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