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Merge pull request #16449 from AffectedArc07/client-data-loading
Refactors client data loading
This commit is contained in:
@@ -54,9 +54,8 @@ SUBSYSTEM_DEF(changelog)
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/datum/controller/subsystem/changelog/proc/UpdatePlayerChangelogDate(client/C)
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if(!ss_ready)
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return // Only return here, we dont have to worry about a queue list because this will be called from ShowChangelog()
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// Technically this is only for the date but we can also do the UI button at the same time
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var/datum/preferences/P = GLOB.preferences_datums[C.ckey]
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if(P.toggles & PREFTOGGLE_UI_DARKMODE)
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if(C.prefs.toggles & PREFTOGGLE_UI_DARKMODE)
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winset(C, "rpane.changelog", "background-color=#40628a;font-color=#ffffff;font-style=none")
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else
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winset(C, "rpane.changelog", "background-color=none;font-style=none")
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@@ -65,7 +65,7 @@ SUBSYSTEM_DEF(jobs)
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return type_occupations[jobtype]
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/datum/controller/subsystem/jobs/proc/GetPlayerAltTitle(mob/new_player/player, rank)
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return player.client.prefs.GetPlayerAltTitle(GetJob(rank))
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return player.client.prefs.active_character.GetPlayerAltTitle(GetJob(rank))
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/datum/controller/subsystem/jobs/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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@@ -121,7 +121,7 @@ SUBSYSTEM_DEF(jobs)
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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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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]")
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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.active_character.GetJobDepartment(job, level)] Job Flag: [job.flag] Job Department Flag = [job.department_flag]")
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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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@@ -140,7 +140,7 @@ SUBSYSTEM_DEF(jobs)
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if(player.mind && (job.title in player.mind.restricted_roles))
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Debug("FOC incompatbile with antagonist role, Player: [player]")
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continue
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if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
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if(player.client.prefs.active_character.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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@@ -367,12 +367,12 @@ SUBSYSTEM_DEF(jobs)
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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(player.client.prefs.active_character.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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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]")
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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]")
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AssignRole(player, job.title)
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unassigned -= player
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break
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@@ -380,7 +380,7 @@ SUBSYSTEM_DEF(jobs)
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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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if(player.client.prefs.active_character.alternate_option == GET_RANDOM_JOB)
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GiveRandomJob(player)
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Debug("DO, Standard Check end")
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@@ -390,7 +390,7 @@ SUBSYSTEM_DEF(jobs)
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// Antags, who have to get in, come first
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for(var/mob/new_player/player in unassigned)
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if(player.mind.special_role)
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if(player.client.prefs.alternate_option != BE_ASSISTANT)
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if(player.client.prefs.active_character.alternate_option != BE_ASSISTANT)
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GiveRandomJob(player)
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if(player in unassigned)
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AssignRole(player, "Civilian")
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@@ -399,10 +399,10 @@ SUBSYSTEM_DEF(jobs)
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// Then we assign what we can to everyone else.
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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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if(player.client.prefs.active_character.alternate_option == BE_ASSISTANT)
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Debug("AC2 Assistant located, Player: [player]")
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AssignRole(player, "Civilian")
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else if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
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else if(player.client.prefs.active_character.alternate_option == RETURN_TO_LOBBY)
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player.ready = 0
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unassigned -= player
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@@ -564,11 +564,11 @@ SUBSYSTEM_DEF(jobs)
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if(job.barred_by_disability(player.client))
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disabled++
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continue
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if(player.client.prefs.GetJobDepartment(job, 1) & job.flag)
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if(player.client.prefs.active_character.GetJobDepartment(job, 1) & job.flag)
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high++
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else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag)
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else if(player.client.prefs.active_character.GetJobDepartment(job, 2) & job.flag)
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medium++
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else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag)
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else if(player.client.prefs.active_character.GetJobDepartment(job, 3) & job.flag)
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low++
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else never++ //not selected
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