Files
VOREStation/code/modules/metric/department.dm
T
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* 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>
2025-07-14 20:14:31 +02:00

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// This proc tries to find the department of an arbitrary mob.
/datum/metric/proc/guess_department(var/mob/M)
var/list/found_roles = list()
. = DEPARTMENT_UNKNOWN
// Records are usually the most reliable way to get what job someone is.
var/datum/data/record/R = find_general_record("name", M.real_name)
if(R) // We found someone with a record.
var/recorded_rank = R.fields["real_rank"]
found_roles = role_name_to_department(recorded_rank)
. = found_roles[1]
if(. != DEPARTMENT_UNKNOWN) // We found the correct department, so we can stop now.
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)
found_roles = role_name_to_department(M.mind.assigned_role)
. = found_roles[1]
if(. != DEPARTMENT_UNKNOWN)
return
// At this point, they don't have a mind, or for some reason assigned_role didn't work.
found_roles = role_name_to_department(M.job)
. = found_roles[1]
if(. != DEPARTMENT_UNKNOWN)
return
return DEPARTMENT_UNKNOWN // Welp.
// Similar to above, but gets the actual job. Note that it returns the job datum itself, or null.
/datum/metric/proc/guess_job(mob/M)
// Like before, records are the most reliable way.
var/datum/data/record/R = find_general_record("name", M.real_name)
if(R) // They got a record, now find the job datum.
var/datum/job/J = SSjob.get_job(R.fields["real_rank"])
if(istype(J))
return J
// Try the mind.
if(M.mind)
var/datum/job/J = SSjob.get_job(M.mind.assigned_role)
if(istype(J))
return J
// Last ditch effort, check for job assigned to the mob itself.
var/datum/job/J = SSjob.get_job(M.job)
if(istype(J))
return J
return null
// Feed this proc the name of a job, and it will try to figure out what department they are apart of.
// Improved with the addition of SSjob, which has departments be an actual thing and not a virtual concept.
/datum/metric/proc/role_name_to_department(var/role_name)
var/datum/job/J = SSjob.get_job(role_name)
if(istype(J))
if(LAZYLEN(J.departments))
return J.departments
return list(DEPARTMENT_UNKNOWN)
/datum/metric/proc/count_people_in_department(var/department, cutoff = 75)
var/list/L = get_people_in_department(department, cutoff)
return L.len
/datum/metric/proc/get_people_in_department(department, cutoff = 75)
. = list()
if(!department)
return
for(var/mob/M in GLOB.player_list)
// Do not count AI's shells
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.shell)
continue
if(department != DEPARTMENT_EVERYONE && guess_department(M) != department) // Ignore people outside the department we're counting.
continue
if(assess_player_activity(M) < cutoff)
continue
. += M
/datum/metric/proc/get_people_with_job(job_type, cutoff = 75)
. = list()
// First, get the name.
var/datum/job/J = SSjob.get_job_type(job_type)
if(!istype(J))
return
// Now find people with the job name.
for(var/M in GLOB.player_list)
var/datum/job/their_job = guess_job(M)
if(!istype(their_job)) // No job was guessed.
continue
if(their_job.title != J.title) // Jobs don't match.
continue
if(assess_player_activity(M) < cutoff) // Too AFK.
continue
. += M
/datum/metric/proc/count_people_with_job(job_type, cutoff = 75)
var/list/L = get_people_with_job(job_type, cutoff)
return L.len
/datum/metric/proc/get_people_with_alt_title(job_type, alt_title_type, cutoff = 75)
. = list()
var/list/people_with_jobs = get_people_with_job(job_type, cutoff)
var/datum/job/J = SSjob.get_job_type(job_type)
var/datum/alt_title/A = new alt_title_type()
for(var/M in people_with_jobs)
if(J.has_alt_title(M, null, A.title))
. += M
/datum/metric/proc/count_people_with_alt_title(job_type, alt_title_type, cutoff = 75)
var/list/L = get_people_with_alt_title(job_type, alt_title_type, cutoff)
return L.len