Clean up dead code obsoleted by outfit system

- job_access_type on ids is used literally nowhere.  Removed.
- spawnId is only called on people who already have ids, and does nothing because of it.  Removed.
- idtype is defined both for jobs and outfits, and for jobs it's only used in spawnid and to not give ais and cyborgs headsets.  Replaced with new has_headset variable
- equip_backpack and equip_survival on jobs are also useless, since outfits handle that.  Removed.
- spawnId put access on ids, but equip_id doesn't.  Made equip_id for job outfits put access on ids.
- With equip_id putting access on ids we don't need all the different subtypes of id.  Removed a lot of them.
This commit is contained in:
Meghan-Rossi
2019-11-03 22:32:06 +00:00
parent 176444e1a7
commit c8fd01a4f5
21 changed files with 36 additions and 283 deletions

View File

@@ -14,7 +14,7 @@
/decl/hierarchy/outfit/job/cargo/cargo_tech
name = OUTFIT_JOB_NAME("Cargo technician")
uniform = /obj/item/clothing/under/rank/cargotech
id_type = /obj/item/weapon/card/id/cargo/cargo_tech
id_type = /obj/item/weapon/card/id/cargo
pda_type = /obj/item/device/pda/cargo
/decl/hierarchy/outfit/job/cargo/mining
@@ -23,7 +23,7 @@
l_ear = /obj/item/device/radio/headset/headset_mine
backpack = /obj/item/weapon/storage/backpack/industrial
satchel_one = /obj/item/weapon/storage/backpack/satchel/eng
id_type = /obj/item/weapon/card/id/cargo/mining
id_type = /obj/item/weapon/card/id/cargo
pda_type = /obj/item/device/pda/shaftminer
backpack_contents = list(/obj/item/weapon/tool/crowbar = 1, /obj/item/weapon/storage/bag/ore = 1)
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL

View File

@@ -14,7 +14,7 @@
/decl/hierarchy/outfit/job/service/bartender
name = OUTFIT_JOB_NAME("Bartender")
uniform = /obj/item/clothing/under/rank/bartender
id_type = /obj/item/weapon/card/id/civilian/bartender
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/bar
backpack_contents = list(/obj/item/clothing/accessory/permit/gun/bar = 1)
@@ -33,7 +33,7 @@
uniform = /obj/item/clothing/under/rank/chef
suit = /obj/item/clothing/suit/chef
head = /obj/item/clothing/head/chefhat
id_type = /obj/item/weapon/card/id/civilian/chef
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/chef
/decl/hierarchy/outfit/job/service/chef/cook
@@ -49,20 +49,20 @@
backpack = /obj/item/weapon/storage/backpack/hydroponics
satchel_one = /obj/item/weapon/storage/backpack/satchel/hyd
messenger_bag = /obj/item/weapon/storage/backpack/messenger/hyd
id_type = /obj/item/weapon/card/id/civilian/botanist
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/botanist
/decl/hierarchy/outfit/job/service/janitor
name = OUTFIT_JOB_NAME("Janitor")
uniform = /obj/item/clothing/under/rank/janitor
id_type = /obj/item/weapon/card/id/civilian/janitor
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/janitor
/decl/hierarchy/outfit/job/librarian
name = OUTFIT_JOB_NAME("Librarian")
uniform = /obj/item/clothing/under/suit_jacket/red
l_hand = /obj/item/weapon/barcodescanner
id_type = /obj/item/weapon/card/id/civilian/librarian
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/librarian
/decl/hierarchy/outfit/job/internal_affairs_agent
@@ -73,14 +73,14 @@
shoes = /obj/item/clothing/shoes/brown
glasses = /obj/item/clothing/glasses/sunglasses/big
l_hand = /obj/item/weapon/clipboard
id_type = /obj/item/weapon/card/id/civilian/internal_affairs_agent
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/lawyer
/decl/hierarchy/outfit/job/chaplain
name = OUTFIT_JOB_NAME("Chaplain")
uniform = /obj/item/clothing/under/rank/chaplain
l_hand = /obj/item/weapon/storage/bible
id_type = /obj/item/weapon/card/id/civilian/chaplain
id_type = /obj/item/weapon/card/id/civilian
pda_type = /obj/item/device/pda/chaplain
/decl/hierarchy/outfit/job/explorer

View File

@@ -7,7 +7,7 @@
backpack = /obj/item/weapon/storage/backpack/captain
satchel_one = /obj/item/weapon/storage/backpack/satchel/cap
messenger_bag = /obj/item/weapon/storage/backpack/messenger/com
id_type = /obj/item/weapon/card/id/gold/captain
id_type = /obj/item/weapon/card/id/gold
pda_type = /obj/item/device/pda/captain
/decl/hierarchy/outfit/job/captain/post_equip(var/mob/living/carbon/human/H)
@@ -28,14 +28,14 @@
uniform = /obj/item/clothing/under/rank/head_of_personnel
l_ear = /obj/item/device/radio/headset/heads/hop
shoes = /obj/item/clothing/shoes/brown
id_type = /obj/item/weapon/card/id/silver/hop
id_type = /obj/item/weapon/card/id/silver
pda_type = /obj/item/device/pda/heads/hop
/decl/hierarchy/outfit/job/secretary
name = OUTFIT_JOB_NAME("Command Secretary")
l_ear = /obj/item/device/radio/headset/headset_com
shoes = /obj/item/clothing/shoes/brown
id_type = /obj/item/weapon/card/id/silver/secretary
id_type = /obj/item/weapon/card/id/silver
pda_type = /obj/item/device/pda/heads
r_hand = /obj/item/weapon/clipboard

View File

@@ -23,12 +23,12 @@
name = OUTFIT_JOB_NAME("Engineer")
head = /obj/item/clothing/head/hardhat
uniform = /obj/item/clothing/under/rank/engineer
id_type = /obj/item/weapon/card/id/engineering/engineer
id_type = /obj/item/weapon/card/id/engineering
pda_type = /obj/item/device/pda/engineering
/decl/hierarchy/outfit/job/engineering/atmos
name = OUTFIT_JOB_NAME("Atmospheric technician")
uniform = /obj/item/clothing/under/rank/atmospheric_technician
belt = /obj/item/weapon/storage/belt/utility/atmostech
id_type = /obj/item/weapon/card/id/engineering/atmos
id_type = /obj/item/weapon/card/id/engineering
pda_type = /obj/item/device/pda/atmos

View File

@@ -13,8 +13,11 @@
flags = OUTFIT_HAS_BACKPACK
/decl/hierarchy/outfit/job/equip_id(mob/living/carbon/human/H)
/decl/hierarchy/outfit/job/equip_id(mob/living/carbon/human/H, rank, assignment)
var/obj/item/weapon/card/id/C = ..()
var/datum/job/J = job_master.GetJob(rank)
if(J)
C.access = J.get_access()
if(H.mind)
var/datum/mind/M = H.mind
if(M.initial_account)

View File

@@ -25,7 +25,7 @@
suit = /obj/item/clothing/suit/storage/toggle/labcoat
l_hand = /obj/item/weapon/storage/firstaid/regular
r_pocket = /obj/item/device/flashlight/pen
id_type = /obj/item/weapon/card/id/medical/doctor
id_type = /obj/item/weapon/card/id/medical
/decl/hierarchy/outfit/job/medical/doctor/emergency_physician
name = OUTFIT_JOB_NAME("Emergency Physician")
@@ -65,7 +65,7 @@
suit = /obj/item/clothing/suit/storage/toggle/labcoat/chemist
backpack = /obj/item/weapon/storage/backpack/chemistry
satchel_one = /obj/item/weapon/storage/backpack/satchel/chem
id_type = /obj/item/weapon/card/id/medical/chemist
id_type = /obj/item/weapon/card/id/medical
pda_type = /obj/item/device/pda/chemist
/decl/hierarchy/outfit/job/medical/geneticist
@@ -75,7 +75,7 @@
backpack = /obj/item/weapon/storage/backpack/genetics
r_pocket = /obj/item/device/flashlight/pen
satchel_one = /obj/item/weapon/storage/backpack/satchel/gen
id_type = /obj/item/weapon/card/id/medical/geneticist
id_type = /obj/item/weapon/card/id/medical
pda_type = /obj/item/device/pda/geneticist
/decl/hierarchy/outfit/job/medical/psychiatrist
@@ -83,7 +83,7 @@
uniform = /obj/item/clothing/under/rank/psych
suit = /obj/item/clothing/suit/storage/toggle/labcoat
shoes = /obj/item/clothing/shoes/laceup
id_type = /obj/item/weapon/card/id/medical/psychiatrist
id_type = /obj/item/weapon/card/id/medical
/decl/hierarchy/outfit/job/medical/psychiatrist/psychologist
name = OUTFIT_JOB_NAME("Psychologist")
@@ -97,7 +97,7 @@
l_hand = /obj/item/weapon/storage/firstaid/regular
belt = /obj/item/weapon/storage/belt/medical/emt
pda_slot = slot_l_store
id_type = /obj/item/weapon/card/id/medical/paramedic
id_type = /obj/item/weapon/card/id/medical
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL
/decl/hierarchy/outfit/job/medical/paramedic/emt

View File

@@ -20,13 +20,13 @@
/decl/hierarchy/outfit/job/science/scientist
name = OUTFIT_JOB_NAME("Scientist")
uniform = /obj/item/clothing/under/rank/scientist
id_type = /obj/item/weapon/card/id/science/scientist
id_type = /obj/item/weapon/card/id/science
suit = /obj/item/clothing/suit/storage/toggle/labcoat/science
/decl/hierarchy/outfit/job/science/xenobiologist
name = OUTFIT_JOB_NAME("Xenobiologist")
uniform = /obj/item/clothing/under/rank/scientist
id_type = /obj/item/weapon/card/id/science/xenobiologist
id_type = /obj/item/weapon/card/id/science
suit = /obj/item/clothing/suit/storage/toggle/labcoat/science
/decl/hierarchy/outfit/job/science/roboticist
@@ -34,7 +34,7 @@
uniform = /obj/item/clothing/under/rank/roboticist
shoes = /obj/item/clothing/shoes/black
belt = /obj/item/weapon/storage/belt/utility/full
id_type = /obj/item/weapon/card/id/science/roboticist
id_type = /obj/item/weapon/card/id/science
pda_slot = slot_r_store
pda_type = /obj/item/device/pda/roboticist
backpack = /obj/item/weapon/storage/backpack

View File

@@ -20,7 +20,7 @@
name = OUTFIT_JOB_NAME("Warden")
uniform = /obj/item/clothing/under/rank/warden
l_pocket = /obj/item/device/flash
id_type = /obj/item/weapon/card/id/security/warden
id_type = /obj/item/weapon/card/id/security
pda_type = /obj/item/device/pda/warden
/decl/hierarchy/outfit/job/security/detective
@@ -31,7 +31,7 @@
l_pocket = /obj/item/weapon/flame/lighter/zippo
shoes = /obj/item/clothing/shoes/laceup
r_hand = /obj/item/weapon/storage/briefcase/crimekit
id_type = /obj/item/weapon/card/id/security/detective
id_type = /obj/item/weapon/card/id/security
pda_type = /obj/item/device/pda/detective
backpack = /obj/item/weapon/storage/backpack
satchel_one = /obj/item/weapon/storage/backpack/satchel/norm
@@ -46,5 +46,5 @@
name = OUTFIT_JOB_NAME("Security Officer")
uniform = /obj/item/clothing/under/rank/security
l_pocket = /obj/item/device/flash
id_type = /obj/item/weapon/card/id/security/officer
id_type = /obj/item/weapon/card/id/security
pda_type = /obj/item/device/pda/security

View File

@@ -11,7 +11,6 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
spawn_positions = 1
supervisors = "company officials and Corporate Regulations"
selection_color = "#1D1D4F"
idtype = /obj/item/weapon/card/id/gold
req_admin_notify = 1
access = list() //See get_access()
minimal_access = list() //See get_access()
@@ -44,7 +43,6 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
spawn_positions = 1
supervisors = "the Colony Director"
selection_color = "#2F2F7F"
idtype = /obj/item/weapon/card/id/silver/hop
req_admin_notify = 1
minimal_player_age = 10
economic_modifier = 10
@@ -79,7 +77,6 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
spawn_positions = 2
supervisors = "command staff"
selection_color = "#2F2F7F"
idtype = /obj/item/weapon/card/id/silver/secretary
minimal_player_age = 5
economic_modifier = 7

View File

@@ -9,7 +9,6 @@
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/bartender
access = list(access_hydroponics, access_bar, access_kitchen)
minimal_access = list(access_bar)
@@ -27,7 +26,6 @@
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/chef
access = list(access_hydroponics, access_bar, access_kitchen)
minimal_access = list(access_kitchen)
@@ -44,7 +42,6 @@
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/botanist
access = list(access_hydroponics, access_bar, access_kitchen)
minimal_access = list(access_hydroponics)
@@ -63,7 +60,6 @@
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#7a4f33"
idtype = /obj/item/weapon/card/id/cargo/head
economic_modifier = 5
access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
minimal_access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mining, access_mining_station)
@@ -83,7 +79,6 @@
spawn_positions = 2
supervisors = "the quartermaster and the head of personnel"
selection_color = "#9b633e"
idtype = /obj/item/weapon/card/id/cargo/cargo_tech
access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_mining, access_mining_station)
minimal_access = list(access_maint_tunnels, access_cargo, access_cargo_bot, access_mailsorting)
@@ -99,7 +94,6 @@
spawn_positions = 3
supervisors = "the quartermaster and the head of personnel"
selection_color = "#9b633e"
idtype = /obj/item/weapon/card/id/cargo/mining
economic_modifier = 5
access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_mining, access_mining_station)
minimal_access = list(access_mining, access_mining_station, access_mailsorting)
@@ -118,7 +112,6 @@
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/janitor
access = list(access_janitor, access_maint_tunnels)
minimal_access = list(access_janitor, access_maint_tunnels)
@@ -136,7 +129,6 @@
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/librarian
access = list(access_library, access_maint_tunnels)
minimal_access = list(access_library)
@@ -154,7 +146,6 @@
spawn_positions = 2
supervisors = "company officials and Corporate Regulations"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/internal_affairs_agent
economic_modifier = 7
access = list(access_lawyer, access_sec_doors, access_maint_tunnels, access_heads)
minimal_access = list(access_lawyer, access_sec_doors, access_heads)

View File

@@ -9,7 +9,6 @@
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/chaplain
access = list(access_morgue, access_chapel_office, access_crematorium, access_maint_tunnels)
minimal_access = list(access_chapel_office, access_crematorium)
alt_titles = list("Counselor")

View File

@@ -9,7 +9,6 @@
spawn_positions = 1
supervisors = "the Colony Director"
selection_color = "#7F6E2C"
idtype = /obj/item/weapon/card/id/engineering/head
req_admin_notify = 1
economic_modifier = 10
@@ -39,7 +38,6 @@
spawn_positions = 5
supervisors = "the chief engineer"
selection_color = "#5B4D20"
idtype = /obj/item/weapon/card/id/engineering/engineer
economic_modifier = 5
access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics)
minimal_access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction)
@@ -59,7 +57,6 @@
spawn_positions = 2
supervisors = "the chief engineer"
selection_color = "#5B4D20"
idtype = /obj/item/weapon/card/id/engineering/atmos
economic_modifier = 5
access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics, access_external_airlocks)
minimal_access = list(access_eva, access_engine, access_atmospherics, access_maint_tunnels, access_emergency_storage, access_construction, access_external_airlocks)

View File

@@ -13,7 +13,6 @@
var/current_positions = 0 // How many players have this job
var/supervisors = null // Supervisors, who this person answers to directly
var/selection_color = "#ffffff" // Selection screen color
var/idtype = /obj/item/weapon/card/id // The type of the ID the player will have
var/list/alt_titles // List of alternate titles, if any
var/req_admin_notify // If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
var/minimal_player_age = 0 // If you have use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
@@ -21,6 +20,7 @@
var/head_position = 0 // Is this position Command?
var/minimum_character_age = 0
var/ideal_character_age = 30
var/has_headset = TRUE //Do people with this job need to be given headsets and told how to use them? E.g. Cyborgs don't.
var/account_allowed = 1 // Does this job type come with a station account?
var/economic_modifier = 2 // With how much does this job modify the initial account amount?
@@ -40,13 +40,6 @@
. = . || outfit_type
. = outfit_by_type(.)
/datum/job/proc/equip_backpack(var/mob/living/carbon/human/H)
switch(H.backbag)
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel/norm(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
if(5) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/messenger(H), slot_back)
/datum/job/proc/setup_account(var/mob/living/carbon/human/H)
if(!account_allowed || (H.mind && H.mind.initial_account))
return

View File

@@ -9,7 +9,6 @@
spawn_positions = 1
supervisors = "the Colony Director"
selection_color = "#026865"
idtype = /obj/item/weapon/card/id/medical/head
req_admin_notify = 1
economic_modifier = 10
access = list(access_medical, access_medical_equip, access_morgue, access_genetics, access_heads,
@@ -35,7 +34,6 @@
spawn_positions = 3
supervisors = "the chief medical officer"
selection_color = "#013D3B"
idtype = /obj/item/weapon/card/id/medical/doctor
economic_modifier = 7
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics, access_eva)
minimal_access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_virology, access_eva)
@@ -57,7 +55,6 @@
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#013D3B"
idtype = /obj/item/weapon/card/id/medical/chemist
economic_modifier = 5
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
minimal_access = list(access_medical, access_medical_equip, access_chemistry)
@@ -78,7 +75,6 @@
spawn_positions = 0
supervisors = "the chief medical officer and research director"
selection_color = "#013D3B"
idtype = /obj/item/weapon/card/id/medical/geneticist
economic_modifier = 7
access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics, access_research)
minimal_access = list(access_medical, access_morgue, access_genetics, access_research)
@@ -97,7 +93,6 @@
economic_modifier = 5
supervisors = "the chief medical officer"
selection_color = "#013D3B"
idtype = /obj/item/weapon/card/id/medical/psychiatrist
access = list(access_medical, access_medical_equip, access_morgue, access_psychiatrist)
minimal_access = list(access_medical, access_medical_equip, access_psychiatrist)
outfit_type = /decl/hierarchy/outfit/job/medical/psychiatrist
@@ -113,7 +108,6 @@
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#013D3B"
idtype = /obj/item/weapon/card/id/medical/paramedic
economic_modifier = 4
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_eva, access_maint_tunnels, access_external_airlocks, access_psychiatrist)
minimal_access = list(access_medical, access_medical_equip, access_morgue, access_eva, access_maint_tunnels, access_external_airlocks)

View File

@@ -9,7 +9,6 @@
spawn_positions = 1
supervisors = "the Colony Director"
selection_color = "#AD6BAD"
idtype = /obj/item/weapon/card/id/science/head
req_admin_notify = 1
economic_modifier = 15
access = list(access_rd, access_heads, access_tox, access_genetics, access_morgue,
@@ -38,7 +37,6 @@
spawn_positions = 3
supervisors = "the research director"
selection_color = "#633D63"
idtype = /obj/item/weapon/card/id/science/scientist
economic_modifier = 7
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology, access_xenoarch)
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenoarch)
@@ -58,7 +56,6 @@
spawn_positions = 2
supervisors = "the research director"
selection_color = "#633D63"
idtype = /obj/item/weapon/card/id/science/xenobiologist
economic_modifier = 7
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology, access_hydroponics)
minimal_access = list(access_research, access_xenobiology, access_hydroponics, access_tox_storage)
@@ -78,7 +75,6 @@
spawn_positions = 2
supervisors = "research director"
selection_color = "#633D63"
idtype = /obj/item/weapon/card/id/science/roboticist
economic_modifier = 5
access = list(access_robotics, access_tox, access_tox_storage, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.

View File

@@ -9,7 +9,6 @@
spawn_positions = 1
supervisors = "the Colony Director"
selection_color = "#8E2929"
idtype = /obj/item/weapon/card/id/security/head
req_admin_notify = 1
economic_modifier = 10
access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory,
@@ -36,7 +35,6 @@
spawn_positions = 1
supervisors = "the head of security"
selection_color = "#601C1C"
idtype = /obj/item/weapon/card/id/security/warden
economic_modifier = 5
access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory, access_maint_tunnels, access_morgue, access_external_airlocks)
minimal_access = list(access_security, access_eva, access_sec_doors, access_brig, access_armory, access_maint_tunnels, access_external_airlocks)
@@ -53,7 +51,6 @@
spawn_positions = 2
supervisors = "the head of security"
selection_color = "#601C1C"
idtype = /obj/item/weapon/card/id/security/detective
access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
economic_modifier = 5
@@ -71,7 +68,6 @@
spawn_positions = 4
supervisors = "the head of security"
selection_color = "#601C1C"
idtype = /obj/item/weapon/card/id/security/officer
economic_modifier = 4
access = list(access_security, access_eva, access_sec_doors, access_brig, access_maint_tunnels, access_morgue, access_external_airlocks)
minimal_access = list(access_security, access_eva, access_sec_doors, access_brig, access_maint_tunnels, access_external_airlocks)

View File

@@ -11,18 +11,11 @@
minimal_player_age = 7
account_allowed = 0
economic_modifier = 0
has_headset = FALSE
/datum/job/ai/equip(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
/*
/datum/job/ai/equip_survival(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
*/
/datum/job/ai/equip_backpack(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
/datum/job/ai/is_position_available()
return (empty_playable_ai_cores.len != 0)
@@ -45,19 +38,11 @@
alt_titles = list("Robot", "Drone")
account_allowed = 0
economic_modifier = 0
has_headset = FALSE
/datum/job/cyborg/equip(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
/*
/datum/job/cyborg/equip_survival(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
*/
/datum/job/cyborg/equip_backpack(var/mob/living/carbon/human/H)
if(!H) return 0
return 1
return 1
/datum/job/cyborg/equip_preview(mob/living/carbon/human/H)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/cardborg(H), slot_wear_suit)

View File

@@ -398,8 +398,6 @@ var/global/datum/controller/occupations/job_master
//Equip job items.
job.setup_account(H)
job.equip(H, H.mind ? H.mind.role_alt_title : "")
job.equip_backpack(H)
// job.equip_survival(H)
job.apply_fingerprints(H)
if(job.title != "Cyborg" && job.title != "AI")
H.equip_post_job()
@@ -485,9 +483,7 @@ var/global/datum/controller/occupations/job_master
if(job.supervisors)
H << "<b>As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
if(job.idtype)
spawnId(H, rank, alt_title)
if(job.has_headset)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_l_ear)
H << "<b>To speak on your department's radio channel use :h. For the use of other channels, examine your headset.</b>"
@@ -529,48 +525,6 @@ var/global/datum/controller/occupations/job_master
BITSET(H.hud_updateflag, SPECIALROLE_HUD)
return H
proc/spawnId(var/mob/living/carbon/human/H, rank, title)
if(!H) return 0
var/obj/item/weapon/card/id/C = H.get_equipped_item(slot_wear_id)
if(istype(C)) return 0
var/datum/job/job = null
for(var/datum/job/J in occupations)
if(J.title == rank)
job = J
break
if(job)
if(job.title == "Cyborg")
return
else
C = new job.idtype(H)
C.access = job.get_access()
else
C = new /obj/item/weapon/card/id(H)
if(C)
C.rank = rank
C.assignment = title ? title : rank
H.set_id_info(C)
//put the player's account number onto the ID
if(H.mind && H.mind.initial_account)
C.associated_account_number = H.mind.initial_account.account_number
H.equip_to_slot_or_del(C, slot_wear_id)
// H.equip_to_slot_or_del(new /obj/item/device/pda(H), slot_belt)
if(locate(/obj/item/device/pda,H))
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
pda.owner = H.real_name
pda.ownjob = C.assignment
pda.ownrank = C.rank
pda.name = "PDA-[H.real_name] ([pda.ownjob])"
return 1
proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
if(!config.load_jobs_from_txt)
return 0

View File

@@ -23,8 +23,6 @@
var/primary_color = rgb(0,0,0) // Obtained by eyedroppering the stripe in the middle of the card
var/secondary_color = rgb(0,0,0) // Likewise for the oval in the top-left corner
var/datum/job/job_access_type = /datum/job/assistant // Job type to acquire access rights from, if any
//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
var/assignment = null //can be alt title or the actual job
var/rank = null //actual job
@@ -134,16 +132,6 @@
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/silver/secretary
assignment = "Command Secretary"
rank = "Command Secretary"
job_access_type = /datum/job/secretary
/obj/item/weapon/card/id/silver/hop
assignment = "Head of Personnel"
rank = "Head of Personnel"
job_access_type = /datum/job/hop
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
@@ -154,13 +142,11 @@
/obj/item/weapon/card/id/gold/captain
assignment = "Colony Director"
rank = "Colony Director"
job_access_type = /datum/job/captain
/obj/item/weapon/card/id/gold/captain/spare
name = "\improper Colony Director's spare ID"
desc = "The spare ID of the High Lord himself."
registered_name = "Colony Director"
job_access_type = /datum/job/captain
/obj/item/weapon/card/id/synthetic
name = "\improper Synthetic ID"
@@ -205,31 +191,6 @@
primary_color = rgb(189,237,237)
secondary_color = rgb(223,255,255)
/obj/item/weapon/card/id/medical/doctor
assignment = "Medical Doctor"
rank = "Medical Doctor"
job_access_type = /datum/job/doctor
/obj/item/weapon/card/id/medical/chemist
assignment = "Chemist"
rank = "Chemist"
job_access_type = /datum/job/chemist
/obj/item/weapon/card/id/medical/geneticist
assignment = "Geneticist"
rank = "Geneticist"
job_access_type = /datum/job/doctor //geneticist
/obj/item/weapon/card/id/medical/psychiatrist
assignment = "Psychiatrist"
rank = "Psychiatrist"
job_access_type = /datum/job/psychiatrist
/obj/item/weapon/card/id/medical/paramedic
assignment = "Paramedic"
rank = "Paramedic"
job_access_type = /datum/job/paramedic
/obj/item/weapon/card/id/medical/head
name = "identification card"
desc = "A card which represents care and compassion."
@@ -238,7 +199,6 @@
secondary_color = rgb(255,223,127)
assignment = "Chief Medical Officer"
rank = "Chief Medical Officer"
job_access_type = /datum/job/cmo
/obj/item/weapon/card/id/security
name = "identification card"
@@ -247,21 +207,6 @@
primary_color = rgb(189,47,0)
secondary_color = rgb(223,127,95)
/obj/item/weapon/card/id/security/officer
assignment = "Security Officer"
rank = "Security Officer"
job_access_type = /datum/job/officer
/obj/item/weapon/card/id/security/detective
assignment = "Detective"
rank = "Detective"
job_access_type = /datum/job/detective
/obj/item/weapon/card/id/security/warden
assignment = "Warden"
rank = "Warden"
job_access_type = /datum/job/warden
/obj/item/weapon/card/id/security/head
name = "identification card"
desc = "A card which represents honor and protection."
@@ -270,7 +215,6 @@
secondary_color = rgb(255,223,127)
assignment = "Head of Security"
rank = "Head of Security"
job_access_type = /datum/job/hos
/obj/item/weapon/card/id/engineering
name = "identification card"
@@ -279,16 +223,6 @@
primary_color = rgb(189,94,0)
secondary_color = rgb(223,159,95)
/obj/item/weapon/card/id/engineering/engineer
assignment = "Station Engineer"
rank = "Station Engineer"
job_access_type = /datum/job/engineer
/obj/item/weapon/card/id/engineering/atmos
assignment = "Atmospheric Technician"
rank = "Atmospheric Technician"
job_access_type = /datum/job/atmos
/obj/item/weapon/card/id/engineering/head
name = "identification card"
desc = "A card which represents creativity and ingenuity."
@@ -297,7 +231,6 @@
secondary_color = rgb(255,223,127)
assignment = "Chief Engineer"
rank = "Chief Engineer"
job_access_type = /datum/job/chief_engineer
/obj/item/weapon/card/id/science
name = "identification card"
@@ -306,21 +239,6 @@
primary_color = rgb(142,47,142)
secondary_color = rgb(191,127,191)
/obj/item/weapon/card/id/science/scientist
assignment = "Scientist"
rank = "Scientist"
job_access_type = /datum/job/scientist
/obj/item/weapon/card/id/science/xenobiologist
assignment = "Xenobiologist"
rank = "Xenobiologist"
job_access_type = /datum/job/xenobiologist
/obj/item/weapon/card/id/science/roboticist
assignment = "Roboticist"
rank = "Roboticist"
job_access_type = /datum/job/roboticist
/obj/item/weapon/card/id/science/head
name = "identification card"
desc = "A card which represents knowledge and reasoning."
@@ -329,7 +247,6 @@
secondary_color = rgb(255,223,127)
assignment = "Research Director"
rank = "Research Director"
job_access_type = /datum/job/rd
/obj/item/weapon/card/id/cargo
name = "identification card"
@@ -338,16 +255,6 @@
primary_color = rgb(142,94,0)
secondary_color = rgb(191,159,95)
/obj/item/weapon/card/id/cargo/cargo_tech
assignment = "Cargo Technician"
rank = "Cargo Technician"
job_access_type = /datum/job/cargo_tech
/obj/item/weapon/card/id/cargo/mining
assignment = "Shaft Miner"
rank = "Shaft Miner"
job_access_type = /datum/job/mining
/obj/item/weapon/card/id/cargo/head
name = "identification card"
desc = "A card which represents service and planning."
@@ -356,12 +263,10 @@
secondary_color = rgb(255,223,127)
assignment = "Quartermaster"
rank = "Quartermaster"
job_access_type = /datum/job/qm
/obj/item/weapon/card/id/assistant
assignment = "Assistant"
rank = "Assistant"
job_access_type = /datum/job/assistant
/obj/item/weapon/card/id/civilian
name = "identification card"
@@ -371,42 +276,6 @@
secondary_color = rgb(95,159,191)
assignment = "Civilian"
rank = "Assistant"
job_access_type = /datum/job/assistant
/obj/item/weapon/card/id/civilian/bartender
assignment = "Bartender"
rank = "Bartender"
job_access_type = /datum/job/bartender
/obj/item/weapon/card/id/civilian/botanist
assignment = "Botanist"
rank = "Botanist"
job_access_type = /datum/job/hydro
/obj/item/weapon/card/id/civilian/chaplain
assignment = "Chaplain"
rank = "Chaplain"
job_access_type = /datum/job/chaplain
/obj/item/weapon/card/id/civilian/chef
assignment = "Chef"
rank = "Chef"
job_access_type = /datum/job/chef
/obj/item/weapon/card/id/civilian/internal_affairs_agent
assignment = "Internal Affairs Agent"
rank = "Internal Affairs Agent"
job_access_type = /datum/job/lawyer
/obj/item/weapon/card/id/civilian/janitor
assignment = "Janitor"
rank = "Janitor"
job_access_type = /datum/job/janitor
/obj/item/weapon/card/id/civilian/librarian
assignment = "Librarian"
rank = "Librarian"
job_access_type = /datum/job/librarian
/obj/item/weapon/card/id/civilian/head //This is not the HoP. There's no position that uses this right now.
name = "identification card"

View File

@@ -14,7 +14,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_l_store
pda_type = /obj/item/device/pda/cargo // Brown looks more rugged
id_type = /obj/item/weapon/card/id/civilian/explorer
id_type = /obj/item/weapon/card/id/civilian
id_pda_assignment = "Explorer"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
backpack_contents = list(/obj/item/clothing/accessory/permit/gun/planetside = 1)
@@ -47,7 +47,7 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
id_slot = slot_wear_id
pda_slot = slot_belt
pda_type = /obj/item/device/pda/cargo // Brown looks more rugged
id_type = /obj/item/weapon/card/id/civilian/pilot
id_type = /obj/item/weapon/card/id/civilian
id_pda_assignment = "Pilot"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_COMPREHENSIVE_SURVIVAL
@@ -60,6 +60,6 @@ Keep outfits simple. Spawn with basic uniforms and minimal gear. Gear instead go
l_hand = /obj/item/weapon/storage/firstaid/regular
belt = /obj/item/weapon/storage/belt/medical/emt
pda_slot = slot_l_store
id_type = /obj/item/weapon/card/id/medical/sar
id_type = /obj/item/weapon/card/id/medical
id_pda_assignment = "Search and Rescue"
flags = OUTFIT_HAS_BACKPACK|OUTFIT_EXTENDED_SURVIVAL|OUTFIT_COMPREHENSIVE_SURVIVAL

View File

@@ -17,23 +17,6 @@ var/const/access_explorer = 43
desc = "Explorer"
region = ACCESS_REGION_GENERAL
//SC IDs
/obj/item/weapon/card/id/medical/sar
assignment = "Search and Rescue"
rank = "Search and Rescue"
job_access_type = /datum/job/sar
/obj/item/weapon/card/id/civilian/pilot
assignment = "Pilot"
rank = "Pilot"
job_access_type = /datum/job/pilot
/obj/item/weapon/card/id/civilian/explorer
assignment = "Explorer"
rank = "Explorer"
job_access_type = /datum/job/explorer
//SC Jobs
/*
@@ -51,7 +34,6 @@ var/const/access_explorer = 43
spawn_positions = 1
supervisors = "company officials and Corporate Regulations"
selection_color = "#1D1D4F"
idtype = /obj/item/weapon/card/id/gold
req_admin_notify = 1
access = list() //See get_access()
minimal_access = list() //See get_access()
@@ -78,7 +60,6 @@ var/const/access_explorer = 43
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/pilot
economic_modifier = 4
access = list(access_pilot, access_cargo, access_mining, access_mining_station)
minimal_access = list(access_pilot, access_cargo, access_mining, access_mining_station)
@@ -94,7 +75,6 @@ var/const/access_explorer = 43
spawn_positions = 4
supervisors = "the explorer leader and the head of personnel"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/civilian/explorer
economic_modifier = 4
access = list(access_explorer)
minimal_access = list(access_explorer)
@@ -115,7 +95,6 @@ var/const/access_explorer = 43
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#515151"
idtype = /obj/item/weapon/card/id/medical
economic_modifier = 4
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_eva, access_maint_tunnels, access_external_airlocks, access_psychiatrist, access_explorer)
minimal_access = list(access_medical, access_medical_equip, access_morgue, access_explorer)