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Citadel-Station-13-RP/code/controllers/subsystem/job/job_controller.dm
Zandario ed05e01a95 __HELPERS Cleaning and other things I decided to do. (#4584)
* Schizoposting

* The Crungly

* Tabbin' the JSON y'all

* Strings
2022-10-21 01:56:59 -07:00

675 lines
23 KiB
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var/global/datum/controller/occupations/job_master
/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()
occupations = list()
//var/list/all_jobs = typesof(/datum/job)
var/list/all_jobs = list(/datum/job/station/assistant) | GLOB.using_map.allowed_jobs
if(!all_jobs.len)
to_world(SPAN_DEBUGWARNING("Error setting up jobs, no job datums found!"))
return FALSE
for(var/J in all_jobs)
var/datum/job/job = J
if(initial(job.abstract_type) == J)
continue
job = new J
occupations += job
tim_sort(occupations, /proc/cmp_job_datums)
return TRUE
/datum/controller/occupations/proc/Debug(text)
if(!GLOB.Debug2)
return FALSE
job_debug.Add(text)
return TRUE
/datum/controller/occupations/proc/GetJob(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(mob/new_player/player, rank, 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 && (player.client.prefs.age < job.minimum_character_age))
return 0
if(jobban_isbanned(player, rank))
return 0
if(!job.player_old_enough(player.client))
return 0
if(!is_job_whitelisted(player, rank))
return 0
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
/// Making additional slot on the fly.
/datum/controller/occupations/proc/FreeRole(rank)
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.minimum_character_age))
Debug("FOC character not old enough, Player: [player]")
continue
if(!is_job_whitelisted(player, job.title))
Debug("FOC is_job_whitelisted failed, 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(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 && (player.client.prefs.age < job.minimum_character_age))
continue
if(istype(job, GetJob(USELESS_JOB))) // We don't want to give him visitor, that's boring!
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
if(!is_job_whitelisted(player, job.title))
Debug("GRJ player not whitelisted for this job, Player: [player], Job: [job.title]")
continue
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.minimum_character_age) // Nope.
continue
switch(age)
if(job.minimum_character_age to (job.minimum_character_age+10))
weightedCandidates[V] = 3 // Still a bit young.
if((job.minimum_character_age+10) to (job.ideal_character_age-10))
weightedCandidates[V] = 6 // Better.
if((job.ideal_character_age-10) to (job.ideal_character_age+10))
weightedCandidates[V] = 10 // Great.
if((job.ideal_character_age+10) to (job.ideal_character_age+20))
weightedCandidates[V] = 6 // Still good.
if((job.ideal_character_age+20) to INFINITY)
weightedCandidates[V] = 3 // Geezer.
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(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 SSticker, this just processes it
if(SSticker && SSticker.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)
assistant_candidates -= player
Debug("DO, AC1 end")
//Select one head
Debug("DO, Running Head Check")
FillHeadPosition()
Debug("DO, Head Check end")
//Other jobs are now checked
Debug("DO, Running Standard Check")
// New job giving system by Donkie
// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
// Hopefully this will add more randomness and fairness to job giving.
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(occupations)
// var/list/disabled_jobs = SSticker.mode.disabled_jobs // So we can use .Find down below without a colon.
for(var/level = 1 to 3)
//Check the head jobs first each level
CheckHeadPositions(level)
// Loop through all unassigned players
for(var/mob/new_player/player in unassigned)
// Loop through all jobs
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
if(!job || SSticker.mode.disabled_jobs.Find(job.title) )
continue
if(jobban_isbanned(player, job.title))
Debug("DO isbanned failed, Player: [player], Job:[job.title]")
continue
if(!job.player_old_enough(player.client))
Debug("DO player not old enough, Player: [player], Job:[job.title]")
continue
// 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)
//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(mob/living/carbon/human/H, rank, joined_late = 0)
if(!H)
return null
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
if(!joined_late)
var/obj/landmark/spawnpoint/S = SSjob.GetRoundstartSpawnpoint(H, H.client, job.type, job.faction)
if(istype(S))
H.forceMove(S.GetSpawnLoc())
S.OnSpawn(H, H.client)
else
var/list/spawn_props = LateSpawn(H.client, rank)
S = pick(spawn_props["spawnpoint"])
if(!S)
to_chat(H, SPAN_CRITICAL("You were unable to be spawned at your chosen late-join spawnpoint. Please verify your job/spawn point combination makes sense, and try another one."))
return
else
H.forceMove(S.GetSpawnLoc())
S.OnSpawn(H, H.client)
// Moving wheelchair if they have one
if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair))
H.buckled.forceMove(H.loc)
H.buckled.setDir(H.dir)
if(job)
//Equip custom gear loadout.
var/list/custom_equip_slots = list()
var/list/custom_equip_leftovers = list()
if(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, name_static_species_meta(G.whitelisted)))
permitted = 0
// If they aren't, tell them
if(!permitted)
to_chat(H, SPAN_WARNING("Your current species, job or whitelist status does not permit you to spawn with [G.display_name]!"))
continue
// Implants get special treatment
if(G.slot == "implant")
var/obj/item/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!
// why are we stuffing metadata in assoclists?
// because client might not be valid later down, so
// we're gonna just grab it once and call it a day
// sigh.
var/metadata = H.client.prefs.gear[G.name]
if(G.slot && !(G.slot in custom_equip_slots))
if(G.slot == SLOT_ID_MASK || G.slot == SLOT_ID_SUIT || G.slot == SLOT_ID_HEAD)
custom_equip_leftovers[thing] = metadata
else if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
to_chat(H, SPAN_NOTICE("Equipping you with \the [G.display_name]!"))
if(G.slot != /datum/inventory_slot_meta/abstract/attach_as_accessory)
custom_equip_slots.Add(G.slot)
else
custom_equip_leftovers[thing] = metadata
else
spawn_in_storage[thing] = metadata
// 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] = custom_equip_leftovers[thing]
else
if(H.equip_to_slot_or_del(G.spawn_item(H, custom_equip_leftovers[thing]), G.slot))
to_chat(H, "<span class='notice'>Equipping you with \the [G.display_name]!</span>")
custom_equip_slots.Add(G.slot)
else
spawn_in_storage[thing] = custom_equip_leftovers[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]\"")
// 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)