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/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() /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(!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(!all_jobs.len) to_chat(world, "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/Debug(text) job_debug.Add(text) /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.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(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/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) unassigned -= player job.current_positions++ return 1 Debug("AR has failed, Player: [player], Rank: [rank]") return 0 /datum/controller/subsystem/jobs/proc/FreeRole(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.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) 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(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((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 GLOB.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(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(!candidates.len) 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(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() // Lets roughly time this var/watch = start_watch() //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(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: [unassigned.len]") 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: [assistant_candidates.len]") 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.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.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") // 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") return TRUE /datum/controller/subsystem/jobs/proc/AssignRank(mob/living/carbon/human/H, rank, joined_late = FALSE, log_to_db = TRUE) 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, "


----------------") to_chat(H, "
Your role on the station is: [alt_title ? alt_title : rank].
") to_chat(H, "
You answer directly to [job.supervisors]. Special circumstances may change this.
") to_chat(H, "
For more information on how the station works, see Standard Operating Procedure (SOP).
") if(job.is_service) to_chat(H, "
As a member of Service, make sure to read up on your Department SOP.
") if(job.is_supply) to_chat(H, "
As a member of Supply, make sure to read up on your Department SOP.
") if(job.is_command) to_chat(H, "
As an important member of Command, read up on your Department SOP.
") if(job.is_legal) to_chat(H, "
Your job requires complete knowledge of Space Law and Legal Standard Operating Procedure.
") if(job.is_engineering) to_chat(H, "
As a member of Engineering, make sure to read up on your Department SOP.
") if(job.is_medical) to_chat(H, "
As a member of Medbay, make sure to read up on your Department SOP.
") if(job.is_science) to_chat(H, "
As a member of Science, make sure to read up on your Department SOP.
") if(job.is_security) to_chat(H, "
As a member of Security, you are to know Space Law, Legal Standard Operating Procedure, as well as your Department SOP.
") if(job.req_admin_notify) to_chat(H, "
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.
") to_chat(H, "
If you need help, check the wiki or use Mentorhelp(F1)!
") if(job.important_information) to_chat(H, "
[job.important_information]
") to_chat(H, "
----------------

") if(log_to_db) SSblackbox.record_feedback("nested tally", "manifest", 1, list(rank, (joined_late ? "latejoin" : "roundstart"))) 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.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), slot_glasses) if(equipped != 1) var/obj/item/clothing/glasses/G = H.glasses if(istype(G) && !G.prescription) G.prescription = TRUE G.name = "prescription [G.name]" H.update_nearsighted_effects() 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].") 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 /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) 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 var/remembered_info = "" remembered_info += "Your account number is: #[account.account_number]
" remembered_info += "Your account pin is: [account.account_pin]
" H.mind.store_memory(remembered_info) H.mind.set_initial_account(account) to_chat(H, "As an employee of Nanotrasen you will receive a paycheck of $[account.payday_amount] credits every 30 minutes") to_chat(H, "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 && job.title != "Quartermaster") 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, "Your department will receive a $[department_account.payday_amount] credit stipend every 30 minutes") to_chat(H, "The [department.department_name] department's account number is: #[department_account.account_number], Your department's account pin is: [department_account.account_pin]") /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/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 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 var/added_living = 0 var/added_ghost = 0 if(C.mob.stat == CONSCIOUS && myrole) play_records[C.ckey][EXP_TYPE_LIVING] += minutes added_living += minutes if(announce) to_chat(C.mob, "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 if(announce) to_chat(C.mob, "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, "You got: [minutes] Special EXP!") else if(isobserver(C.mob)) play_records[C.ckey][EXP_TYPE_GHOST] += minutes added_ghost += minutes if(announce) to_chat(C.mob, "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 var/datum/db_query/update_query_history = SSdbcore.NewQuery({" INSERT INTO playtime_history (ckey, date, time_living, time_ghost) VALUES (:ckey, CURDATE(), :addedliving, :addedghost) ON DUPLICATE KEY UPDATE time_living=time_living + VALUES(time_living), time_ghost=time_ghost + VALUES(time_ghost)"}, list( "ckey" = C.ckey, "addedliving" = added_living, "addedghost" = added_ghost ) ) 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) Debug("Successfully updated all EXP data in [stop_watch(start_time)]s")