SUBSYSTEM_DEF(jobs) name = "Jobs" init_order = INIT_ORDER_JOBS // 12 wait = 3000 // 5 minutes (Deciseconds) runlevels = RUNLEVEL_GAME offline_implications = "Job playtime hours will no longer be logged. No immediate action is needed." //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() /datum/controller/subsystem/jobs/Initialize(timeofday) if(!occupations.len) SetupOccupations() LoadJobs("config/jobs.txt") return ..() // Only fires every 5 minutes /datum/controller/subsystem/jobs/fire() if(!config.sql_enabled || !config.use_exp_tracking) return INVOKE_ASYNC(GLOBAL_PROC, /.proc/update_exp, 5, 0) /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, "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(var/text) if(!GLOB.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 GLOB.command_positions) //If you want a command position, select it! continue if(job.title in GLOB.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 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(var/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(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(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.has_valid_preferences() && player.mind && !player.mind.assigned_role) unassigned += player if(player.client.prefs.toggles2 & PREFTOGGLE_2_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) if(player.client.prefs.alternate_option != BE_ASSISTANT) GiveRandomJob(player) if(player in unassigned) AssignRole(player, "Civilian") else 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, "You are the [alt_title ? alt_title : rank].") to_chat(H, "As the [alt_title ? alt_title : rank] 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.") 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(NEARSIGHTED in H.mutations) 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() 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 += "Your account number is: #[M.account_number]
" remembered_info += "Your account pin is: [M.remote_access_pin]
" remembered_info += "Your account funds are: $[M.money]
" if(M.transaction_log.len) var/datum/transaction/T = M.transaction_log[1] remembered_info += "Your account was created: [T.time], [T.date] at [T.source_terminal]
" 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 = GLOB.department_accounts[job.department] if(department_account) remembered_info += "Your department's account number is: #[department_account.account_number]
" remembered_info += "Your department's account pin is: [department_account.remote_access_pin]
" remembered_info += "Your department's account funds are: $[department_account.money]
" H.mind.store_memory(remembered_info) H.mind.initial_account = M spawn(0) to_chat(H, "Your account number is: [M.account_number], your account pin is: [M.remote_access_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.assignment && tgtcard.assignment == 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.would_accept_job_transfer_from_player(M)) jobs_to_formats[job.title] = "grey" // jobs which are karma-locked and not unlocked for this player are discouraged else if((job.title in GLOB.command_positions) && istype(M) && M.client && job.available_in_playtime(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 != "Civilian") 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(!tgt_job.department_head[1]) 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