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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
53 lines
2.2 KiB
Plaintext
53 lines
2.2 KiB
Plaintext
SUBSYSTEM_DEF(mail)
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name = "Mail"
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wait = 60 SECONDS
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priority = FIRE_PRIORITY_SUPPLY
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flags = SS_NO_TICK_CHECK | SS_NO_INIT
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var/mail_waiting = 0 // Pending mail
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var/mail_per_process = 0.55 // Mail to be generated
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var/admin_mail = list() // Mail added by Spawn Mail
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/datum/controller/subsystem/mail/fire()
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mail_waiting += mail_per_process
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/* Generates a box of mail. Depending on the time that has passed between shuttles being called, it will send more or less mail and dependant on a small random number to simulate inflation
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Whenever the cargo shuttle gets sent back to the station, it will add the mail crate if there's any mail to be sent to the station.
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Only alive, active and NT employeers should be getting mail.
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*/
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/datum/controller/subsystem/mail/proc/create_mail()
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// Spawn crate
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var/obj/structure/closet/crate/mail/mailcrate = new(pick(SSsupply.get_clear_turfs()))
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// Collect recipients
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var/list/mail_recipients = list()
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for(var/mob/living/carbon/human/player_human in GLOB.player_list)
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if(player_human.stat != DEAD && player_human.client && player_human.client.inactivity <= 10 MINUTES && player_human.job != JOB_OUTSIDER && player_human.job != JOB_ANOMALY && player_human.job != JOB_VR && !player_is_antag(player_human.mind) && !isbelly(player_human.loc)) // Only alive, active and NT employeers should be getting mail.
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mail_recipients += player_human
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// Creates mail for all the mail waiting to arrive, if there's nobody to receive it, it will be a chance of junk mail.
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for(var/mail_iterator in 1 to mail_waiting)
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if(!mail_recipients.len && prob(60)) // Oh, no mail for our Employees? Well don't just sent them all the junk.
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continue
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var/obj/item/mail/new_mail
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if(prob(70))
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new_mail = new /obj/item/mail(mailcrate)
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else
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new_mail = new /obj/item/mail/envelope(mailcrate)
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var/mob/living/carbon/human/mail_to
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if(mail_recipients.len)
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mail_to = pick(mail_recipients)
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new_mail.initialize_for_recipient(mail_to.mind)
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mail_recipients -= mail_to
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else
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new_mail.junk_mail()
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// Admin mail
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if(admin_mail)
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for(var/obj/item/mail/ad_mail in admin_mail)
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ad_mail.loc = mailcrate
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clearlist(admin_mail)
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mail_waiting = 0
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return mailcrate
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