions == -1))
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var/mob/new_player/candidate = pick(candidates)
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Debug("Selcted: [candidate], for: [job.title]")
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AssignRole(candidate, job.title)
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candidates -= candidate*/
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Debug("DO, Standard Check end")
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Debug("DO, Running AC2")
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// For those who wanted to be assistant if their preferences were filled, here you go.
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for(var/mob/new_player/player in unassigned)
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if(player.client.prefs.alternate_option == BE_ASSISTANT)
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Debug("AC2 Assistant located, Player: [player]")
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AssignRole(player, USELESS_JOB)
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//For ones returning to lobby
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for(var/mob/new_player/player in unassigned)
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if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
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player.ready = 0
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player.new_player_panel_proc()
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unassigned -= player
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return 1
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/datum/controller/occupations/proc/EquipRank(mob/living/carbon/human/H, rank, joined_late = 0)
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if(!H)
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return null
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var/datum/job/job = GetJob(rank)
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var/list/spawn_in_storage = list()
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if(!joined_late)
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var/obj/landmark/spawnpoint/S = SSjob.GetRoundstartSpawnpoint(H, H.client, job.type, job.faction)
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if(istype(S))
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H.forceMove(S.GetSpawnLoc())
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S.OnSpawn(H, H.client)
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else
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var/list/spawn_props = LateSpawn(H.client, rank)
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S = pick(spawn_props["spawnpoint"])
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if(!S)
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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."))
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return
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else
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H.forceMove(S.GetSpawnLoc())
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S.OnSpawn(H, H.client)
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// Moving wheelchair if they have one
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if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair))
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H.buckled.forceMove(H.loc)
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H.buckled.setDir(H.dir)
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if(job)
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//Equip custom gear loadout.
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var/list/custom_equip_slots = list()
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var/list/custom_equip_leftovers = list()
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if(H.client.prefs.gear && H.client.prefs.gear.len && !(job.mob_type & JOB_SILICON))
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for(var/thing in H.client.prefs.gear)
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var/datum/gear/G = gear_datums[thing]
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if(!G) //Not a real gear datum (maybe removed, as this is loaded from their savefile)
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continue
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var/permitted
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// Check if it is restricted to certain roles
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if(G.allowed_roles)
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for(var/job_name in G.allowed_roles)
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if(job.title == job_name)
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permitted = 1
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else
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permitted = 1
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// Check if they're whitelisted for this gear (in alien whitelist? seriously?)
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if(G.whitelisted && !is_alien_whitelisted(H, name_static_species_meta(G.whitelisted)))
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permitted = 0
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// If they aren't, tell them
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if(!permitted)
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to_chat(H, SPAN_WARNING("Your current species, job or whitelist status does not permit you to spawn with [G.display_name]!"))
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continue
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// Implants get special treatment
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if(G.slot == "implant")
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var/obj/item/implant/I = G.spawn_item(H, H.client.prefs.gear[G.display_name])
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I.invisibility = 100
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I.implant_loadout(H)
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continue
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// Try desperately (and sorta poorly) to equip the item. Now with increased desperation!
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// why are we stuffing metadata in assoclists?
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// because client might not be valid later down, so
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// we're gonna just grab it once and call it a day
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// sigh.
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var/metadata = H.client.prefs.gear[G.name]
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if(G.slot && !(G.slot in custom_equip_slots))
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if(G.slot == SLOT_ID_MASK || G.slot == SLOT_ID_SUIT || G.slot == SLOT_ID_HEAD)
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custom_equip_leftovers[thing] = metadata
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else if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
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to_chat(H, SPAN_NOTICE("Equipping you with \the [G.display_name]!"))
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if(G.slot != /datum/inventory_slot_meta/abstract/attach_as_accessory)
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custom_equip_slots.Add(G.slot)
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else
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custom_equip_leftovers[thing] = metadata
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else
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spawn_in_storage[thing] = metadata
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// Set up their account
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job.setup_account(H)
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// Equip job items.
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job.equip(H, H.mind ? H.mind.role_alt_title : "")
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// Stick their fingerprints on literally everything
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job.apply_fingerprints(H)
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// Only non-silicons get post-job-equip equipment
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if(!(job.mob_type & JOB_SILICON))
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H.equip_post_job()
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// If some custom items could not be equipped before, try again now.
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for(var/thing in custom_equip_leftovers)
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var/datum/gear/G = gear_datums[thing]
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if(G.slot in custom_equip_slots)
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spawn_in_storage[thing] = custom_equip_leftovers[thing]
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else
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if(H.equip_to_slot_or_del(G.spawn_item(H, custom_equip_leftovers[thing]), G.slot))
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to_chat(H, "<span class='notice'>Equipping you with \the [G.display_name]!</span>")
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custom_equip_slots.Add(G.slot)
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else
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spawn_in_storage[thing] = custom_equip_leftovers[thing]
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else
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to_chat(H, "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator.")
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H.job = rank
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log_game("JOINED [key_name(H)] as \"[rank]\"")
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log_game("SPECIES [key_name(H)] is a: \"[H.species.name]\"")
|
|
|
|
// 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 += "<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 == "Facility Director")
|
|
var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP) ? null : sound('sound/misc/boatswain.ogg', volume=20)
|
|
captain_announcement.Announce("All hands, [alt_title ? alt_title : "Facility Director"] [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
|
|
|
|
if(!isnull(B))
|
|
for(var/thing in spawn_in_storage)
|
|
var/datum/gear/G = gear_datums[thing]
|
|
G.spawn_item(B, spawn_in_storage[thing])
|
|
to_chat(H, SPAN_NOTICE("Placing \the [G.display_name] in your [B.name]!"))
|
|
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("l_foot")
|
|
var/obj/item/organ/external/r_foot = H.get_organ("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.setDir(H.dir)
|
|
W.add_fingerprint(H)
|
|
if(R)
|
|
W.color = R.color
|
|
qdel(R)
|
|
|
|
to_chat(H, SPAN_BOLD("You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank]."))
|
|
|
|
if(job.supervisors)
|
|
to_chat(H, 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_ID_LEFT_EAR)
|
|
to_chat(H, 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_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(GLOB.using_map && LAZYLEN(GLOB.using_map.usable_email_tlds))
|
|
domain = GLOB.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 & DISABILITY_NEARSIGHTED)
|
|
var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), SLOT_ID_GLASSES)
|
|
if(equipped != 1)
|
|
var/obj/item/clothing/glasses/G = H.glasses
|
|
G.prescription = 1
|
|
|
|
H.update_hud_sec_job()
|
|
H.update_hud_sec_implants()
|
|
H.update_hud_antag()
|
|
return H
|
|
|
|
/datum/controller/occupations/proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
|
|
if(!config_legacy.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 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
|
|
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(client/C, rank)
|
|
|
|
var/fail_deadly = FALSE
|
|
|
|
var/datum/job/J = SSjob.get_job(rank)
|
|
fail_deadly = J?.offmap_spawn
|
|
var/preferred_method
|
|
var/datum/spawnpoint/spawnpos
|
|
|
|
//Spawn them at their preferred one
|
|
if(C && C.prefs.spawnpoint)
|
|
if(!(C.prefs.spawnpoint in GLOB.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.spawnpoint]) is unavailable for the current map. Spawning you at one of the enabled spawn points instead."))
|
|
else
|
|
spawnpos = spawntypes[C.prefs.spawnpoint]
|
|
|
|
preferred_method = spawnpos?.method
|
|
var/obj/landmark/spawnpoint/S
|
|
|
|
. = list("spawnpoint")
|
|
if(spawnpos && istype(spawnpos))
|
|
if(spawnpos.check_job_spawning(rank))
|
|
S = SSjob.GetLatejoinSpawnpoint(method = preferred_method, job_path = J.type, faction = J.faction)
|
|
.["spawnpoint"] = S
|
|
.["channel"] = spawnpos.announce_channel
|
|
else
|
|
if(fail_deadly)
|
|
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_WARNING("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead."))
|
|
.["spawnpoint"] = SSjob.GetLatejoinSpawnpoint(J.faction)
|
|
else if(!fail_deadly)
|
|
.["spawnpoint"] = SSjob.GetLatejoinSpawnpoint(J.faction)
|