mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
1005 lines
37 KiB
Plaintext
1005 lines
37 KiB
Plaintext
SUBSYSTEM_DEF(job)
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name = "Jobs"
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init_order = INIT_ORDER_JOBS
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flags = SS_NO_FIRE
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/// List of all jobs.
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var/list/occupations = list()
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/// List of jobs that can be joined through the starting menu.
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var/list/datum/job/joinable_occupations = list()
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/// Dictionary of all jobs, keys are titles.
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var/list/name_occupations = list()
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/// Dictionary of all jobs EVEN DISABLED, keys are types.
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var/list/name_occupations_all = list()
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var/list/type_occupations = list() //Dict of all jobs, keys are types
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/// List of all departments with joinable jobs.
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var/list/datum/job_department/joinable_departments = list()
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/// List of all joinable departments indexed by their typepath, sorted by their own display order.
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var/list/datum/job_department/joinable_departments_by_type = list()
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var/list/unassigned = list() //Players who need jobs
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var/initial_players_to_assign = 0 //used for checking against population caps
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var/list/prioritized_jobs = list()
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var/list/latejoin_trackers = list() //Don't read this list, use GetLateJoinTurfs() instead
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var/overflow_role = "Assistant"
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var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
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/datum/controller/subsystem/job/Initialize(timeofday)
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if(!length(occupations))
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SetupOccupations()
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if(CONFIG_GET(flag/load_jobs_from_txt))
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LoadJobs()
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set_overflow_role(CONFIG_GET(string/overflow_job))
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/job/proc/set_overflow_role(new_overflow_role)
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var/datum/job/new_overflow = GetJob(new_overflow_role)
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var/cap = CONFIG_GET(number/overflow_cap)
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new_overflow.spawn_positions = cap
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new_overflow.total_positions = cap
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if(new_overflow_role != overflow_role)
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var/datum/job/old_overflow = GetJob(overflow_role)
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old_overflow.spawn_positions = initial(old_overflow.spawn_positions)
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old_overflow.total_positions = initial(old_overflow.total_positions)
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overflow_role = new_overflow_role
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JobDebug("Overflow role set to : [new_overflow_role]")
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/datum/controller/subsystem/job/proc/SetupOccupations(faction = "Station")
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occupations = list()
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var/list/all_jobs = subtypesof(/datum/job)
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if(!all_jobs.len)
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to_chat(world, span_boldannounce("Error setting up jobs, no job datums found"))
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return 0
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var/list/new_occupations = list()
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var/list/new_joinable_occupations = list()
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var/list/new_joinable_departments = list()
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var/list/new_joinable_departments_by_type = list()
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for(var/J in all_jobs)
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var/datum/job/job = new J()
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if(!job)
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continue
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if(job.faction != faction)
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continue
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if(!job.config_check())
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continue
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name_occupations_all[job.title] = job
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if(SEND_SIGNAL(job, SSmapping.config.internal_name != "" ? SSmapping.config.internal_name : SSmapping.config.map_name)) //Even though we initialize before mapping, this is fine because the config is loaded at new
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testing("Removed [job.type] due to map config")
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continue
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// All jobs are late joinable at the moment
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new_occupations += job
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new_joinable_occupations += job
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name_occupations[job.title] = job
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type_occupations[J] = job
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if(!LAZYLEN(job.departments_list))
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var/datum/job_department/department = new_joinable_departments_by_type[/datum/job_department/undefined]
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if(!department)
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department = new /datum/job_department/undefined()
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new_joinable_departments_by_type[/datum/job_department/undefined] = department
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department.add_job(job)
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continue
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for(var/department_type in job.departments_list)
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var/datum/job_department/department = new_joinable_departments_by_type[department_type]
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if(!department)
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department = new department_type()
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new_joinable_departments_by_type[department_type] = department
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department.add_job(job)
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sortTim(new_occupations, /proc/cmp_job_display_asc)
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sortTim(new_joinable_departments_by_type, /proc/cmp_department_display_asc, associative = TRUE)
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for(var/department_type in new_joinable_departments_by_type)
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var/datum/job_department/department = new_joinable_departments_by_type[department_type]
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sortTim(department.department_jobs, /proc/cmp_job_display_asc)
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new_joinable_departments += department
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occupations = new_occupations
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joinable_occupations = sortTim(new_joinable_occupations, /proc/cmp_job_display_asc)
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joinable_departments = new_joinable_departments
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joinable_departments_by_type = new_joinable_departments_by_type
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return TRUE
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/datum/controller/subsystem/job/proc/GetJob(rank)
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RETURN_TYPE(/datum/job)
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if(!length(occupations))
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SetupOccupations()
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return name_occupations[rank]
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/datum/controller/subsystem/job/proc/GetJobType(jobtype)
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RETURN_TYPE(/datum/job)
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if(!length(occupations))
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SetupOccupations()
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return type_occupations[jobtype]
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/datum/controller/subsystem/job/proc/get_department_type(department_type)
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RETURN_TYPE(/datum/job_department)
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if(!length(occupations))
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SetupOccupations()
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return joinable_departments_by_type[department_type]
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/datum/controller/subsystem/job/proc/GetPlayerAltTitle(mob/dead/new_player/player, rank)
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return player.client.prefs.GetPlayerAltTitle(GetJob(rank))
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// Attempts to Assign player to Role
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/datum/controller/subsystem/job/proc/AssignRole(mob/dead/new_player/player, rank, latejoin = FALSE)
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JobDebug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
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if(player && player.mind && rank)
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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if(QDELETED(player) || is_banned_from(player.ckey, rank))
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return FALSE
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if(!job.player_old_enough(player.client))
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return FALSE
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if(job.required_playtime_remaining(player.client))
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return FALSE
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var/position_limit = job.total_positions
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if(!latejoin)
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position_limit = job.spawn_positions
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JobDebug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
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player.mind.assigned_role = rank
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player.mind.role_alt_title = GetPlayerAltTitle(player, rank)
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unassigned -= player
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job.current_positions++
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return TRUE
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JobDebug("AR has failed, Player: [player], Rank: [rank]")
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return FALSE
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/datum/controller/subsystem/job/proc/FreeRole(rank)
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if(!rank)
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return
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JobDebug("Freeing role: [rank]")
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var/datum/job/job = GetJob(rank)
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if(!job)
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return FALSE
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job.current_positions = max(0, job.current_positions - 1)
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/datum/controller/subsystem/job/proc/FindOccupationCandidates(datum/job/job, level, flag)
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JobDebug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
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var/list/candidates = list()
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for(var/mob/dead/new_player/player in unassigned)
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if(is_banned_from(player.ckey, job.title) || QDELETED(player))
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JobDebug("FOC isbanned failed, Player: [player]")
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continue
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if(!job.player_old_enough(player.client))
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JobDebug("FOC player not old enough, Player: [player]")
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continue
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if(job.required_playtime_remaining(player.client))
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JobDebug("FOC player not enough xp, Player: [player]")
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continue
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if(flag && (!(flag in player.client.prefs.be_special)))
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JobDebug("FOC flag failed, Player: [player], Flag: [flag], ")
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continue
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if(player.mind && (job.title in player.mind.restricted_roles))
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JobDebug("FOC incompatible with antagonist role, Player: [player]")
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continue
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// yogs start - Donor features, quiet round
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if(((job.title in GLOB.command_positions) || (job.title in GLOB.nonhuman_positions)) && (player.client.prefs.read_preference(/datum/preference/toggle/quiet_mode)))
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JobDebug("FOC quiet check failed, Player: [player]")
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continue
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// yogs end
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if(player.client.prefs.job_preferences[job.title] == level)
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JobDebug("FOC pass, Player: [player], Level:[level]")
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candidates += player
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return candidates
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// Fetch a random job that a specific player can use
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/datum/controller/subsystem/job/proc/GetRandomJob(mob/dead/new_player/player)
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. = FALSE
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for(var/datum/job/job in shuffle(occupations))
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if(!job)
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continue
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if(istype(job, GetJob(SSjob.overflow_role))) // We don't want to give him assistant, that's boring!
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continue
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if(job.title in GLOB.command_positions) //If you want a command position, select it!
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continue
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if(is_banned_from(player.ckey, job.title) || QDELETED(player))
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if(QDELETED(player))
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JobDebug("GRJ isbanned failed, Player deleted")
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break
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JobDebug("GRJ isbanned failed, Player: [player], Job: [job.title]")
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continue
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if(!job.player_old_enough(player.client))
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JobDebug("GRJ player not old enough, Player: [player]")
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continue
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if(job.required_playtime_remaining(player.client))
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JobDebug("GRJ player not enough xp, Player: [player]")
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continue
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if(player.mind && (job.title in player.mind.restricted_roles))
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JobDebug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
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continue
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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JobDebug("GRJ Random job can give, Player: [player], Job: [job]")
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return job
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// Assign a random job to a specific player
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/datum/controller/subsystem/job/proc/GiveRandomJob(mob/dead/new_player/player)
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JobDebug("GRJ Giving random job, Player: [player]")
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. = FALSE
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var/datum/job/job = GetRandomJob(player)
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if(job != FALSE && AssignRole(player, job.title))
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JobDebug("GRJ Random job given, Player: [player], Job: [job]")
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return TRUE
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/datum/controller/subsystem/job/proc/ResetOccupations()
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JobDebug("Occupations reset.")
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if((player) && (player.mind))
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player.mind.assigned_role = null
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player.mind.special_role = null
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SSpersistence.antag_rep_change[player.ckey] = 0
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SetupOccupations()
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unassigned = list()
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return
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//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
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//it locates a head or runs out of levels to check
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//This is basically to ensure that there's atleast a few heads in the round
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/datum/controller/subsystem/job/proc/FillHeadPosition()
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for(var/level in level_order)
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for(var/command_position in GLOB.original_command_positions)
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/dead/new_player/candidate = PickCommander(candidates,command_position) // Yogs -- makes command jobs weighted towards players of greater experience
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if(AssignRole(candidate, command_position))
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return 1
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return 0
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//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
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//This is also to ensure we get as many heads as possible
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/datum/controller/subsystem/job/proc/CheckHeadPositions(level)
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for(var/command_position in GLOB.original_command_positions)
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var/datum/job/job = GetJob(command_position)
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if(!job)
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continue
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/dead/new_player/candidate = PickCommander(candidates,command_position) // Yogs -- makes command jobs weighted towards players of greater experience
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AssignRole(candidate, command_position)
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/datum/controller/subsystem/job/proc/FillAIPosition()
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var/ai_selected = FALSE
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var/datum/job/job = GetJob("AI")
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if(!job)
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return FALSE
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for(var/i = job.total_positions, i > 0, i--)
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if(job.current_positions >= job.total_positions) //in case any AIs are assigned before this proc (like with the malf gamemode)
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return TRUE
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for(var/level in level_order)
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var/list/candidates = list()
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candidates = FindOccupationCandidates(job, level)
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if(candidates.len)
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var/mob/dead/new_player/candidate = pick(candidates)
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if(AssignRole(candidate, "AI"))
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ai_selected++
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break
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if(ai_selected)
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return TRUE
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return FALSE
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/// Rolls a number of security based on the roundstart population
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/datum/controller/subsystem/job/proc/FillSecurityPositions()
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var/coeff = CONFIG_GET(number/min_security_scaling_coeff)
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if(!coeff)
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return
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var/target_count = initial_players_to_assign / coeff
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var/current_count = 0
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for(var/level in level_order)
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for(var/security_position in GLOB.original_security_positions)
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var/datum/job/job = GetJob(security_position)
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if(!job)
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continue
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if((job.current_positions >= job.total_positions) && job.total_positions != -1)
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continue
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var/list/candidates = FindOccupationCandidates(job, level)
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if(!candidates.len)
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continue
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var/mob/dead/new_player/candidate = pick(candidates) // Yogs -- makes command jobs weighted towards players of greater experience
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if(AssignRole(candidate, security_position))
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current_count++
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if(current_count >= target_count)
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return TRUE
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return FALSE
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/** Proc DivideOccupations
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* 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/DivideOccupations(list/required_jobs)
|
|
//Setup new player list and get the jobs list
|
|
JobDebug("Running DO")
|
|
|
|
//Holder for Triumvirate is stored in the SSticker, this just processes it
|
|
if(SSticker.triai)
|
|
for(var/datum/job/ai/A in occupations)
|
|
A.spawn_positions = 3
|
|
|
|
//Get the players who are ready
|
|
for(var/mob/dead/new_player/player in GLOB.player_list)
|
|
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
|
|
unassigned += player
|
|
|
|
initial_players_to_assign = unassigned.len
|
|
|
|
JobDebug("DO, Len: [unassigned.len]")
|
|
GLOB.event_role_manager.setup_event_positions()
|
|
if(unassigned.len == 0)
|
|
return validate_required_jobs(required_jobs)
|
|
|
|
//Scale number of open security officer slots to population
|
|
setup_officer_positions()
|
|
|
|
//Jobs will have fewer access permissions if the number of players exceeds the threshold defined in game_options.txt
|
|
var/mat = CONFIG_GET(number/minimal_access_threshold)
|
|
if(mat)
|
|
if(mat > unassigned.len)
|
|
CONFIG_SET(flag/jobs_have_minimal_access, FALSE)
|
|
else
|
|
CONFIG_SET(flag/jobs_have_minimal_access, TRUE)
|
|
|
|
//Shuffle players and jobs
|
|
unassigned = shuffle(unassigned)
|
|
|
|
HandleFeedbackGathering()
|
|
|
|
//People who wants to be the overflow role, sure, go on.
|
|
JobDebug("DO, Running Overflow Check 1")
|
|
var/datum/job/overflow = GetJob(SSjob.overflow_role)
|
|
var/list/overflow_candidates = FindOccupationCandidates(overflow, 3)
|
|
JobDebug("AC1, Candidates: [overflow_candidates.len]")
|
|
for(var/mob/dead/new_player/player in overflow_candidates)
|
|
JobDebug("AC1 pass, Player: [player]")
|
|
AssignRole(player, SSjob.overflow_role)
|
|
overflow_candidates -= player
|
|
JobDebug("DO, AC1 end")
|
|
|
|
//Select one head
|
|
JobDebug("DO, Running Head Check")
|
|
FillHeadPosition()
|
|
JobDebug("DO, Head Check end")
|
|
|
|
//Check for an AI
|
|
JobDebug("DO, Running AI Check")
|
|
FillAIPosition()
|
|
JobDebug("DO, AI Check end")
|
|
|
|
//Check for Security
|
|
JobDebug("DO, Running Security Check")
|
|
FillSecurityPositions()
|
|
JobDebug("DO, Security Check end")
|
|
|
|
//Other jobs are now checked
|
|
JobDebug("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)
|
|
for(var/level in level_order)
|
|
//Check the head jobs first each level
|
|
CheckHeadPositions(level)
|
|
|
|
// Loop through all unassigned players
|
|
for(var/mob/dead/new_player/player in unassigned)
|
|
if(PopcapReached())
|
|
RejectPlayer(player)
|
|
|
|
// Loop through all jobs
|
|
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
|
|
if(!job)
|
|
continue
|
|
|
|
if(is_banned_from(player.ckey, job.title))
|
|
JobDebug("DO isbanned failed, Player: [player], Job:[job.title]")
|
|
continue
|
|
|
|
if(QDELETED(player))
|
|
JobDebug("DO player deleted during job ban check")
|
|
break
|
|
|
|
if(!job.player_old_enough(player.client))
|
|
JobDebug("DO player not old enough, Player: [player], Job:[job.title]")
|
|
continue
|
|
|
|
if(job.required_playtime_remaining(player.client))
|
|
JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
|
|
continue
|
|
|
|
if(player.mind && (job.title in player.mind.restricted_roles))
|
|
JobDebug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
|
|
continue
|
|
|
|
// If the player wants that job on this level, then try give it to him.
|
|
if(player.client.prefs.job_preferences[job.title] == level)
|
|
// If the job isn't filled
|
|
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
|
|
JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
|
|
AssignRole(player, job.title)
|
|
unassigned -= player
|
|
break
|
|
|
|
|
|
JobDebug("DO, Handling unassigned.")
|
|
// 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/dead/new_player/player in unassigned)
|
|
HandleUnassigned(player)
|
|
|
|
JobDebug("DO, Handling unrejectable unassigned")
|
|
//Mop up people who can't leave.
|
|
for(var/mob/dead/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
|
|
if(!GiveRandomJob(player))
|
|
if(!AssignRole(player, SSjob.overflow_role)) //If everything is already filled, make them an assistant
|
|
return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
|
|
|
|
return validate_required_jobs(required_jobs)
|
|
|
|
/datum/controller/subsystem/job/proc/validate_required_jobs(list/required_jobs)
|
|
if(!required_jobs.len)
|
|
return TRUE
|
|
for(var/required_group in required_jobs)
|
|
var/group_ok = TRUE
|
|
for(var/rank in required_group)
|
|
var/datum/job/J = GetJob(rank)
|
|
if(!J)
|
|
SSticker.mode.setup_error = "Invalid job [rank] in gamemode required jobs."
|
|
return FALSE
|
|
if(J.current_positions < required_group[rank])
|
|
group_ok = FALSE
|
|
break
|
|
if(group_ok)
|
|
return TRUE
|
|
SSticker.mode.setup_error = "Required jobs not present."
|
|
return FALSE
|
|
|
|
//We couldn't find a job from prefs for this guy.
|
|
/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
|
|
var/jobless_role = player.client.prefs.read_preference(/datum/preference/choiced/jobless_role)
|
|
|
|
if(PopcapReached())
|
|
RejectPlayer(player)
|
|
return
|
|
|
|
switch (jobless_role)
|
|
if (BEOVERFLOW)
|
|
var/allowed_to_be_a_loser = !is_banned_from(player.ckey, SSjob.overflow_role)
|
|
if(QDELETED(player) || !allowed_to_be_a_loser)
|
|
RejectPlayer(player)
|
|
else
|
|
if(!AssignRole(player, SSjob.overflow_role))
|
|
RejectPlayer(player)
|
|
if (BERANDOMJOB)
|
|
if(!GiveRandomJob(player))
|
|
RejectPlayer(player)
|
|
if (RETURNTOLOBBY)
|
|
RejectPlayer(player)
|
|
else //Something gone wrong if we got here.
|
|
var/message = "DO: [player] fell through handling unassigned"
|
|
JobDebug(message)
|
|
log_game(message)
|
|
message_admins(message)
|
|
RejectPlayer(player)
|
|
|
|
//Gives the player the stuff he should have with his rank
|
|
/datum/controller/subsystem/job/proc/EquipRank(mob/living/M, rank, joined_late = FALSE)
|
|
var/mob/dead/new_player/newplayer
|
|
var/mob/living/living_mob
|
|
if(!joined_late)
|
|
newplayer = M
|
|
living_mob = newplayer.new_character
|
|
else
|
|
living_mob = M
|
|
|
|
var/datum/job/job = GetJob(rank)
|
|
|
|
living_mob.job = rank
|
|
|
|
//If we joined at roundstart we should be positioned at our workstation
|
|
if(!joined_late)
|
|
var/spawning_handled = FALSE
|
|
var/obj/S = null
|
|
if(HAS_TRAIT(SSstation, STATION_TRAIT_RANDOM_ARRIVALS))
|
|
spawning_handled = DropLandAtRandomHallwayPoint(living_mob)
|
|
if(length(GLOB.jobspawn_overrides[rank]) && !spawning_handled)
|
|
S = pick(GLOB.jobspawn_overrides[rank])
|
|
else if(!spawning_handled)
|
|
for(var/obj/effect/landmark/start/sloc in GLOB.start_landmarks_list)
|
|
if(sloc.name != rank)
|
|
S = sloc //so we can revert to spawning them on top of eachother if something goes wrong
|
|
continue
|
|
if(locate(/mob/living) in sloc.loc)
|
|
continue
|
|
S = sloc
|
|
sloc.used = TRUE
|
|
break
|
|
if(S)
|
|
S.JoinPlayerHere(living_mob, FALSE)
|
|
if(!S && !spawning_handled) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
|
|
log_mapping("Job [job.title] ([job.type]) couldn't find a round start spawn point.")
|
|
SendToLateJoin(living_mob)
|
|
|
|
var/alt_title = null
|
|
if(living_mob.mind)
|
|
living_mob.mind.assigned_role = rank
|
|
alt_title = living_mob.mind.role_alt_title
|
|
to_chat(M, "<b>You are the [alt_title ? alt_title : rank].</b>")
|
|
if(job)
|
|
var/new_mob = job.equip(living_mob, null, null, joined_late , null, M.client)
|
|
if(ismob(new_mob))
|
|
living_mob = new_mob
|
|
if(!joined_late)
|
|
newplayer.new_character = living_mob
|
|
else
|
|
M = living_mob
|
|
|
|
SSpersistence.antag_rep_change[M.client.ckey] += job.GetAntagRep()
|
|
|
|
if(M.client.holder)
|
|
if(CONFIG_GET(flag/auto_deadmin_players) || (M.client.prefs?.toggles & DEADMIN_ALWAYS))
|
|
M.client.holder.auto_deadmin()
|
|
else
|
|
handle_auto_deadmin_roles(M.client, rank)
|
|
to_chat(M, "<b>As the [alt_title ? alt_title : rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
|
|
job.radio_help_message(M)
|
|
if((GLOB.admin_event && GLOB.admin_event.greet_role(M, job.type)) || job.req_admin_notify)
|
|
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
|
|
//YOGS start
|
|
if(job.space_law_notify)
|
|
to_chat(M, "<FONT color='red'><b>Space Law has been updated! </font><a href='https://wiki.yogstation.net/wiki/Space_Law'>Click here to view the updates.</a></b>")
|
|
//YOGS end
|
|
if(CONFIG_GET(number/minimal_access_threshold))
|
|
to_chat(M, span_notice("<B>As this station was initially staffed with a [CONFIG_GET(flag/jobs_have_minimal_access) ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B>"))
|
|
var/related_policy = get_policy(rank)
|
|
if(related_policy)
|
|
to_chat(M,related_policy)
|
|
if(ishuman(living_mob))
|
|
var/mob/living/carbon/human/wageslave = living_mob
|
|
living_mob.add_memory("Your account ID is [wageslave.account_id].")
|
|
if(job && living_mob)
|
|
job.after_spawn(living_mob, M, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not.
|
|
|
|
job.give_donor_stuff(living_mob, M) // yogs - Donor Features
|
|
job.give_cape(living_mob, M)
|
|
job.give_map_flare(living_mob, M)
|
|
var/obj/item/modular_computer/RPDA = locate(/obj/item/modular_computer/tablet) in living_mob.get_all_contents()
|
|
if(istype(RPDA))
|
|
RPDA.device_theme = GLOB.pda_themes[M.client?.prefs.read_preference(/datum/preference/choiced/pda_theme)]
|
|
var/obj/item/computer_hardware/hard_drive/hard_drive = RPDA.all_components[MC_HDD]
|
|
var/datum/computer_file/program/pdamessager/msgr = locate(/datum/computer_file/program/pdamessager) in hard_drive.stored_files
|
|
if(msgr)
|
|
msgr.username = "[living_mob.real_name] ([alt_title ? alt_title : rank])"
|
|
msgr.receiving = TRUE
|
|
if(SSevents.holidays && SSevents.holidays["St. Patrick's Day"])
|
|
irish_override() // Assuming direct control.
|
|
else if(living_mob.job == "Clerk")
|
|
job.give_clerk_choice(living_mob, M)
|
|
else if(living_mob.job == "Chaplain")
|
|
job.give_chapel_choice(living_mob, M)
|
|
log_game("[living_mob.real_name]/[M.client.ckey] joined the round as [living_mob.job].") //yogs - Job logging
|
|
|
|
return living_mob
|
|
|
|
/datum/controller/subsystem/job/proc/irish_override()
|
|
var/datum/map_template/template = SSmapping.station_room_templates["Bar Irish"]
|
|
|
|
for(var/obj/effect/landmark/stationroom/box/bar/B in GLOB.bar_landmarks)
|
|
template.load(B.loc, centered = FALSE)
|
|
|
|
|
|
/datum/controller/subsystem/job/proc/random_chapel_init()
|
|
try
|
|
var/list/player_box = list()
|
|
for(var/mob/H in GLOB.player_list)
|
|
if(H.client && H.client.prefs) // Prefs was null once and there was no CHAPEL
|
|
player_box += H.client.prefs.read_preference(/datum/preference/choiced/chapel_choice)
|
|
|
|
var/choice
|
|
if(player_box.len == 0)
|
|
choice = "Random"
|
|
else
|
|
choice = pick(player_box)
|
|
|
|
if(choice != "Random")
|
|
var/chapel_sanitize = FALSE
|
|
for(var/A in GLOB.potential_box_chapels)
|
|
if(choice == A)
|
|
chapel_sanitize = TRUE
|
|
break
|
|
|
|
if(!chapel_sanitize)
|
|
choice = "Random"
|
|
|
|
if(choice == "Random")
|
|
choice = pick(GLOB.potential_box_chapels)
|
|
|
|
var/datum/map_template/template = SSmapping.station_room_templates[choice]
|
|
|
|
if(isnull(template))
|
|
message_admins("WARNING: CHAPEL TEMPLATE [choice] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
log_game("WARNING: CHAPEL TEMPLATE [choice] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
for(var/backup_chapel in GLOB.potential_box_chapels)
|
|
template = SSmapping.station_room_templates[backup_chapel]
|
|
if(!isnull(template))
|
|
break
|
|
message_admins("WARNING: CHAPEL TEMPLATE [backup_chapel] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
log_game("WARNING: CHAPEL TEMPLATE [backup_chapel] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
|
|
if(isnull(template))
|
|
message_admins("WARNING: CHAPEL RECOVERY FAILED! THERE WILL BE NO CHAPEL FOR THIS ROUND!")
|
|
log_game("WARNING: CHAPEL RECOVERY FAILED! THERE WILL BE NO CHAPEL FOR THIS ROUND!")
|
|
return
|
|
|
|
for(var/obj/effect/landmark/stationroom/box/chapel/B in GLOB.chapel_landmarks)
|
|
template.load(B.loc, centered = FALSE)
|
|
|
|
catch(var/exception/e)
|
|
message_admins("RUNTIME IN RANDOM_CHAPEL_INIT")
|
|
spawn_chapel()
|
|
throw e
|
|
|
|
/proc/spawn_chapel()
|
|
var/datum/map_template/template
|
|
for(var/backup_chapel in GLOB.potential_box_chapels)
|
|
template = SSmapping.station_room_templates[backup_chapel]
|
|
if(!isnull(template))
|
|
break
|
|
if(isnull(template))
|
|
message_admins("UNABLE TO SPAWN CHAPEL")
|
|
|
|
for(var/obj/effect/landmark/stationroom/box/chapel/B in GLOB.chapel_landmarks)
|
|
template.load(B.loc, centered = FALSE)
|
|
|
|
|
|
/datum/controller/subsystem/job/proc/random_clerk_init()
|
|
try
|
|
var/list/player_box = list()
|
|
for(var/mob/H in GLOB.player_list)
|
|
if(H.client && H.client.prefs) // Prefs was null once and there was no clerk
|
|
player_box += H.client.prefs.read_preference(/datum/preference/choiced/clerk_choice)
|
|
|
|
var/choice
|
|
if(player_box.len == 0)
|
|
choice = "Random"
|
|
else
|
|
choice = pick(player_box)
|
|
|
|
if(choice != "Random")
|
|
var/clerk_sanitize = FALSE
|
|
for(var/A in GLOB.potential_box_clerk)
|
|
if(choice == A)
|
|
clerk_sanitize = TRUE
|
|
break
|
|
|
|
if(!clerk_sanitize)
|
|
choice = "Random"
|
|
|
|
if(choice == "Random")
|
|
choice = pick(GLOB.potential_box_clerk)
|
|
|
|
var/datum/map_template/template = SSmapping.station_room_templates[choice]
|
|
|
|
if(isnull(template))
|
|
message_admins("WARNING: CLERK TEMPLATE [choice] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
log_game("WARNING: CLERK TEMPLATE [choice] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
for(var/backup_clerk in GLOB.potential_box_clerk)
|
|
template = SSmapping.station_room_templates[backup_clerk]
|
|
if(!isnull(template))
|
|
break
|
|
message_admins("WARNING: CLERK TEMPLATE [backup_clerk] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
log_game("WARNING: CLERK TEMPLATE [backup_clerk] FAILED TO LOAD! ATTEMPTING TO LOAD BACKUP")
|
|
|
|
if(isnull(template))
|
|
message_admins("WARNING: CLERK RECOVERY FAILED! THERE WILL BE NO CLERK SHOP FOR THIS ROUND!")
|
|
log_game("WARNING: CLERK RECOVERY FAILED! THERE WILL BE NO CLERK SHOP FOR THIS ROUND!")
|
|
return
|
|
|
|
for(var/obj/effect/landmark/stationroom/box/clerk/B in GLOB.clerk_office_landmarks)
|
|
template.load(B.loc, centered = FALSE)
|
|
|
|
catch(var/exception/e)
|
|
message_admins("RUNTIME IN RANDOM_CLERK_INIT")
|
|
spawn_clerk()
|
|
throw e
|
|
|
|
/proc/spawn_clerk()
|
|
var/datum/map_template/template
|
|
for(var/backup_clerk in GLOB.potential_box_clerk)
|
|
template = SSmapping.station_room_templates[backup_clerk]
|
|
if(!isnull(template))
|
|
break
|
|
if(isnull(template))
|
|
message_admins("UNABLE TO SPAWN CLERK")
|
|
|
|
for(var/obj/effect/landmark/stationroom/box/clerk/B in GLOB.clerk_office_landmarks)
|
|
template.load(B.loc, centered = FALSE)
|
|
|
|
/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
|
|
if(!C?.holder)
|
|
return TRUE
|
|
var/datum/job/job = GetJob(rank)
|
|
if(!job)
|
|
return
|
|
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_CRITICAL) && (CONFIG_GET(flag/auto_deadmin_critical) || (C.prefs?.toggles & DEADMIN_POSITION_CRITICAL)))
|
|
return C.holder.auto_deadmin()
|
|
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && (CONFIG_GET(flag/auto_deadmin_heads) || (C.prefs?.toggles & DEADMIN_POSITION_HEAD)))
|
|
return C.holder.auto_deadmin()
|
|
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SECURITY) && (CONFIG_GET(flag/auto_deadmin_security) || (C.prefs?.toggles & DEADMIN_POSITION_SECURITY)))
|
|
return C.holder.auto_deadmin()
|
|
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SILICON) && (CONFIG_GET(flag/auto_deadmin_silicons) || (C.prefs?.toggles & DEADMIN_POSITION_SILICON))) //in the event there's ever psuedo-silicon roles added, ie synths.
|
|
return C.holder.auto_deadmin()
|
|
|
|
/datum/controller/subsystem/job/proc/setup_officer_positions()
|
|
var/datum/job/J = SSjob.GetJob("Security Officer")
|
|
if(!J)
|
|
CRASH("setup_officer_positions(): Security officer job is missing")
|
|
|
|
var/ssc = CONFIG_GET(number/security_scaling_coeff)
|
|
if(ssc > 0)
|
|
if(J.spawn_positions > 0)
|
|
var/officer_positions = min(12, max(J.spawn_positions, round(unassigned.len / ssc))) //Scale between configured minimum and 12 officers
|
|
JobDebug("Setting open security officer positions to [officer_positions]")
|
|
J.total_positions = officer_positions
|
|
J.spawn_positions = officer_positions
|
|
|
|
//Spawn some extra eqipment lockers if we have more than 5 officers
|
|
var/equip_needed = J.total_positions
|
|
if(equip_needed < 0) // -1: infinite available slots
|
|
equip_needed = 12
|
|
for(var/i=equip_needed-5, i>0, i--)
|
|
if(GLOB.secequipment.len)
|
|
var/spawnloc = GLOB.secequipment[1]
|
|
new /obj/structure/closet/secure_closet/security/sec(spawnloc)
|
|
GLOB.secequipment -= spawnloc
|
|
else //We ran out of spare locker spawns!
|
|
break
|
|
|
|
|
|
/datum/controller/subsystem/job/proc/LoadJobs()
|
|
var/jobstext = file2text("[global.config.directory]/jobs.txt")
|
|
for(var/datum/job/J in occupations)
|
|
var/regex/jobs = new("[J.title]=(-1|\\d+),(-1|\\d+)")
|
|
jobs.Find(jobstext)
|
|
J.total_positions = text2num(jobs.group[1])
|
|
J.spawn_positions = text2num(jobs.group[2])
|
|
|
|
/datum/controller/subsystem/job/proc/HandleFeedbackGathering()
|
|
for(var/datum/job/job in occupations)
|
|
var/high = 0 //high
|
|
var/medium = 0 //medium
|
|
var/low = 0 //low
|
|
var/never = 0 //never
|
|
var/banned = 0 //banned
|
|
var/young = 0 //account too young
|
|
for(var/mob/dead/new_player/player in GLOB.player_list)
|
|
if(!(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role))
|
|
continue //This player is not ready
|
|
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
|
|
banned++
|
|
continue
|
|
if(!job.player_old_enough(player.client))
|
|
young++
|
|
continue
|
|
if(job.required_playtime_remaining(player.client))
|
|
young++
|
|
continue
|
|
switch(player.client.prefs.job_preferences[job.title])
|
|
if(JP_HIGH)
|
|
high++
|
|
if(JP_MEDIUM)
|
|
medium++
|
|
if(JP_LOW)
|
|
low++
|
|
else
|
|
never++
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", never, list("[job.title]", "never"))
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", banned, list("[job.title]", "banned"))
|
|
SSblackbox.record_feedback("nested tally", "job_preferences", young, list("[job.title]", "young"))
|
|
|
|
/datum/controller/subsystem/job/proc/PopcapReached()
|
|
var/hpc = CONFIG_GET(number/hard_popcap)
|
|
var/epc = CONFIG_GET(number/extreme_popcap)
|
|
if(hpc || epc)
|
|
var/relevent_cap = max(hpc, epc)
|
|
if((initial_players_to_assign - unassigned.len) >= relevent_cap)
|
|
return 1
|
|
return 0
|
|
|
|
/datum/controller/subsystem/job/proc/RejectPlayer(mob/dead/new_player/player)
|
|
if(player.mind && player.mind.special_role)
|
|
return
|
|
if(PopcapReached())
|
|
JobDebug("Popcap overflow Check observer located, Player: [player]")
|
|
JobDebug("Player rejected :[player]")
|
|
to_chat(player, "<b>You have failed to qualify for any job you desired.</b>")
|
|
unassigned -= player
|
|
player.ready = PLAYER_NOT_READY
|
|
|
|
|
|
/datum/controller/subsystem/job/Recover()
|
|
set waitfor = FALSE
|
|
var/oldjobs = SSjob.occupations
|
|
sleep(2 SECONDS)
|
|
for (var/datum/job/J in oldjobs)
|
|
INVOKE_ASYNC(src, PROC_REF(RecoverJob), J)
|
|
|
|
/datum/controller/subsystem/job/proc/RecoverJob(datum/job/J)
|
|
var/datum/job/newjob = GetJob(J.title)
|
|
if (!istype(newjob))
|
|
return
|
|
newjob.total_positions = J.total_positions
|
|
newjob.spawn_positions = J.spawn_positions
|
|
newjob.current_positions = J.current_positions
|
|
|
|
/atom/proc/JoinPlayerHere(mob/M, buckle)
|
|
// By default, just place the mob on the same turf as the marker or whatever.
|
|
M.forceMove(get_turf(src))
|
|
|
|
/obj/structure/chair/JoinPlayerHere(mob/M, buckle)
|
|
// Placing a mob in a chair will attempt to buckle it, or else fall back to default.
|
|
if (buckle && isliving(M) && buckle_mob(M, FALSE, FALSE))
|
|
return
|
|
..()
|
|
|
|
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
|
|
var/atom/destination
|
|
if(M?.mind?.assigned_role && length(GLOB.jobspawn_overrides[M.mind.assigned_role])) //We're doing something special today.
|
|
destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role])
|
|
destination.JoinPlayerHere(M, FALSE)
|
|
return
|
|
|
|
if(latejoin_trackers.len)
|
|
destination = pick(latejoin_trackers)
|
|
destination.JoinPlayerHere(M, buckle)
|
|
return
|
|
|
|
//bad mojo
|
|
if(SSmapping.config.cryo_spawn)
|
|
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/crew_quarters/cryopods]
|
|
if(A)
|
|
var/list/pods = list()
|
|
var/list/unoccupied_pods = list()
|
|
for(var/obj/machinery/cryopod/pod in A)
|
|
pods |= pod
|
|
if(!pod.occupant)
|
|
unoccupied_pods |= pod
|
|
if(length(unoccupied_pods)) //if we have any unoccupied ones
|
|
destination = pick(unoccupied_pods)
|
|
else if(length(pods))
|
|
destination = pick(pods) //if they're all full somehow??
|
|
else //no pods at all
|
|
var/list/available = list()
|
|
for(var/turf/T in A)
|
|
if(!T.is_blocked_turf(TRUE))
|
|
available += T
|
|
if(length(available))
|
|
destination = pick(available)
|
|
if(destination)
|
|
destination.JoinPlayerHere(M, FALSE)
|
|
else
|
|
var/msg = "Unable to send mob [M] to late join (CRYOPODS)!"
|
|
message_admins(msg)
|
|
CRASH(msg)
|
|
|
|
else
|
|
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
|
|
if(A)
|
|
//first check if we can find a chair
|
|
var/obj/structure/chair/C = locate() in A
|
|
if(C)
|
|
C.JoinPlayerHere(M, buckle)
|
|
return
|
|
|
|
//last hurrah
|
|
var/list/avail = list()
|
|
for(var/turf/T in A)
|
|
if(!T.is_blocked_turf(TRUE))
|
|
avail += T
|
|
if(avail.len)
|
|
destination = pick(avail)
|
|
destination.JoinPlayerHere(M, FALSE)
|
|
return
|
|
|
|
//pick an open spot on arrivals and dump em
|
|
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
|
|
if(arrivals_turfs.len)
|
|
for(var/turf/T in arrivals_turfs)
|
|
if(!T.is_blocked_turf(TRUE))
|
|
T.JoinPlayerHere(M, FALSE)
|
|
return
|
|
//last chance, pick ANY spot on arrivals and dump em
|
|
destination = arrivals_turfs[1]
|
|
destination.JoinPlayerHere(M, FALSE)
|
|
else
|
|
var/msg = "Unable to send mob [M] to late join!"
|
|
message_admins(msg)
|
|
CRASH(msg)
|
|
|
|
///Lands specified mob at a random spot in the hallways
|
|
/datum/controller/subsystem/job/proc/DropLandAtRandomHallwayPoint(mob/living/living_mob)
|
|
var/turf/spawn_turf = get_safe_random_station_turf(typesof(/area/hallway) - typesof(/area/hallway/secondary))
|
|
if(!spawn_turf)
|
|
return FALSE
|
|
var/obj/structure/closet/supplypod/centcompod/toLaunch = new()
|
|
living_mob.forceMove(toLaunch)
|
|
new /obj/effect/DPtarget(spawn_turf, toLaunch)
|
|
return TRUE
|
|
|
|
///////////////////////////////////
|
|
//Keeps track of all living heads//
|
|
///////////////////////////////////
|
|
/datum/controller/subsystem/job/proc/get_living_heads()
|
|
. = list()
|
|
for(var/mob/living/carbon/human/player in GLOB.alive_mob_list)
|
|
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.command_positions))
|
|
. |= player.mind
|
|
|
|
|
|
////////////////////////////
|
|
//Keeps track of all heads//
|
|
////////////////////////////
|
|
/datum/controller/subsystem/job/proc/get_all_heads()
|
|
. = list()
|
|
for(var/i in GLOB.mob_list)
|
|
var/mob/player = i
|
|
if(player.mind && (player.mind.assigned_role in GLOB.command_positions))
|
|
. |= player.mind
|
|
|
|
//////////////////////////////////////////////
|
|
//Keeps track of all living security members//
|
|
//////////////////////////////////////////////
|
|
/datum/controller/subsystem/job/proc/get_living_sec()
|
|
. = list()
|
|
for(var/mob/living/carbon/human/player in GLOB.carbon_list)
|
|
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.security_positions))
|
|
. |= player.mind
|
|
|
|
////////////////////////////////////////
|
|
//Keeps track of all security members//
|
|
////////////////////////////////////////
|
|
/datum/controller/subsystem/job/proc/get_all_sec()
|
|
. = list()
|
|
for(var/mob/living/carbon/human/player in GLOB.carbon_list)
|
|
if(player.mind && (player.mind.assigned_role in GLOB.security_positions))
|
|
. |= player.mind
|
|
|
|
/datum/controller/subsystem/job/proc/JobDebug(message)
|
|
log_job_debug(message)
|