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* genetics -> sci * Update code/game/jobs/job/science_jobs.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
590 lines
25 KiB
Plaintext
590 lines
25 KiB
Plaintext
SUBSYSTEM_DEF(jobs)
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name = "Jobs"
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init_order = INIT_ORDER_JOBS // 12
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wait = 5 MINUTES // Dont ever make this a super low value since EXP updates are calculated from this value
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runlevels = RUNLEVEL_GAME
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offline_implications = "Job playtime hours will no longer be logged. No immediate action is needed."
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cpu_display = SS_CPUDISPLAY_LOW
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//List of all jobs
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var/list/occupations = list()
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var/list/name_occupations = list() //Dict of all jobs, keys are titles
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var/list/type_occupations = list() //Dict of all jobs, keys are types
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var/list/prioritized_jobs = list() // List of jobs set to priority by HoP/Captain
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var/list/id_change_records = list() // List of all job transfer records
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var/probability_of_antag_role_restriction = 100 // Dict probability of a job rolling an antagonist role
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var/id_change_counter = 1
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///list of station departments and their associated roles and economy payments
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var/list/station_departments = list()
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/// Do we spawn everyone at shuttle due to late arivals?
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var/late_arrivals_spawning = FALSE
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/// Do we spawn people drunkenly due to the party last night?
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var/drunken_spawning = FALSE
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/// Job selector, used for roundstart and late join job assignment
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var/datum/job_selector/job_selector
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/datum/controller/subsystem/jobs/Initialize()
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if(!length(occupations))
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SetupOccupations()
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for(var/department_type in subtypesof(/datum/station_department))
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station_departments += new department_type()
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LoadJobs(FALSE)
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// Only fires every 5 minutes
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/datum/controller/subsystem/jobs/fire()
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if(!SSdbcore.IsConnected() || !GLOB.configuration.jobs.enable_exp_tracking)
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return
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batch_update_player_exp(announce = FALSE) // Set this to true if you ever want to inform players about their EXP gains
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/datum/controller/subsystem/jobs/proc/SetupOccupations(list/faction = list("Station"))
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occupations = list()
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var/list/all_jobs = subtypesof(/datum/job)
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if(!length(all_jobs))
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to_chat(world, "<span class='warning'>Error setting up jobs, no job datums found.</span>")
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return 0
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for(var/J in all_jobs)
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var/datum/job/job = new J()
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if(!job)
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continue
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occupations += job
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name_occupations[job.title] = job
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type_occupations[J] = job
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return 1
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/datum/controller/subsystem/jobs/proc/GetJob(rank)
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if(!length(occupations))
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SetupOccupations()
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return name_occupations[rank]
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/datum/controller/subsystem/jobs/proc/GetJobType(jobtype)
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if(!length(occupations))
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SetupOccupations()
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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.active_character.GetPlayerAltTitle(GetJob(rank))
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/datum/controller/subsystem/jobs/proc/FreeRole(rank, force = FALSE) //making additional slot on the fly
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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if(job.job_banned_gamemode)
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if(!force)
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return FALSE
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job.job_banned_gamemode = FALSE // If admins want to force it, they can reopen banned job slots
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if(job.current_positions >= job.total_positions && job.total_positions != -1)
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job.total_positions++
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return TRUE
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return FALSE
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/datum/controller/subsystem/jobs/proc/ResetOccupations()
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for(var/mob/new_player/player in GLOB.player_list)
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if((player) && (player.mind))
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player.mind.assigned_role = null
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player.mind.special_role = null
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occupations.Cut()
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SetupOccupations()
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return
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/datum/controller/subsystem/jobs/proc/AssignRank(mob/living/carbon/human/H, rank, joined_late = FALSE)
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if(!H)
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return null
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var/datum/job/job = GetJob(rank)
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H.job = rank
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var/alt_title = null
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if(H.mind)
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H.mind.assigned_role = rank
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alt_title = H.mind.role_alt_title
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CreateMoneyAccount(H, rank, job)
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var/list/L = list()
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L.Add("<b>Your role on the station is: [alt_title ? alt_title : rank].")
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L.Add("You answer directly to [job.supervisors]. Special circumstances may change this.")
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L.Add("For more information on how the station works, see [wiki_link("Standard_Operating_Procedure", "Standard Operating Procedure (SOP)")].")
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if(job.job_department_flags & DEP_FLAG_SERVICE)
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L.Add("As a member of Service, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Service)", "Department SOP")].")
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if(job.job_department_flags & DEP_FLAG_SUPPLY)
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L.Add("As a member of Supply, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Supply)", "Department SOP")].")
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if(job.job_department_flags == DEP_FLAG_COMMAND) // Check if theyre only command, like captain/hop/bs/ntrep, to not spam their chatbox
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L.Add("As an important member of Command, read up on your [wiki_link("Standard_Operating_Procedure_(Command)", "Department SOP")].")
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if(job.job_department_flags & DEP_FLAG_LEGAL)
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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")].")
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if(job.job_department_flags & DEP_FLAG_ENGINEERING)
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L.Add("As a member of Engineering, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Engineering)", "Department SOP")].")
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if(job.job_department_flags & DEP_FLAG_MEDICAL)
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L.Add("As a member of Medbay, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Medical)", "Department SOP")].")
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if(job.job_department_flags & DEP_FLAG_SCIENCE)
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L.Add("As a member of Science, make sure to read up on your [wiki_link("Standard_Operating_Procedure_(Science)", "Department SOP")].")
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if(job.job_department_flags & DEP_FLAG_SECURITY)
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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")].")
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if(job.req_admin_notify)
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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.")
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L.Add("<br>If you need help, check the [wiki_link("Main_Page", "wiki")] or use Mentorhelp(F1)!</b>")
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if(job.important_information)
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L.Add("</b><span class='userdanger' style='width: 80%'>[job.important_information]</span>")
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to_chat(H, chat_box_green(L.Join("<br>")))
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// If the job has objectives, announce those too
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if(length(H.mind.job_objectives))
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var/list/objectives_message = list()
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var/counter = 1
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for(var/datum/job_objective/objective as anything in H.mind.job_objectives)
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objectives_message.Add("<b>Objective #[counter]: [objective.objective_name]</b>")
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objectives_message.Add("[objective.description]<br>")
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counter++
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to_chat(H, chat_box_notice(objectives_message.Join("<br>")))
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return H
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/datum/controller/subsystem/jobs/proc/EquipRank(mob/living/carbon/human/H, rank, joined_late = 0) // Equip and put them in an area
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if(!H)
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return null
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var/datum/job/job = GetJob(rank)
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H.job = rank
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if(!joined_late && !late_arrivals_spawning)
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var/turf/T = null
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var/obj/S = null
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var/list/landmarks = GLOB.landmarks_list
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if(drunken_spawning)
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landmarks = shuffle(landmarks) //Shuffle it so it's random
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for(var/obj/effect/landmark/start/sloc in landmarks)
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if(sloc.name != rank && !drunken_spawning)
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continue
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if(locate(/mob/living) in sloc.loc)
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continue
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if(drunken_spawning && sloc.name == "AI")
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continue
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S = sloc
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break
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if(!S)
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S = locate("start*[rank]") // use old stype
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if(!S) // still no spawn, fall back to the arrivals shuttle
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for(var/turf/TS in get_area_turfs(/area/shuttle/arrival))
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if(!TS.density)
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var/clear = 1
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for(var/obj/O in TS)
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if(O.density)
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clear = 0
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break
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if(clear)
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T = TS
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continue
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if(isturf(S))
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T = S
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else if(istype(S, /obj/effect/landmark/start) && isturf(S.loc))
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T = S.loc
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if(T)
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H.forceMove(T)
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// Moving wheelchair if they have one
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if(H.buckled && istype(H.buckled, /obj/structure/chair/wheelchair))
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H.buckled.forceMove(H.loc)
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H.buckled.dir = H.dir
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if(job)
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var/new_mob = job.equip(H)
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if(ismob(new_mob))
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H = new_mob
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if(job && H)
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job.after_spawn(H)
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//Gives glasses to the vision impaired
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if(HAS_TRAIT(H, TRAIT_NEARSIGHT))
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var/equipped = H.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(H), ITEM_SLOT_EYES)
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if(equipped != 1)
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var/obj/item/clothing/glasses/G = H.glasses
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if(istype(G) && !G.prescription)
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G.upgrade_prescription()
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H.update_nearsighted_effects()
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if(joined_late || job.admin_only)
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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)
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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
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return H
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if(late_arrivals_spawning)
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H.forceMove(pick(GLOB.latejoin))
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if(drunken_spawning)
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var/obj/item/organ/internal/liver/L
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var/liver_multiplier = 1
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L = H.get_int_organ(/obj/item/organ/internal/liver)
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if(L)
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liver_multiplier = L.alcohol_intensity
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if(isslimeperson(H) || isrobot(H))
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liver_multiplier = 5
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H.Sleeping(5 SECONDS)
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H.Drunk((2 / liver_multiplier) MINUTES)
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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)
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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
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return H
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/datum/controller/subsystem/jobs/proc/LoadJobs(highpop = FALSE) //ran during round setup, reads info from jobs list
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if(!GLOB.configuration.jobs.enable_job_amount_overrides)
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return FALSE
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var/list/joblist = list()
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if(highpop)
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joblist = GLOB.configuration.jobs.highpop_job_map.Copy()
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else
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joblist = GLOB.configuration.jobs.lowpop_job_map.Copy()
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for(var/job in joblist)
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// Key: name | Value: Amount
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var/datum/job/J = GetJob(job)
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if(!J)
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stack_trace("`[job]` not found while setting max slots. Check for misspellings or alternate titles")
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continue
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J.total_positions = text2num(joblist[job])
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J.spawn_positions = text2num(joblist[job])
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if(job == "AI" || job == "Cyborg") //I dont like this here but it will do for now
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J.total_positions = 0
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return TRUE
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//fuck
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/datum/controller/subsystem/jobs/proc/CreateMoneyAccount(mob/living/H, rank, datum/job/job)
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if(job && !job.has_bank_account)
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return
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var/starting_balance = job?.department_account_access ? COMMAND_MEMBER_STARTING_BALANCE : CREW_MEMBER_STARTING_BALANCE
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var/datum/money_account/account = GLOB.station_money_database.create_account(H.real_name, starting_balance, ACCOUNT_SECURITY_ID, "NAS Trurl Accounting", TRUE)
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for(var/datum/job_objective/objective as anything in H.mind.job_objectives)
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objective.owner_account = account
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H.mind.store_memory("<b>Your account number is:</b> #[account.account_number]<br><b>Your account pin is:</b> [account.account_pin]")
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H.mind.set_initial_account(account)
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to_chat(H, "<span class='boldnotice'>As an employee of Nanotrasen you will receive a paycheck of $[account.payday_amount] credits every 30 minutes</span>")
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to_chat(H, "<span class='boldnotice'>Your account number is: [account.account_number], your account pin is: [account.account_pin]</span>")
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if(!job) //if their job datum is null (looking at you ERTs...), we don't need to do anything past this point
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return
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//add them to their department datum, (this relates a lot to money account I promise)
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var/list/users_departments = get_departments_from_job(job.title)
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for(var/datum/station_department/department as anything in users_departments)
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var/datum/department_member/member = new
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member.name = H.real_name
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member.role = job.title
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member.set_member_account(account) //we need to set this through a proc so we can register signals
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member.can_approve_crates = job?.department_account_access
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department.members += member
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// If they're head, give them the account info for their department
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if(!job.department_account_access)
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return
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announce_department_accounts(users_departments, H, job)
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/datum/controller/subsystem/jobs/proc/announce_department_accounts(users_departments, mob/living/H, datum/job/job)
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var/remembered_info = ""
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for(var/datum/station_department/department as anything in users_departments)
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if(job.title != department.head_of_staff)
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continue
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var/datum/money_account/department_account = department.department_account
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if(!department_account)
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return
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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<br>"
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remembered_info += "<b>The [department.department_name] department's account number is:</b> #[department_account.account_number]<br>"
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remembered_info += "<b>The [department.department_name] department's account pin is:</b> [department_account.account_pin]<br>"
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remembered_info += "<b>Your department's account funds are:</b> $[department_account.credit_balance]<br>"
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H.mind.store_memory(remembered_info)
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to_chat(H, "<span class='boldnotice'>Your department will receive a $[department_account.payday_amount] credit stipend every 30 minutes</span>")
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to_chat(H, "<span class='boldnotice'>The [department.department_name] department's account number is: #[department_account.account_number], Your department's account pin is: [department_account.account_pin]</span>")
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/// Returns a list of jobs keyed by name to UI color for the job transfer selection.
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/datum/controller/subsystem/jobs/proc/format_jobs_for_id_computer(obj/item/card/id/tgtcard)
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var/list/jobs_to_formats = list()
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if(tgtcard)
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var/mob/M = tgtcard.getPlayer()
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for(var/datum/job/job in occupations)
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if(tgtcard.rank && tgtcard.rank == job.title)
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jobs_to_formats[job.title] = "green" // the job they already have is pre-selected
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else if(tgtcard.assignment == "Demoted" || tgtcard.assignment == "Terminated")
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jobs_to_formats[job.title] = "grey"
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else if(!job.transfer_allowed)
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jobs_to_formats[job.title] = "grey" // jobs which shouldnt be transferred into for whatever reason, likely due to high hour requirements
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else if((job.title in GLOB.command_positions) && istype(M) && M.client && job.get_exp_restrictions(M.client))
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jobs_to_formats[job.title] = "grey" // command jobs which are playtime-locked and not unlocked for this player are discouraged
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else if(job.total_positions && !job.current_positions && job.title != "Assistant")
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jobs_to_formats[job.title] = "teal" // jobs with nobody doing them at all are encouraged
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else if(job.total_positions >= 0 && job.current_positions >= job.total_positions)
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jobs_to_formats[job.title] = "grey" // jobs that are full (no free positions) are discouraged
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if(tgtcard.assignment == "Demoted" || tgtcard.assignment == "Terminated")
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jobs_to_formats["Custom"] = "grey"
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return jobs_to_formats
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/datum/controller/subsystem/jobs/proc/get_job_titles_for_id_computer()
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. = list()
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.["top"] = list("Captain", "Custom")
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.["assistant"] = GLOB.assistant_positions
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.["medical"] = GLOB.medical_positions
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.["engineering"] = GLOB.engineering_positions
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.["science"] = GLOB.science_positions
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.["security"] = GLOB.active_security_positions
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.["service"] = GLOB.service_positions
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.["supply"] = GLOB.supply_positions
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.["centcom"] = get_all_centcom_jobs() + get_all_ERT_jobs()
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/datum/controller/subsystem/jobs/proc/log_job_transfer(transferee, oldvalue, newvalue, whodidit, reason)
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id_change_records["[id_change_counter]"] = list(
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"transferee" = transferee,
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"oldvalue" = oldvalue,
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"newvalue" = newvalue,
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"whodidit" = whodidit,
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"timestamp" = station_time_timestamp(),
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"reason" = reason
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)
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id_change_counter++
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/datum/controller/subsystem/jobs/proc/slot_job_transfer(oldtitle, newtitle)
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var/datum/job/oldjobdatum = SSjobs.GetJob(oldtitle)
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var/datum/job/newjobdatum = SSjobs.GetJob(newtitle)
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if(istype(oldjobdatum) && oldjobdatum.current_positions > 0 && istype(newjobdatum))
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if(!(oldjobdatum.title in GLOB.command_positions) && !(newjobdatum.title in GLOB.command_positions))
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oldjobdatum.current_positions--
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newjobdatum.current_positions++
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/datum/controller/subsystem/jobs/proc/notify_dept_head(jobtitle, antext)
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// Used to notify the department head of jobtitle X that their employee was brigged, demoted or terminated
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if(!jobtitle || !antext)
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return
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var/datum/job/tgt_job = GetJob(jobtitle)
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if(!tgt_job)
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return
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if(!length(tgt_job.department_head))
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return
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var/boss_title = tgt_job.department_head[1]
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var/obj/item/pda/target_pda
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for(var/obj/item/pda/check_pda in GLOB.PDAs)
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|
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("<b>Automated Notification: </b>\"[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("<b>Automated Notification: </b>\"[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 class='notice'>You got: [minutes] Living EXP!</span>")
|
|
|
|
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 class='notice'>You got: [minutes] [category] EXP!</span>")
|
|
|
|
if(C.mob.mind.special_role)
|
|
play_records[C.ckey][EXP_TYPE_SPECIAL] += minutes
|
|
if(announce)
|
|
to_chat(C.mob, "<span class='notice'>You got: [minutes] Special EXP!</span>")
|
|
|
|
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 class='notice'>You got: [minutes] Ghost EXP!</span>")
|
|
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")
|