SUBSYSTEM_DEF(jobs) name = "Jobs" init_order = INIT_ORDER_JOBS // 12 wait = 5 MINUTES // Dont ever make this a super low value since EXP updates are calculated from this value runlevels = RUNLEVEL_GAME offline_implications = "Job playtime hours will no longer be logged. No immediate action is needed." cpu_display = SS_CPUDISPLAY_LOW //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 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 /// Is the crew count below the skeleton crew threshold? var/skeleton_crew = FALSE /// Holds a reference to the skeleton timer until it's finished or killed. var/skeleton_revoke_timer ///list of station departments and their associated roles and economy payments var/list/station_departments = list() /// Do we spawn everyone at shuttle due to late arivals? var/late_arrivals_spawning = FALSE /// Do we spawn people drunkenly due to the party last night? var/drunken_spawning = FALSE /// Job selector, used for roundstart and late join job assignment var/datum/job_selector/job_selector /datum/controller/subsystem/jobs/Initialize() if(!length(occupations)) SetupOccupations() for(var/department_type in subtypesof(/datum/station_department)) station_departments += new department_type() LoadJobs(FALSE) // Only fires every 5 minutes /datum/controller/subsystem/jobs/fire() if(GLOB.configuration.jobs.allow_skeleton_crew_access) check_skeleton_crew() if(!SSdbcore.IsConnected() || !GLOB.configuration.jobs.enable_exp_tracking) return batch_update_player_exp(announce = FALSE) // Set this to true if you ever want to inform players about their EXP gains /datum/controller/subsystem/jobs/proc/SetupOccupations(list/faction = list("Station")) occupations = list() var/list/all_jobs = subtypesof(/datum/job) if(!length(all_jobs)) to_chat(world, SPAN_WARNING("Error setting up jobs, no job datums found.")) return 0 for(var/J in all_jobs) var/datum/job/job = new J() if(!job) continue occupations += job name_occupations[job.title] = job type_occupations[J] = job return 1 /datum/controller/subsystem/jobs/proc/GetJob(rank) if(!length(occupations)) SetupOccupations() return name_occupations[rank] /datum/controller/subsystem/jobs/proc/GetJobType(jobtype) if(!length(occupations)) SetupOccupations() return type_occupations[jobtype] /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/FreeRole(rank, force = FALSE) //making additional slot on the fly var/datum/job/job = GetJob(rank) if(!job) return FALSE if(job.job_banned_gamemode) if(!force) return FALSE job.job_banned_gamemode = FALSE // If admins want to force it, they can reopen banned job slots if(job.current_positions >= job.total_positions && job.total_positions != -1) job.total_positions++ return TRUE return FALSE /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() return /datum/controller/subsystem/jobs/proc/AssignRank(mob/living/carbon/human/H, rank, joined_late = FALSE) 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) var/list/L = list() L.Add("Your role on the station is: [alt_title ? alt_title : rank].") L.Add("You answer directly to [job.supervisors]. Special circumstances may change this.") L.Add("For more information on how the station works, see [wiki_link("Standard_Operating_Procedure", "Standard Operating Procedure (SOP)")].") if(job.job_department_flags & DEP_FLAG_SERVICE) L.Add("As a member of Service, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Service)", "Department SOP")].") if(job.job_department_flags & DEP_FLAG_SUPPLY) L.Add("As a member of Supply, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Supply)", "Department SOP")].") if(job.job_department_flags == DEP_FLAG_COMMAND) // Check if theyre only command, like captain/hop/bs/ntrep, to not spam their chatbox L.Add("As an important member of Command, read up on your [wiki_link("Standard_Operating_Procedure_(Command)", "Department SOP")].") if(job.job_department_flags & DEP_FLAG_LEGAL) L.Add("Your job requires complete knowledge of [wiki_link("Space Law", "Space Law")] and [wiki_link("Legal_Standard_Operating_Procedure", "Legal Standard Operating Procedure")].") if(job.job_department_flags & DEP_FLAG_ENGINEERING) L.Add("As a member of Engineering, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Engineering)", "Department SOP")].") if(job.job_department_flags & DEP_FLAG_MEDICAL) L.Add("As a member of Medbay, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Medical)", "Department SOP")].") if(job.job_department_flags & DEP_FLAG_SCIENCE) L.Add("As a member of Science, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Science)", "Department SOP")].") if(job.job_department_flags & DEP_FLAG_SECURITY) L.Add("As a member of Security, you are to know [wiki_link("Space Law", "Space Law")] and [wiki_link("Legal_Standard_Operating_Procedure", "Legal Standard Operating Procedure")], as well as your [wiki_link("Standard_Operating_Procedure_(Security)", "Department SOP")].") if(job.req_admin_notify) L.Add("You are playing a job that is important for the game progression. If you have to disconnect, please go to cryo and inform command. If you are unable to do so, please notify the admins via adminhelp.") L.Add("
If you need help, check the [wiki_link("Main_Page", "wiki")] or use Mentorhelp(F1)!
") if(job.important_information) L.Add("[job.important_information]") to_chat(H, chat_box_green(L.Join("
"))) // If the job has objectives, announce those too if(length(H.mind.job_objectives)) var/list/objectives_message = list() var/counter = 1 for(var/datum/job_objective/objective as anything in H.mind.job_objectives) objectives_message.Add("Objective #[counter]: [objective.objective_name]") objectives_message.Add("[objective.description]
") counter++ to_chat(H, chat_box_notice(objectives_message.Join("
"))) 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 && !late_arrivals_spawning) var/turf/T = null var/obj/S = null var/list/landmarks = GLOB.landmarks_list if(drunken_spawning && !HAS_TRAIT(H, TRAIT_TEMPERATE_PARTIER)) landmarks = shuffle(landmarks) //Shuffle it so it's random for(var/obj/effect/landmark/start/sloc in landmarks) if(sloc.name != rank && !(drunken_spawning && !HAS_TRAIT(H, TRAIT_TEMPERATE_PARTIER))) continue if(locate(/mob/living) in sloc.loc) continue if(drunken_spawning && sloc.name == "AI") 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.forceMove(T) // Moving wheelchair if they have one if(H.buckled && istype(H.buckled, /obj/structure/chair/wheelchair)) H.buckled.forceMove(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(HAS_TRAIT(H, TRAIT_NEARSIGHT)) var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), ITEM_SLOT_EYES) if(equipped != 1) var/obj/item/clothing/glasses/G = H.glasses if(istype(G) && !G.prescription) G.upgrade_prescription() H.update_nearsighted_effects() if(joined_late || job.admin_only) H.create_log(MISC_LOG, "Spawned as \an [H.dna?.species ? H.dna.species : "Undefined species"] named [H]. [joined_late ? "Joined during the round" : "Roundstart joined"] as job: [rank].", force_no_usr_check=TRUE) addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/controller/subsystem/jobs, show_location_blurb), H.client, H.mind), 1 SECONDS) //Moment for minds to boot up / people to load in return H if(late_arrivals_spawning) H.forceMove(pick(GLOB.latejoin)) if(drunken_spawning && !HAS_TRAIT(H, TRAIT_TEMPERATE_PARTIER)) var/obj/item/organ/internal/liver/L var/liver_multiplier = 1 L = H.get_int_organ(/obj/item/organ/internal/liver) if(L) liver_multiplier = L.alcohol_intensity if(isslimeperson(H) || isrobot(H)) liver_multiplier = 5 H.Sleeping(5 SECONDS) H.Drunk((2 / liver_multiplier) MINUTES) H.create_log(MISC_LOG, "Spawned as \an [H.dna?.species ? H.dna.species : "Undefined species"] named [H]. Roundstart joined as job: [rank].", force_no_usr_check=TRUE) addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/controller/subsystem/jobs, show_location_blurb), H.client, H.mind), 1 SECONDS) //Moment for minds to boot up / people to load in return H /datum/controller/subsystem/jobs/proc/LoadJobs(highpop = FALSE) //ran during round setup, reads info from jobs list if(!GLOB.configuration.jobs.enable_job_amount_overrides) return FALSE var/list/joblist = list() if(highpop) joblist = GLOB.configuration.jobs.highpop_job_map.Copy() else joblist = GLOB.configuration.jobs.lowpop_job_map.Copy() for(var/job in joblist) // Key: name | Value: Amount var/datum/job/J = GetJob(job) if(!J) stack_trace("`[job]` not found while setting max slots. Check for misspellings or alternate titles") continue J.total_positions = text2num(joblist[job]) J.spawn_positions = text2num(joblist[job]) if(job == "AI" || job == "Cyborg") //I dont like this here but it will do for now J.total_positions = 0 return TRUE //fuck /datum/controller/subsystem/jobs/proc/CreateMoneyAccount(mob/living/H, rank, datum/job/job) if(job && !job.has_bank_account) return var/starting_balance = job?.department_account_access ? COMMAND_MEMBER_STARTING_BALANCE : CREW_MEMBER_STARTING_BALANCE var/datum/money_account/account = GLOB.station_money_database.create_account(H.real_name, starting_balance, ACCOUNT_SECURITY_ID, "NAS Trurl Accounting", TRUE) for(var/datum/job_objective/objective as anything in H.mind.job_objectives) objective.owner_account = account H.mind.store_memory("Your account number is: #[account.account_number]
Your account pin is: [account.account_pin]") H.mind.set_initial_account(account) to_chat(H, SPAN_BOLDNOTICE("As an employee of Nanotrasen you will receive a paycheck of $[account.payday_amount] credits every 30 minutes")) to_chat(H, SPAN_BOLDNOTICE("Your account number is: [account.account_number], your account pin is: [account.account_pin]")) if(!job) //if their job datum is null (looking at you ERTs...), we don't need to do anything past this point return //add them to their department datum, (this relates a lot to money account I promise) var/list/users_departments = get_departments_from_job(job.title) for(var/datum/station_department/department as anything in users_departments) var/datum/department_member/member = new member.name = H.real_name member.role = job.title member.set_member_account(account) //we need to set this through a proc so we can register signals member.can_approve_crates = job?.department_account_access department.members += member // If they're head, give them the account info for their department if(!job.department_account_access) return announce_department_accounts(users_departments, H, job) /datum/controller/subsystem/jobs/proc/announce_department_accounts(users_departments, mob/living/H, datum/job/job) var/remembered_info = "" for(var/datum/station_department/department as anything in users_departments) if(job.title != department.head_of_staff) continue var/datum/money_account/department_account = department.department_account if(!department_account) return remembered_info += "As a head of staff you have access to your department's money account through your PDA's NanoBank or a station ATM
" remembered_info += "The [department.department_name] department's account number is: #[department_account.account_number]
" remembered_info += "The [department.department_name] department's account pin is: [department_account.account_pin]
" remembered_info += "Your department's account funds are: $[department_account.credit_balance]
" H.mind.store_memory(remembered_info) to_chat(H, SPAN_BOLDNOTICE("Your department will receive a $[department_account.payday_amount] credit stipend every 30 minutes")) to_chat(H, SPAN_BOLDNOTICE("The [department.department_name] department's account number is: #[department_account.account_number], Your department's account pin is: [department_account.account_pin]")) /// Returns a list of jobs keyed by name to UI color for the job transfer selection. /datum/controller/subsystem/jobs/proc/format_jobs_for_id_computer(obj/item/card/id/tgtcard) var/list/jobs_to_formats = list() if(tgtcard) var/mob/M = tgtcard.getPlayer() for(var/datum/job/job in occupations) if(tgtcard.rank && tgtcard.rank == job.title) jobs_to_formats[job.title] = "green" // the job they already have is pre-selected else if(tgtcard.assignment == "Demoted" || tgtcard.assignment == "Terminated") jobs_to_formats[job.title] = "grey" else if(!job.transfer_allowed) jobs_to_formats[job.title] = "grey" // jobs which shouldnt be transferred into for whatever reason, likely due to high hour requirements else if((job.title in GLOB.command_positions) && istype(M) && M.client && job.get_exp_restrictions(M.client)) jobs_to_formats[job.title] = "grey" // command jobs which are playtime-locked and not unlocked for this player are discouraged else if(job.total_positions && !job.current_positions && job.title != "Assistant") jobs_to_formats[job.title] = "teal" // jobs with nobody doing them at all are encouraged else if(job.total_positions >= 0 && job.current_positions >= job.total_positions) jobs_to_formats[job.title] = "grey" // jobs that are full (no free positions) are discouraged if(tgtcard.assignment == "Demoted" || tgtcard.assignment == "Terminated") jobs_to_formats["Custom"] = "grey" return jobs_to_formats /datum/controller/subsystem/jobs/proc/get_job_titles_for_id_computer() . = list() .["top"] = list("Captain", "Custom") .["assistant"] = GLOB.assistant_positions .["medical"] = GLOB.medical_positions .["engineering"] = GLOB.engineering_positions .["science"] = GLOB.science_positions .["security"] = GLOB.active_security_positions .["service"] = GLOB.service_positions .["supply"] = GLOB.supply_positions .["centcom"] = get_all_centcom_jobs() + get_all_ERT_jobs() /datum/controller/subsystem/jobs/proc/log_job_transfer(transferee, oldvalue, newvalue, whodidit, reason) id_change_records["[id_change_counter]"] = list( "transferee" = transferee, "oldvalue" = oldvalue, "newvalue" = newvalue, "whodidit" = whodidit, "timestamp" = station_time_timestamp(), "reason" = reason ) id_change_counter++ /datum/controller/subsystem/jobs/proc/slot_job_transfer(oldtitle, newtitle) var/datum/job/oldjobdatum = SSjobs.GetJob(oldtitle) var/datum/job/newjobdatum = SSjobs.GetJob(newtitle) if(istype(oldjobdatum) && oldjobdatum.current_positions > 0 && istype(newjobdatum)) if(!(oldjobdatum.title in GLOB.command_positions) && !(newjobdatum.title in GLOB.command_positions)) oldjobdatum.current_positions-- newjobdatum.current_positions++ /datum/controller/subsystem/jobs/proc/notify_dept_head(jobtitle, antext) // Used to notify the department head of jobtitle X that their employee was brigged, demoted or terminated if(!jobtitle || !antext) return var/datum/job/tgt_job = GetJob(jobtitle) if(!tgt_job) return if(!length(tgt_job.department_head)) return var/boss_title = tgt_job.department_head[1] var/obj/item/pda/target_pda for(var/obj/item/pda/check_pda in GLOB.PDAs) if(check_pda.ownrank == boss_title) target_pda = check_pda break if(!target_pda) return var/datum/data/pda/app/messenger/PM = target_pda.find_program(/datum/data/pda/app/messenger) if(PM && PM.can_receive()) PM.notify("Automated Notification: \"[antext]\" (Unable to Reply)", 0) // the 0 means don't make the PDA flash /datum/controller/subsystem/jobs/proc/notify_by_name(target_name, antext) // Used to notify a specific crew member based on their real_name if(!target_name || !antext) return var/obj/item/pda/target_pda for(var/obj/item/pda/check_pda in GLOB.PDAs) if(check_pda.owner == target_name) target_pda = check_pda break if(!target_pda) return var/datum/data/pda/app/messenger/PM = target_pda.find_program(/datum/data/pda/app/messenger) if(PM && PM.can_receive()) PM.notify("Automated Notification: \"[antext]\" (Unable to Reply)", 0) // the 0 means don't make the PDA flash /datum/controller/subsystem/jobs/proc/format_job_change_records(centcom) var/list/formatted = list() for(var/thisid in id_change_records) var/thisrecord = id_change_records[thisid] if(thisrecord["deletedby"] && !centcom) continue var/list/newlist = list() for(var/lkey in thisrecord) newlist[lkey] = thisrecord[lkey] formatted.Add(list(newlist)) return formatted /datum/controller/subsystem/jobs/proc/delete_log_records(sourceuser, delete_all) . = 0 if(!sourceuser) return var/list/new_id_change_records = list() for(var/thisid in id_change_records) var/thisrecord = id_change_records[thisid] if(!thisrecord["deletedby"]) if(delete_all || thisrecord["whodidit"] == sourceuser) thisrecord["deletedby"] = sourceuser .++ new_id_change_records["[id_change_counter]"] = thisrecord id_change_counter++ id_change_records = new_id_change_records // This proc will update all players EXP at once. It will calculate amount of time to add dynamically based on the SS fire time. /datum/controller/subsystem/jobs/proc/batch_update_player_exp(announce = FALSE) // Right off the bat var/start_time = start_watch() // First calculate minutes var/divider = 10 // By default, 10 deciseconds in 1 second if(flags & SS_TICKER) divider = 20 // If this SS ever gets made into a ticker SS, account for that var/minutes = (wait / divider) / 60 // Calculate minutes based on the SS wait time (How often this proc fires) // 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 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. for(var/i in clients_to_process) var/client/C = i if(!C) continue // If a client logs out in the middle of this var/datum/db_query/exp_read = SSdbcore.NewQuery( "SELECT exp FROM player WHERE ckey=:ckey", list("ckey" = C.ckey) ) select_queries[C.ckey] = exp_read var/list/read_records = list() // Explanation for parameters: // TRUE: We want warnings if these fail // FALSE: Do NOT qdel() queries here, otherwise they wont be read. At all. // TRUE: This is an assoc list, so it needs to prepare for that // FALSE: We dont want to logspam SSdbcore.MassExecute(select_queries, TRUE, FALSE, TRUE, FALSE) // Batch execute so we can take advantage of async magic for(var/i in clients_to_process) var/client/C = i if(!C) continue // If a client logs out in the middle of this if(select_queries[C.ckey]) // This check should not be necessary, but I am paranoid while(select_queries[C.ckey].NextRow()) read_records[C.ckey] = params2list(select_queries[C.ckey].item[1]) QDEL_LIST_ASSOC_VAL(select_queries) // Clean stuff up var/list/play_records = list() var/list/datum/db_query/player_update_queries = list() // List of queries to update player EXP var/list/datum/db_query/playtime_history_update_queries = list() // List of queries to update the playtime history table for(var/i in clients_to_process) var/client/C = i if(!C) continue // If a client logs out in the middle of this // Get us a container play_records[C.ckey] = list() for(var/rtype in GLOB.exp_jobsmap) if(text2num(read_records[C.ckey][rtype])) play_records[C.ckey][rtype] = text2num(read_records[C.ckey][rtype]) else play_records[C.ckey][rtype] = 0 var/myrole if(C.mob.mind) if(C.mob.mind.playtime_role) myrole = C.mob.mind.playtime_role else if(C.mob.mind.assigned_role) myrole = C.mob.mind.assigned_role // Track all the added ammounts for a mega update query var/list/added_differential = list( EXP_TYPE_LIVING = 0, EXP_TYPE_CREW = 0, EXP_TYPE_SPECIAL = 0, EXP_TYPE_GHOST = 0, EXP_TYPE_COMMAND = 0, EXP_TYPE_ENGINEERING = 0, EXP_TYPE_MEDICAL = 0, EXP_TYPE_SCIENCE = 0, EXP_TYPE_SUPPLY = 0, EXP_TYPE_SECURITY = 0, EXP_TYPE_SILICON = 0, EXP_TYPE_SERVICE = 0 ) if(C.mob.stat == CONSCIOUS && myrole) play_records[C.ckey][EXP_TYPE_LIVING] += minutes added_differential[EXP_TYPE_LIVING] += minutes if(announce) to_chat(C.mob, SPAN_NOTICE("You got: [minutes] Living EXP!")) for(var/category in GLOB.exp_jobsmap) if(GLOB.exp_jobsmap[category]["titles"]) if(myrole in GLOB.exp_jobsmap[category]["titles"]) play_records[C.ckey][category] += minutes added_differential[category] += minutes if(announce) to_chat(C.mob, SPAN_NOTICE("You got: [minutes] [category] EXP!")) if(C.mob.mind.special_role) play_records[C.ckey][EXP_TYPE_SPECIAL] += minutes if(announce) to_chat(C.mob, SPAN_NOTICE("You got: [minutes] Special EXP!")) else if(isobserver(C.mob)) play_records[C.ckey][EXP_TYPE_GHOST] += minutes added_differential[EXP_TYPE_GHOST] += minutes if(announce) to_chat(C.mob, SPAN_NOTICE("You got: [minutes] Ghost EXP!")) else continue var/new_exp = list2params(play_records[C.ckey]) C.prefs.exp = new_exp var/datum/db_query/update_query = SSdbcore.NewQuery( "UPDATE player SET exp =:newexp, lastseen=NOW() WHERE ckey=:ckey", list( "newexp" = new_exp, "ckey" = C.ckey ) ) player_update_queries += update_query // This gets hellish var/datum/db_query/update_query_history = SSdbcore.NewQuery({" INSERT INTO playtime_history (ckey, date, time_living, time_crew, time_special, time_ghost, time_command, time_engineering, time_medical, time_science, time_supply, time_security, time_silicon, time_service) VALUES (:ckey, CURDATE(), :addedliving, :addedcrew, :addedspecial, :addedghost, :addedcommand, :addedengineering, :addedmedical, :addedscience, :addedsupply, :addedsecurity, :addedsilicon, :addedservice) ON DUPLICATE KEY UPDATE time_living=time_living + VALUES(time_living), time_crew=time_crew + VALUES(time_crew), time_crew=time_special + VALUES(time_special), time_ghost=time_ghost + VALUES(time_ghost), time_command=time_command + VALUES(time_command), time_engineering=time_engineering + VALUES(time_engineering), time_medical=time_medical + VALUES(time_medical), time_science=time_science + VALUES(time_science), time_supply=time_supply + VALUES(time_supply), time_security=time_security + VALUES(time_security), time_silicon=time_silicon + VALUES(time_silicon), time_service=time_service + VALUES(time_service)"}, list( "ckey" = C.ckey, "addedliving" = added_differential[EXP_TYPE_LIVING], "addedcrew" = added_differential[EXP_TYPE_CREW], "addedspecial" = added_differential[EXP_TYPE_SPECIAL], "addedghost" = added_differential[EXP_TYPE_GHOST], "addedcommand" = added_differential[EXP_TYPE_COMMAND], "addedengineering" = added_differential[EXP_TYPE_ENGINEERING], "addedmedical" = added_differential[EXP_TYPE_MEDICAL], "addedscience" = added_differential[EXP_TYPE_SCIENCE], "addedsupply" = added_differential[EXP_TYPE_SUPPLY], "addedsecurity" = added_differential[EXP_TYPE_SECURITY], "addedsilicon" = added_differential[EXP_TYPE_SILICON], "addedservice" = added_differential[EXP_TYPE_SERVICE] ) ) playtime_history_update_queries += update_query_history // warn=TRUE, qdel=TRUE, assoc=FALSE, log=FALSE 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) log_debug("Successfully updated all EXP data in [stop_watch(start_time)]s") /datum/controller/subsystem/jobs/proc/check_skeleton_crew() if(length(GLOB.crew_list) <= GLOB.configuration.jobs.skeleton_crew_threshold) if(skeleton_revoke_timer) deltimer(skeleton_revoke_timer) if(!skeleton_crew) GLOB.minor_announcement.Announce("Due to reduced crew numbers, extended departmental access has been unlocked on crew IDs.", "Extended Access Enabled") skeleton_crew = TRUE return if(skeleton_crew >= GLOB.configuration.jobs.skeleton_crew_escape_threshold) if(skeleton_crew && !skeleton_revoke_timer) GLOB.minor_announcement.Announce("Crew count is now above minimal levels, extended departmental access will be revoked from crew IDs in 2 minutes. \ If your ID access has not been upgraded by the Head of Personnel, please vacate any areas you do not normally have access to.", "Extended Access Disabled") skeleton_revoke_timer = addtimer(CALLBACK(src, PROC_REF(deactivate_skeleton_access)), 2 MINUTES, TIMER_STOPPABLE) /datum/controller/subsystem/jobs/proc/deactivate_skeleton_access() skeleton_crew = FALSE deltimer(skeleton_revoke_timer)