Datumize job assignment. (#28521)

* Datumize job assignment.

* fix arg

* correct argument type passing

* lewc review 1

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* microptimizations for iterations

* shit, not this one

* make logging more consistent

* copy over head/antag roll logic

* okay we're done with dumb boutique logging sinks

* this is the same proc

* this is the same proc

* fix build

* more logging and check command position availability

* tighten up some logic

* mostly tiny tweaks

* tweak logs

* add step type for latejoin

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-05-04 18:23:46 +00:00
committed by GitHub
co-authored by Luc
parent 31836fc586
commit 29935d7db9
11 changed files with 675 additions and 418 deletions
+5 -405
View File
@@ -14,10 +14,6 @@ SUBSYSTEM_DEF(jobs)
var/list/id_change_records = list() // List of all job transfer records
var/probability_of_antag_role_restriction = 100 // Dict probability of a job rolling an antagonist role
var/id_change_counter = 1
//Players who need jobs
var/list/unassigned = list()
//Debug info
var/list/job_debug = list()
///list of station departments and their associated roles and economy payments
var/list/station_departments = list()
@@ -25,8 +21,8 @@ SUBSYSTEM_DEF(jobs)
var/late_arrivals_spawning = FALSE
/// Do we spawn people drunkenly due to the party last night?
var/drunken_spawning = FALSE
/// A list of minds that have failed to roll antagonist. Cleared when job selection finishes.
var/list/failed_head_antag_roll = list()
/// Job selector, used for roundstart and late join job assignment
var/datum/job_selector/job_selector
/datum/controller/subsystem/jobs/Initialize()
if(!length(occupations))
@@ -58,10 +54,6 @@ SUBSYSTEM_DEF(jobs)
return 1
/datum/controller/subsystem/jobs/proc/Debug(text)
job_debug.Add(text)
/datum/controller/subsystem/jobs/proc/GetJob(rank)
if(!length(occupations))
SetupOccupations()
@@ -75,45 +67,6 @@ SUBSYSTEM_DEF(jobs)
/datum/controller/subsystem/jobs/proc/GetPlayerAltTitle(mob/new_player/player, rank)
return player.client.prefs.active_character.GetPlayerAltTitle(GetJob(rank))
/datum/controller/subsystem/jobs/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 FALSE
if(job.job_banned_gamemode)
return FALSE
if(jobban_isbanned(player, rank))
return FALSE
if(!job.player_old_enough(player.client))
return FALSE
if(job.get_exp_restrictions(player.client))
return FALSE
if(job.barred_by_disability(player.client))
return FALSE
if(job.barred_by_missing_limbs(player.client))
return FALSE
var/available = latejoin ? job.is_position_available() : job.is_spawn_position_available()
if(available)
Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JTP:[job.total_positions], JSP:[job.spawn_positions]")
player.mind.assigned_role = rank
player.mind.role_alt_title = GetPlayerAltTitle(player, rank)
// JOB OBJECTIVES OH SHIT
player.mind.job_objectives.Cut()
for(var/objectiveType in job.required_objectives)
new objectiveType(player.mind)
unassigned -= player
job.current_positions++
SSblackbox.record_feedback("nested tally", "manifest", 1, list(rank, (latejoin ? "latejoin" : "roundstart")))
return 1
Debug("AR has failed, Player: [player], Rank: [rank]")
return 0
/datum/controller/subsystem/jobs/proc/FreeRole(rank, force = FALSE) //making additional slot on the fly
var/datum/job/job = GetJob(rank)
if(!job)
@@ -128,326 +81,15 @@ SUBSYSTEM_DEF(jobs)
return TRUE
return FALSE
/datum/controller/subsystem/jobs/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)
Debug(" - Player: [player] Banned: [jobban_isbanned(player, job.title)] Old Enough: [!job.player_old_enough(player.client)] AvInPlaytime: [job.get_exp_restrictions(player.client)] Flag && Be Special: [flag] && [player.client.prefs.be_special] Job Department: [player.client.prefs.active_character.GetJobDepartment(job, level)] Job Flag: [job.flag] Job Department Flag = [job.department_flag]")
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.get_exp_restrictions(player.client))
Debug("FOC player not enough playtime, Player: [player]")
continue
if(job.barred_by_disability(player.client))
Debug("FOC player has disability rendering them ineligible for job, Player: [player]")
continue
if(job.barred_by_missing_limbs(player.client))
Debug("FOC player has missing limbs rendering them ineligible for job, Player: [player]")
continue
if(flag && !(flag in player.client.prefs.be_special))
Debug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
Debug("FOC incompatbile with antagonist role, Player: [player]")
continue
if(player.client.prefs.active_character.GetJobDepartment(job, level) & job.flag)
if(player.mind.special_role && player.mind && (job.title in SSticker.mode.single_antag_positions)) //We want to check if they want the job, before rolling the prob chance
if((player.mind in SSjobs.failed_head_antag_roll) || !prob(probability_of_antag_role_restriction))
Debug("FOC Failed probability of getting a second antagonist position in this job, Player: [player], Job:[job.title]")
SSjobs.failed_head_antag_roll |= player.mind
continue
else
probability_of_antag_role_restriction /= 10
Debug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/jobs/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(istype(job, GetJob("Assistant"))) // We don't want to give him assistant, that's boring!
continue
if(job.title in GLOB.command_positions) //If you want a command position, select it!
continue
if(job.admin_only) // No admin positions either.
continue
if(job.mentor_only) // Neither for mentor positions
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(job.get_exp_restrictions(player.client))
Debug("GRJ player not enough playtime, Player: [player]")
continue
if(job.barred_by_disability(player.client))
Debug("GRJ player has disability rendering them ineligible for job, Player: [player]")
continue
if(job.barred_by_missing_limbs(player.client))
Debug("GRJ player has missing limbs rendering them ineligible for job, Player: [player]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
Debug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
continue
if(player.mind.special_role && player.mind && (job.title in SSticker.mode.single_antag_positions))
if((player.mind in SSjobs.failed_head_antag_roll) || !prob(probability_of_antag_role_restriction))
Debug("GRJ Failed probability of getting a second antagonist position in this job, Player: [player], Job:[job.title]")
SSjobs.failed_head_antag_roll |= player.mind
continue
else
probability_of_antag_role_restriction /= 10
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/subsystem/jobs/proc/ResetOccupations()
for(var/mob/new_player/player in GLOB.player_list)
if((player) && (player.mind))
player.mind.assigned_role = null
player.mind.special_role = null
occupations.Cut()
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/subsystem/jobs/proc/FillHeadPosition()
for(var/level = 1 to 3)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!length(candidates))
continue
var/list/filteredCandidates = 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
filteredCandidates += V
if(!length(filteredCandidates))
continue
var/mob/new_player/candidate = pick(filteredCandidates)
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/subsystem/jobs/proc/CheckHeadPositions(level)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!length(candidates))
continue
var/mob/new_player/candidate = pick(candidates)
AssignRole(candidate, command_position)
/datum/controller/subsystem/jobs/proc/FillAIPosition()
if(!GLOB.configuration.jobs.allow_ai)
return FALSE
var/ai_selected = 0
var/datum/job/job = GetJob("AI")
if(!job)
return 0
for(var/i = job.total_positions, i > 0, i--)
for(var/level = 1 to 3)
var/list/candidates = list()
candidates = FindOccupationCandidates(job, level)
if(length(candidates))
var/mob/new_player/candidate = pick(candidates)
if(AssignRole(candidate, "AI"))
ai_selected++
break
if(ai_selected)
return 1
return 0
/** 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/subsystem/jobs/proc/DivideOccupations()
// Lets roughly time this
var/watch = start_watch()
//Setup new player list and get the jobs list
Debug("Running DO")
if(!length(occupations))
SetupOccupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(SSticker)
for(var/datum/job/ai/A in occupations)
if(SSticker.triai)
A.spawn_positions = 3
//Get the players who are ready
for(var/mob/new_player/player in GLOB.player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
Debug("DO, Len: [length(unassigned)]")
if(!length(unassigned))
return FALSE
//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/ast = new /datum/job/assistant()
var/list/assistant_candidates = FindOccupationCandidates(ast, 3)
Debug("AC1, Candidates: [length(assistant_candidates)]")
for(var/mob/new_player/player in assistant_candidates)
Debug("AC1 pass, Player: [player]")
AssignRole(player, "Assistant")
assistant_candidates -= player
Debug("DO, AC1 end")
//Select one head
Debug("DO, Running Head Check")
FillHeadPosition()
Debug("DO, Head Check end")
//Check for an AI
Debug("DO, Running AI Check")
FillAIPosition()
Debug("DO, AI 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)
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)
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(job.get_exp_restrictions(player.client))
Debug("DO player not enough playtime, Player: [player], Job:[job.title]")
continue
if(job.barred_by_disability(player.client))
Debug("DO player has disability rendering them ineligible for job, Player: [player], Job:[job.title]")
continue
if(job.barred_by_missing_limbs(player.client))
Debug("DO player has missing limbs rendering them ineligible for job, Player: [player], Job:[job.title]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
Debug("DO incompatible with antagonist role, 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.active_character.GetJobDepartment(job, level) & job.flag)
// If the job isn't filled
if(job.is_spawn_position_available())
if(player.mind.special_role && player.mind && (job.title in SSticker.mode.single_antag_positions)) //We want to check if they want the job, before rolling the prob chance
if((player.mind in SSjobs.failed_head_antag_roll) || !prob(probability_of_antag_role_restriction))
Debug("DO Failed probability of getting a second antagonist position in this job, Player: [player], Job:[job.title]")
SSjobs.failed_head_antag_roll |= player.mind
continue
else
probability_of_antag_role_restriction /= 10
Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
Debug(" - Job Flag: [job.flag] Job Department: [player.client.prefs.active_character.GetJobDepartment(job, level)] Job Current Pos: [job.current_positions] Job Spawn Positions = [job.spawn_positions]")
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.active_character.alternate_option == GET_RANDOM_JOB)
GiveRandomJob(player)
Debug("DO, Standard Check end")
Debug("DO, Running AC2")
// Antags, who have to get in, come first
for(var/mob/new_player/player in unassigned)
if(player.mind.special_role)
if(player.client.prefs.active_character.alternate_option != BE_ASSISTANT)
GiveRandomJob(player)
if(player in unassigned)
AssignRole(player, "Assistant")
else
AssignRole(player, "Assistant")
else if(length(player.mind.restricted_roles))
stack_trace("A player with `restricted_roles` had no `special_role`. They are likely an antagonist, but failed to spawn in.") // this can be fixed by assigning a special_role in pre_setup of the gamemode
message_admins("A player mind ([player.mind]) is likely an antagonist, but may have failed to spawn in! Please report this to coders.")
// Then we assign what we can to everyone else.
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.active_character.alternate_option == BE_ASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
else if(player.client.prefs.active_character.alternate_option == RETURN_TO_LOBBY)
player.ready = FALSE
unassigned -= player
log_debug("Dividing Occupations took [stop_watch(watch)]s")
failed_head_antag_roll = list()
return TRUE
/datum/controller/subsystem/jobs/proc/AssignRank(mob/living/carbon/human/H, rank, joined_late = FALSE)
if(!H)
return null
@@ -615,48 +257,6 @@ SUBSYSTEM_DEF(jobs)
return TRUE
/datum/controller/subsystem/jobs/proc/HandleFeedbackGathering()
for(var/datum/job/job in occupations)
var/high = 0 //high
var/medium = 0 //medium
var/low = 0 //low
var/never = 0 //never
var/banned = 0 //banned
var/young = 0 //account too young
var/disabled = FALSE //has disability rendering them ineligible
for(var/mob/new_player/player in GLOB.player_list)
if(!(player.ready && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
banned++
continue
if(!job.player_old_enough(player.client))
young++
continue
if(job.get_exp_restrictions(player.client))
young++
continue
if(job.barred_by_disability(player.client) || job.barred_by_missing_limbs(player.client))
disabled++
continue
if(player.client.prefs.active_character.GetJobDepartment(job, 1) & job.flag)
high++
else if(player.client.prefs.active_character.GetJobDepartment(job, 2) & job.flag)
medium++
else if(player.client.prefs.active_character.GetJobDepartment(job, 3) & job.flag)
low++
else never++ //not selected
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
SSblackbox.record_feedback("nested tally", "job_preferences", never, list("[job.title]", "never"))
SSblackbox.record_feedback("nested tally", "job_preferences", banned, list("[job.title]", "banned"))
SSblackbox.record_feedback("nested tally", "job_preferences", young, list("[job.title]", "young"))
SSblackbox.record_feedback("nested tally", "job_preferences", disabled, list("[job.title]", "disabled"))
//fuck
/datum/controller/subsystem/jobs/proc/CreateMoneyAccount(mob/living/H, rank, datum/job/job)
if(job && !job.has_bank_account)
@@ -829,7 +429,7 @@ SUBSYSTEM_DEF(jobs)
// Step 1: Get us a list of clients to process
var/list/client/clients_to_process = GLOB.clients.Copy() // This is copied so that clients joining in the middle of this dont break things
Debug("Starting EXP update for [length(clients_to_process)] clients. (Adding [minutes] minutes)")
log_debug("Starting EXP update for [length(clients_to_process)] clients. (Adding [minutes] minutes)")
var/list/datum/db_query/select_queries = list() // List of SELECT queries to mass grab EXP.
@@ -975,4 +575,4 @@ SUBSYSTEM_DEF(jobs)
SSdbcore.MassExecute(player_update_queries, TRUE, TRUE, FALSE, FALSE) // Batch execute so we can take advantage of async magic
SSdbcore.MassExecute(playtime_history_update_queries, TRUE, TRUE, FALSE, FALSE)
Debug("Successfully updated all EXP data in [stop_watch(start_time)]s")
log_debug("Successfully updated all EXP data in [stop_watch(start_time)]s")
+3 -1
View File
@@ -258,7 +258,9 @@ SUBSYSTEM_DEF(ticker)
else
log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - keeping standard job config")
SSjobs.DivideOccupations() //Distribute jobs
SSjobs.job_selector = new()
SSjobs.job_selector.assign_all_roles()
SSjobs.job_selector.apply_roles_to_players()
if(hide_mode)
var/list/modes = list()
+231
View File
@@ -0,0 +1,231 @@
RESTRICT_TYPE(/datum/job_candidate)
/// A datum representing all the information needed to perform roundstart job
/// selection, without actually needing clients. This allows for the creation
/// of fake candidates, allowing testing of the role selection system independent
/// of the number of actual players.
/datum/job_candidate
/// The character being considered for assignment. Is a default character
/// save but can have player characters loaded into it via
/// [/datum/job_candidate/proc/load_from_player].
VAR_PRIVATE/datum/character_save/active_character
/// The jobbans of the current player or simulated candidate.
VAR_PRIVATE/datum/job_ban_holder/jbh
/// The list of special roles the candidate has enabled.
VAR_PRIVATE/list/be_special = list()
/// The jobs that the candidate cannot play, usually populated as a result
/// of the candidate being assigned a special/antag role.
VAR_PRIVATE/list/restricted_roles = list()
/// The account age in days.
VAR_PRIVATE/account_age_in_days
/// The bitfield of admin rights the candidate has. Used to allow bypasses
/// of playtime requirements for admins if
/// [/datum/configuration_section/job_configuration/var/enable_exp_admin_bypass]
/// is set.
VAR_PRIVATE/admin_rights = 0
/// The name of the assigned job, once one has been assigned.
VAR_PRIVATE/assigned_job_title = null
/// A query parameterized list of jobs to hours played.
VAR_PRIVATE/exp
/// Whether or not the player represented by the candidate is an admin.
VAR_PRIVATE/is_admin = FALSE
/// Whether or not the player represented by the candidate is logged in on a
/// guest account.
VAR_PRIVATE/is_guest_key = FALSE
/// Whether or not the candidate is a late join candidate, as opposed to a
/// roundstart one.
VAR_PRIVATE/latejoin = FALSE
/// The player's ckey, if the candidate is representing a real player.
VAR_PRIVATE/real_ckey
/// Whether or not the player is being returned to the lobby due to a failed
/// job selection.
VAR_PRIVATE/return_to_lobby = FALSE
/// What, if any, special/antag role has been assigned to the candidate
/// ahead of job selection.
VAR_PRIVATE/special_role
/// Whether this candidate failed a head roll as an antag.
VAR_PRIVATE/failed_head_antag_roll_
/datum/job_candidate/New()
active_character = new()
jbh = new()
/datum/job_candidate/Destroy(force, ...)
active_character = null
jbh = null
return ..()
/datum/job_candidate/proc/get_ckey()
return real_ckey ? real_ckey : "(simulated) CKEY"
/datum/job_candidate/proc/is_assigned()
return assigned_job_title != null
/datum/job_candidate/proc/assign_title(title)
assigned_job_title = title
/datum/job_candidate/proc/return_to_lobby()
return_to_lobby = TRUE
/datum/job_candidate/proc/restricted_from(datum/job/job)
return job.title in restricted_roles
/datum/job_candidate/proc/has_special_role()
return special_role
/datum/job_candidate/proc/alternate_spawn_option()
return active_character.alternate_option
/datum/job_candidate/proc/has_restricted_roles()
return length(restricted_roles)
/datum/job_candidate/proc/is_jobbanned(datum/job/job)
if(GLOB.configuration.jobs.guest_job_ban && is_guest_key)
return "Guest Job-ban"
if(job.title in jbh.job_bans)
var/datum/job_ban/ban = jbh.job_bans[job.title]
return ban.reason
/datum/job_candidate/proc/wants_job(datum/job/job, level)
return active_character.GetJobDepartment(job, level) & job.flag
/datum/job_candidate/proc/is_account_old_enough(datum/job/job)
if(GLOB.configuration.jobs.restrict_jobs_on_account_age && isnum(account_age_in_days) && isnum(job.minimal_player_age))
return max(0, job.minimal_player_age - account_age_in_days) == 0
return TRUE
/datum/job_candidate/proc/has_special(flag)
return flag in be_special
/datum/job_candidate/proc/failed_head_antag_roll()
return failed_head_antag_roll_
/datum/job_candidate/proc/fail_head_antag_roll()
failed_head_antag_roll_ = TRUE
/datum/job_candidate/proc/load_from_player(mob/new_player/player)
if(!istype(player))
log_debug("asked to load job candidate from null player")
return
if(!istype(player.client))
log_debug("asked to load job candidate from player [player] with no attached client")
return
active_character = player.client.prefs.active_character
jbh.reload_jobbans(player.client)
account_age_in_days = player.client.player_age
be_special = player.client.prefs.be_special
restricted_roles = player.mind.restricted_roles
special_role = player.mind.special_role
exp = player.client.prefs.exp
if(player.client.holder)
is_admin = TRUE
admin_rights = player.client.holder.rights
real_ckey = player.ckey
/datum/job_candidate/proc/apply_to_player(mob/new_player/player)
if(return_to_lobby)
player.ready = FALSE
return
var/datum/job/job = SSjobs.GetJob(assigned_job_title)
if(job)
player.mind.assigned_role = assigned_job_title
player.mind.role_alt_title = active_character.GetPlayerAltTitle(job)
player.mind.job_objectives.Cut()
for(var/objective_type in job.required_objectives)
new objective_type(player.mind)
/datum/job_candidate/proc/get_job_eligibility(datum/job/job)
if(!job)
return FALSE
if(job.job_banned_gamemode)
return FALSE
if(is_jobbanned(job))
return FALSE
if(!is_account_old_enough(job))
return FALSE
if(get_job_exp_restrictions(job))
return FALSE
if(is_barred_by_disability(job))
return FALSE
if(is_barred_by_missing_limbs(job))
return FALSE
return TRUE
/datum/job_candidate/proc/is_barred_by_missing_limbs(datum/job/job)
if(!job.missing_limbs_allowed)
return FALSE
var/organ_status
var/list/active_character_organs = active_character.organ_data
for(var/organ_name in active_character_organs)
organ_status = active_character_organs[organ_name]
if(organ_status == "amputated")
return TRUE
return FALSE
/datum/job_candidate/proc/is_barred_by_disability(datum/job/job)
if(!length(job.blacklisted_disabilities))
return FALSE
for(var/disability in job.blacklisted_disabilities)
if(active_character.disabilities & disability)
return TRUE
return FALSE
/datum/job_candidate/proc/get_job_exp_restrictions(datum/job/job)
if(is_job_playable(job))
return null
var/list/play_records = params2list(exp)
var/list/innertext = list()
for(var/exp_type in job.exp_map)
if(!(exp_type in play_records))
innertext += "[get_exp_format(job.exp_map[exp_type])] as [exp_type]"
continue
// You may be saying "Jeez why so many text2num()"
// The DB loads these as strings for some reason, and I also dont trust coders to use ints in the job lists properly
if(text2num(job.exp_map[exp_type]) > text2num(play_records[exp_type]))
var/diff = text2num(job.exp_map[exp_type]) - text2num(play_records[exp_type])
innertext += "[get_exp_format(diff)] as [exp_type]"
if(length(innertext))
return innertext.Join(", ")
return null
/datum/job_candidate/proc/check_admin_rights(rights_required)
if(rights_required)
if(rights_required & admin_rights)
return TRUE
else if(is_admin)
return TRUE
return FALSE
/datum/job_candidate/proc/is_job_playable(datum/job/job)
if(!length(job.exp_map))
return TRUE // No EXP map, playable
if(!GLOB.configuration.jobs.enable_exp_restrictions)
return TRUE // No restrictions, playable
if(GLOB.configuration.jobs.enable_exp_admin_bypass && check_admin_rights(R_ADMIN))
return TRUE // Admin user, playable
// Now look through their EXP
var/list/play_records = params2list(exp)
var/success = TRUE
// Check their requirements
for(var/exp_type in job.exp_map)
if(!(exp_type in play_records))
success = FALSE
continue
if(text2num(job.exp_map[exp_type]) > text2num(play_records[exp_type]))
success = FALSE
return success
+326
View File
@@ -0,0 +1,326 @@
RESTRICT_TYPE(/datum/job_selector)
/datum/job_selector
var/list/candidates = list()
var/list/assigned_candidates = list()
var/probability_of_antag_role_restriction = 100
/datum/job_selector/proc/add_candidate(mob/new_player/player = null)
var/datum/job_candidate/candidate = new()
if(player)
candidate.load_from_player(player)
candidates[candidate] = player
/datum/job_selector/proc/assign_role(datum/job_candidate/candidate, datum/job/job, latejoin = FALSE, step = "unknown_step")
if(!job)
return FALSE
var/eligible = candidate.get_job_eligibility(job)
var/available = latejoin ? job.is_position_available() : job.is_spawn_position_available()
if(eligible && available)
candidate.assign_title(job.title)
assigned_candidates[candidate] = candidates[candidate]
candidates -= candidate
job.current_positions++
SSblackbox.record_feedback("nested tally", "manifest", 1, list(job.title, (latejoin ? "latejoin" : "roundstart")))
log_chat_debug("jobs/[step]: candidate=[candidate.UID()] job=[job] [latejoin ? "latejoin" : "roundstart"] assigned")
return TRUE
log_chat_debug("jobs/[step]: candidate=[candidate.UID()] job=[job] [latejoin ? "latejoin" : "roundstart"] ineligible or unavailable")
return FALSE
/// Convenience proc for handling a single latejoin player
/datum/job_selector/proc/latejoin_assign(mob/new_player/player, datum/job/job)
var/datum/job_candidate/candidate = new()
candidate.load_from_player(player)
if(assign_role(candidate, job, latejoin = TRUE, step = "latejoin"))
candidate.apply_to_player(player)
else
to_chat(player, "<span class='warning'>You are unable to join the round as [job.title]. Please try another job.</span>")
/datum/job_selector/proc/apply_roles_to_players()
for(var/datum/job_candidate/candidate in assigned_candidates)
var/mob/new_player/player = assigned_candidates[candidate]
if(player)
candidate.apply_to_player(player)
/datum/job_selector/proc/return_to_lobby(datum/job_candidate/candidate)
candidate.return_to_lobby()
assigned_candidates[candidate] = candidates[candidate]
candidates -= candidate
/datum/job_selector/proc/find_job_candidates(datum/job/job, level, flag)
var/list/job_candidates = list()
for(var/datum/job_candidate/candidate as anything in candidates)
// If the candidate doesn't want the job don't bother checking further, duh
if(!candidate.wants_job(job, level))
continue
if(!candidate.get_job_eligibility(job))
log_chat_debug("jobs/find_job_candidates: candidate=[candidate.UID()] job=[job] level=[level] ineligible")
continue
if(flag && !candidate.has_special(flag))
log_chat_debug("jobs/find_job_candidates: candidate=[candidate.UID()] job=[job] level=[level] missing flag=[flag]")
continue
if(candidate.restricted_from(job))
log_chat_debug("jobs/find_job_candidates: candidate=[candidate.UID()] job=[job] level=[level] restricted")
continue
if(candidate.has_special_role() && (job.title in SSticker.mode.single_antag_positions))
if(candidate.failed_head_antag_roll() || !prob(probability_of_antag_role_restriction))
log_chat_debug("jobs/find_job_candidates: candidate=[candidate.UID()] job=[job] special_role=[candidate.has_special_role()] failed head antag roll")
candidate.fail_head_antag_roll()
continue
else
probability_of_antag_role_restriction /= 10
job_candidates += candidate
log_chat_debug("jobs/find_job_candidates: job=[job] level=[level] flag=[flag] returned [length(job_candidates)] candidates")
return job_candidates
/datum/job_selector/proc/assign_random_job(datum/job_candidate/candidate)
for(var/datum/job/job as anything in shuffle(SSjobs.occupations))
if(istype(job, /datum/job/assistant)) // We don't want to give him assistant, that's boring!
continue
if(job.is_command_position()) // If you want a command position, select it!
continue
if(job.admin_only || job.mentor_only) // No admin/mentor-only positions either.
continue
if(!candidate.get_job_eligibility(job))
continue
if(candidate.restricted_from(job))
continue
if(candidate.has_special_role() && (job.title in SSticker.mode.single_antag_positions))
if(candidate.failed_head_antag_roll() || !prob(probability_of_antag_role_restriction))
log_chat_debug("jobs/assign_random_job: candidate=[candidate.UID()] job=[job] special_role=[candidate.has_special_role()] failed head antag roll")
candidate.fail_head_antag_roll()
continue
else
probability_of_antag_role_restriction /= 10
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
assign_role(candidate, job, step = "assign_random_job")
return
log_chat_debug("jobs/assign_random_job candidate=[candidate.UID()] could not assign")
/// This proc is called before the level loop of assign_all_roles() 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/job_selector/proc/fill_head_position()
for(var/level = 1 to 3)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = SSjobs.GetJob(command_position)
if(!job)
continue
if(!job.is_spawn_position_available())
continue
var/list/job_candidates = find_job_candidates(job, level)
if(!length(job_candidates))
continue
var/list/filtered_candidates = list()
for(var/datum/job_candidate/candidate as anything in job_candidates)
var/mob/new_player/real_player = candidates[candidate]
if(real_player && !real_player.client)
// Log-out during round-start?
// What a bad boy, no head position for you!
continue
filtered_candidates += candidate
if(!length(filtered_candidates))
continue
var/datum/job_candidate/candidate = pick(filtered_candidates)
if(assign_role(candidate, job, step = "fill_head_position"))
return TRUE
return FALSE
/// This proc is called at the start of the level loop
/// of assign_all_roles() and will cause head jobs to be
/// checked before any other jobs of the same level.
/datum/job_selector/proc/check_command_positions(level)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = SSjobs.GetJob(command_position)
if(!job)
continue
if(!job.is_spawn_position_available())
continue
var/list/job_candidates = find_job_candidates(job, level)
if(!length(job_candidates))
continue
var/datum/job_candidate/candidate = pick(job_candidates)
assign_role(candidate, job, step = "check_command_positions")
/datum/job_selector/proc/fill_ai_position()
if(!GLOB.configuration.jobs.allow_ai)
return FALSE
var/ai_selected = FALSE
var/datum/job/job = SSjobs.GetJob("AI")
if(!job)
return FALSE
for(var/i = job.total_positions, i > 0, i--)
for(var/level = 1 to 3)
var/list/job_candidates = list()
job_candidates = find_job_candidates(job, level)
if(length(job_candidates))
var/mob/new_player/candidate = pick(job_candidates)
if(assign_role(candidate, "AI", step = "fill_ai_position"))
ai_selected++
break
if(ai_selected)
return TRUE
return FALSE
/// Fills var "assigned_role" for all ready players.
/datum/job_selector/proc/assign_all_roles()
// Lets roughly time this
var/watch = start_watch()
//Setup new player list and get the jobs list
SSjobs.SetupOccupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(SSticker)
for(var/datum/job/ai/A in SSjobs.occupations)
if(SSticker.triai)
A.spawn_positions = 3
//Get the players who are ready
for(var/mob/new_player/player in GLOB.player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
add_candidate(player)
if(!length(candidates))
return FALSE
candidates = shuffle(candidates)
handle_feedback_gathering()
// People who want to be assistants, sure, go on.
var/datum/job/ast = SSjobs.GetJob("Assistant")
var/list/assistant_candidates = find_job_candidates(ast, 3)
for(var/datum/job_candidate/candidate as anything in assistant_candidates)
assign_role(candidate, ast, step = "assign_all_roles/assistants")
fill_head_position()
fill_ai_position()
// 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
for(var/level = 1 to 3)
//Check the head jobs first each level
check_command_positions(level)
// Loop through all unassigned players
for(var/datum/job_candidate/candidate as anything in candidates)
var/list/shuffledoccupations = shuffle(SSjobs.occupations)
for(var/datum/job/job as anything in shuffledoccupations)
if(!job.is_spawn_position_available())
continue
// If the player wants that job on this level, then try give it to him.
if(!candidate.wants_job(job, level))
continue
if(!candidate.get_job_eligibility(job))
log_chat_debug("jobs/assign_all_roles: candidate=[candidate.UID()] job=[job] wanted but ineligible")
continue
if(candidate.restricted_from(job))
log_chat_debug("jobs/assign_all_roles: candidate=[candidate.UID()] job=[job] incompatible with antagonist role")
continue
if(candidate.has_special_role() && (job.title in SSticker.mode.single_antag_positions))
if(candidate.failed_head_antag_roll() || !prob(probability_of_antag_role_restriction))
candidate.fail_head_antag_roll()
log_chat_debug("jobs/assign_all_roles: candidate=[candidate.UID()] job=[job] special_role=[candidate.has_special_role()] failed head antag roll")
continue
else
probability_of_antag_role_restriction /= 10
assign_role(candidate, job, step = "assign_all_roles")
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/datum/job_candidate/candidate as anything in candidates)
if(candidate.alternate_spawn_option() == GET_RANDOM_JOB)
assign_random_job(candidate)
// Antags, who have to get in, come first
for(var/datum/job_candidate/candidate as anything in candidates)
if(candidate.has_special_role())
if(candidate.alternate_spawn_option() != BE_ASSISTANT)
assign_random_job(candidate)
if(!candidate.is_assigned())
assign_role(candidate, ast, step = "assign_all_roles/special")
else
assign_role(candidate, ast, step = "assign_all_roles/antag")
else if(candidate.has_restricted_roles())
stack_trace("A player with `restricted_roles` had no `special_role`. They are likely an antagonist, but failed to spawn in.") // this can be fixed by assigning a special_role in pre_setup of the gamemode
message_admins("A player ([key_name_admin(candidate.get_ckey())]) is likely an antagonist, but may have failed to spawn in! Please report this to coders.")
// Then we assign what we can to everyone else.
for(var/datum/job_candidate/candidate as anything in candidates)
if(candidate.alternate_spawn_option() == BE_ASSISTANT)
assign_role(candidate, ast, step = "assign_all_roles/assistant")
else if(candidate.alternate_spawn_option() == RETURN_TO_LOBBY)
return_to_lobby(candidate)
log_chat_debug("jobs/assign_all_roles completed in [stop_watch(watch)]s")
return TRUE
/datum/job_selector/proc/handle_feedback_gathering()
for(var/datum/job/job as anything in SSjobs.occupations)
var/high = 0
var/medium = 0
var/low = 0
var/never = 0
var/banned = 0
var/young = 0 //account too young
var/disabled = FALSE //has disability rendering them ineligible
for(var/datum/job_candidate/candidate as anything in candidates)
if(candidate.is_jobbanned(job))
banned++
continue
if(!candidate.is_account_old_enough(job))
young++
continue
if(candidate.get_job_exp_restrictions(job))
young++
continue
if(candidate.is_barred_by_disability(job) || candidate.is_barred_by_missing_limbs(job))
disabled++
continue
if(candidate.wants_job(job, 1))
high++
else if(candidate.wants_job(job, 2))
medium++
else if(candidate.wants_job(job, 3))
low++
else
never++ //not selected
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
SSblackbox.record_feedback("nested tally", "job_preferences", never, list("[job.title]", "never"))
SSblackbox.record_feedback("nested tally", "job_preferences", banned, list("[job.title]", "banned"))
SSblackbox.record_feedback("nested tally", "job_preferences", young, list("[job.title]", "young"))
SSblackbox.record_feedback("nested tally", "job_preferences", disabled, list("[job.title]", "disabled"))
+3
View File
@@ -149,6 +149,9 @@
return FALSE
return (current_positions < spawn_positions) || (spawn_positions == -1)
/datum/job/proc/is_command_position()
return (title in GLOB.command_positions)
/datum/outfit/job
name = "Standard Gear"
collect_not_del = TRUE // we don't want anyone to lose their job shit
-1
View File
@@ -52,7 +52,6 @@
<BR>
<B>Coder Secrets</B><BR>
<BR>
<A href='byond://?src=[UID()];secretsadmin=list_job_debug'>Show Job Debug</A>&nbsp;&nbsp;
<A href='byond://?src=[UID()];secretscoder=spawn_objects'>Admin Log</A><BR>
<BR>
</center>
-10
View File
@@ -3294,16 +3294,6 @@
for(var/sig in GLOB.lawchanges)
dat += "[sig]<BR>"
usr << browse(dat, "window=lawchanges;size=800x500")
if("list_job_debug")
var/dat = "<b>Job Debug info.</b><hr>"
if(SSjobs)
for(var/line in SSjobs.job_debug)
dat += "[line]<BR>"
dat+= "*******<BR><BR>"
for(var/datum/job/job in SSjobs.occupations)
if(!job) continue
dat += "job: [job.title], current_positions: [job.current_positions], total_positions: [job.total_positions] <BR>"
usr << browse(dat, "window=jobdebug;size=600x500")
if("showailaws")
output_ai_laws()
if("showgm")
+1 -1
View File
@@ -334,7 +334,7 @@
to_chat(src, alert("[rank] is not available due to your character having amputated limbs without a prosthetic replacement. Please try another."))
return 0
SSjobs.AssignRole(src, rank, 1)
SSjobs.job_selector.latejoin_assign(src, thisjob)
var/mob/living/character = create_character() //creates the human and transfers vars and mind
character = SSjobs.AssignRank(character, rank, TRUE) //equips the human
+1
View File
@@ -32,6 +32,7 @@
#include "test_emotes.dm"
#include "test_ensure_subtree_operational_datum.dm"
#include "test_init_sanity.dm"
#include "test_job_selection.dm"
#include "test_log_format.dm"
#include "test_map_templates.dm"
#include "test_missing_icons.dm"
+103
View File
@@ -0,0 +1,103 @@
/// This test doesn't have any actual assertions, it simply runs
/// a simulated job selection with the traitor game mode and logs
/// the results to chat_debug_log.
/datum/game_test/role_selection
/datum/game_test/role_selection/Run()
var/datum/job_selector/selector = new()
var/datum/game_mode/traitor/mode = new()
var/medium_job_preferences_per_candidate = list(
list(/datum/job/paramedic, /datum/job/psychiatrist),
list(/datum/job/blueshield, /datum/job/judge, /datum/job/officer),
list(/datum/job/blueshield, /datum/job/cargo_tech, /datum/job/chef),
list(/datum/job/cargo_tech, /datum/job/smith),
list(/datum/job/chemist, /datum/job/clown, /datum/job/cyborg),
list(/datum/job/chef, /datum/job/coroner, /datum/job/iaa),
list(/datum/job/assistant, /datum/job/cyborg),
list(/datum/job/coroner, /datum/job/geneticist, /datum/job/scientist),
list(/datum/job/blueshield, /datum/job/coroner, /datum/job/smith),
list(/datum/job/engineer, /datum/job/scientist),
list(/datum/job/iaa, /datum/job/qm, /datum/job/warden),
list(/datum/job/bartender, /datum/job/librarian, /datum/job/smith),
list(/datum/job/atmos, /datum/job/explorer, /datum/job/hydro),
list(/datum/job/chef, /datum/job/iaa, /datum/job/smith),
list(/datum/job/chaplain, /datum/job/smith),
list(/datum/job/cargo_tech, /datum/job/clown),
list(/datum/job/explorer, /datum/job/hos),
list(/datum/job/blueshield, /datum/job/cyborg, /datum/job/judge),
list(/datum/job/captain, /datum/job/explorer, /datum/job/judge),
list(/datum/job/doctor, /datum/job/librarian, /datum/job/mime),
list(/datum/job/hop, /datum/job/janitor, /datum/job/paramedic),
list(/datum/job/atmos, /datum/job/cyborg),
list(/datum/job/mining, /datum/job/warden),
list(/datum/job/chemist, /datum/job/nanotrasentrainer, /datum/job/rd),
list(/datum/job/chef, /datum/job/roboticist),
list(/datum/job/ai, /datum/job/officer),
list(/datum/job/hos, /datum/job/librarian),
list(/datum/job/engineer, /datum/job/janitor),
list(/datum/job/bartender, /datum/job/judge, /datum/job/warden),
list(/datum/job/cyborg, /datum/job/janitor, /datum/job/judge),
list(/datum/job/blueshield, /datum/job/nanotrasenrep, /datum/job/smith),
list(/datum/job/captain, /datum/job/mime),
list(/datum/job/hydro, /datum/job/iaa),
list(/datum/job/cyborg, /datum/job/explorer, /datum/job/nanotrasenrep),
list(/datum/job/detective, /datum/job/mime),
list(/datum/job/chief_engineer, /datum/job/judge, /datum/job/paramedic),
list(/datum/job/blueshield, /datum/job/judge),
list(/datum/job/explorer, /datum/job/scientist),
list(/datum/job/chief_engineer, /datum/job/scientist),
list(/datum/job/chemist, /datum/job/clown),
list(/datum/job/janitor, /datum/job/paramedic),
list(/datum/job/chemist, /datum/job/clown, /datum/job/mining),
list(/datum/job/ai, /datum/job/chef, /datum/job/warden),
list(/datum/job/bartender, /datum/job/psychiatrist),
list(/datum/job/chef, /datum/job/smith),
list(/datum/job/librarian, /datum/job/mining, /datum/job/warden),
list(/datum/job/librarian, /datum/job/psychiatrist),
list(/datum/job/chief_engineer, /datum/job/coroner, /datum/job/doctor),
list(/datum/job/captain, /datum/job/smith),
list(/datum/job/hydro, /datum/job/nanotrasentrainer),
)
var/high_job_preferences_per_candidate = list(
/datum/job/cargo_tech,
/datum/job/chef,
/datum/job/captain,
/datum/job/hop,
/datum/job/hos,
/datum/job/captain,
/datum/job/clown,
/datum/job/cmo,
/datum/job/chemist,
)
for(var/i in 1 to 90)
var/datum/job_candidate/candidate = new()
if(prob(35))
candidate.active_character.alternate_option = BE_ASSISTANT
else
candidate.active_character.alternate_option = GET_RANDOM_JOB
selector.candidates.Add(candidate)
if(length(medium_job_preferences_per_candidate) >= i)
for(var/med_jobpref in medium_job_preferences_per_candidate[i])
candidate.active_character.SetJobPreferenceLevel(med_jobpref, 2)
if(length(high_job_preferences_per_candidate) >= i)
var/high_jobpref = high_job_preferences_per_candidate[i]
candidate.active_character.SetJobPreferenceLevel(high_jobpref, 1)
if(i < 5)
candidate.special_role = SPECIAL_ROLE_TRAITOR
candidate.restricted_roles = mode.restricted_jobs + mode.protected_jobs
selector.assign_all_roles()
log_chat_debug("test_job_selection: [length(selector.assigned_candidates)] assigned candidates")
log_chat_debug("test_job_selection: [length(selector.candidates)] unassigned candidates remaining")
for(var/i = 1 to length(selector.assigned_candidates))
var/datum/job_candidate/candidate = selector.assigned_candidates[i]
var/special_role = candidate.special_role ? "(special role `[candidate.special_role]`)" : ""
log_chat_debug("test_job_selection: player=[i] `[candidate.UID()]` [special_role] assigned `[candidate.assigned_job_title]`")