Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into turfs

# Conflicts:
#	paradise.dme
This commit is contained in:
Mark van Alphen
2019-04-21 23:27:23 +02:00
42 changed files with 1002 additions and 984 deletions

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@@ -1,42 +0,0 @@
// old deprecated rusted piece of shit MC
// All this does now is misc. world init stuff because too lazy to put it somewhere else
// It used to run all of the repeating processes controlling the game but now the SMC and Process Scheduler do that
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/controller_iteration = 0
var/global/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
/datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
/datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller != src)
if(istype(master_controller))
qdel(master_controller)
master_controller = src
var/watch=0
if(!job_master)
watch = start_watch()
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
log_startup_progress("Job setup complete in [stop_watch(watch)]s.")
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
/datum/controller/game_controller/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
/datum/controller/game_controller/proc/setup()
setupfactions()
setup_economy()
populate_spawn_points()

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@@ -14,7 +14,6 @@ SUBSYSTEM_DEF(air)
wait = 5
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_turfs = 0
var/cost_groups = 0
var/cost_highpressure = 0

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@@ -0,0 +1,603 @@
SUBSYSTEM_DEF(jobs)
name = "Jobs"
init_order = INIT_ORDER_JOBS // 12
flags = SS_NO_FIRE
//List of all jobs
var/list/occupations = list()
var/list/name_occupations = list() //Dict of all jobs, keys are titles
var/list/type_occupations = list() //Dict of all jobs, keys are types
var/list/prioritized_jobs = list() // List of jobs set to priority by HoP/Captain
//Players who need jobs
var/list/unassigned = list()
//Debug info
var/list/job_debug = list()
/datum/controller/subsystem/jobs/Initialize(timeofday)
if(!occupations.len)
SetupOccupations()
LoadJobs("config/jobs.txt")
..()
/datum/controller/subsystem/jobs/proc/SetupOccupations(var/list/faction = list("Station"))
occupations = list()
var/list/all_jobs = subtypesof(/datum/job)
if(!all_jobs.len)
to_chat(world, "<span class='warning'>Error setting up jobs, no job datums found</span>")
return 0
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job)
continue
if(!job.faction in faction)
continue
occupations += job
name_occupations[job.title] = job
type_occupations[J] = job
return 1
/datum/controller/subsystem/jobs/proc/Debug(var/text)
if(!Debug2)
return 0
job_debug.Add(text)
return 1
/datum/controller/subsystem/jobs/proc/GetJob(rank)
if(!occupations.len)
SetupOccupations()
return name_occupations[rank]
/datum/controller/subsystem/jobs/proc/GetJobType(jobtype)
if(!occupations.len)
SetupOccupations()
return type_occupations[jobtype]
/datum/controller/subsystem/jobs/proc/GetPlayerAltTitle(mob/new_player/player, rank)
return player.client.prefs.GetPlayerAltTitle(GetJob(rank))
/datum/controller/subsystem/jobs/proc/AssignRole(var/mob/new_player/player, var/rank, var/latejoin = 0)
Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if(player && player.mind && rank)
var/datum/job/job = GetJob(rank)
if(!job)
return 0
if(jobban_isbanned(player, rank))
return 0
if(!job.player_old_enough(player.client))
return 0
if(job.available_in_playtime(player.client))
return 0
if(job.barred_by_disability(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)
// JOB OBJECTIVES OH SHIT
player.mind.job_objectives.Cut()
for(var/objectiveType in job.required_objectives)
new objectiveType(player.mind)
// 50/50 chance of getting optional objectives.
for(var/objectiveType in job.optional_objectives)
if(prob(50))
new objectiveType(player.mind)
unassigned -= player
job.current_positions++
return 1
Debug("AR has failed, Player: [player], Rank: [rank]")
return 0
/datum/controller/subsystem/jobs/proc/FreeRole(var/rank) //making additional slot on the fly
var/datum/job/job = GetJob(rank)
if(job && job.current_positions >= job.total_positions && job.total_positions != -1)
job.total_positions++
return 1
return 0
/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.available_in_playtime(player.client)] Flag && Be Special: [flag] && [player.client.prefs.be_special] Job Department: [player.client.prefs.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.available_in_playtime(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(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.GetJobDepartment(job, level) & job.flag)
Debug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/jobs/proc/GiveRandomJob(var/mob/new_player/player)
Debug("GRJ Giving random job, Player: [player]")
for(var/datum/job/job in shuffle(occupations))
if(!job)
continue
if(istype(job, GetJob("Civilian"))) // We don't want to give him assistant, that's boring!
continue
if(job.title in command_positions) //If you want a command position, select it!
continue
if(job.title in whitelisted_positions) // No random whitelisted job, sorry!
continue
if(job.admin_only) // No admin positions either.
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.available_in_playtime(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(player.mind && job.title in player.mind.restricted_roles)
Debug("GRJ incompatible with antagonist role, 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/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
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 command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
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(!filteredCandidates.len)
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(var/level)
for(var/command_position in command_positions)
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)
/datum/controller/subsystem/jobs/proc/FillAIPosition()
if(config && !config.allow_ai)
return 0
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(candidates.len)
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()
//Setup new player list and get the jobs list
Debug("Running DO")
SetupOccupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(ticker)
for(var/datum/job/ai/A in occupations)
if(ticker.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
if(player.client.prefs.randomslot)
player.client.prefs.load_random_character_slot(player.client)
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 Civilian Check 1")
var/datum/job/civ = new /datum/job/civilian()
var/list/civilian_candidates = FindOccupationCandidates(civ, 3)
Debug("AC1, Candidates: [civilian_candidates.len]")
for(var/mob/new_player/player in civilian_candidates)
Debug("AC1 pass, Player: [player]")
AssignRole(player, "Civilian")
civilian_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.available_in_playtime(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(player.mind && job.title in player.mind.restricted_roles)
Debug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
continue
if(!is_job_whitelisted(player, job.title))
Debug("DO player not whitelisted, 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]")
Debug(" - Job Flag: [job.flag] Job Department: [player.client.prefs.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.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)
GiveRandomJob(player)
if(player in unassigned)
AssignRole(player, "Civilian")
// Then we assign what we can to everyone else.
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == BE_ASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Civilian")
else if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
player.ready = 0
unassigned -= player
return 1
/datum/controller/subsystem/jobs/proc/AssignRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0)
if(!H)
return null
var/datum/job/job = GetJob(rank)
H.job = rank
var/alt_title = null
if(H.mind)
H.mind.assigned_role = rank
alt_title = H.mind.role_alt_title
CreateMoneyAccount(H, rank, job)
to_chat(H, "<B>You are the [alt_title ? alt_title : rank].</B>")
to_chat(H, "<b>As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
to_chat(H, "<b>For more information on how the station works, see <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure\">Standard Operating Procedure (SOP)</a></b>")
if(job.is_service)
to_chat(H, "<b>As a member of Service, make sure to read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Service&#41\">Department SOP</a></b>")
if(job.is_supply)
to_chat(H, "<b>As a member of Supply, make sure to read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Supply&#41\">Department SOP</a></b>")
if(job.is_command)
to_chat(H, "<b>As an important member of Command, read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Command&#41\">Department SOP</a></b>")
if(job.is_legal)
to_chat(H, "<b>Your job requires complete knowledge of <a href=\"https://nanotrasen.se/wiki/index.php/Space_law\">Space Law</a> and <a href=\"https://nanotrasen.se/wiki/index.php/Legal_Standard_Operating_Procedure\">Legal Standard Operating Procedure</a></b>")
if(job.is_engineering)
to_chat(H, "<b>As a member of Engineering, make sure to read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Engineering&#41\">Department SOP</a></b>")
if(job.is_medical)
to_chat(H, "<b>As a member of Medbay, make sure to read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Medical&#41\">Department SOP</a></b>")
if(job.is_science)
to_chat(H, "<b>As a member of Science, make sure to read up on your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Science&#41\">Department SOP</a></b>")
if(job.is_security)
to_chat(H, "<b>As a member of Security, you are to know <a href=\"https://nanotrasen.se/wiki/index.php/Space_law\">Space Law</a>, <a href=\"https://nanotrasen.se/wiki/index.php/Legal_Standard_Operating_Procedure\">Legal Standard Operating Procedure</a>, as well as your <a href=\"https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure_&#40;Security&#41\">Department SOP</a></b>")
if(job.req_admin_notify)
to_chat(H, "<b>You are playing a job that is important for the game progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
return H
/datum/controller/subsystem/jobs/proc/EquipRank(mob/living/carbon/human/H, rank, joined_late = 0) // Equip and put them in an area
if(!H)
return null
var/datum/job/job = GetJob(rank)
H.job = rank
if(!joined_late)
var/turf/T = null
var/obj/S = null
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
if(sloc.name != rank)
continue
if(locate(/mob/living) in sloc.loc)
continue
S = sloc
break
if(!S)
S = locate("start*[rank]") // use old stype
if(!S) // still no spawn, fall back to the arrivals shuttle
for(var/turf/TS in get_area_turfs(/area/shuttle/arrival))
if(!TS.density)
var/clear = 1
for(var/obj/O in TS)
if(O.density)
clear = 0
break
if(clear)
T = TS
continue
if(isturf(S))
T = S
else if(istype(S, /obj/effect/landmark/start) && isturf(S.loc))
T = S.loc
if(T)
H.loc = T
// Moving wheelchair if they have one
if(H.buckled && istype(H.buckled, /obj/structure/chair/wheelchair))
H.buckled.loc = H.loc
H.buckled.dir = H.dir
if(job)
var/new_mob = job.equip(H)
if(ismob(new_mob))
H = new_mob
if(job && H)
job.after_spawn(H)
//Gives glasses to the vision impaired
if(H.disabilities & DISABILITY_FLAG_NEARSIGHTED)
var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), slot_glasses)
if(equipped != 1)
var/obj/item/clothing/glasses/G = H.glasses
if(istype(G) && !G.prescription)
G.prescription = 1
G.name = "prescription [G.name]"
return H
/datum/controller/subsystem/jobs/proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
if(!config.load_jobs_from_txt)
return 0
var/list/jobEntries = file2list(jobsfile)
for(var/job in jobEntries)
if(!job)
continue
job = trim(job)
if(!length(job))
continue
var/pos = findtext(job, "=")
var/name = null
var/value = null
if(pos)
name = copytext(job, 1, pos)
value = copytext(job, pos + 1)
else
continue
if(name && value)
var/datum/job/J = GetJob(name)
if(!J) continue
J.total_positions = text2num(value)
J.spawn_positions = text2num(value)
if(name == "AI" || name == "Cyborg")//I dont like this here but it will do for now
J.total_positions = 0
return 1
/datum/controller/subsystem/jobs/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
var/level7 = 0 //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))
level5++
continue
if(!job.player_old_enough(player.client))
level6++
continue
if(job.available_in_playtime(player.client))
level6++
continue
if(job.barred_by_disability(player.client))
level7++
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]|DISABILITY=[level7]|-"
feedback_add_details("job_preferences",tmp_str)
/datum/controller/subsystem/jobs/proc/CreateMoneyAccount(mob/living/H, rank, datum/job/job)
var/datum/money_account/M = create_account(H.real_name, rand(50,500)*10, null)
var/remembered_info = ""
remembered_info += "<b>Your account number is:</b> #[M.account_number]<br>"
remembered_info += "<b>Your account pin is:</b> [M.remote_access_pin]<br>"
remembered_info += "<b>Your account funds are:</b> $[M.money]<br>"
if(M.transaction_log.len)
var/datum/transaction/T = M.transaction_log[1]
remembered_info += "<b>Your account was created:</b> [T.time], [T.date] at [T.source_terminal]<br>"
H.mind.store_memory(remembered_info)
// If they're head, give them the account info for their department
if(job && job.head_position)
remembered_info = ""
var/datum/money_account/department_account = department_accounts[job.department]
if(department_account)
remembered_info += "<b>Your department's account number is:</b> #[department_account.account_number]<br>"
remembered_info += "<b>Your department's account pin is:</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>Your department's account funds are:</b> $[department_account.money]<br>"
H.mind.store_memory(remembered_info)
H.mind.initial_account = M
spawn(0)
to_chat(H, "<span class='boldnotice'>Your account number is: [M.account_number], your account pin is: [M.remote_access_pin]</span>")

View File

@@ -17,8 +17,7 @@
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
return
/client/proc/debug_controller(controller in list("Master",
"failsafe","Scheduler","StonedMaster","Ticker","Air","Jobs","Sun","Radio","Configuration","pAI",
/client/proc/debug_controller(controller in list("failsafe","Scheduler","StonedMaster","Ticker","Air","Jobs","Sun","Radio","Configuration","pAI",
"Cameras","Garbage", "Transfer Controller","Event","Alarm","Nano","Vote","Fires",
"Mob","NPC AI","Shuttle","Timer","Weather","Space","Mob Hunt Server"))
set category = "Debug"
@@ -27,9 +26,6 @@
if(!holder) return
switch(controller)
if("Master")
debug_variables(master_controller)
feedback_add_details("admin_verb","DMC")
if("failsafe")
debug_variables(Failsafe)
feedback_add_details("admin_verb", "dfailsafe")
@@ -46,7 +42,7 @@
debug_variables(SSair)
feedback_add_details("admin_verb","DAir")
if("Jobs")
debug_variables(job_master)
debug_variables(SSjobs)
feedback_add_details("admin_verb","DJobs")
if("Sun")
debug_variables(SSsun)