removes the last of the old job controller (#19344)

* removes the last of the old job controller

* .

* .

* .

* .

* .

* Update admin_verbs.dm

* Update admin_verbs.dm

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
Kashargul
2026-04-13 02:06:54 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent a3b7c0e836
commit 12c5adeeb3
40 changed files with 1029 additions and 1148 deletions
-8
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@@ -16,7 +16,6 @@ GLOBAL_LIST_EMPTY(cable_list) //Index for all cables, so that powernets don
GLOBAL_LIST_EMPTY(landmarks_list) //list of all landmarks created
GLOBAL_LIST_EMPTY(event_triggers) //Associative list of creator_ckey:list(landmark references) for event triggers
GLOBAL_LIST_EMPTY(surgery_steps) //list of all surgery steps |BS12
GLOBAL_LIST_EMPTY(joblist) //list of all jobstypes, minus borg and AI
GLOBAL_LIST_EMPTY(mechas_list) //list of all mechs. Used by hostile mobs target tracking.
GLOBAL_LIST_EMPTY_TYPED(PDAs, /obj/item/pda)
@@ -173,13 +172,6 @@ GLOBAL_LIST_EMPTY(mannequins)
GLOB.surgery_steps += S
sort_surgeries()
//List of job. I can't believe this was calculated multiple times per tick!
paths = subtypesof(/datum/job)
paths -= GLOB.exclude_jobs
for(var/T in paths)
var/datum/job/J = new T
GLOB.joblist[J.title] = J
//Languages
paths = subtypesof(/datum/language)
for(var/T in paths)
-2
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@@ -77,8 +77,6 @@ ADMIN_VERB(debug_controller, R_DEBUG, "Debug Controller", "Debug the various per
options[strtype] = S
//Goon PS stuff, and other yet-to-be-subsystem things.
options["LEGACY: master_controller"] = GLOB.master_controller
options["LEGACY: job_master"] = GLOB.job_master
options["LEGACY: cameranet"] = GLOB.cameranet
var/pick = tgui_input_list(user, "Choose a controller to debug/view variables of.", "VV controller:", options)
-37
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@@ -1,37 +0,0 @@
//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
//WIP, needs lots of work still
//
// TODO - This will be completely replaced by master.dm in time.
//
GLOBAL_DATUM(master_controller, /datum/controller/game_controller) //Set in world.New()
/datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
/datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(GLOB.master_controller != src)
log_world("Rebuilding Master Controller")
if(istype(GLOB.master_controller))
qdel(GLOB.master_controller)
GLOB.master_controller = src
if(!GLOB.job_master)
GLOB.job_master = new /datum/controller/occupations()
GLOB.job_master.SetupOccupations()
GLOB.job_master.LoadJobs("config/jobs.txt")
admin_notice(span_danger("Job setup complete"), R_DEBUG)
/datum/controller/game_controller/proc/setup()
// setupgenetics() Moved to SSatoms
// SetupXenoarch() - Moved to SSxenoarch
admin_notice(span_danger("Initializations complete."), R_DEBUG)
// #if UNIT_TESTS
// # define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
// #else
// # define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
// #endif
+4 -1
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@@ -2,6 +2,9 @@ SUBSYSTEM_DEF(antag_job)
name = "Antag Job"
flags = SS_NO_FIRE
//List of all jobs
dependencies = list(
/datum/controller/subsystem/job
)
var/list/occupations = list()
var/list/syndicate_code_phrase
@@ -73,7 +76,7 @@ SUBSYSTEM_DEF(antag_job)
code_phrase += " "
code_phrase += pick(GLOB.last_names)
if(2)
code_phrase += pick(GLOB.joblist)//Returns a job.
code_phrase += pick(SSjob.occupations_by_name)//Returns a job.
safety -= 1
if(2)
switch(rand(1,2))//Places or things.
+933 -16
View File
@@ -5,43 +5,50 @@ SUBSYSTEM_DEF(job)
)
flags = SS_NO_FIRE
var/list/occupations = list() //List of all jobs
var/list/datum/job/name_occupations = list() //Dict of all jobs, keys are titles
//List of all jobs
var/list/datum/job/occupations = list()
//List of all jobs
var/list/datum/job/occupation_with_excludes = list()
//Players who need jobs
var/list/mob/new_player/unassigned = list()
var/list/datum/job/occupations_by_name = list() //Dict of all jobs, keys are titles
var/list/type_occupations = list() //Dict of all jobs, keys are types
var/list/department_datums = list()
var/list/job_icon_cache = list()
var/debug_messages = FALSE
/datum/controller/subsystem/job/proc/get_all_job_icons() //For all existing HUD icons
return occupation_with_excludes + GLOB.alt_titles_with_icons + list("Prisoner")
/datum/controller/subsystem/job/Initialize()
if(!length(department_datums))
setup_departments()
if(!length(occupations))
setup_occupations()
setup_departments()
setup_occupations()
return SS_INIT_SUCCESS
/datum/controller/subsystem/job/proc/setup_occupations(faction = FACTION_STATION)
occupations = list()
occupations.Cut()
var/list/all_jobs = subtypesof(/datum/job)
if(!length(all_jobs))
to_chat(world, span_warning("Error setting up jobs, no job datums found"))
return FALSE
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job)
continue
for(var/job_path in all_jobs)
var/datum/job/job = new job_path()
if(job.faction != faction)
continue
occupations += job
name_occupations[job.title] = job
type_occupations[J] = job
if(!(is_type_in_list(job, GLOB.exclude_jobs)))
occupation_with_excludes += job
occupations_by_name[job.title] = job
type_occupations[job_path] = job
if(LAZYLEN(job.departments))
add_to_departments(job)
sortTim(occupations, GLOBAL_PROC_REF(cmp_job_datums))
for(var/D in department_datums)
var/datum/department/dept = department_datums[D]
for(var/department, value in department_datums)
var/datum/department/dept = value
sortTim(dept.jobs, GLOBAL_PROC_REF(cmp_job_datums), TRUE)
sortTim(dept.primary_jobs, GLOBAL_PROC_REF(cmp_job_datums), TRUE)
@@ -80,7 +87,12 @@ SUBSYSTEM_DEF(job)
return dept_datums
/datum/controller/subsystem/job/proc/get_job(rank)
return name_occupations[rank]
if(!rank)
return null
return occupations_by_name[rank]
/datum/controller/subsystem/job/proc/get_player_alt_title(mob/new_player/player, rank)
return player.client.prefs.GetPlayerAltTitle(get_job(rank))
/datum/controller/subsystem/job/proc/get_job_type(jobtype)
return type_occupations[jobtype]
@@ -139,3 +151,908 @@ SUBSYSTEM_DEF(job)
/datum/controller/subsystem/job/proc/job_debug_message(message)
if(debug_messages)
log_world("JOB DEBUG: [message]")
/datum/controller/subsystem/job/proc/assign_role(mob/new_player/player, rank, latejoin = FALSE)
job_debug_message("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if(player && player.mind && rank)
var/datum/job/job = get_job(rank)
if(!job)
return FALSE
if((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
return FALSE
if(jobban_isbanned(player, rank))
return FALSE
if(!job.player_old_enough(player.client))
return FALSE
if(!job.player_has_enough_playtime(player.client))
return FALSE
if(!is_job_whitelisted(player, rank))
return FALSE
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.spawn_positions
if((job.current_positions < position_limit) || position_limit == -1)
job_debug_message("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
player.mind.role_alt_title = get_player_alt_title(player, rank)
unassigned -= player
job.current_positions++
return TRUE
job_debug_message("AR has failed, Player: [player], Rank: [rank]")
return FALSE
/datum/controller/subsystem/job/proc/free_role(rank) //making additional slot on the fly
var/datum/job/job = get_job(rank)
if(job && job.total_positions != -1)
job.total_positions++
return TRUE
return FALSE
/datum/controller/subsystem/job/proc/update_limit(rank, comperator)
var/datum/job/job = get_job(rank)
if(job && job.total_positions != -1)
job.update_limit(comperator)
return TRUE
return FALSE
/datum/controller/subsystem/job/proc/find_occupation_candidate(datum/job/job, level, flag)
job_debug_message("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/new_player/player in unassigned)
if(jobban_isbanned(player, job.title))
job_debug_message("FOC isbanned failed, Player: [player]")
continue
if(!job.player_old_enough(player.client))
job_debug_message("FOC player not old enough, Player: [player]")
continue
if(job.minimum_character_age && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
job_debug_message("FOC character not old enough, Player: [player]")
continue
//VOREStation Code Start
if(!job.player_has_enough_playtime(player.client))
job_debug_message("FOC character not enough playtime, Player: [player]")
continue
if(!is_job_whitelisted(player, job.title))
job_debug_message("FOC is_job_whitelisted failed, Player: [player]")
continue
//VOREStation Code End
if(flag && !(player.client.prefs.be_special & flag))
job_debug_message("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
job_debug_message("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/job/proc/give_random_job(mob/new_player/player)
job_debug_message("GRJ Giving random job, Player: [player]")
for(var/datum/job/job in shuffle(occupations))
if(!job)
continue
if((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
continue
if(istype(job, get_job(JOB_ALT_VISITOR))) // We don't want to give him assistant, that's boring! //VOREStation Edit - Visitor not Assistant
continue
if(SSjob.is_job_in_department(job.title, DEPARTMENT_COMMAND)) //If you want a command position, select it!
continue
if(jobban_isbanned(player, job.title))
job_debug_message("GRJ isbanned failed, Player: [player], Job: [job.title]")
continue
if(!job.player_old_enough(player.client))
job_debug_message("GRJ player not old enough, Player: [player]")
continue
if(!job.player_has_enough_playtime(player.client))
job_debug_message("GRJ player not enough playtime, Player: [player]")
continue
if(!is_job_whitelisted(player, job.title))
job_debug_message("GRJ player not whitelisted for this job, Player: [player], Job: [job.title]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
job_debug_message("GRJ Random job given, Player: [player], Job: [job]")
assign_role(player, job.title)
unassigned -= player
break
/datum/controller/subsystem/job/proc/reset_occupations()
for(var/mob/new_player/player in GLOB.player_list)
if((player) && (player.mind))
player.mind.assigned_role = null
player.mind.special_role = null
setup_occupations()
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/job/proc/fill_head_position()
for(var/level = 1 to 3)
for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
var/datum/job/job = get_job(command_position)
if(!job)
continue
var/list/candidates = find_occupation_candidate(job, level)
if(!length(candidates))
continue
// Build a weighted list, weight by age.
var/list/weightedCandidates = list()
for(var/mob/mob_candidate in candidates)
// Log-out during round-start? What a bad boy, no head position for you!
if(!mob_candidate.client)
continue
var/age = mob_candidate.read_preference(/datum/preference/numeric/human/age)
if(age < job.get_min_age(mob_candidate.client.prefs.read_preference(/datum/preference/choiced/species), mob_candidate.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])) // Nope.
continue
var/idealage = job.get_ideal_age(mob_candidate.client.prefs.read_preference(/datum/preference/choiced/species), mob_candidate.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])
var/agediff = abs(idealage - age) // Compute the absolute difference in age from target
switch(agediff) /// If the math sucks, it's because I almost failed algebra in high school.
if(20 to INFINITY)
weightedCandidates[mob_candidate] = 3 // Too far off
if(10 to 20)
weightedCandidates[mob_candidate] = 6 // Nearer the mark, but not quite
if(0 to 10)
weightedCandidates[mob_candidate] = 10 // On the mark
else
// If there's ABSOLUTELY NOBODY ELSE
if(length(candidates) == 1)
weightedCandidates[mob_candidate] = 1
var/mob/new_player/candidate = pickweight(weightedCandidates)
if(assign_role(candidate, command_position))
return TRUE
return FALSE
///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/job/proc/check_head_position(level)
for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
var/datum/job/job = get_job(command_position)
if(!job)
continue
var/list/candidates = find_occupation_candidate(job, level)
if(!length(candidates))
continue
var/mob/new_player/candidate = pick(candidates)
assign_role(candidate, command_position)
/** 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/job/proc/divide_occupations()
//Setup new player list and get the jobs list
job_debug_message("Running DO")
setup_occupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(SSticker && GLOB.triai)
for(var/datum/job/A in occupations)
if(A.title == JOB_AI)
A.spawn_positions = 3
break
//Get the players who are ready
for(var/mob/new_player/player in GLOB.player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
job_debug_message("DO, Len: [length(unassigned)]")
if(!length(unassigned))
return FALSE
//Shuffle players and jobs
unassigned = shuffle(unassigned)
handle_feedback_gathering()
//People who wants to be assistants, sure, go on.
job_debug_message("DO, Running Assistant Check 1")
var/datum/job/assist = new DEFAULT_JOB_TYPE ()
var/list/assistant_candidates = find_occupation_candidate(assist, 3)
job_debug_message("AC1, Candidates: [length(assistant_candidates)]")
for(var/mob/new_player/player in assistant_candidates)
job_debug_message("AC1 pass, Player: [player]")
assign_role(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant
assistant_candidates -= player
job_debug_message("DO, AC1 end")
//Select one head
job_debug_message("DO, Running Head Check")
fill_head_position()
job_debug_message("DO, Head Check end")
//Other jobs are now checked
job_debug_message("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)
// var/list/disabled_jobs = SSticker.mode.disabled_jobs // So we can use .Find down below without a colon.
for(var/level = 1 to 3)
//Check the head jobs first each level
check_head_position(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 || SSticker.mode.disabled_jobs.Find(job.title) )
continue
if(jobban_isbanned(player, job.title))
job_debug_message("DO isbanned failed, Player: [player], Job:[job.title]")
continue
if(!job.player_old_enough(player.client))
job_debug_message("DO player not old enough, Player: [player], Job:[job.title]")
continue
//VOREStation Add
if(!job.player_has_enough_playtime(player.client))
job_debug_message("DO player not enough playtime, Player: [player]")
continue
//VOREStation Add End
// 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)
job_debug_message("DO pass, Player: [player], Level:[level], Job:[job.title]")
assign_role(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)
give_random_job(player)
job_debug_message("DO, Standard Check end")
job_debug_message("DO, Running AC2")
// For those who wanted to be assistant if their preferences were filled, here you go.
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == BE_ASSISTANT)
job_debug_message("AC2 Assistant located, Player: [player]")
assign_role(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant
//For ones returning to lobby
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
player.ready = PLAYER_NOT_READY
unassigned -= player
return TRUE
/datum/controller/subsystem/job/proc/equip_rank(mob/living/carbon/human/human_mob, rank, joined_late = 0, announce = TRUE)
if(!human_mob)
return null
var/datum/job/job = get_job(rank)
var/list/spawn_in_storage = list()
if(!joined_late)
var/obj/spawn_point = null
var/list/possible_spawns = list()
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
if(sloc.name != rank) continue
if(locate(/mob/living) in sloc.loc) continue
possible_spawns.Add(sloc)
if(length(possible_spawns))
spawn_point = pick(possible_spawns)
if(!spawn_point)
spawn_point = locate("start*[rank]") // use old stype
if(istype(spawn_point, /obj/effect/landmark/start) && istype(spawn_point.loc, /turf))
human_mob.forceMove(spawn_point.loc)
else
var/list/spawn_props = late_spawn(human_mob.client, rank)
var/turf/spawn_turf = spawn_props["turf"]
if(!spawn_turf)
to_chat(human_mob, span_critical("You were unable to be spawned at your chosen late-join spawnpoint. Please verify your job/spawn point combination makes sense, and try another one."))
return
else
human_mob.forceMove(spawn_turf)
// Moving wheelchair if they have one
if(human_mob.buckled && istype(human_mob.buckled, /obj/structure/bed/chair/wheelchair))
human_mob.buckled.forceMove(human_mob.loc)
human_mob.buckled.set_dir(human_mob.dir)
if(job)
//Equip custom gear loadout.
var/list/custom_equip_slots = list()
var/list/custom_equip_leftovers = list()
if(human_mob?.client?.prefs && !(job.mob_type & JOB_SILICON))
var/list/active_gear_list = LAZYACCESS(human_mob.client.prefs.gear_list, "[human_mob.client.prefs.gear_slot]")
for(var/thing in active_gear_list)
var/datum/gear/gaar_thing = GLOB.gear_datums[thing]
if(!gaar_thing) //Not a real gear datum (maybe removed, as this is loaded from their savefile)
continue
var/permitted
// Check if it is restricted to certain roles
if(gaar_thing.allowed_roles)
for(var/job_name in gaar_thing.allowed_roles)
if(job.title == job_name)
permitted = TRUE
else
permitted = TRUE
// Check if they're whitelisted for this gear (in alien whitelist? seriously?)
if(gaar_thing.whitelisted && !is_alien_whitelisted(human_mob.client, GLOB.all_species[gaar_thing.whitelisted]))
permitted = FALSE
// If they aren't, tell them
if(!permitted)
to_chat(human_mob, span_warning("Your current species, job or whitelist status does not permit you to spawn with [thing]!"))
continue
// Implants get special treatment
if(gaar_thing.slot == "implant")
var/obj/item/implant/gear_implant = gaar_thing.spawn_item(human_mob, active_gear_list[gaar_thing.display_name])
gear_implant.invisibility = INVISIBILITY_MAXIMUM
gear_implant.implant_loadout(human_mob)
continue
// Try desperately (and sorta poorly) to equip the item. Now with increased desperation!
if(gaar_thing.slot && !(gaar_thing.slot in custom_equip_slots))
var/metadata = active_gear_list[gaar_thing.display_name]
//if(G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head)
// custom_equip_leftovers += thing
//else
if(gaar_thing.slot == slot_wear_suit && human_mob.client?.prefs?.no_jacket)
continue
if(gaar_thing.slot == slot_shoes && human_mob.client?.prefs?.shoe_hater) //RS ADD
continue
if(human_mob.equip_to_slot_or_del(gaar_thing.spawn_item(human_mob, metadata), gaar_thing.slot))
to_chat(human_mob, span_notice("Equipping you with \the [thing]!"))
if(gaar_thing.slot != slot_tie)
custom_equip_slots.Add(gaar_thing.slot)
else
custom_equip_leftovers.Add(thing)
else
spawn_in_storage += thing
// Set up their account
job.setup_account(human_mob)
// Equip job items.
job.equip(human_mob, human_mob.mind ? human_mob.mind.role_alt_title : "")
// Stick their fingerprints on literally everything
job.apply_fingerprints(human_mob)
// Only non-silicons get post-job-equip equipment and dormant diseases
if(!(job.mob_type & JOB_SILICON))
human_mob.equip_post_job()
human_mob.give_random_dormant_disease(guaranteed_symptoms = job.symptoms)
// If some custom items could not be equipped before, try again now.
for(var/thing in custom_equip_leftovers)
var/datum/gear/gear_thing = GLOB.gear_datums[thing]
if(gear_thing.slot == slot_wear_suit && human_mob.client?.prefs?.no_jacket)
continue
if(gear_thing.slot == slot_shoes && human_mob.client?.prefs?.shoe_hater)
continue
if(gear_thing.slot in custom_equip_slots)
spawn_in_storage += thing
else
var/list/active_gear_list = LAZYACCESS(human_mob.client.prefs.gear_list, "[human_mob.client.prefs.gear_slot]")
var/metadata = active_gear_list[gear_thing.display_name]
if(human_mob.equip_to_slot_or_del(gear_thing.spawn_item(human_mob, metadata), gear_thing.slot))
to_chat(human_mob, span_notice("Equipping you with \the [thing]!"))
custom_equip_slots.Add(gear_thing.slot)
else
spawn_in_storage += thing
//Give new players a welcome guide!
if(isnum(human_mob.client?.player_age) && human_mob.client.player_age < 10)
human_mob.equip_to_slot_or_del(new /obj/item/book/manual/virgo_pamphlet(human_mob), slot_r_hand)
else
to_chat(human_mob, span_filter_notice("Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."))
human_mob.job = rank
log_game("JOINED [key_name(human_mob)] as \"[rank]\"")
log_game("SPECIES [key_name(human_mob)] is a: \"[human_mob.species.name]\"") //VOREStation Add
// If they're head, give them the account info for their department
if(human_mob.mind && job.department_accounts)
var/remembered_info = ""
for(var/job_department in job.department_accounts)
var/datum/money_account/department_account = GLOB.department_accounts[job_department]
if(department_account)
remembered_info += span_bold("Department account number ([job_department]):") + " #[department_account.account_number]<br>"
remembered_info += span_bold("Department account pin ([job_department]):") + " [department_account.remote_access_pin]<br>"
remembered_info += span_bold("Department account funds ([job_department]):") + " $[department_account.money]<br>"
human_mob.mind.store_memory(remembered_info)
var/alt_title = null
if(human_mob.mind)
human_mob.mind.assigned_role = rank
alt_title = human_mob.mind.role_alt_title
// If we're a silicon, we may be done at this point
if(job.mob_type & JOB_SILICON_ROBOT)
return human_mob.Robotize()
if(job.mob_type & JOB_SILICON_AI)
return human_mob
// TWEET PEEP
if(rank == JOB_SITE_MANAGER && announce)
var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP) ? null : sound('sound/misc/boatswain.ogg', volume=20)
GLOB.captain_announcement.Announce("All hands, [alt_title ? alt_title : JOB_SITE_MANAGER] [human_mob.real_name] on deck!", new_sound = announce_sound, zlevel = human_mob.z)
//Deferred item spawning.
if(spawn_in_storage && length(spawn_in_storage))
var/obj/item/storage/storage_bag
for(var/obj/item/storage/worn_bag in human_mob.contents)
storage_bag = worn_bag
break
var/list/active_gear_list = LAZYACCESS(human_mob.client.prefs.gear_list, "[human_mob.client.prefs.gear_slot]")
if(!isnull(storage_bag))
for(var/thing in spawn_in_storage)
to_chat(human_mob, span_notice("Placing \the [thing] in your [storage_bag.name]!"))
var/datum/gear/gear_thing = GLOB.gear_datums[thing]
var/metadata = active_gear_list[gear_thing.display_name]
gear_thing.spawn_item(storage_bag, metadata)
else
to_chat(human_mob, span_danger("Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug."))
if(istype(human_mob)) //give humans wheelchairs, if they need them.
var/obj/item/organ/external/l_foot = human_mob.get_organ(BP_L_FOOT)
var/obj/item/organ/external/r_foot = human_mob.get_organ(BP_R_FOOT)
var/obj/item/storage/storage_bag = locate() in human_mob.contents
var/obj/item/wheelchair/used_wheelchair
if(storage_bag)
used_wheelchair = locate() in storage_bag.contents
if(!l_foot || !r_foot || used_wheelchair)
var/wheelchair_type = used_wheelchair?.unfolded_type || /obj/structure/bed/chair/wheelchair
var/obj/structure/bed/chair/wheelchair/active_wheelchair = new wheelchair_type(human_mob.loc)
active_wheelchair.buckle_mob(human_mob)
human_mob.update_canmove()
active_wheelchair.set_dir(human_mob.dir)
active_wheelchair.add_fingerprint(human_mob)
if(used_wheelchair)
active_wheelchair.color = used_wheelchair.color
qdel(used_wheelchair)
to_chat(human_mob, span_filter_notice(span_bold("You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank].")))
if(job.supervisors)
to_chat(human_mob, span_filter_notice(span_bold("As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.")))
if(job.has_headset)
human_mob.equip_to_slot_or_del(new /obj/item/radio/headset(human_mob), slot_l_ear)
to_chat(human_mob, span_filter_notice(span_bold("To speak on your department's radio channel use :h. For the use of other channels, examine your headset.")))
if(job.req_admin_notify)
to_chat(human_mob, span_filter_notice(span_bold("You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.")))
// EMAIL GENERATION
// Email addresses will be created under this domain name. Mostly for the looks.
var/domain = "freemail.nt"
if(using_map && LAZYLEN(using_map.usable_email_tlds))
domain = using_map.usable_email_tlds[1]
var/sanitized_name = sanitize(replacetext(replacetext(lowertext(human_mob.real_name), " ", "."), "'", ""))
var/complete_login = "[sanitized_name]@[domain]"
// It is VERY unlikely that we'll have two players, in the same round, with the same name and branch, but still, this is here.
// If such conflict is encountered, a random number will be appended to the email address. If this fails too, no email account will be created.
if(GLOB.ntnet_global.does_email_exist(complete_login))
complete_login = "[sanitized_name][random_id(/datum/computer_file/data/email_account/, 100, 999)]@[domain]"
// If even fallback login generation failed, just don't give them an email. The chance of this happening is astronomically low.
if(GLOB.ntnet_global.does_email_exist(complete_login))
to_chat(human_mob, span_filter_notice("You were not assigned an email address."))
human_mob.mind.store_memory("You were not assigned an email address.")
else
var/datum/computer_file/data/email_account/user_mail_acc = new/datum/computer_file/data/email_account()
user_mail_acc.password = GenerateKey()
user_mail_acc.login = complete_login
to_chat(human_mob, span_filter_notice("Your email account address is " + span_bold("[user_mail_acc.login]") + " and the password is " + span_bold("[user_mail_acc.password]") + ". This information has also been placed into your notes."))
human_mob.mind.store_memory("Your email account address is [user_mail_acc.login] and the password is [user_mail_acc.password].")
// END EMAIL GENERATION
//Gives glasses to the vision impaired
if(human_mob.disabilities & NEARSIGHTED)
var/equipped = human_mob.equip_to_slot_or_del(new /obj/item/clothing/glasses/regular(human_mob), slot_glasses)
if(equipped != 1)
var/obj/item/clothing/glasses/worn_glasses = human_mob.glasses
worn_glasses.prescription = TRUE
BITSET(human_mob.hud_updateflag, ID_HUD)
BITSET(human_mob.hud_updateflag, IMPLOYAL_HUD)
BITSET(human_mob.hud_updateflag, SPECIALROLE_HUD)
return human_mob
/datum/controller/subsystem/job/proc/handle_feedback_gathering()
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
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.player_has_enough_playtime(player.client))
level6++
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]|-"
feedback_add_details("job_preferences",tmp_str)
/datum/controller/subsystem/job/proc/late_spawn(client/spawn_client, rank)
var/datum/spawnpoint/spawnpos
var/fail_deadly = FALSE
var/obj/belly/vore_spawn_gut
var/absorb_choice = FALSE // Ability to start absorbed with vorespawn
var/mob/living/prey_to_nomph
var/obj/item/item_to_be // Item TF spawning
var/mob/living/item_carrier // Capture crystal spawning
var/vorgans = FALSE // capture crystal simplemob spawning
// Remove fail_deadly addition on offmap_spawn
//Spawn them at their preferred one
if(spawn_client?.prefs.read_preference(/datum/preference/choiced/living/spawnpoint))
if(spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Prey")
var/list/preds = list()
var/list/pred_names = list() //This is cringe
for(var/client/current_client in GLOB.clients)
if(!isliving(current_client.mob))
continue
var/mob/living/current_mob = current_client.mob
if(current_mob.stat == UNCONSCIOUS || current_mob.stat == DEAD || (current_mob.client.is_afk(10 MINUTES) && !current_mob.no_latejoin_vore_warning))
continue
if(!current_mob.latejoin_vore)
continue
if(!(current_mob.z in using_map.vorespawn_levels))
continue
preds += current_mob
pred_names += current_mob.real_name //very cringe
if(length(preds))
var/pred_name = tgui_input_list(spawn_client, "Choose a Predator.", "Pred Spawnpoint", pred_names)
if(!pred_name)
return
var/index = pred_names.Find(pred_name)
var/mob/living/pred = preds[index]
var/list/available_bellies = list()
for(var/obj/belly/current_belly in pred.vore_organs)
if(current_belly.vorespawn_blacklist)
continue
if(LAZYLEN(current_belly.vorespawn_whitelist) && !(spawn_client.ckey in current_belly.vorespawn_whitelist))
continue
available_bellies += current_belly
var/backup = tgui_alert(spawn_client, "Do you want a mind backup?", "Confirm", list("Yes", "No"))
if(backup == "Yes")
backup = 1
vore_spawn_gut = tgui_input_list(spawn_client, "Choose a Belly.", "Belly Spawnpoint", available_bellies)
if(!vore_spawn_gut)
return
if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_YES)
absorb_choice = TRUE
if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_PREY)
if(tgui_alert(spawn_client, "Do you want to start absorbed into [pred]'s [vore_spawn_gut]?", "Confirm", list("Yes", "No")) != "Yes")
absorb_choice = FALSE
else if(tgui_alert(spawn_client, "[pred]'s [vore_spawn_gut] will start with you absorbed. Continue?", "Confirm", list("Yes", "No")) != "Yes")
return
to_chat(spawn_client, span_boldwarning("[pred] has received your spawn request. Please wait."))
log_admin("[key_name(spawn_client)] has requested to vore spawn into [key_name(pred)]")
message_admins("[key_name(spawn_client)] has requested to vore spawn into [key_name(pred)]")
var/confirm
var/spawner_name = spawn_client.prefs.read_preference(/datum/preference/name/real_name)
if(pred.no_latejoin_vore_warning)
if(pred.no_latejoin_vore_warning_time > 0)
if(absorb_choice)
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS)
else
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS)
if(!confirm)
confirm = "Yes"
else
if(absorb_choice)
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
else
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(spawn_client, span_warning("[pred] has declined your spawn request."))
var/message = tgui_input_text(pred,"Do you want to leave them a message?", "Notify Prey", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(spawn_client, span_notice("[pred] message : [message]"))
return
if(!vore_spawn_gut || QDELETED(vore_spawn_gut))
to_chat(spawn_client, span_warning("Somehow, the belly you were trying to enter no longer exists."))
return
if(pred.stat == UNCONSCIOUS || pred.stat == DEAD)
to_chat(spawn_client, span_warning("[pred] is not conscious."))
to_chat(pred, span_warning("You must be conscious to accept."))
return
if(!(pred.z in using_map.vorespawn_levels))
to_chat(spawn_client, span_warning("[pred] is no longer in station grounds."))
to_chat(pred, span_warning("You must be within station grounds to accept."))
return
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), spawn_client), 5 SECONDS)
log_admin("[key_name(spawn_client)] has vore spawned into [key_name(pred)]")
message_admins("[key_name(spawn_client)] has vore spawned into [key_name(pred)]")
to_chat(spawn_client, span_notice("You have been spawned via vore. You are free to roleplay how you got there as you please, such as teleportation or having had already been there."))
if(vore_spawn_gut.entrance_logs)
to_chat(pred, span_notice("Your prey has spawned via vore. You are free to roleplay this how you please, such as teleportation or having had already been there."))
else
to_chat(spawn_client, span_warning("No predators were available to accept you."))
return
spawnpos = GLOB.spawntypes[spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]
if(spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Pred") //Same as above, but in reverse!
var/list/preys = list()
var/list/prey_names = list() //This is still cringe
for(var/client/current_client in GLOB.clients)
if(!isliving(current_client.mob))
continue
var/mob/living/current_mob = current_client.mob
if(current_mob.stat == UNCONSCIOUS || current_mob.stat == DEAD || (current_mob.client.is_afk(10 MINUTES) && !current_mob.no_latejoin_prey_warning))
continue
if(!current_mob.latejoin_prey)
continue
if(!(current_mob.z in using_map.vorespawn_levels))
continue
preys += current_mob
prey_names += current_mob.real_name
if(length(preys))
var/prey_name = tgui_input_list(spawn_client, "Choose a Prey to spawn nom.", "Prey Spawnpoint", prey_names)
if(!prey_name)
return
var/index = prey_names.Find(prey_name)
var/mob/living/prey = preys[index]
var/list/available_bellies = list()
var/datum/vore_preferences/spawn_preferences = spawn_client.prefs_vr
for(var/preference in spawn_preferences.belly_prefs)
available_bellies += preference["name"]
vore_spawn_gut = tgui_input_list(spawn_client, "Choose your Belly.", "Belly Spawnpoint", available_bellies)
if(!vore_spawn_gut)
return
if(alert(spawn_client, "Do you want to instantly absorb them?", "Confirm", "Yes", "No") == "Yes")
absorb_choice = TRUE
to_chat(spawn_client, span_boldwarning("[prey] has received your spawn request. Please wait."))
log_admin("[key_name(spawn_client)] has requested to pred spawn onto [key_name(prey)]")
message_admins("[key_name(spawn_client)] has requested to pred spawn onto [key_name(prey)]")
var/confirm
var/spawner_name = spawn_client.prefs.read_preference(/datum/preference/name/real_name)
if(prey.no_latejoin_prey_warning)
if(prey.no_latejoin_prey_warning_time > 0)
if(absorb_choice)
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS)
else
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS)
if(!confirm)
confirm = "Yes"
else
if(absorb_choice)
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
else
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(spawn_client, span_warning("[prey] has declined your spawn request."))
var/message = tgui_input_text(prey,"Do you want to leave them a message?", "Notify Pred", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(spawn_client, span_notice("[prey] message : [message]"))
return
if(prey.stat == UNCONSCIOUS || prey.stat == DEAD)
to_chat(spawn_client, span_warning("[prey] is not conscious."))
to_chat(prey, span_warning("You must be conscious to accept."))
return
if(!(prey.z in using_map.vorespawn_levels))
to_chat(spawn_client, span_warning("[prey] is no longer in station grounds."))
to_chat(prey, span_warning("You must be within station grounds to accept."))
return
log_admin("[key_name(spawn_client)] has pred spawned onto [key_name(prey)]")
message_admins("[key_name(spawn_client)] has pred spawned onto [key_name(prey)]")
prey_to_nomph = prey
else
to_chat(spawn_client, span_warning("No prey were available to accept you."))
return
// Item TF spawnpoints!
else if(spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Item TF spawn")
var/list/items = list()
var/list/item_names = list()
var/list/carriers = list()
for(var/obj/item/item_spawnpoint in GLOB.item_tf_spawnpoints)
if(LAZYLEN(item_spawnpoint.ckeys_allowed_itemspawn))
if(!(spawn_client.ckey in item_spawnpoint.ckeys_allowed_itemspawn))
continue
var/atom/item_loc = item_spawnpoint.loc
var/mob/living/carrier
while(!isturf(item_loc))
if(isliving(item_loc))
carrier = item_loc
break
else
item_loc = item_loc.loc
if(istype(carrier))
if(!(carrier.z in using_map.vorespawn_levels))
continue
if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD || carrier.client.is_afk(10 MINUTES))
continue
carriers += carrier
else
if(!(item_loc.z in using_map.vorespawn_levels))
continue
carriers += null
if(istype(item_spawnpoint, /obj/item/capture_crystal))
if(carrier)
items += item_spawnpoint
var/obj/item/capture_crystal/cryst = item_spawnpoint
if(cryst.spawn_mob_type)
item_names += "\a [cryst.spawn_mob_name] inside of [carrier]'s [item_spawnpoint.name] ([item_spawnpoint.loc.name])"
else
item_names += "Inside of [carrier]'s [item_spawnpoint.name] ([item_spawnpoint.loc.name])"
else if(item_spawnpoint.name == initial(item_spawnpoint.name))
items += item_spawnpoint
if(carrier)
item_names += "[carrier]'s [item_spawnpoint.name] ([item_spawnpoint.loc.name])"
else
item_names += "[item_spawnpoint.name] ([item_spawnpoint.loc.name])"
else
items += item_spawnpoint
if(carrier)
item_names += "[carrier]'s [item_spawnpoint.name] (\a [initial(item_spawnpoint.name)] at [item_spawnpoint.loc.name])"
else
item_names += "[item_spawnpoint.name] (\a [initial(item_spawnpoint.name)] at [item_spawnpoint.loc.name])"
if(LAZYLEN(items))
var/backup = tgui_alert(spawn_client, "Do you want a mind backup?", "Confirm", list("Yes", "No"))
if(backup == "Yes")
backup = TRUE
var/item_name = tgui_input_list(spawn_client, "Choose an Item to spawn as.", "Item TF Spawnpoint", item_names)
if(!item_name)
return
var/index = item_names.Find(item_name)
var/obj/item/item = items[index]
var/mob/living/carrier = carriers[index]
if(istype(carrier))
to_chat(spawn_client, span_boldwarning("[carrier] has received your spawn request. Please wait."))
log_and_message_admins("[key_name(spawn_client)] has requested to item spawn into [key_name(carrier)]'s possession")
var/confirm = tgui_alert(carrier, "[spawn_client.prefs.read_preference(/datum/preference/name/real_name)] is attempting to join as the [item_name] in your possession.", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(spawn_client, span_warning("[carrier] has declined your spawn request."))
var/message = tgui_input_text(carrier,"Do you want to leave them a message?", "Notify Spawner", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(spawn_client, span_notice("[carrier] message : [message]"))
return
if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD)
to_chat(spawn_client, span_warning("[carrier] is not conscious."))
to_chat(carrier, span_warning("You must be conscious to accept."))
return
if(!(carrier.z in using_map.vorespawn_levels))
to_chat(spawn_client, span_warning("[carrier] is no longer in station grounds."))
to_chat(carrier, span_warning("You must be within station grounds to accept."))
return
log_and_message_admins("[key_name(spawn_client)] has item spawned onto [key_name(carrier)]")
item_to_be = item
item_carrier = carrier
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), spawn_client), 5 SECONDS)
else
var/confirm = tgui_alert(spawn_client, "\The [item.name] is currently not in any character's possession! Do you still want to spawn as it?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
return
log_and_message_admins("[key_name(spawn_client)] has item spawned into \a [item.name] that was not held by anyone")
item_to_be = item
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), spawn_client), 5 SECONDS)
if(istype(item, /obj/item/capture_crystal))
var/obj/item/capture_crystal/cryst = item
if(cryst.spawn_mob_type)
var/confirm = tgui_alert(spawn_client, "Do you want to spawn with your slot's vore organs and prefs?", "Confirm", list("No", "Yes"))
if(confirm == "Yes")
vorgans = TRUE
else
to_chat(spawn_client, span_warning("No items were available to accept you."))
return
else
if(!(spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) in using_map.allowed_spawns))
if(fail_deadly)
to_chat(spawn_client, span_warning("Your chosen spawnpoint is unavailable for this map and your job requires a specific spawnpoint. Please correct your spawn point choice."))
return
else
to_chat(spawn_client, span_warning("Your chosen spawnpoint ([spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]) is unavailable for the current map. Spawning you at one of the enabled spawn points instead."))
spawnpos = null
else
spawnpos = GLOB.spawntypes[spawn_client.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]
//We will return a list key'd by "turf" and "msg"
. = list("turf","msg", "voreny", "prey", "itemtf", "vorgans", "carrier") // Item TF spawnpoints, spawn as mob
if(vore_spawn_gut)
.["voreny"] = vore_spawn_gut
.["absorb"] = absorb_choice
if(prey_to_nomph)
.["prey"] = prey_to_nomph //We pass this on later to reverse the vorespawn in new_player.dm
// Item TF spawnpoints
if(item_to_be)
.["carrier"] = item_carrier
.["vorgans"] = vorgans
.["itemtf"] = item_to_be
if(spawnpos && istype(spawnpos) && length(spawnpos.turfs))
if(spawnpos.check_job_spawning(rank))
.["turf"] = spawnpos.get_spawn_position()
.["msg"] = spawnpos.msg
.["channel"] = spawnpos.announce_channel
else
var/datum/job/job_rank = SSjob.get_job(rank)
if(fail_deadly || job_rank?.offmap_spawn)
to_chat(spawn_client, span_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Please correct your spawn point choice."))
return
to_chat(spawn_client, span_filter_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead."))
var/spawning = pick(GLOB.latejoin)
.["turf"] = get_turf(spawning)
.["msg"] = "will arrive at the station shortly"
else if(!fail_deadly)
var/spawning = pick(GLOB.latejoin)
.["turf"] = get_turf(spawning)
.["msg"] = "has arrived on the station"
/datum/controller/subsystem/job/proc/m_backup_client(client/target_client) //Same as m_backup, but takes a client entry. Used for vore late joining.
if(!ishuman(target_client.mob))
return
var/mob/living/carbon/human/target_human = target_client.mob
SStranscore.m_backup(target_human.mind, target_human.nif, TRUE)
/datum/controller/subsystem/job/proc/get_all_jobs()
var/list/all_jobs = list()
for(var/datum/job/current_job as anything in occupation_with_excludes)
all_jobs += current_job.title
return all_jobs
/datum/controller/subsystem/job/proc/get_all_centcom_jobs()
return list("VIP Guest",
"Custodian",
"Thunderdome Overseer",
"Intel Officer",
"Medical Officer",
"Death Commando",
"Research Officer",
"BlackOps Commander",
"Supreme Commander",
"Emergency Response Team",
"Emergency Response Team Leader")
+2 -2
View File
@@ -108,10 +108,10 @@ SUBSYSTEM_DEF(persist)
if(R) // We found someone with a record.
var/recorded_rank = R.fields["real_rank"]
if(recorded_rank)
. = GLOB.job_master.GetJob(recorded_rank)
. = SSjob.get_job(recorded_rank)
if(.) return
// They have a custom title, aren't crew, or someone deleted their record, so we need a fallback method.
// Let's check the mind.
if(M.mind && M.mind.assigned_role)
. = GLOB.job_master.GetJob(M.mind.assigned_role)
. = SSjob.get_job(M.mind.assigned_role)
+5 -5
View File
@@ -312,16 +312,16 @@ SUBSYSTEM_DEF(ticker)
to_chat(world, span_boldannounce("Serious error in mode setup! Reverting to pregame lobby.")) //Uses setup instead of set up due to computational context.
return 0
GLOB.job_master.ResetOccupations()
SSjob.reset_occupations()
src.mode.create_antagonists()
src.mode.pre_setup()
GLOB.job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
SSjob.divide_occupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!src.mode.can_start())
to_chat(world, span_filter_system(span_bold("Unable to start [mode.name].") + " Not enough players readied, [CONFIG_GET(keyed_list/player_requirements)[mode.config_tag]] players needed. Reverting to pregame lobby."))
mode.fail_setup()
mode = null
GLOB.job_master.ResetOccupations()
SSjob.reset_occupations()
return 0
if(hide_mode)
@@ -367,7 +367,7 @@ SUBSYSTEM_DEF(ticker)
// Ask their new_player mob to spawn them
if(!player.spawn_checks_vr(player.mind.assigned_role))
var/datum/job/job_datum = GLOB.job_master.GetJob(J.title)
var/datum/job/job_datum = SSjob.get_job(J.title)
job_datum.current_positions--
player.mind.assigned_role = null
continue //VOREStation Add
@@ -404,7 +404,7 @@ SUBSYSTEM_DEF(ticker)
if(player.mind.assigned_role == JOB_SITE_MANAGER)
captainless=0
if(!SSantag_job.player_is_antag(player.mind, only_offstation_roles = 1))
GLOB.job_master.EquipRank(player, player.mind.assigned_role, 0)
SSjob.equip_rank(player, player.mind.assigned_role, 0)
UpdateFactionList(player)
//equip_custom_items(player) //VOREStation Removal
//player.apply_traits() //VOREStation Removal
+1 -1
View File
@@ -194,7 +194,7 @@
if(antag) antag.place_mob(src.current)
else if (href_list["role_edit"])
var/new_role = tgui_input_list(usr, "Select new role", "Assigned role", assigned_role, GLOB.joblist)
var/new_role = tgui_input_list(usr, "Select new role", "Assigned role", assigned_role, SSjob.occupations_by_name)
if (!new_role) return
assigned_role = new_role
+1 -1
View File
@@ -20,7 +20,7 @@
var/obj/item/card/id/C = ..()
if(!C)
return
var/datum/job/J = GLOB.job_master.GetJob(rank)
var/datum/job/J = SSjob.get_job(rank)
if(J)
C.access = J.get_access()
if(H.mind)
+1 -1
View File
@@ -94,7 +94,7 @@
return C.registered_name
/proc/get_all_job_icons() //For all existing HUD icons
return GLOB.joblist + GLOB.alt_titles_with_icons + list("Prisoner")
return SSjob.occupations_by_name + GLOB.alt_titles_with_icons + list("Prisoner")
/obj/proc/GetJobName() //Used in secHUD icon generation
var/obj/item/card/id/I = GetID()
+3 -3
View File
@@ -173,7 +173,7 @@
return message
/datum/job/proc/get_job_icon()
if(!GLOB.job_master.job_icons[title])
if(!SSjob.job_icon_cache[title])
var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin("#job_icon")
dress_mannequin(mannequin)
mannequin.dir = SOUTH
@@ -181,9 +181,9 @@
var/icon/preview_icon = getFlatIcon(mannequin)
preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
GLOB.job_master.job_icons[title] = preview_icon
SSjob.job_icon_cache[title] = preview_icon
return GLOB.job_master.job_icons[title]
return SSjob.job_icon_cache[title]
/datum/job/proc/dress_mannequin(var/mob/living/carbon/human/dummy/mannequin/mannequin)
mannequin.delete_inventory(TRUE)
-986
View File
@@ -1,986 +0,0 @@
GLOBAL_DATUM(job_master, /datum/controller/occupations)
/datum/controller/occupations
//List of all jobs
var/list/occupations = list()
//Players who need jobs
var/list/unassigned = list()
//Debug info
var/list/job_debug = list()
//Cache of icons for job info window
var/list/job_icons = list()
/datum/controller/occupations/proc/SetupOccupations(var/faction = FACTION_STATION)
occupations = list()
//var/list/all_jobs = typesof(/datum/job)
var/list/all_jobs = list(/datum/job/assistant) | using_map.allowed_jobs
if(!all_jobs.len)
to_chat(world, span_boldannounce("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
if(job.faction != faction) continue
occupations += job
sortTim(occupations, GLOBAL_PROC_REF(cmp_job_datums))
return 1
/datum/controller/occupations/proc/Debug(var/text)
if(!GLOB.Debug2) return 0
job_debug.Add(text)
return 1
/datum/controller/occupations/proc/GetJob(var/rank)
if(!rank) return null
for(var/datum/job/J in occupations)
if(!J) continue
if(J.title == rank) return J
return null
/datum/controller/occupations/proc/GetPlayerAltTitle(mob/new_player/player, rank)
return player.client.prefs.GetPlayerAltTitle(GetJob(rank))
/datum/controller/occupations/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((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
return 0
if(jobban_isbanned(player, rank))
return 0
if(!job.player_old_enough(player.client))
return 0
//VOREStation Add
if(!job.player_has_enough_playtime(player.client))
return 0
if(!is_job_whitelisted(player, rank))
return 0
//VOREStation Add End
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)
unassigned -= player
job.current_positions++
return 1
Debug("AR has failed, Player: [player], Rank: [rank]")
return 0
/datum/controller/occupations/proc/FreeRole(var/rank) //making additional slot on the fly
var/datum/job/job = GetJob(rank)
if(job && job.total_positions != -1)
job.total_positions++
return 1
return 0
/datum/controller/occupations/proc/update_limit(var/rank, var/comperator)
var/datum/job/job = GetJob(rank)
if(job && job.total_positions != -1)
job.update_limit(comperator)
return 1
return 0
/datum/controller/occupations/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)
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.minimum_character_age && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
Debug("FOC character not old enough, Player: [player]")
continue
//VOREStation Code Start
if(!job.player_has_enough_playtime(player.client))
Debug("FOC character not enough playtime, Player: [player]")
continue
if(!is_job_whitelisted(player, job.title))
Debug("FOC is_job_whitelisted failed, Player: [player]")
continue
//VOREStation Code End
if(flag && !(player.client.prefs.be_special & flag))
Debug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
Debug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/occupations/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((job.minimum_character_age || job.min_age_by_species) && (player.read_preference(/datum/preference/numeric/human/age) < job.get_min_age(player.client.prefs.read_preference(/datum/preference/choiced/species), player.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])))
continue
if(istype(job, GetJob(JOB_ALT_VISITOR))) // We don't want to give him assistant, that's boring! //VOREStation Edit - Visitor not Assistant
continue
if(SSjob.is_job_in_department(job.title, DEPARTMENT_COMMAND)) //If you want a command position, select it!
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
//VOREStation Code Start
if(!job.player_has_enough_playtime(player.client))
Debug("GRJ player not enough playtime, Player: [player]")
continue
if(!is_job_whitelisted(player, job.title))
Debug("GRJ player not whitelisted for this job, Player: [player], Job: [job.title]")
continue
//VOREStation Code End
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/occupations/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/occupations/proc/FillHeadPosition()
for(var/level = 1 to 3)
for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
var/datum/job/job = GetJob(command_position)
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
// Build a weighted list, weight by age.
var/list/weightedCandidates = 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
var/age = V.read_preference(/datum/preference/numeric/human/age)
if(age < job.get_min_age(V.client.prefs.read_preference(/datum/preference/choiced/species), V.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])) // Nope.
continue
var/idealage = job.get_ideal_age(V.client.prefs.read_preference(/datum/preference/choiced/species), V.client.prefs.read_preference(/datum/preference/organ_data)?[O_BRAIN])
var/agediff = abs(idealage - age) // Compute the absolute difference in age from target
switch(agediff) /// If the math sucks, it's because I almost failed algebra in high school.
if(20 to INFINITY)
weightedCandidates[V] = 3 // Too far off
if(10 to 20)
weightedCandidates[V] = 6 // Nearer the mark, but not quite
if(0 to 10)
weightedCandidates[V] = 10 // On the mark
else
// If there's ABSOLUTELY NOBODY ELSE
if(candidates.len == 1) weightedCandidates[V] = 1
var/mob/new_player/candidate = pickweight(weightedCandidates)
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/occupations/proc/CheckHeadPositions(var/level)
for(var/command_position in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
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)
return
/** 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/occupations/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 && GLOB.triai)
for(var/datum/job/A in occupations)
if(A.title == JOB_AI)
A.spawn_positions = 3
break
//Get the players who are ready
for(var/mob/new_player/player in GLOB.player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
Debug("DO, Len: [unassigned.len]")
if(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 Assistant Check 1")
var/datum/job/assist = new DEFAULT_JOB_TYPE ()
var/list/assistant_candidates = FindOccupationCandidates(assist, 3)
Debug("AC1, Candidates: [assistant_candidates.len]")
for(var/mob/new_player/player in assistant_candidates)
Debug("AC1 pass, Player: [player]")
AssignRole(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant
assistant_candidates -= player
Debug("DO, AC1 end")
//Select one head
Debug("DO, Running Head Check")
FillHeadPosition()
Debug("DO, Head 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)
// var/list/disabled_jobs = SSticker.mode.disabled_jobs // So we can use .Find down below without a colon.
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 || SSticker.mode.disabled_jobs.Find(job.title) )
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
//VOREStation Add
if(!job.player_has_enough_playtime(player.client))
Debug("DO player not enough playtime, Player: [player]")
continue
//VOREStation Add End
// 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]")
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)
/*
Old job system
for(var/level = 1 to 3)
for(var/datum/job/job in occupations)
Debug("Checking job: [job]")
if(!job)
continue
if(!unassigned.len)
break
if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
while(candidates.len && ((job.current_positions < job.spawn_positions) || job.spawn_positions == -1))
var/mob/new_player/candidate = pick(candidates)
Debug("Selcted: [candidate], for: [job.title]")
AssignRole(candidate, job.title)
candidates -= candidate*/
Debug("DO, Standard Check end")
Debug("DO, Running AC2")
// For those who wanted to be assistant if their preferences were filled, here you go.
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == BE_ASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, JOB_ALT_VISITOR) //VOREStation Edit - Visitor not Assistant
//For ones returning to lobby
for(var/mob/new_player/player in unassigned)
if(player.client.prefs.alternate_option == RETURN_TO_LOBBY)
player.ready = PLAYER_NOT_READY
unassigned -= player
return 1
/datum/controller/occupations/proc/EquipRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0, var/announce = TRUE)
if(!H) return null
var/datum/job/job = GetJob(rank)
var/list/spawn_in_storage = list()
if(!joined_late)
var/obj/S = null
var/list/possible_spawns = list()
for(var/obj/effect/landmark/start/sloc in GLOB.landmarks_list)
if(sloc.name != rank) continue
if(locate(/mob/living) in sloc.loc) continue
possible_spawns.Add(sloc)
if(possible_spawns.len)
S = pick(possible_spawns)
if(!S)
S = locate("start*[rank]") // use old stype
if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
H.forceMove(S.loc)
else
var/list/spawn_props = LateSpawn(H.client, rank)
var/turf/T = spawn_props["turf"]
if(!T)
to_chat(H, span_critical("You were unable to be spawned at your chosen late-join spawnpoint. Please verify your job/spawn point combination makes sense, and try another one."))
return
else
H.forceMove(T)
// Moving wheelchair if they have one
if(H.buckled && istype(H.buckled, /obj/structure/bed/chair/wheelchair))
H.buckled.forceMove(H.loc)
H.buckled.set_dir(H.dir)
if(job)
//Equip custom gear loadout.
var/list/custom_equip_slots = list()
var/list/custom_equip_leftovers = list()
if(H?.client?.prefs && !(job.mob_type & JOB_SILICON))
var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]")
for(var/thing in active_gear_list)
var/datum/gear/G = GLOB.gear_datums[thing]
if(!G) //Not a real gear datum (maybe removed, as this is loaded from their savefile)
continue
var/permitted
// Check if it is restricted to certain roles
if(G.allowed_roles)
for(var/job_name in G.allowed_roles)
if(job.title == job_name)
permitted = 1
else
permitted = 1
// Check if they're whitelisted for this gear (in alien whitelist? seriously?)
if(G.whitelisted && !is_alien_whitelisted(H.client, GLOB.all_species[G.whitelisted]))
permitted = 0
// If they aren't, tell them
if(!permitted)
to_chat(H, span_warning("Your current species, job or whitelist status does not permit you to spawn with [thing]!"))
continue
// Implants get special treatment
if(G.slot == "implant")
var/obj/item/implant/I = G.spawn_item(H, active_gear_list[G.display_name])
I.invisibility = INVISIBILITY_MAXIMUM
I.implant_loadout(H)
continue
// Try desperately (and sorta poorly) to equip the item. Now with increased desperation!
if(G.slot && !(G.slot in custom_equip_slots))
var/metadata = active_gear_list[G.display_name]
//if(G.slot == slot_wear_mask || G.slot == slot_wear_suit || G.slot == slot_head)
// custom_equip_leftovers += thing
//else
if(G.slot == slot_wear_suit && H.client?.prefs?.no_jacket)
continue
if(G.slot == slot_shoes && H.client?.prefs?.shoe_hater) //RS ADD
continue
if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
to_chat(H, span_notice("Equipping you with \the [thing]!"))
if(G.slot != slot_tie)
custom_equip_slots.Add(G.slot)
else
custom_equip_leftovers.Add(thing)
else
spawn_in_storage += thing
// Set up their account
job.setup_account(H)
// Equip job items.
job.equip(H, H.mind ? H.mind.role_alt_title : "")
// Stick their fingerprints on literally everything
job.apply_fingerprints(H)
// Only non-silicons get post-job-equip equipment and dormant diseases
if(!(job.mob_type & JOB_SILICON))
H.equip_post_job()
H.give_random_dormant_disease(guaranteed_symptoms = job.symptoms)
// If some custom items could not be equipped before, try again now.
for(var/thing in custom_equip_leftovers)
var/datum/gear/G = GLOB.gear_datums[thing]
if(G.slot == slot_wear_suit && H.client?.prefs?.no_jacket)
continue
if(G.slot == slot_shoes && H.client?.prefs?.shoe_hater) //RS ADD
continue
if(G.slot in custom_equip_slots)
spawn_in_storage += thing
else
var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]")
var/metadata = active_gear_list[G.display_name]
if(H.equip_to_slot_or_del(G.spawn_item(H, metadata), G.slot))
to_chat(H, span_notice("Equipping you with \the [thing]!"))
custom_equip_slots.Add(G.slot)
else
spawn_in_storage += thing
//Give new players a welcome guide!
if(isnum(H.client?.player_age) && H.client.player_age < 10)
H.equip_to_slot_or_del(new /obj/item/book/manual/virgo_pamphlet(H), slot_r_hand)
else
to_chat(H, span_filter_notice("Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."))
H.job = rank
log_game("JOINED [key_name(H)] as \"[rank]\"")
log_game("SPECIES [key_name(H)] is a: \"[H.species.name]\"") //VOREStation Add
// If they're head, give them the account info for their department
if(H.mind && job.department_accounts)
var/remembered_info = ""
for(var/D in job.department_accounts)
var/datum/money_account/department_account = GLOB.department_accounts[D]
if(department_account)
remembered_info += span_bold("Department account number ([D]):") + " #[department_account.account_number]<br>"
remembered_info += span_bold("Department account pin ([D]):") + " [department_account.remote_access_pin]<br>"
remembered_info += span_bold("Department account funds ([D]):") + " $[department_account.money]<br>"
H.mind.store_memory(remembered_info)
var/alt_title = null
if(H.mind)
H.mind.assigned_role = rank
alt_title = H.mind.role_alt_title
// If we're a silicon, we may be done at this point
if(job.mob_type & JOB_SILICON_ROBOT)
return H.Robotize()
if(job.mob_type & JOB_SILICON_AI)
return H
// TWEET PEEP
if(rank == JOB_SITE_MANAGER && announce)
var/sound/announce_sound = (SSticker.current_state <= GAME_STATE_SETTING_UP) ? null : sound('sound/misc/boatswain.ogg', volume=20)
GLOB.captain_announcement.Announce("All hands, [alt_title ? alt_title : JOB_SITE_MANAGER] [H.real_name] on deck!", new_sound = announce_sound, zlevel = H.z)
//Deferred item spawning.
if(spawn_in_storage && spawn_in_storage.len)
var/obj/item/storage/B
for(var/obj/item/storage/S in H.contents)
B = S
break
var/list/active_gear_list = LAZYACCESS(H.client.prefs.gear_list, "[H.client.prefs.gear_slot]")
if(!isnull(B))
for(var/thing in spawn_in_storage)
to_chat(H, span_notice("Placing \the [thing] in your [B.name]!"))
var/datum/gear/G = GLOB.gear_datums[thing]
var/metadata = active_gear_list[G.display_name]
G.spawn_item(B, metadata)
else
to_chat(H, span_danger("Failed to locate a storage object on your mob, either you spawned with no arms and no backpack or this is a bug."))
if(istype(H)) //give humans wheelchairs, if they need them.
var/obj/item/organ/external/l_foot = H.get_organ(BP_L_FOOT)
var/obj/item/organ/external/r_foot = H.get_organ(BP_R_FOOT)
var/obj/item/storage/S = locate() in H.contents
var/obj/item/wheelchair/R
if(S)
R = locate() in S.contents
if(!l_foot || !r_foot || R)
var/wheelchair_type = R?.unfolded_type || /obj/structure/bed/chair/wheelchair
var/obj/structure/bed/chair/wheelchair/W = new wheelchair_type(H.loc)
W.buckle_mob(H)
H.update_canmove()
W.set_dir(H.dir)
W.add_fingerprint(H)
if(R)
W.color = R.color
qdel(R)
to_chat(H, span_filter_notice(span_bold("You are [job.total_positions == 1 ? "the" : "a"] [alt_title ? alt_title : rank].")))
if(job.supervisors)
to_chat(H, span_filter_notice(span_bold("As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.")))
if(job.has_headset)
H.equip_to_slot_or_del(new /obj/item/radio/headset(H), slot_l_ear)
to_chat(H, span_filter_notice(span_bold("To speak on your department's radio channel use :h. For the use of other channels, examine your headset.")))
if(job.req_admin_notify)
to_chat(H, span_filter_notice(span_bold("You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.")))
// EMAIL GENERATION
// Email addresses will be created under this domain name. Mostly for the looks.
var/domain = "freemail.nt"
if(using_map && LAZYLEN(using_map.usable_email_tlds))
domain = using_map.usable_email_tlds[1]
var/sanitized_name = sanitize(replacetext(replacetext(lowertext(H.real_name), " ", "."), "'", ""))
var/complete_login = "[sanitized_name]@[domain]"
// It is VERY unlikely that we'll have two players, in the same round, with the same name and branch, but still, this is here.
// If such conflict is encountered, a random number will be appended to the email address. If this fails too, no email account will be created.
if(GLOB.ntnet_global.does_email_exist(complete_login))
complete_login = "[sanitized_name][random_id(/datum/computer_file/data/email_account/, 100, 999)]@[domain]"
// If even fallback login generation failed, just don't give them an email. The chance of this happening is astronomically low.
if(GLOB.ntnet_global.does_email_exist(complete_login))
to_chat(H, span_filter_notice("You were not assigned an email address."))
H.mind.store_memory("You were not assigned an email address.")
else
var/datum/computer_file/data/email_account/EA = new/datum/computer_file/data/email_account()
EA.password = GenerateKey()
EA.login = complete_login
to_chat(H, span_filter_notice("Your email account address is <b>[EA.login]</b> and the password is <b>[EA.password]</b>. This information has also been placed into your notes."))
H.mind.store_memory("Your email account address is [EA.login] and the password is [EA.password].")
// END EMAIL GENERATION
//Gives glasses to the vision impaired
if(H.disabilities & NEARSIGHTED)
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
G.prescription = TRUE
BITSET(H.hud_updateflag, ID_HUD)
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, SPECIALROLE_HUD)
return H
/datum/controller/occupations/proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
if(!CONFIG_GET(flag/load_jobs_from_txt))
return 0
var/list/jobEntries = world.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(J.mob_type & JOB_SILICON)
J.total_positions = 0
return 1
/datum/controller/occupations/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
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
//VOREStation Add
if(!job.player_has_enough_playtime(player.client))
level6++
continue
//VOREStation Add End
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]|-"
feedback_add_details("job_preferences",tmp_str)
/datum/controller/occupations/proc/LateSpawn(var/client/C, var/rank)
var/datum/spawnpoint/spawnpos
var/fail_deadly = FALSE
var/obj/belly/vore_spawn_gut
var/absorb_choice = FALSE // Ability to start absorbed with vorespawn
var/mob/living/prey_to_nomph
var/obj/item/item_to_be // Item TF spawning
var/mob/living/item_carrier // Capture crystal spawning
var/vorgans = FALSE // capture crystal simplemob spawning
// Remove fail_deadly addition on offmap_spawn
//Spawn them at their preferred one
if(C && C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint))
if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Prey")
var/list/preds = list()
var/list/pred_names = list() //This is cringe
for(var/client/V in GLOB.clients)
if(!isliving(V.mob))
continue
var/mob/living/M = V.mob
if(M.stat == UNCONSCIOUS || M.stat == DEAD || (M.client.is_afk(10 MINUTES) && !M.no_latejoin_vore_warning))
continue
if(!M.latejoin_vore)
continue
if(!(M.z in using_map.vorespawn_levels))
continue
preds += M
pred_names += M.real_name //very cringe
if(preds.len)
var/pred_name = tgui_input_list(C, "Choose a Predator.", "Pred Spawnpoint", pred_names)
if(!pred_name)
return
var/index = pred_names.Find(pred_name)
var/mob/living/pred = preds[index]
var/list/available_bellies = list()
for(var/obj/belly/Y in pred.vore_organs)
if(Y.vorespawn_blacklist)
continue
if(LAZYLEN(Y.vorespawn_whitelist) && !(C.ckey in Y.vorespawn_whitelist))
continue
available_bellies += Y
var/backup = tgui_alert(C, "Do you want a mind backup?", "Confirm", list("Yes", "No"))
if(backup == "Yes")
backup = 1
vore_spawn_gut = tgui_input_list(C, "Choose a Belly.", "Belly Spawnpoint", available_bellies)
if(!vore_spawn_gut)
return
if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_YES)
absorb_choice = TRUE
if(vore_spawn_gut.vorespawn_absorbed & VS_FLAG_ABSORB_PREY)
if(tgui_alert(C, "Do you want to start absorbed into [pred]'s [vore_spawn_gut]?", "Confirm", list("Yes", "No")) != "Yes")
absorb_choice = FALSE
else if(tgui_alert(C, "[pred]'s [vore_spawn_gut] will start with you absorbed. Continue?", "Confirm", list("Yes", "No")) != "Yes")
return
to_chat(C, span_boldwarning("[pred] has received your spawn request. Please wait."))
log_admin("[key_name(C)] has requested to vore spawn into [key_name(pred)]")
message_admins("[key_name(C)] has requested to vore spawn into [key_name(pred)]")
var/confirm
var/spawner_name = C.prefs.read_preference(/datum/preference/name/real_name)
if(pred.no_latejoin_vore_warning)
if(pred.no_latejoin_vore_warning_time > 0)
if(absorb_choice)
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS)
else
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), pred.no_latejoin_vore_warning_time SECONDS)
if(!confirm)
confirm = "Yes"
else
if(absorb_choice)
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn absorbed as your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
else
confirm = tgui_alert(pred, "[spawner_name] is attempting to spawn into your [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(C, span_warning("[pred] has declined your spawn request."))
var/message = tgui_input_text(pred,"Do you want to leave them a message?", "Notify Prey", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(C, span_notice("[pred] message : [message]"))
return
if(!vore_spawn_gut || QDELETED(vore_spawn_gut))
to_chat(C, span_warning("Somehow, the belly you were trying to enter no longer exists."))
return
if(pred.stat == UNCONSCIOUS || pred.stat == DEAD)
to_chat(C, span_warning("[pred] is not conscious."))
to_chat(pred, span_warning("You must be conscious to accept."))
return
if(!(pred.z in using_map.vorespawn_levels))
to_chat(C, span_warning("[pred] is no longer in station grounds."))
to_chat(pred, span_warning("You must be within station grounds to accept."))
return
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS)
log_admin("[key_name(C)] has vore spawned into [key_name(pred)]")
message_admins("[key_name(C)] has vore spawned into [key_name(pred)]")
to_chat(C, span_notice("You have been spawned via vore. You are free to roleplay how you got there as you please, such as teleportation or having had already been there."))
if(vore_spawn_gut.entrance_logs)
to_chat(pred, span_notice("Your prey has spawned via vore. You are free to roleplay this how you please, such as teleportation or having had already been there."))
else
to_chat(C, span_warning("No predators were available to accept you."))
return
spawnpos = GLOB.spawntypes[C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]
if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Vorespawn - Pred") //Same as above, but in reverse!
var/list/preys = list()
var/list/prey_names = list() //This is still cringe
for(var/client/V in GLOB.clients)
if(!isliving(V.mob))
continue
var/mob/living/M = V.mob
if(M.stat == UNCONSCIOUS || M.stat == DEAD || (M.client.is_afk(10 MINUTES) && !M.no_latejoin_prey_warning))
continue
if(!M.latejoin_prey)
continue
if(!(M.z in using_map.vorespawn_levels))
continue
preys += M
prey_names += M.real_name
if(preys.len)
var/prey_name = tgui_input_list(C, "Choose a Prey to spawn nom.", "Prey Spawnpoint", prey_names)
if(!prey_name)
return
var/index = prey_names.Find(prey_name)
var/mob/living/prey = preys[index]
var/list/available_bellies = list()
var/datum/vore_preferences/P = C.prefs_vr
for(var/Y in P.belly_prefs)
available_bellies += Y["name"]
vore_spawn_gut = tgui_input_list(C, "Choose your Belly.", "Belly Spawnpoint", available_bellies)
if(!vore_spawn_gut)
return
if(alert(C, "Do you want to instantly absorb them?", "Confirm", "Yes", "No") == "Yes")
absorb_choice = TRUE
to_chat(C, span_boldwarning("[prey] has received your spawn request. Please wait."))
log_admin("[key_name(C)] has requested to pred spawn onto [key_name(prey)]")
message_admins("[key_name(C)] has requested to pred spawn onto [key_name(prey)]")
var/confirm
var/spawner_name = C.prefs.read_preference(/datum/preference/name/real_name)
if(prey.no_latejoin_prey_warning)
if(prey.no_latejoin_prey_warning_time > 0)
if(absorb_choice)
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS)
else
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"), prey.no_latejoin_prey_warning_time SECONDS)
if(!confirm)
confirm = "Yes"
else
if(absorb_choice)
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore and instantly absorb you with their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
else
confirm = tgui_alert(prey, "[spawner_name] is attempting to televore you into their [vore_spawn_gut]. Let them?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(C, span_warning("[prey] has declined your spawn request."))
var/message = tgui_input_text(prey,"Do you want to leave them a message?", "Notify Pred", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(C, span_notice("[prey] message : [message]"))
return
if(prey.stat == UNCONSCIOUS || prey.stat == DEAD)
to_chat(C, span_warning("[prey] is not conscious."))
to_chat(prey, span_warning("You must be conscious to accept."))
return
if(!(prey.z in using_map.vorespawn_levels))
to_chat(C, span_warning("[prey] is no longer in station grounds."))
to_chat(prey, span_warning("You must be within station grounds to accept."))
return
log_admin("[key_name(C)] has pred spawned onto [key_name(prey)]")
message_admins("[key_name(C)] has pred spawned onto [key_name(prey)]")
prey_to_nomph = prey
else
to_chat(C, span_warning("No prey were available to accept you."))
return
// Item TF spawnpoints!
else if(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) == "Item TF spawn")
var/list/items = list()
var/list/item_names = list()
var/list/carriers = list()
for(var/obj/item/I in GLOB.item_tf_spawnpoints)
if(LAZYLEN(I.ckeys_allowed_itemspawn))
if(!(C.ckey in I.ckeys_allowed_itemspawn))
continue
var/atom/item_loc = I.loc
var/mob/living/carrier
while(!isturf(item_loc))
if(isliving(item_loc))
carrier = item_loc
break
else
item_loc = item_loc.loc
if(istype(carrier))
if(!(carrier.z in using_map.vorespawn_levels))
continue
if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD || carrier.client.is_afk(10 MINUTES))
continue
carriers += carrier
else
if(!(item_loc.z in using_map.vorespawn_levels))
continue
carriers += null
if(istype(I, /obj/item/capture_crystal))
if(carrier)
items += I
var/obj/item/capture_crystal/cryst = I
if(cryst.spawn_mob_type)
item_names += "\a [cryst.spawn_mob_name] inside of [carrier]'s [I.name] ([I.loc.name])"
else
item_names += "Inside of [carrier]'s [I.name] ([I.loc.name])"
else if(I.name == initial(I.name))
items += I
if(carrier)
item_names += "[carrier]'s [I.name] ([I.loc.name])"
else
item_names += "[I.name] ([I.loc.name])"
else
items += I
if(carrier)
item_names += "[carrier]'s [I.name] (\a [initial(I.name)] at [I.loc.name])"
else
item_names += "[I.name] (\a [initial(I.name)] at [I.loc.name])"
if(LAZYLEN(items))
var/backup = tgui_alert(C, "Do you want a mind backup?", "Confirm", list("Yes", "No"))
if(backup == "Yes")
backup = 1
var/item_name = tgui_input_list(C, "Choose an Item to spawn as.", "Item TF Spawnpoint", item_names)
if(!item_name)
return
var/index = item_names.Find(item_name)
var/obj/item/item = items[index]
var/mob/living/carrier = carriers[index]
if(istype(carrier))
to_chat(C, span_boldwarning("[carrier] has received your spawn request. Please wait."))
log_and_message_admins("[key_name(C)] has requested to item spawn into [key_name(carrier)]'s possession")
var/confirm = tgui_alert(carrier, "[C.prefs.read_preference(/datum/preference/name/real_name)] is attempting to join as the [item_name] in your possession.", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
to_chat(C, span_warning("[carrier] has declined your spawn request."))
var/message = tgui_input_text(carrier,"Do you want to leave them a message?", "Notify Spawner", max_length = MAX_MESSAGE_LEN)
if(message)
to_chat(C, span_notice("[carrier] message : [message]"))
return
if(carrier.stat == UNCONSCIOUS || carrier.stat == DEAD)
to_chat(C, span_warning("[carrier] is not conscious."))
to_chat(carrier, span_warning("You must be conscious to accept."))
return
if(!(carrier.z in using_map.vorespawn_levels))
to_chat(C, span_warning("[carrier] is no longer in station grounds."))
to_chat(carrier, span_warning("You must be within station grounds to accept."))
return
log_and_message_admins("[key_name(C)] has item spawned onto [key_name(carrier)]")
item_to_be = item
item_carrier = carrier
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS)
else
var/confirm = tgui_alert(C, "\The [item.name] is currently not in any character's possession! Do you still want to spawn as it?", "Confirm", list("No", "Yes"))
if(confirm != "Yes")
return
log_and_message_admins("[key_name(C)] has item spawned into \a [item.name] that was not held by anyone")
item_to_be = item
if(backup)
addtimer(CALLBACK(src, PROC_REF(m_backup_client), C), 5 SECONDS)
if(istype(item, /obj/item/capture_crystal))
var/obj/item/capture_crystal/cryst = item
if(cryst.spawn_mob_type)
var/confirm = tgui_alert(C, "Do you want to spawn with your slot's vore organs and prefs?", "Confirm", list("No", "Yes"))
if(confirm == "Yes")
vorgans = TRUE
else
to_chat(C, span_warning("No items were available to accept you."))
return
else
if(!(C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint) in using_map.allowed_spawns))
if(fail_deadly)
to_chat(C, span_warning("Your chosen spawnpoint is unavailable for this map and your job requires a specific spawnpoint. Please correct your spawn point choice."))
return
else
to_chat(C, span_warning("Your chosen spawnpoint ([C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]) is unavailable for the current map. Spawning you at one of the enabled spawn points instead."))
spawnpos = null
else
spawnpos = GLOB.spawntypes[C.prefs.read_preference(/datum/preference/choiced/living/spawnpoint)]
//We will return a list key'd by "turf" and "msg"
. = list("turf","msg", "voreny", "prey", "itemtf", "vorgans", "carrier") // Item TF spawnpoints, spawn as mob
if(vore_spawn_gut)
.["voreny"] = vore_spawn_gut
.["absorb"] = absorb_choice
if(prey_to_nomph)
.["prey"] = prey_to_nomph //We pass this on later to reverse the vorespawn in new_player.dm
// Item TF spawnpoints
if(item_to_be)
.["carrier"] = item_carrier
.["vorgans"] = vorgans
.["itemtf"] = item_to_be
if(spawnpos && istype(spawnpos) && length(spawnpos.turfs))
if(spawnpos.check_job_spawning(rank))
.["turf"] = spawnpos.get_spawn_position()
.["msg"] = spawnpos.msg
.["channel"] = spawnpos.announce_channel
else
var/datum/job/J = SSjob.get_job(rank)
if(fail_deadly || J?.offmap_spawn)
to_chat(C, span_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Please correct your spawn point choice."))
return
to_chat(C, span_filter_warning("Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead."))
var/spawning = pick(GLOB.latejoin)
.["turf"] = get_turf(spawning)
.["msg"] = "will arrive at the station shortly"
else if(!fail_deadly)
var/spawning = pick(GLOB.latejoin)
.["turf"] = get_turf(spawning)
.["msg"] = "has arrived on the station"
/datum/controller/occupations/proc/m_backup_client(var/client/C) //Same as m_backup, but takes a client entry. Used for vore late joining.
if(!ishuman(C.mob))
return
var/mob/living/carbon/human/CM = C.mob
SStranscore.m_backup(CM.mind, CM.nif, TRUE)
+3 -3
View File
@@ -35,7 +35,7 @@ ADMIN_VERB(open_whitelist_editor, R_ADMIN|R_SERVER, "Open Whitelist Editor", "Op
/datum/whitelist_editor/tgui_static_data(mob/user)
var/list/whitelist_jobs = list()
for(var/datum/job/our_job in GLOB.job_master.occupations)
for(var/datum/job/our_job in SSjob.occupations)
if(our_job.whitelist_only)
whitelist_jobs += our_job.title
@@ -75,7 +75,7 @@ ADMIN_VERB(open_whitelist_editor, R_ADMIN|R_SERVER, "Open Whitelist Editor", "Op
var/role = params["role"]
switch(kind)
if("job")
var/datum/job/job = GLOB.job_master.GetJob(role)
var/datum/job/job = SSjob.get_job(role)
if(!job)
to_chat(ui.user, span_warning("Error, invalid job entered. Check spelling and capitalization."))
return FALSE
@@ -292,7 +292,7 @@ ADMIN_VERB(open_whitelist_editor, R_ADMIN|R_SERVER, "Open Whitelist Editor", "Op
/proc/is_job_whitelisted(mob/M, var/rank)
// Check if the job actually requires a whitelist
var/datum/job/job = GLOB.job_master.GetJob(rank)
var/datum/job/job = SSjob.get_job(rank)
if(!job.whitelist_only)
return TRUE
+1 -1
View File
@@ -403,7 +403,7 @@
answer = text2num(answer)
if(field == "rank")
if(answer in GLOB.joblist)
if(answer in SSjob.occupations_by_name)
active1.fields["real_rank"] = answer
if(field == "criminal")
+6 -6
View File
@@ -92,7 +92,7 @@
data["card"] = "[card]"
data["assignment"] = card.assignment
data["card_cooldown"] = getCooldown()
var/datum/job/job = GLOB.job_master.GetJob(card.rank)
var/datum/job/job = SSjob.get_job(card.rank)
if(job)
data["job_datum"] = list(
"title" = job.title,
@@ -146,7 +146,7 @@
/obj/machinery/computer/timeclock/proc/getOpenOnDutyJobs(var/mob/user, var/department)
var/list/available_jobs = list()
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
if(isOpenOnDutyJob(user, department, job))
available_jobs[job.title] = list(job.title)
if(job.alt_titles)
@@ -167,8 +167,8 @@
&& job.timeoff_factor > 0
/obj/machinery/computer/timeclock/proc/makeOnDuty(var/newrank, var/newassignment, var/mob/user)
var/datum/job/oldjob = GLOB.job_master.GetJob(card.rank)
var/datum/job/newjob = GLOB.job_master.GetJob(newrank)
var/datum/job/oldjob = SSjob.get_job(card.rank)
var/datum/job/newjob = SSjob.get_job(newrank)
if(!oldjob || !isOpenOnDutyJob(user, oldjob.pto_type, newjob))
return
if(newassignment != newjob.title && !(newassignment in newjob.alt_titles))
@@ -189,12 +189,12 @@
return
/obj/machinery/computer/timeclock/proc/makeOffDuty(var/mob/user)
var/datum/job/foundjob = GLOB.job_master.GetJob(card.rank)
var/datum/job/foundjob = SSjob.get_job(card.rank)
if(!foundjob)
return
var/new_dept = foundjob.pto_type || PTO_CIVILIAN
var/datum/job/ptojob = null
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
if(job.pto_type == new_dept && job.timeoff_factor < 0)
ptojob = job
break
+1 -1
View File
@@ -487,7 +487,7 @@
//Handle job slot/tater cleanup.
var/job = to_despawn.mind.assigned_role
GLOB.job_master.FreeRole(job)
SSjob.free_role(job)
to_despawn.mind.assigned_role = null
if(to_despawn.mind.objectives.len)
+1 -1
View File
@@ -254,7 +254,7 @@
antag_data.add_antagonist(P.mind)
antag_data.place_mob(P)
P.mind.assigned_role = charjob
P.mind.role_alt_title = GLOB.job_master.GetPlayerAltTitle(P, charjob)
P.mind.role_alt_title = SSjob.get_player_alt_title(P, charjob)
//no need to be particularly thorough about language handover, we can safely assume that they were allowed to have it if they had it to begin with
P.languages.Cut()
@@ -117,7 +117,7 @@
occupant.enter_vr(avatar)
if(spawn_with_clothing)
GLOB.job_master.EquipRank(avatar,"Visitor", 1, FALSE)
SSjob.equip_rank(avatar,"Visitor", 1, FALSE)
add_verb(avatar,/mob/living/carbon/human/proc/perform_exit_vr)
avatar.virtual_reality_mob = FALSE //THIS IS THE BIG DIFFERENCE WITH ALIEN VR PODS. THEY ARE NOT VR, THEY ARE REAL.
@@ -291,7 +291,7 @@
occupant.enter_vr(avatar)
if(spawn_with_clothing)
GLOB.job_master.EquipRank(avatar,"Visitor", 1, FALSE)
SSjob.equip_rank(avatar,"Visitor", 1, FALSE)
add_verb(avatar,/mob/living/carbon/human/proc/perform_exit_vr)
add_verb(avatar,/mob/living/carbon/human/proc/vr_transform_into_mob)
add_verb(avatar,/mob/living/proc/set_size)
@@ -81,7 +81,7 @@
avatar.regenerate_icons()
avatar.update_transform()
GLOB.job_master.EquipRank(avatar,JOB_VR, 1, FALSE)
SSjob.equip_rank(avatar,JOB_VR, 1, FALSE)
add_verb(avatar,/mob/living/carbon/human/proc/fake_exit_vr)
add_verb(avatar,/mob/living/carbon/human/proc/vr_transform_into_mob)
add_verb(avatar,/mob/living/proc/set_size)
@@ -142,7 +142,7 @@
/obj/item/card/id/Initialize(mapload)
. = ..()
var/datum/job/J = GLOB.job_master.GetJob(rank)
var/datum/job/J = SSjob.get_job(rank)
if(J)
access = J.get_access()
+1 -1
View File
@@ -253,7 +253,7 @@
name = "[initial(name)] for [recipient.name] ([current_title])"
recipient_ref = WEAKREF(recipient)
var/datum/job/this_job = SSjob.name_occupations[recipient.assigned_role]
var/datum/job/this_job = SSjob.occupations_by_name[recipient.assigned_role]
var/list/goodies = generic_goodies
if(this_job)
@@ -170,7 +170,7 @@
new_character.mind.loaded_from_ckey = picked_ckey
new_character.mind.loaded_from_slot = picked_slot
GLOB.job_master.EquipRank(new_character, JOB_MAINT_LURKER, 1)
SSjob.equip_rank(new_character, JOB_MAINT_LURKER, 1)
for(var/lang in new_character.client.prefs.alternate_languages)
var/datum/language/chosen_language = GLOB.all_languages[lang]
@@ -132,7 +132,7 @@
new_character.mind.loaded_from_ckey = picked_ckey
new_character.mind.loaded_from_slot = picked_slot
GLOB.job_master.EquipRank(new_character, JOB_MAINT_LURKER, 1)
SSjob.equip_rank(new_character, JOB_MAINT_LURKER, 1)
for(var/lang in new_character.client.prefs.alternate_languages)
var/datum/language/chosen_language = GLOB.all_languages[lang]
-4
View File
@@ -172,12 +172,8 @@ GLOBAL_VAR(restart_counter)
log_test("If you did not intend to enable this please check code/__defines/unit_testing.dm")
#endif
GLOB.master_controller = new /datum/controller/game_controller()
Master.Initialize(10, FALSE, TRUE) // VOREStation Edit
spawn(1)
GLOB.master_controller.setup()
RunUnattendedFunctions()
spawn(3000) //so we aren't adding to the round-start lag
+9 -9
View File
@@ -357,17 +357,17 @@ ADMIN_VERB(shuttle_panel, R_ADMIN|R_EVENT, "Shuttle Control Panel", "Access the
ADMIN_VERB(free_slot, R_ADMIN|R_FUN|R_EVENT, "Free Job Slot", "Frees another job slot.", ADMIN_CATEGORY_EVENTS)
var/list/jobs = list()
for (var/datum/job/current_job in GLOB.job_master.occupations)
if (current_job.current_positions >= current_job.total_positions && current_job.total_positions != -1)
jobs += current_job.title
if (!length(jobs))
to_chat(user, "There are no fully staffed jobs.")
for(var/datum/job/J in SSjob.occupations)
if (J.current_positions >= J.total_positions && J.total_positions != -1)
jobs += J.title
if(!jobs.len)
to_chat(usr, "There are no fully staffed jobs.")
return
var/job = tgui_input_list(user, "Please select job slot to free", "Free job slot", jobs)
if (!job)
var/job = tgui_input_list(usr, "Please select job slot to free", "Free job slot", jobs)
if(job)
SSjob.free_role(job)
message_admins("A job slot for [job] has been opened by [key_name_admin(usr)]")
return
GLOB.job_master.FreeRole(job)
message_admins("A job slot for [job] has been opened by [key_name_admin(user)]")
ADMIN_VERB(toggleghostwriters, R_ADMIN|R_FUN|R_EVENT, "Toggle ghost writers", "Toggles ghost writing.", ADMIN_CATEGORY_SERVER_GAME)
if(!config)
+22 -22
View File
@@ -257,7 +257,7 @@
if(!M.ckey) //sanity
to_chat(usr, span_filter_adminlog("This mob has no ckey"))
return
if(!GLOB.job_master)
if(!SSjob)
to_chat(usr, span_filter_adminlog("Job Master has not been setup!"))
return
@@ -278,7 +278,7 @@
jobs += "<tr align='center' bgcolor='ccccff'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=commanddept;jobban4=\ref[M]'>Command Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -298,7 +298,7 @@
jobs += "<tr bgcolor='ffddf0'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_SECURITY))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=securitydept;jobban4=\ref[M]'>Security Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_SECURITY))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -318,7 +318,7 @@
jobs += "<tr bgcolor='fff5cc'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_ENGINEERING))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=engineeringdept;jobban4=\ref[M]'>Engineering Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_ENGINEERING))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -338,7 +338,7 @@
jobs += "<tr bgcolor='fff5cc'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_CARGO))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=cargodept;jobban4=\ref[M]'>Cargo Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_CARGO))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -358,7 +358,7 @@
jobs += "<tr bgcolor='ffeef0'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_MEDICAL))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=medicaldept;jobban4=\ref[M]'>Medical Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_MEDICAL))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -378,7 +378,7 @@
jobs += "<tr bgcolor='e79fff'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_RESEARCH))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=sciencedept;jobban4=\ref[M]'>Science Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_RESEARCH))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -398,7 +398,7 @@
jobs += "<tr bgcolor='ebb8fc'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_PLANET))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=explorationdept;jobban4=\ref[M]'>Exploration Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_PLANET))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -422,7 +422,7 @@
jobs += "<tr bgcolor='00ffff'><th colspan='[length(offmap_jobs)]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=offmapdept;jobban4=\ref[M]'>Offmap Positions</a></th></tr><tr align='center'>"
for(var/jobPos in offmap_jobs)
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -442,7 +442,7 @@
jobs += "<tr bgcolor='dddddd'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_CIVILIAN))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=civiliandept;jobban4=\ref[M]'>Civilian Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_CIVILIAN))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -467,7 +467,7 @@
jobs += "<tr bgcolor='ccffcc'><th colspan='[length(SSjob.get_job_titles_in_department(DEPARTMENT_SYNTHETIC))]'><a href='byond://?src=\ref[src];[HrefToken()];jobban3=nonhumandept;jobban4=\ref[M]'>Synthetic Positions</a></th></tr><tr align='center'>"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_SYNTHETIC))
if(!jobPos) continue
var/datum/job/job = GLOB.job_master.GetJob(jobPos)
var/datum/job/job = SSjob.get_job(jobPos)
if(!job) continue
if(jobban_isbanned(M, job.title))
@@ -547,7 +547,7 @@
tgui_alert_async(usr, "You cannot perform this action. You must be of a higher administrative rank!")
return
if(!GLOB.job_master)
if(!SSjob)
to_chat(usr, span_filter_adminlog("Job Master has not been setup!"))
return
@@ -557,63 +557,63 @@
if("commanddept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_COMMAND))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("securitydept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_SECURITY))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("engineeringdept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_ENGINEERING))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("cargodept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_CARGO))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("medicaldept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_MEDICAL))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("sciencedept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_RESEARCH))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("explorationdept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_PLANET))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("offmapdept")
for(var/dept in GLOB.offmap_departments)
for(var/jobPos in SSjob.get_job_titles_in_department(dept))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("civiliandept")
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_CIVILIAN))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
if("nonhumandept")
joblist += "pAI"
for(var/jobPos in SSjob.get_job_titles_in_department(DEPARTMENT_SYNTHETIC))
if(!jobPos) continue
var/datum/job/temp = GLOB.job_master.GetJob(jobPos)
var/datum/job/temp = SSjob.get_job(jobPos)
if(!temp) continue
joblist += temp.title
else
+2 -2
View File
@@ -57,8 +57,8 @@ ADMIN_VERB(camera_view, R_DEBUG, "Camera Range Display", "Globally changes the c
ADMIN_VERB_VISIBILITY(sec_camera_report, ADMIN_VERB_VISIBLITY_FLAG_LOCALHOST)
ADMIN_VERB(sec_camera_report, R_DEBUG, "Camera Report", "Gives a report of the camera state (Only use on a test server).", ADMIN_CATEGORY_MAPPING_TESTS)
if(!GLOB.master_controller)
tgui_alert_async(user,"Master_controller not found.","Sec Camera Report")
if(!SSticker.HasRoundStarted())
tgui_alert_async(user,"Game init not ready.","Sec Camera Report")
return 0
var/list/obj/machinery/camera/CL = list()
+5 -5
View File
@@ -390,7 +390,7 @@ ADMIN_VERB(respawn_character, (R_ADMIN|R_REJUVINATE), "Spawn Character", "(Re)Sp
//Well you're not reloading their job or they never had one.
if(!charjob)
var/pickjob = tgui_input_list(src, "Pick a job to assign them (or none).","Job Select", GLOB.joblist.Copy() + "-No Job-", "-No Job-")
var/pickjob = tgui_input_list(src, "Pick a job to assign them (or none).","Job Select", SSjob.occupations_by_name.Copy() + "-No Job-", "-No Job-")
if(!pickjob)
return
if(pickjob != "-No Job-")
@@ -521,10 +521,10 @@ ADMIN_VERB(respawn_character, (R_ADMIN|R_REJUVINATE), "Spawn Character", "(Re)Sp
//If desired, apply equipment.
if(equipment)
if(charjob)
GLOB.job_master.EquipRank(new_character, charjob, 1)
SSjob.equip_rank(new_character, charjob, 1)
if(new_character.mind)
new_character.mind.assigned_role = charjob
new_character.mind.role_alt_title = GLOB.job_master.GetPlayerAltTitle(new_character, charjob)
new_character.mind.role_alt_title = SSjob.get_player_alt_title(new_character, charjob)
//If customised job title, modify here.
if(custom_job && custom_job_title)
@@ -652,8 +652,8 @@ ADMIN_VERB_AND_CONTEXT_MENU(cmd_admin_delete, R_FUN|R_ADMIN, "Delete", "Delete t
user.admin_delete(atom_target)
ADMIN_VERB(cmd_admin_list_open_jobs, R_HOLDER, "List free slots", "Show available job slots.", ADMIN_CATEGORY_INVESTIGATE)
if(GLOB.job_master)
for(var/datum/job/job in GLOB.job_master.occupations)
if(SSjob)
for(var/datum/job/job in SSjob.occupations)
to_chat(user, "[job.title]: [job.total_positions]")
feedback_add_details("admin_verb","LFS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+2 -2
View File
@@ -6,8 +6,8 @@
to_chat(usr, "This option is currently only usable during pregame. This may change at a later date.")
return
if(GLOB.job_master && SSticker)
var/datum/job/job = GLOB.job_master.GetJob(JOB_AI)
if(SSjob && SSticker)
var/datum/job/job = SSjob.get_job(JOB_AI)
if(!job)
to_chat(usr, "Unable to locate the AI job")
return
@@ -56,10 +56,10 @@
//VOREStation Add End
if(!(pref.player_alt_titles)) pref.player_alt_titles = new()
if(!GLOB.job_master)
if(!SSjob)
return
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
var/alt_title = pref.player_alt_titles[job.title]
if(alt_title && !(alt_title in job.alt_titles))
pref.player_alt_titles -= job.title
@@ -173,7 +173,7 @@
if("job_info")
var/rank = params["rank"]
var/datum/job/job = GLOB.job_master.GetJob(rank)
var/datum/job/job = SSjob.get_job(rank)
if(!istype(job))
return TOPIC_NOACTION
@@ -225,7 +225,7 @@
pref.player_alt_titles[job.title] = new_title
/datum/category_item/player_setup_item/occupation/proc/SetJob(mob/user, role, level)
var/datum/job/job = GLOB.job_master.GetJob(role)
var/datum/job/job = SSjob.get_job(role)
if(!job)
return 0
+1 -1
View File
@@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(prevent_respawns)
//Job slot cleanup
var/job = src.mind.assigned_role
GLOB.job_master.FreeRole(job)
SSjob.free_role(job)
//Their objectives cleanup
if(src.mind.objectives.len)
+1 -1
View File
@@ -409,7 +409,7 @@
//Handle job slot/tater cleanup.
var/job = mind.assigned_role
GLOB.job_master.FreeRole(job)
SSjob.free_role(job)
if(mind.objectives.len)
qdel(mind.objectives)
+1 -1
View File
@@ -471,7 +471,7 @@
//Job slot cleanup
var/job = mind.assigned_role
GLOB.job_master.FreeRole(job)
SSjob.free_role(job)
//Their objectives cleanup
if(mind.objectives.len)
+4 -4
View File
@@ -197,7 +197,7 @@
return timer - world.time
/mob/new_player/proc/IsJobAvailable(rank)
var/datum/job/job = GLOB.job_master.GetJob(rank)
var/datum/job/job = SSjob.get_job(rank)
if(!job)
return 0
if(!job.is_position_available())
@@ -232,7 +232,7 @@
return 0
//Find our spawning point.
var/list/join_props = GLOB.job_master.LateSpawn(client, rank)
var/list/join_props = SSjob.late_spawn(client, rank)
if(!join_props)
return
@@ -271,10 +271,10 @@
qdel(src)
return
GLOB.job_master.AssignRole(src, rank, 1)
SSjob.assign_role(src, rank, 1)
var/mob/living/character = create_character(T) //creates the human and transfers vars and mind
character = GLOB.job_master.EquipRank(character, rank, 1) //equips the human
character = SSjob.equip_rank(character, rank, 1) //equips the human
UpdateFactionList(character)
var/datum/job/J = SSjob.get_job(rank)
@@ -192,11 +192,11 @@
var/datum/job/previewJob
// Determine what job is marked as 'High' priority, and dress them up as such.
if(job_civilian_low & ASSISTANT)
previewJob = GLOB.job_master.GetJob(JOB_ALT_VISITOR)
previewJob = SSjob.get_job(JOB_ALT_VISITOR)
else if(client && ispAI(client.mob))
pass() //Don't do anything!
else
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
var/job_flag
switch(job.department_flag)
if(CIVILIAN)
@@ -257,9 +257,9 @@
var/datum/job/highJob
// Determine what job is marked as 'High' priority, and dress them up as such.
if(job_civilian_low & ASSISTANT)
highJob = GLOB.job_master.GetJob(JOB_ALT_ASSISTANT)
highJob = SSjob.get_job(JOB_ALT_ASSISTANT)
else
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
var/job_flag
switch(job.department_flag)
if(CIVILIAN)
+2 -2
View File
@@ -209,9 +209,9 @@ GLOBAL_LIST_EMPTY(active_autoresleevers)
//If desired, apply equipment.
if(equip_body)
if(charjob)
GLOB.job_master.EquipRank(new_character, charjob, 1)
SSjob.equip_rank(new_character, charjob, 1)
new_character.mind.assigned_role = charjob
new_character.mind.role_alt_title = GLOB.job_master.GetPlayerAltTitle(new_character, charjob)
new_character.mind.role_alt_title = SSjob.get_player_alt_title(new_character, charjob)
//A redraw for good measure
new_character.regenerate_icons()
+2 -2
View File
@@ -408,7 +408,7 @@ GLOBAL_LIST_EMPTY(pending_discord_registrations)
if(action == "help")
var/list/whitelist_jobs = list()
for(var/datum/job/our_job in GLOB.job_master.occupations)
for(var/datum/job/our_job in SSjob.occupations)
if(our_job.whitelist_only)
whitelist_jobs += our_job.title
var/list/whitelisted_language = list()
@@ -456,7 +456,7 @@ GLOBAL_LIST_EMPTY(pending_discord_registrations)
if("add")
switch(kind)
if("job")
var/datum/job/job = GLOB.job_master.GetJob(role)
var/datum/job/job = SSjob.get_job(role)
if(!job)
message.text = "Error, invalid job entered. Check spelling and capitalization."
return message
+1 -1
View File
@@ -74,7 +74,7 @@
var/list/jobs = list()
for(var/datum/job/job in GLOB.job_master.occupations)
for(var/datum/job/job in SSjob.occupations)
if(job && user.IsJobAvailable(job.title))
// Check for jobs with minimum age requirements
if(!character_old_enough_for_job(user.client.prefs, job))
-2
View File
@@ -545,7 +545,6 @@
#include "code\controllers\hooks-defs.dm"
#include "code\controllers\hooks.dm"
#include "code\controllers\master.dm"
#include "code\controllers\master_controller.dm"
#include "code\controllers\subsystem.dm"
#include "code\controllers\configuration\config_entry.dm"
#include "code\controllers\configuration\configuration.dm"
@@ -1239,7 +1238,6 @@
#include "code\game\gamemodes\wizard\wizard.dm"
#include "code\game\jobs\access.dm"
#include "code\game\jobs\access_datum.dm"
#include "code\game\jobs\job_controller.dm"
#include "code\game\jobs\jobs.dm"
#include "code\game\jobs\whitelist.dm"
#include "code\game\jobs\job\_alt_title.dm"