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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>
119 lines
3.8 KiB
Plaintext
119 lines
3.8 KiB
Plaintext
////////////////////////////////
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//// Paid Leave Subsystem
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//// For tracking how much department PTO time players have accured
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////////////////////////////////
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SUBSYSTEM_DEF(persist)
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name = "Persist"
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priority = 20
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wait = 15 MINUTES
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flags = SS_BACKGROUND|SS_NO_INIT|SS_KEEP_TIMING
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runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
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var/list/currentrun = list()
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var/list/query_stack = list()
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/datum/controller/subsystem/persist/fire(var/resumed = FALSE)
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update_department_hours(resumed)
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// Do PTO Accruals
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/datum/controller/subsystem/persist/proc/update_department_hours(var/resumed = FALSE)
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if(!CONFIG_GET(flag/time_off))
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return
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establish_db_connection()
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if(!SSdbcore.IsConnected())
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src.currentrun.Cut()
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return
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if(!resumed)
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src.currentrun = GLOB.human_mob_list.Copy()
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src.currentrun += GLOB.silicon_mob_list.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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var/list/query_stack = src.query_stack
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while (currentrun.len)
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var/mob/M = currentrun[currentrun.len]
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currentrun.len--
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if (QDELETED(M) || !istype(M) || !M.mind || !M.client || TICKS2DS(M.client.inactivity) > wait)
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continue
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// Try and detect job and department of mob
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var/datum/job/J = detect_job(M)
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if(!istype(J) || !J.pto_type || !J.timeoff_factor)
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if (MC_TICK_CHECK)
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return
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continue
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var/department_earning = J.pto_type
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// Determine special PTO types and convert properly
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if(department_earning == PTO_CYBORG)
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if(isrobot(M))
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var/mob/living/silicon/robot/C = M
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if(C?.module?.pto_type)
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department_earning = C.module.pto_type
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if(department_earning == PTO_CYBORG)
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if (MC_TICK_CHECK)
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return
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continue
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// Update client whatever
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var/client/C = M.client
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var/wait_in_hours = wait / (1 HOUR)
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var/pto_factored = wait_in_hours * J.timeoff_factor
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if(J.playtime_only)
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pto_factored = 0
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LAZYINITLIST(C.department_hours)
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LAZYINITLIST(C.play_hours)
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var/dept_hours = C.department_hours
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var/play_hours = C.play_hours
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if(isnum(dept_hours[department_earning]))
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dept_hours[department_earning] += pto_factored
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else
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dept_hours[department_earning] = pto_factored
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// If they're earning PTO they must be in a useful job so are earning playtime in that department
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if(J.timeoff_factor > 0)
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if(isnum(play_hours[department_earning]))
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play_hours[department_earning] += wait_in_hours
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else
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play_hours[department_earning] = wait_in_hours
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// Cap it
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dept_hours[department_earning] = min(CONFIG_GET(number/pto_cap), dept_hours[department_earning])
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// Okay we figured it out, lets update database!
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var/sql_ckey = sql_sanitize_text(C.ckey)
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var/sql_dpt = sql_sanitize_text(department_earning)
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var/sql_bal = text2num("[C.department_hours[department_earning]]")
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var/sql_total = text2num("[C.play_hours[department_earning]]")
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var/list/entry = list(
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"ckey" = sql_ckey,
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"department" = sql_dpt,
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"hours" = sql_bal,
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"total_hours" = sql_total
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)
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query_stack += list(entry)
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if (MC_TICK_CHECK)
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return
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if(query_stack.len)
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SSdbcore.MassInsert(format_table_name("vr_player_hours"), query_stack, duplicate_key = "ON DUPLICATE KEY UPDATE hours = VALUES(hours), total_hours = VALUES(total_hours)")
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query_stack.Cut()
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// This proc tries to find the job datum of an arbitrary mob.
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/datum/controller/subsystem/persist/proc/detect_job(var/mob/M)
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// Records are usually the most reliable way to get what job someone is.
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var/datum/data/record/R = find_general_record("name", M.real_name)
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if(R) // We found someone with a record.
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var/recorded_rank = R.fields["real_rank"]
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if(recorded_rank)
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. = job_master.GetJob(recorded_rank)
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if(.) return
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// They have a custom title, aren't crew, or someone deleted their record, so we need a fallback method.
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// Let's check the mind.
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if(M.mind && M.mind.assigned_role)
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. = job_master.GetJob(M.mind.assigned_role)
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