Jobs code is in seperate files

🆑 coiax
code: Jobe code has been moved into seperate files. There should be no
change in behaviour.
/🆑

Every time I've ever gone into job code, this has annoyed me so much.
Some jobs have seperate files, some do not. So I put them in seperate
files, which I thought was a simple job. I removed some comments in the
process.

But it turns out the display order on the job preference screen was
literally determined by the ordering of the datums in the source files.
So I needed to add a way to order it. Now you can reorder the jobs by
changing the values of the defines.
This commit is contained in:
Jack Edge
2019-01-26 20:54:13 +00:00
parent bade4fe9b2
commit 9740ebb7ad
43 changed files with 1555 additions and 1535 deletions

View File

@@ -51,3 +51,38 @@
#define DEFAULT_RELIGION "Christianity"
#define DEFAULT_DEITY "Space Jesus"
#define JOB_DISPLAY_ORDER_DEFAULT 0
#define JOB_DISPLAY_ORDER_ASSISTANT 1
#define JOB_DISPLAY_ORDER_CAPTAIN 2
#define JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL 3
#define JOB_DISPLAY_ORDER_QUARTERMASTER 4
#define JOB_DISPLAY_ORDER_CARGO_TECHNICIAN 5
#define JOB_DISPLAY_ORDER_SHAFT_MINER 6
#define JOB_DISPLAY_ORDER_BARTENDER 7
#define JOB_DISPLAY_ORDER_COOK 8
#define JOB_DISPLAY_ORDER_BOTANIST 9
#define JOB_DISPLAY_ORDER_JANITOR 10
#define JOB_DISPLAY_ORDER_CLOWN 11
#define JOB_DISPLAY_ORDER_MIME 12
#define JOB_DISPLAY_ORDER_CURATOR 13
#define JOB_DISPLAY_ORDER_LAWYER 14
#define JOB_DISPLAY_ORDER_CHAPLAIN 15
#define JOB_DISPLAY_ORDER_CHIEF_ENGINEER 16
#define JOB_DISPLAY_ORDER_STATION_ENGINEER 17
#define JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN 18
#define JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER 19
#define JOB_DISPLAY_ORDER_MEDICAL_DOCTOR 20
#define JOB_DISPLAY_ORDER_CHEMIST 21
#define JOB_DISPLAY_ORDER_GENETICIST 22
#define JOB_DISPLAY_ORDER_VIROLOGIST 23
#define JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR 24
#define JOB_DISPLAY_ORDER_SCIENTIST 25
#define JOB_DISPLAY_ORDER_ROBOTICIST 26
#define JOB_DISPLAY_ORDER_HEAD_OF_SECURITY 27
#define JOB_DISPLAY_ORDER_WARDEN 28
#define JOB_DISPLAY_ORDER_DETECTIVE 29
#define JOB_DISPLAY_ORDER_SECURITY_OFFICER 30
#define JOB_DISPLAY_ORDER_AI 31
#define JOB_DISPLAY_ORDER_CYBORG 32

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@@ -99,3 +99,6 @@ GLOBAL_VAR_INIT(cmp_field, "name")
return a_sign - b_sign
else
return sorttext(b_name, a_name)
/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
return A.display_order - B.display_order

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@@ -646,7 +646,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/datum/job/overflow = SSjob.GetJob(SSjob.overflow_role)
for(var/datum/job/job in SSjob.occupations)
for(var/datum/job/job in sortList(SSjob.occupations, /proc/cmp_job_display_asc))
index += 1
if((index >= limit) || (job.title in splitJobs))

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@@ -57,6 +57,8 @@
var/list/mind_traits // Traits added to the mind of the mob assigned this job
var/display_order = JOB_DISPLAY_ORDER_DEFAULT
//Only override this proc
//H is usually a human unless an /equip override transformed it
/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
@@ -224,3 +226,10 @@
types += satchel
types += duffelbag
return types
//Warden and regular officers add this result to their get_access()
/datum/job/proc/check_config_for_sec_maint()
if(CONFIG_GET(flag/security_has_maint_access))
return list(ACCESS_MAINT_TUNNELS)
return list()

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@@ -1,93 +1,66 @@
/*
AI
*/
/datum/job/ai
title = "AI"
flag = AI_JF
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
selection_color = "#ccffcc"
supervisors = "your laws"
req_admin_notify = TRUE
minimal_player_age = 30
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SILICON
var/do_special_check = TRUE
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
. = H.AIize(latejoin,preference_source)
/datum/job/ai/after_spawn(mob/H, mob/M, latejoin)
. = ..()
if(latejoin)
var/obj/structure/AIcore/latejoin_inactive/lateJoinCore
for(var/obj/structure/AIcore/latejoin_inactive/P in GLOB.latejoin_ai_cores)
if(P.is_available())
lateJoinCore = P
GLOB.latejoin_ai_cores -= P
break
if(lateJoinCore)
lateJoinCore.available = FALSE
H.forceMove(lateJoinCore.loc)
qdel(lateJoinCore)
var/mob/living/silicon/ai/AI = H
AI.apply_pref_name("ai", M.client) //If this runtimes oh well jobcode is fucked.
AI.set_core_display_icon(null, M.client)
//we may have been created after our borg
if(SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
if(!R.connected_ai)
R.TryConnectToAI()
if(latejoin)
announce(AI)
/datum/job/ai/override_latejoin_spawn()
return TRUE
/datum/job/ai/special_check_latejoin(client/C)
if(!do_special_check)
return TRUE
for(var/i in GLOB.latejoin_ai_cores)
var/obj/structure/AIcore/latejoin_inactive/LAI = i
if(istype(LAI))
if(LAI.is_available())
return TRUE
return FALSE
/datum/job/ai/announce(mob/living/silicon/ai/AI)
. = ..()
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "[AI] has been downloaded to an empty bluespace-networked AI core at [AREACOORD(AI)]."))
/datum/job/ai/config_check()
return CONFIG_GET(flag/allow_ai)
/*
Cyborg
*/
/datum/job/cyborg
title = "Cyborg"
flag = CYBORG
department_flag = ENGSEC
faction = "Station"
total_positions = 0
spawn_positions = 1
supervisors = "your laws and the AI" //Nodrak
selection_color = "#ddffdd"
minimal_player_age = 21
exp_requirements = 120
exp_type = EXP_TYPE_CREW
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
return H.Robotize(FALSE, latejoin)
/datum/job/cyborg/after_spawn(mob/living/silicon/robot/R, mob/M)
R.updatename(M.client)
R.gender = NEUTER
/datum/job/cyborg/radio_help_message(mob/M)
to_chat(M, "<b>Prefix your message with :b to speak with other cyborgs and AI.</b>")
/datum/job/ai
title = "AI"
flag = AI_JF
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
selection_color = "#ccffcc"
supervisors = "your laws"
req_admin_notify = TRUE
minimal_player_age = 30
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SILICON
display_order = JOB_DISPLAY_ORDER_AI
var/do_special_check = TRUE
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
. = H.AIize(latejoin,preference_source)
/datum/job/ai/after_spawn(mob/H, mob/M, latejoin)
. = ..()
if(latejoin)
var/obj/structure/AIcore/latejoin_inactive/lateJoinCore
for(var/obj/structure/AIcore/latejoin_inactive/P in GLOB.latejoin_ai_cores)
if(P.is_available())
lateJoinCore = P
GLOB.latejoin_ai_cores -= P
break
if(lateJoinCore)
lateJoinCore.available = FALSE
H.forceMove(lateJoinCore.loc)
qdel(lateJoinCore)
var/mob/living/silicon/ai/AI = H
AI.apply_pref_name("ai", M.client) //If this runtimes oh well jobcode is fucked.
AI.set_core_display_icon(null, M.client)
//we may have been created after our borg
if(SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
if(!R.connected_ai)
R.TryConnectToAI()
if(latejoin)
announce(AI)
/datum/job/ai/override_latejoin_spawn()
return TRUE
/datum/job/ai/special_check_latejoin(client/C)
if(!do_special_check)
return TRUE
for(var/i in GLOB.latejoin_ai_cores)
var/obj/structure/AIcore/latejoin_inactive/LAI = i
if(istype(LAI))
if(LAI.is_available())
return TRUE
return FALSE
/datum/job/ai/announce(mob/living/silicon/ai/AI)
. = ..()
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "[AI] has been downloaded to an empty bluespace-networked AI core at [AREACOORD(AI)]."))
/datum/job/ai/config_check()
return CONFIG_GET(flag/allow_ai)

View File

@@ -16,6 +16,7 @@ Assistant
antag_rep = 7
paycheck = PAYCHECK_ASSISTANT // Get a job. Job reassignment changes your paycheck now. Get over it.
paycheck_department = ACCOUNT_CIV
display_order = JOB_DISPLAY_ORDER_ASSISTANT
/datum/job/assistant/get_access()
if(CONFIG_GET(flag/assistants_have_maint_access) || !CONFIG_GET(flag/jobs_have_minimal_access)) //Config has assistant maint access set

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@@ -0,0 +1,46 @@
/datum/job/atmos
title = "Atmospheric Technician"
flag = ATMOSTECH
department_head = list("Chief Engineer")
department_flag = ENGSEC
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the chief engineer"
selection_color = "#fff5cc"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/atmos
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_CONSTRUCTION, ACCESS_MECH_ENGINE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_ENG
display_order = JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN
/datum/outfit/job/atmos
name = "Atmospheric Technician"
jobtype = /datum/job/atmos
belt = /obj/item/storage/belt/utility/atmostech
l_pocket = /obj/item/pda/atmos
ears = /obj/item/radio/headset/headset_eng
uniform = /obj/item/clothing/under/rank/atmospheric_technician
r_pocket = /obj/item/analyzer
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/atmos/rig
name = "Atmospheric Technician (Hardsuit)"
mask = /obj/item/clothing/mask/gas
suit = /obj/item/clothing/suit/space/hardsuit/engine/atmos
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE

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@@ -0,0 +1,31 @@
/datum/job/bartender
title = "Bartender"
flag = BARTENDER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
outfit = /datum/outfit/job/bartender
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_BAR, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_BARTENDER
/datum/outfit/job/bartender
name = "Bartender"
jobtype = /datum/job/bartender
glasses = /obj/item/clothing/glasses/sunglasses/reagent
belt = /obj/item/pda/bar
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/bartender
suit = /obj/item/clothing/suit/armor/vest
backpack_contents = list(/obj/item/storage/box/beanbag=1)
shoes = /obj/item/clothing/shoes/laceup

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@@ -0,0 +1,34 @@
/datum/job/hydro
title = "Botanist"
flag = BOTANIST
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#bbe291"
outfit = /datum/outfit/job/botanist
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_HYDROPONICS, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_BOTANIST
/datum/outfit/job/botanist
name = "Botanist"
jobtype = /datum/job/hydro
belt = /obj/item/pda/botanist
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/hydroponics
suit = /obj/item/clothing/suit/apron
gloves =/obj/item/clothing/gloves/botanic_leather
suit_store = /obj/item/plant_analyzer
backpack = /obj/item/storage/backpack/botany
satchel = /obj/item/storage/backpack/satchel/hyd

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@@ -1,6 +1,3 @@
/*
Captain
*/
/datum/job/captain
title = "Captain"
flag = CAPTAIN
@@ -25,6 +22,8 @@ Captain
mind_traits = list(TRAIT_DISK_VERIFIER)
display_order = JOB_DISPLAY_ORDER_CAPTAIN
/datum/job/captain/get_access()
return get_all_accesses()
@@ -62,57 +61,3 @@ Captain
mask = /obj/item/clothing/mask/gas/sechailer
suit = /obj/item/clothing/suit/space/hardsuit/swat/captain
suit_store = /obj/item/tank/internals/oxygen
/*
Head of Personnel
*/
/datum/job/hop
title = "Head of Personnel"
flag = HOP
department_head = list("Captain")
department_flag = CIVILIAN
head_announce = list(RADIO_CHANNEL_SUPPLY, RADIO_CHANNEL_SERVICE)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ddddff"
req_admin_notify = 1
minimal_player_age = 10
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SUPPLY
outfit = /datum/outfit/job/hop
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_MECH_MINING, ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY, ACCESS_MECH_MEDICAL,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_MECH_MINING, ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY, ACCESS_MECH_MEDICAL,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SRV
/datum/outfit/job/hop
name = "Head of Personnel"
jobtype = /datum/job/hop
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/hop
ears = /obj/item/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/head_of_personnel
shoes = /obj/item/clothing/shoes/sneakers/brown
head = /obj/item/clothing/head/hopcap
backpack_contents = list(/obj/item/storage/box/ids=1,\
/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1, /obj/item/card/id/departmental_budget/srv=1)
chameleon_extras = list(/obj/item/gun/energy/e_gun, /obj/item/stamp/hop)

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@@ -1,293 +0,0 @@
/*
Quartermaster
*/
/datum/job/qm
title = "Quartermaster"
flag = QUARTERMASTER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#d7b088"
outfit = /datum/outfit/job/quartermaster
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_CAR
/datum/outfit/job/quartermaster
name = "Quartermaster"
jobtype = /datum/job/qm
belt = /obj/item/pda/quartermaster
ears = /obj/item/radio/headset/headset_cargo
uniform = /obj/item/clothing/under/rank/cargo
shoes = /obj/item/clothing/shoes/sneakers/brown
glasses = /obj/item/clothing/glasses/sunglasses
l_hand = /obj/item/clipboard
backpack_contents = list(/obj/item/card/id/departmental_budget/car=1)
chameleon_extras = /obj/item/stamp/qm
/*
Cargo Technician
*/
/datum/job/cargo_tech
title = "Cargo Technician"
flag = CARGOTECH
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the quartermaster and the head of personnel"
selection_color = "#dcba97"
outfit = /datum/outfit/job/cargo_tech
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CAR
/datum/outfit/job/cargo_tech
name = "Cargo Technician"
jobtype = /datum/job/cargo_tech
belt = /obj/item/pda/cargo
ears = /obj/item/radio/headset/headset_cargo
uniform = /obj/item/clothing/under/rank/cargotech
l_hand = /obj/item/export_scanner
/*
Shaft Miner
*/
/datum/job/mining
title = "Shaft Miner"
flag = MINER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 3
supervisors = "the quartermaster and the head of personnel"
selection_color = "#dcba97"
outfit = /datum/outfit/job/miner
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_CAR
/datum/outfit/job/miner
name = "Shaft Miner"
jobtype = /datum/job/mining
belt = /obj/item/pda/shaftminer
ears = /obj/item/radio/headset/headset_cargo/mining
shoes = /obj/item/clothing/shoes/workboots/mining
gloves = /obj/item/clothing/gloves/color/black
uniform = /obj/item/clothing/under/rank/miner/lavaland
l_pocket = /obj/item/reagent_containers/hypospray/medipen/survival
r_pocket = /obj/item/flashlight/seclite
backpack_contents = list(
/obj/item/storage/bag/ore=1,\
/obj/item/kitchen/knife/combat/survival=1,\
/obj/item/mining_voucher=1,\
/obj/item/stack/marker_beacon/ten=1)
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/satchel/explorer
duffelbag = /obj/item/storage/backpack/duffelbag
box = /obj/item/storage/box/survival_mining
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
/datum/outfit/job/miner/equipped
name = "Shaft Miner (Equipment)"
suit = /obj/item/clothing/suit/hooded/explorer
mask = /obj/item/clothing/mask/gas/explorer
glasses = /obj/item/clothing/glasses/meson
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE
backpack_contents = list(
/obj/item/storage/bag/ore=1,
/obj/item/kitchen/knife/combat/survival=1,
/obj/item/mining_voucher=1,
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
/obj/item/gun/energy/kinetic_accelerator=1,\
/obj/item/stack/marker_beacon/ten=1)
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(istype(H.wear_suit, /obj/item/clothing/suit/hooded))
var/obj/item/clothing/suit/hooded/S = H.wear_suit
S.ToggleHood()
/datum/outfit/job/miner/equipped/hardsuit
name = "Shaft Miner (Equipment + Hardsuit)"
suit = /obj/item/clothing/suit/space/hardsuit/mining
mask = /obj/item/clothing/mask/breath
/*
Bartender
*/
/datum/job/bartender
title = "Bartender"
flag = BARTENDER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
outfit = /datum/outfit/job/bartender
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_BAR, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
/datum/outfit/job/bartender
name = "Bartender"
jobtype = /datum/job/bartender
glasses = /obj/item/clothing/glasses/sunglasses/reagent
belt = /obj/item/pda/bar
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/bartender
suit = /obj/item/clothing/suit/armor/vest
backpack_contents = list(/obj/item/storage/box/beanbag=1)
shoes = /obj/item/clothing/shoes/laceup
/*
Cook
*/
/datum/job/cook
title = "Cook"
flag = COOK
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
var/cooks = 0 //Counts cooks amount
outfit = /datum/outfit/job/cook
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
/datum/outfit/job/cook
name = "Cook"
jobtype = /datum/job/cook
belt = /obj/item/pda/cook
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/chef
suit = /obj/item/clothing/suit/toggle/chef
head = /obj/item/clothing/head/chefhat
mask = /obj/item/clothing/mask/fakemoustache/italian
backpack_contents = list(/obj/item/sharpener = 1)
/datum/outfit/job/cook/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
var/datum/job/cook/J = SSjob.GetJobType(jobtype)
if(J) // Fix for runtime caused by invalid job being passed
if(J.cooks>0)//Cooks
suit = /obj/item/clothing/suit/apron/chef
head = /obj/item/clothing/head/soft/mime
if(!visualsOnly)
J.cooks++
/datum/outfit/job/cook/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/list/possible_boxes = subtypesof(/obj/item/storage/box/ingredients)
var/chosen_box = pick(possible_boxes)
var/obj/item/storage/box/I = new chosen_box(src)
H.equip_to_slot_or_del(I,SLOT_IN_BACKPACK)
var/datum/martial_art/cqc/under_siege/justacook = new
justacook.teach(H)
/*
Botanist
*/
/datum/job/hydro
title = "Botanist"
flag = BOTANIST
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#bbe291"
outfit = /datum/outfit/job/botanist
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_HYDROPONICS, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
// Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS
// Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT
// Given Morgue access because they have a viable means of cloning.
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
/datum/outfit/job/botanist
name = "Botanist"
jobtype = /datum/job/hydro
belt = /obj/item/pda/botanist
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/hydroponics
suit = /obj/item/clothing/suit/apron
gloves =/obj/item/clothing/gloves/botanic_leather
suit_store = /obj/item/plant_analyzer
backpack = /obj/item/storage/backpack/botany
satchel = /obj/item/storage/backpack/satchel/hyd
/*
Janitor
*/
/datum/job/janitor
title = "Janitor"
flag = JANITOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
var/global/janitors = 0
outfit = /datum/outfit/job/janitor
access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
/datum/outfit/job/janitor
name = "Janitor"
jobtype = /datum/job/janitor
belt = /obj/item/pda/janitor
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/janitor
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)

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@@ -0,0 +1,29 @@
/datum/job/cargo_tech
title = "Cargo Technician"
flag = CARGOTECH
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the quartermaster and the head of personnel"
selection_color = "#dcba97"
outfit = /datum/outfit/job/cargo_tech
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CAR
display_order = JOB_DISPLAY_ORDER_CARGO_TECHNICIAN
/datum/outfit/job/cargo_tech
name = "Cargo Technician"
jobtype = /datum/job/cargo_tech
belt = /obj/item/pda/cargo
ears = /obj/item/radio/headset/headset_cargo
uniform = /obj/item/clothing/under/rank/cargotech
l_hand = /obj/item/export_scanner

View File

@@ -1,7 +1,3 @@
//Due to how large this one is it gets its own file
/*
Chaplain
*/
/datum/job/chaplain
title = "Chaplain"
flag = CHAPLAIN
@@ -20,6 +16,8 @@ Chaplain
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CIV
display_order = JOB_DISPLAY_ORDER_CHAPLAIN
/datum/job/chaplain/after_spawn(mob/living/H, mob/M)
. = ..()

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@@ -0,0 +1,38 @@
/datum/job/chemist
title = "Chemist"
flag = CHEMIST
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/chemist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_CHEMISTRY, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
display_order = JOB_DISPLAY_ORDER_CHEMIST
/datum/outfit/job/chemist
name = "Chemist"
jobtype = /datum/job/chemist
glasses = /obj/item/clothing/glasses/science
belt = /obj/item/pda/chemist
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/chemist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/chemist
backpack = /obj/item/storage/backpack/chemistry
satchel = /obj/item/storage/backpack/satchel/chem
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = /obj/item/gun/syringe

View File

@@ -0,0 +1,64 @@
/datum/job/chief_engineer
title = "Chief Engineer"
flag = CHIEF
department_head = list("Captain")
department_flag = ENGSEC
head_announce = list("Engineering")
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffeeaa"
req_admin_notify = 1
minimal_player_age = 7
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_ENGINEERING
outfit = /datum/outfit/job/ce
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT, ACCESS_MECH_ENGINE,
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT, ACCESS_MECH_ENGINE,
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_ENG
display_order = JOB_DISPLAY_ORDER_CHIEF_ENGINEER
/datum/outfit/job/ce
name = "Chief Engineer"
jobtype = /datum/job/chief_engineer
id = /obj/item/card/id/silver
belt = /obj/item/storage/belt/utility/chief/full
l_pocket = /obj/item/pda/heads/ce
ears = /obj/item/radio/headset/heads/ce
uniform = /obj/item/clothing/under/rank/chief_engineer
shoes = /obj/item/clothing/shoes/sneakers/brown
head = /obj/item/clothing/head/hardhat/white
gloves = /obj/item/clothing/gloves/color/black/ce
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1, /obj/item/card/id/departmental_budget/eng=1)
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
chameleon_extras = /obj/item/stamp/ce
/datum/outfit/job/ce/rig
name = "Chief Engineer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/engine/elite
shoes = /obj/item/clothing/shoes/magboots/advance
suit_store = /obj/item/tank/internals/oxygen
glasses = /obj/item/clothing/glasses/meson/engine
gloves = /obj/item/clothing/gloves/color/yellow
head = null
internals_slot = SLOT_S_STORE

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@@ -0,0 +1,59 @@
/datum/job/cmo
title = "Chief Medical Officer"
flag = CMO_JF
department_head = list("Captain")
department_flag = MEDSCI
head_announce = list(RADIO_CHANNEL_MEDICAL)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffddf0"
req_admin_notify = 1
minimal_player_age = 7
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_MEDICAL
outfit = /datum/outfit/job/cmo
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE, ACCESS_MECH_MEDICAL,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE, ACCESS_MECH_MEDICAL,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_MED
display_order = JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER
/datum/outfit/job/cmo
name = "Chief Medical Officer"
jobtype = /datum/job/cmo
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/cmo
l_pocket = /obj/item/pinpointer/crew
ears = /obj/item/radio/headset/heads/cmo
uniform = /obj/item/clothing/under/rank/chief_medical_officer
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/toggle/labcoat/cmo
l_hand = /obj/item/storage/firstaid/regular
suit_store = /obj/item/flashlight/pen
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/card/id/departmental_budget/med=1)
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = list(/obj/item/gun/syringe, /obj/item/stamp/cmo)
/datum/outfit/job/cmo/hardsuit
name = "Chief Medical Officer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/medical
suit_store = /obj/item/tank/internals/oxygen
r_pocket = /obj/item/flashlight/pen

View File

@@ -1,209 +0,0 @@
/*
Clown
*/
/datum/job/clown
title = "Clown"
flag = CLOWN
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/clown
access = list(ACCESS_THEATRE)
minimal_access = list(ACCESS_THEATRE)
paycheck = PAYCHECK_MINIMAL
paycheck_department = ACCOUNT_SRV
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
. = ..()
H.apply_pref_name("clown", M.client)
/datum/outfit/job/clown
name = "Clown"
jobtype = /datum/job/clown
belt = /obj/item/pda/clown
uniform = /obj/item/clothing/under/rank/clown
shoes = /obj/item/clothing/shoes/clown_shoes
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/bikehorn
backpack_contents = list(
/obj/item/stamp/clown = 1,
/obj/item/reagent_containers/spray/waterflower = 1,
/obj/item/reagent_containers/food/snacks/grown/banana = 1,
/obj/item/instrument/bikehorn = 1,
)
implants = list(/obj/item/implant/sad_trombone)
backpack = /obj/item/storage/backpack/clown
satchel = /obj/item/storage/backpack/clown
duffelbag = /obj/item/storage/backpack/duffelbag/clown //strangely has a duffel
box = /obj/item/storage/box/hug/survival
chameleon_extras = /obj/item/stamp/clown
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names)) //rename the mob AFTER they're equipped so their ID gets updated properly.
H.dna.add_mutation(CLOWNMUT)
/*
Mime
*/
/datum/job/mime
title = "Mime"
flag = MIME
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/mime
access = list(ACCESS_THEATRE)
minimal_access = list(ACCESS_THEATRE)
paycheck = PAYCHECK_MINIMAL
paycheck_department = ACCOUNT_SRV
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
H.apply_pref_name("mime", M.client)
/datum/outfit/job/mime
name = "Mime"
jobtype = /datum/job/mime
belt = /obj/item/pda/mime
uniform = /obj/item/clothing/under/rank/mime
mask = /obj/item/clothing/mask/gas/mime
gloves = /obj/item/clothing/gloves/color/white
head = /obj/item/clothing/head/frenchberet
suit = /obj/item/clothing/suit/suspenders
backpack_contents = list(/obj/item/reagent_containers/food/drinks/bottle/bottleofnothing=1)
accessory = /obj/item/clothing/accessory/pocketprotector/cosmetology
backpack = /obj/item/storage/backpack/mime
satchel = /obj/item/storage/backpack/mime
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
H.mind.miming = 1
/*
Curator
*/
/datum/job/curator
title = "Curator"
flag = CURATOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/curator
access = list(ACCESS_LIBRARY)
minimal_access = list(ACCESS_LIBRARY, ACCESS_CONSTRUCTION,ACCESS_MINING_STATION)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CIV
/datum/outfit/job/curator
name = "Curator"
jobtype = /datum/job/curator
belt = /obj/item/pda/curator
uniform = /obj/item/clothing/under/rank/curator
l_hand = /obj/item/storage/bag/books
r_pocket = /obj/item/key/displaycase
l_pocket = /obj/item/laser_pointer
accessory = /obj/item/clothing/accessory/pocketprotector/full
backpack_contents = list(
/obj/item/choice_beacon/hero = 1,
/obj/item/soapstone = 1,
/obj/item/barcodescanner = 1
)
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.grant_all_languages(omnitongue=TRUE)
/*
Lawyer
*/
/datum/job/lawyer
title = "Lawyer"
flag = LAWYER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#dddddd"
var/lawyers = 0 //Counts lawyer amount
outfit = /datum/outfit/job/lawyer
access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
minimal_access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CIV
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
/datum/outfit/job/lawyer
name = "Lawyer"
jobtype = /datum/job/lawyer
belt = /obj/item/pda/lawyer
ears = /obj/item/radio/headset/headset_sec
uniform = /obj/item/clothing/under/lawyer/bluesuit
suit = /obj/item/clothing/suit/toggle/lawyer
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/storage/briefcase/lawyer
l_pocket = /obj/item/laser_pointer
r_pocket = /obj/item/clothing/accessory/lawyers_badge
chameleon_extras = /obj/item/stamp/law
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
J.lawyers++
if(J.lawyers>1)
uniform = /obj/item/clothing/under/lawyer/purpsuit
suit = /obj/item/clothing/suit/toggle/lawyer/purple

View File

@@ -0,0 +1,58 @@
/datum/job/clown
title = "Clown"
flag = CLOWN
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/clown
access = list(ACCESS_THEATRE)
minimal_access = list(ACCESS_THEATRE)
paycheck = PAYCHECK_MINIMAL
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_CLOWN
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
. = ..()
H.apply_pref_name("clown", M.client)
/datum/outfit/job/clown
name = "Clown"
jobtype = /datum/job/clown
belt = /obj/item/pda/clown
uniform = /obj/item/clothing/under/rank/clown
shoes = /obj/item/clothing/shoes/clown_shoes
mask = /obj/item/clothing/mask/gas/clown_hat
l_pocket = /obj/item/bikehorn
backpack_contents = list(
/obj/item/stamp/clown = 1,
/obj/item/reagent_containers/spray/waterflower = 1,
/obj/item/reagent_containers/food/snacks/grown/banana = 1,
/obj/item/instrument/bikehorn = 1,
)
implants = list(/obj/item/implant/sad_trombone)
backpack = /obj/item/storage/backpack/clown
satchel = /obj/item/storage/backpack/clown
duffelbag = /obj/item/storage/backpack/duffelbag/clown //strangely has a duffel
box = /obj/item/storage/box/hug/survival
chameleon_extras = /obj/item/stamp/clown
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names)) //rename the mob AFTER they're equipped so their ID gets updated properly.
H.dna.add_mutation(CLOWNMUT)

View File

@@ -0,0 +1,54 @@
/datum/job/cook
title = "Cook"
flag = COOK
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
var/cooks = 0 //Counts cooks amount
outfit = /datum/outfit/job/cook
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_COOK
/datum/outfit/job/cook
name = "Cook"
jobtype = /datum/job/cook
belt = /obj/item/pda/cook
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/chef
suit = /obj/item/clothing/suit/toggle/chef
head = /obj/item/clothing/head/chefhat
mask = /obj/item/clothing/mask/fakemoustache/italian
backpack_contents = list(/obj/item/sharpener = 1)
/datum/outfit/job/cook/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
var/datum/job/cook/J = SSjob.GetJobType(jobtype)
if(J) // Fix for runtime caused by invalid job being passed
if(J.cooks>0)//Cooks
suit = /obj/item/clothing/suit/apron/chef
head = /obj/item/clothing/head/soft/mime
if(!visualsOnly)
J.cooks++
/datum/outfit/job/cook/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/list/possible_boxes = subtypesof(/obj/item/storage/box/ingredients)
var/chosen_box = pick(possible_boxes)
var/obj/item/storage/box/I = new chosen_box(src)
H.equip_to_slot_or_del(I,SLOT_IN_BACKPACK)
var/datum/martial_art/cqc/under_siege/justacook = new
justacook.teach(H)

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@@ -0,0 +1,45 @@
/datum/job/curator
title = "Curator"
flag = CURATOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/curator
access = list(ACCESS_LIBRARY)
minimal_access = list(ACCESS_LIBRARY, ACCESS_CONSTRUCTION,ACCESS_MINING_STATION)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CIV
display_order = JOB_DISPLAY_ORDER_CURATOR
/datum/outfit/job/curator
name = "Curator"
jobtype = /datum/job/curator
belt = /obj/item/pda/curator
uniform = /obj/item/clothing/under/rank/curator
l_hand = /obj/item/storage/bag/books
r_pocket = /obj/item/key/displaycase
l_pocket = /obj/item/laser_pointer
accessory = /obj/item/clothing/accessory/pocketprotector/full
backpack_contents = list(
/obj/item/choice_beacon/hero = 1,
/obj/item/soapstone = 1,
/obj/item/barcodescanner = 1
)
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
H.grant_all_languages(omnitongue=TRUE)

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@@ -0,0 +1,24 @@
/datum/job/cyborg
title = "Cyborg"
flag = CYBORG
department_flag = ENGSEC
faction = "Station"
total_positions = 0
spawn_positions = 1
supervisors = "your laws and the AI" //Nodrak
selection_color = "#ddffdd"
minimal_player_age = 21
exp_requirements = 120
exp_type = EXP_TYPE_CREW
display_order = JOB_DISPLAY_ORDER_CYBORG
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
return H.Robotize(FALSE, latejoin)
/datum/job/cyborg/after_spawn(mob/living/silicon/robot/R, mob/M)
R.updatename(M.client)
R.gender = NEUTER
/datum/job/cyborg/radio_help_message(mob/M)
to_chat(M, "<b>Prefix your message with :b to speak with other cyborgs and AI.</b>")

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@@ -0,0 +1,55 @@
/datum/job/detective
title = "Detective"
flag = DETECTIVE
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of security"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/detective
access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_DETECTIVE
/datum/outfit/job/detective
name = "Detective"
jobtype = /datum/job/detective
belt = /obj/item/pda/detective
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/det
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/det_suit
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/fedora/det_hat
l_pocket = /obj/item/toy/crayon/white
r_pocket = /obj/item/lighter
backpack_contents = list(/obj/item/storage/box/evidence=1,\
/obj/item/detective_scanner=1,\
/obj/item/melee/classic_baton=1)
mask = /obj/item/clothing/mask/cigarette
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/ballistic/revolver/detective, /obj/item/clothing/glasses/sunglasses)
/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
if(istype(cig)) //Some species specfic changes can mess this up (plasmamen)
cig.light("")
if(visualsOnly)
return

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@@ -1,173 +0,0 @@
/*
Chief Engineer
*/
/datum/job/chief_engineer
title = "Chief Engineer"
flag = CHIEF
department_head = list("Captain")
department_flag = ENGSEC
head_announce = list("Engineering")
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffeeaa"
req_admin_notify = 1
minimal_player_age = 7
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_ENGINEERING
outfit = /datum/outfit/job/ce
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT, ACCESS_MECH_ENGINE,
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT, ACCESS_MECH_ENGINE,
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_ENG
/datum/outfit/job/ce
name = "Chief Engineer"
jobtype = /datum/job/chief_engineer
id = /obj/item/card/id/silver
belt = /obj/item/storage/belt/utility/chief/full
l_pocket = /obj/item/pda/heads/ce
ears = /obj/item/radio/headset/heads/ce
uniform = /obj/item/clothing/under/rank/chief_engineer
shoes = /obj/item/clothing/shoes/sneakers/brown
head = /obj/item/clothing/head/hardhat/white
gloves = /obj/item/clothing/gloves/color/black/ce
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1, /obj/item/card/id/departmental_budget/eng=1)
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
chameleon_extras = /obj/item/stamp/ce
/datum/outfit/job/ce/rig
name = "Chief Engineer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/engine/elite
shoes = /obj/item/clothing/shoes/magboots/advance
suit_store = /obj/item/tank/internals/oxygen
glasses = /obj/item/clothing/glasses/meson/engine
gloves = /obj/item/clothing/gloves/color/yellow
head = null
internals_slot = SLOT_S_STORE
/*
Station Engineer
*/
/datum/job/engineer
title = "Station Engineer"
flag = ENGINEER
department_head = list("Chief Engineer")
department_flag = ENGSEC
faction = "Station"
total_positions = 5
spawn_positions = 5
supervisors = "the chief engineer"
selection_color = "#fff5cc"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/engineer
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_ENG
/datum/outfit/job/engineer
name = "Station Engineer"
jobtype = /datum/job/engineer
belt = /obj/item/storage/belt/utility/full/engi
l_pocket = /obj/item/pda/engineering
ears = /obj/item/radio/headset/headset_eng
uniform = /obj/item/clothing/under/rank/engineer
shoes = /obj/item/clothing/shoes/workboots
head = /obj/item/clothing/head/hardhat
r_pocket = /obj/item/t_scanner
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/engineer/gloved
name = "Station Engineer (Gloves)"
gloves = /obj/item/clothing/gloves/color/yellow
/datum/outfit/job/engineer/gloved/rig
name = "Station Engineer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/engine
suit_store = /obj/item/tank/internals/oxygen
head = null
internals_slot = SLOT_S_STORE
/*
Atmospheric Technician
*/
/datum/job/atmos
title = "Atmospheric Technician"
flag = ATMOSTECH
department_head = list("Chief Engineer")
department_flag = ENGSEC
faction = "Station"
total_positions = 3
spawn_positions = 2
supervisors = "the chief engineer"
selection_color = "#fff5cc"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/atmos
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_CONSTRUCTION, ACCESS_MECH_ENGINE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_ENG
/datum/outfit/job/atmos
name = "Atmospheric Technician"
jobtype = /datum/job/atmos
belt = /obj/item/storage/belt/utility/atmostech
l_pocket = /obj/item/pda/atmos
ears = /obj/item/radio/headset/headset_eng
uniform = /obj/item/clothing/under/rank/atmospheric_technician
r_pocket = /obj/item/analyzer
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/atmos/rig
name = "Atmospheric Technician (Hardsuit)"
mask = /obj/item/clothing/mask/gas
suit = /obj/item/clothing/suit/space/hardsuit/engine/atmos
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE

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@@ -0,0 +1,38 @@
/datum/job/geneticist
title = "Geneticist"
flag = GENETICIST
department_head = list("Chief Medical Officer", "Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer and research director"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/geneticist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_ROBOTICS, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
display_order = JOB_DISPLAY_ORDER_GENETICIST
/datum/outfit/job/geneticist
name = "Geneticist"
jobtype = /datum/job/geneticist
belt = /obj/item/pda/geneticist
ears = /obj/item/radio/headset/headset_medsci
uniform = /obj/item/clothing/under/rank/geneticist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/genetics
suit_store = /obj/item/flashlight/pen
l_pocket = /obj/item/sequence_scanner
backpack = /obj/item/storage/backpack/genetics
satchel = /obj/item/storage/backpack/satchel/gen
duffelbag = /obj/item/storage/backpack/duffelbag/med

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@@ -0,0 +1,52 @@
/datum/job/hop
title = "Head of Personnel"
flag = HOP
department_head = list("Captain")
department_flag = CIVILIAN
head_announce = list(RADIO_CHANNEL_SUPPLY, RADIO_CHANNEL_SERVICE)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ddddff"
req_admin_notify = 1
minimal_player_age = 10
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SUPPLY
outfit = /datum/outfit/job/hop
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_MECH_MINING, ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY, ACCESS_MECH_MEDICAL,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_MECH_MINING, ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY, ACCESS_MECH_MEDICAL,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL
/datum/outfit/job/hop
name = "Head of Personnel"
jobtype = /datum/job/hop
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/hop
ears = /obj/item/radio/headset/heads/hop
uniform = /obj/item/clothing/under/rank/head_of_personnel
shoes = /obj/item/clothing/shoes/sneakers/brown
head = /obj/item/clothing/head/hopcap
backpack_contents = list(/obj/item/storage/box/ids=1,\
/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1, /obj/item/card/id/departmental_budget/srv=1)
chameleon_extras = list(/obj/item/gun/energy/e_gun, /obj/item/stamp/hop)

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@@ -0,0 +1,68 @@
/datum/job/hos
title = "Head of Security"
flag = HOS
department_head = list("Captain")
department_flag = ENGSEC
head_announce = list(RADIO_CHANNEL_SECURITY)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffdddd"
req_admin_notify = 1
minimal_player_age = 14
exp_requirements = 300
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SECURITY
outfit = /datum/outfit/job/hos
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SEC
display_order = JOB_DISPLAY_ORDER_HEAD_OF_SECURITY
/datum/outfit/job/hos
name = "Head of Security"
jobtype = /datum/job/hos
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/hos
ears = /obj/item/radio/headset/heads/hos/alt
uniform = /obj/item/clothing/under/rank/head_of_security
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
gloves = /obj/item/clothing/gloves/color/black/hos
head = /obj/item/clothing/head/HoS/beret
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
suit_store = /obj/item/gun/energy/e_gun
r_pocket = /obj/item/assembly/flash/handheld
l_pocket = /obj/item/restraints/handcuffs
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/card/id/departmental_budget/sec=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/energy/e_gun/hos, /obj/item/stamp/hos)
/datum/outfit/job/hos/hardsuit
name = "Head of Security (Hardsuit)"
mask = /obj/item/clothing/mask/gas/sechailer
suit = /obj/item/clothing/suit/space/hardsuit/security/hos
suit_store = /obj/item/tank/internals/oxygen
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/gun/energy/e_gun=1)

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@@ -0,0 +1,29 @@
/datum/job/janitor
title = "Janitor"
flag = JANITOR
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
var/global/janitors = 0
outfit = /datum/outfit/job/janitor
access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_JANITOR
/datum/outfit/job/janitor
name = "Janitor"
jobtype = /datum/job/janitor
belt = /obj/item/pda/janitor
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/janitor
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)

View File

@@ -0,0 +1,48 @@
/datum/job/lawyer
title = "Lawyer"
flag = LAWYER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the head of personnel"
selection_color = "#dddddd"
var/lawyers = 0 //Counts lawyer amount
outfit = /datum/outfit/job/lawyer
access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
minimal_access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
paycheck = PAYCHECK_EASY
paycheck_department = ACCOUNT_CIV
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_LAWYER
/datum/outfit/job/lawyer
name = "Lawyer"
jobtype = /datum/job/lawyer
belt = /obj/item/pda/lawyer
ears = /obj/item/radio/headset/headset_sec
uniform = /obj/item/clothing/under/lawyer/bluesuit
suit = /obj/item/clothing/suit/toggle/lawyer
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/storage/briefcase/lawyer
l_pocket = /obj/item/laser_pointer
r_pocket = /obj/item/clothing/accessory/lawyers_badge
chameleon_extras = /obj/item/stamp/law
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
J.lawyers++
if(J.lawyers>1)
uniform = /obj/item/clothing/under/lawyer/purpsuit
suit = /obj/item/clothing/suit/toggle/lawyer/purple

View File

@@ -1,214 +0,0 @@
/*
Chief Medical Officer
*/
/datum/job/cmo
title = "Chief Medical Officer"
flag = CMO_JF
department_head = list("Captain")
department_flag = MEDSCI
head_announce = list(RADIO_CHANNEL_MEDICAL)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffddf0"
req_admin_notify = 1
minimal_player_age = 7
exp_requirements = 180
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_MEDICAL
outfit = /datum/outfit/job/cmo
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE, ACCESS_MECH_MEDICAL,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE, ACCESS_MECH_MEDICAL,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_MED
/datum/outfit/job/cmo
name = "Chief Medical Officer"
jobtype = /datum/job/cmo
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/cmo
l_pocket = /obj/item/pinpointer/crew
ears = /obj/item/radio/headset/heads/cmo
uniform = /obj/item/clothing/under/rank/chief_medical_officer
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/toggle/labcoat/cmo
l_hand = /obj/item/storage/firstaid/regular
suit_store = /obj/item/flashlight/pen
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/card/id/departmental_budget/med=1)
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = list(/obj/item/gun/syringe, /obj/item/stamp/cmo)
/datum/outfit/job/cmo/hardsuit
name = "Chief Medical Officer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/medical
suit_store = /obj/item/tank/internals/oxygen
r_pocket = /obj/item/flashlight/pen
/*
Medical Doctor
*/
/datum/job/doctor
title = "Medical Doctor"
flag = DOCTOR
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 5
spawn_positions = 3
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
outfit = /datum/outfit/job/doctor
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
/datum/outfit/job/doctor
name = "Medical Doctor"
jobtype = /datum/job/doctor
belt = /obj/item/pda/medical
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/medical
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat
l_hand = /obj/item/storage/firstaid/regular
suit_store = /obj/item/flashlight/pen
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = /obj/item/gun/syringe
/*
Chemist
*/
/datum/job/chemist
title = "Chemist"
flag = CHEMIST
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/chemist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_CHEMISTRY, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
/datum/outfit/job/chemist
name = "Chemist"
jobtype = /datum/job/chemist
glasses = /obj/item/clothing/glasses/science
belt = /obj/item/pda/chemist
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/chemist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/chemist
backpack = /obj/item/storage/backpack/chemistry
satchel = /obj/item/storage/backpack/satchel/chem
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = /obj/item/gun/syringe
/*
Geneticist
*/
/datum/job/geneticist
title = "Geneticist"
flag = GENETICIST
department_head = list("Chief Medical Officer", "Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the chief medical officer and research director"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/geneticist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_ROBOTICS, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
/datum/outfit/job/geneticist
name = "Geneticist"
jobtype = /datum/job/geneticist
belt = /obj/item/pda/geneticist
ears = /obj/item/radio/headset/headset_medsci
uniform = /obj/item/clothing/under/rank/geneticist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/genetics
suit_store = /obj/item/flashlight/pen
l_pocket = /obj/item/sequence_scanner
backpack = /obj/item/storage/backpack/genetics
satchel = /obj/item/storage/backpack/satchel/gen
duffelbag = /obj/item/storage/backpack/duffelbag/med
/*
Virologist
*/
/datum/job/virologist
title = "Virologist"
flag = VIROLOGIST
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/virologist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_MECH_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_VIROLOGY, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
/datum/outfit/job/virologist
name = "Virologist"
jobtype = /datum/job/virologist
belt = /obj/item/pda/viro
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/virologist
mask = /obj/item/clothing/mask/surgical
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/virologist
suit_store = /obj/item/flashlight/pen
backpack = /obj/item/storage/backpack/virology
satchel = /obj/item/storage/backpack/satchel/vir
duffelbag = /obj/item/storage/backpack/duffelbag/med

View File

@@ -0,0 +1,37 @@
/datum/job/doctor
title = "Medical Doctor"
flag = DOCTOR
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 5
spawn_positions = 3
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
outfit = /datum/outfit/job/doctor
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
display_order = JOB_DISPLAY_ORDER_MEDICAL_DOCTOR
/datum/outfit/job/doctor
name = "Medical Doctor"
jobtype = /datum/job/doctor
belt = /obj/item/pda/medical
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/medical
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat
l_hand = /obj/item/storage/firstaid/regular
suit_store = /obj/item/flashlight/pen
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = /obj/item/gun/syringe

View File

@@ -0,0 +1,51 @@
/datum/job/mime
title = "Mime"
flag = MIME
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
outfit = /datum/outfit/job/mime
access = list(ACCESS_THEATRE)
minimal_access = list(ACCESS_THEATRE)
paycheck = PAYCHECK_MINIMAL
paycheck_department = ACCOUNT_SRV
display_order = JOB_DISPLAY_ORDER_MIME
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
H.apply_pref_name("mime", M.client)
/datum/outfit/job/mime
name = "Mime"
jobtype = /datum/job/mime
belt = /obj/item/pda/mime
uniform = /obj/item/clothing/under/rank/mime
mask = /obj/item/clothing/mask/gas/mime
gloves = /obj/item/clothing/gloves/color/white
head = /obj/item/clothing/head/frenchberet
suit = /obj/item/clothing/suit/suspenders
backpack_contents = list(/obj/item/reagent_containers/food/drinks/bottle/bottleofnothing=1)
accessory = /obj/item/clothing/accessory/pocketprotector/cosmetology
backpack = /obj/item/storage/backpack/mime
satchel = /obj/item/storage/backpack/mime
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
H.mind.miming = 1

View File

@@ -0,0 +1,34 @@
/datum/job/qm
title = "Quartermaster"
flag = QUARTERMASTER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#d7b088"
outfit = /datum/outfit/job/quartermaster
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_CAR
display_order = JOB_DISPLAY_ORDER_QUARTERMASTER
/datum/outfit/job/quartermaster
name = "Quartermaster"
jobtype = /datum/job/qm
belt = /obj/item/pda/quartermaster
ears = /obj/item/radio/headset/headset_cargo
uniform = /obj/item/clothing/under/rank/cargo
shoes = /obj/item/clothing/shoes/sneakers/brown
glasses = /obj/item/clothing/glasses/sunglasses
l_hand = /obj/item/clipboard
backpack_contents = list(/obj/item/card/id/departmental_budget/car=1)
chameleon_extras = /obj/item/stamp/qm

View File

@@ -0,0 +1,61 @@
/datum/job/rd
title = "Research Director"
flag = RD_JF
department_head = list("Captain")
department_flag = MEDSCI
head_announce = list("Science")
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffddff"
req_admin_notify = 1
minimal_player_age = 7
exp_type_department = EXP_TYPE_SCIENCE
exp_requirements = 180
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/rd
access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS, ACCESS_MECH_SCIENCE,
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
minimal_access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS, ACCESS_MECH_SCIENCE,
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SCI
display_order = JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR
/datum/outfit/job/rd
name = "Research Director"
jobtype = /datum/job/rd
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/rd
ears = /obj/item/radio/headset/heads/rd
uniform = /obj/item/clothing/under/rank/research_director
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/toggle/labcoat
l_hand = /obj/item/clipboard
l_pocket = /obj/item/laser_pointer
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1, /obj/item/card/id/departmental_budget/sci=1)
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
chameleon_extras = /obj/item/stamp/rd
/datum/outfit/job/rd/rig
name = "Research Director (Hardsuit)"
l_hand = null
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/rd
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE

View File

@@ -0,0 +1,36 @@
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
department_head = list("Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the research director"
selection_color = "#ffeeff"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/roboticist
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_MECH_SCIENCE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SCI
display_order = JOB_DISPLAY_ORDER_ROBOTICIST
/datum/outfit/job/roboticist
name = "Roboticist"
jobtype = /datum/job/roboticist
belt = /obj/item/storage/belt/utility/full
l_pocket = /obj/item/pda/roboticist
ears = /obj/item/radio/headset/headset_sci
uniform = /obj/item/clothing/under/rank/roboticist
suit = /obj/item/clothing/suit/toggle/labcoat
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
pda_slot = SLOT_L_STORE

View File

@@ -1,137 +0,0 @@
/*
Research Director
*/
/datum/job/rd
title = "Research Director"
flag = RD_JF
department_head = list("Captain")
department_flag = MEDSCI
head_announce = list("Science")
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffddff"
req_admin_notify = 1
minimal_player_age = 7
exp_type_department = EXP_TYPE_SCIENCE
exp_requirements = 180
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/rd
access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS, ACCESS_MECH_SCIENCE,
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
minimal_access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS, ACCESS_MECH_SCIENCE,
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SCI
/datum/outfit/job/rd
name = "Research Director"
jobtype = /datum/job/rd
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/rd
ears = /obj/item/radio/headset/heads/rd
uniform = /obj/item/clothing/under/rank/research_director
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/toggle/labcoat
l_hand = /obj/item/clipboard
l_pocket = /obj/item/laser_pointer
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1, /obj/item/card/id/departmental_budget/sci=1)
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
chameleon_extras = /obj/item/stamp/rd
/datum/outfit/job/rd/rig
name = "Research Director (Hardsuit)"
l_hand = null
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/rd
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE
/*
Scientist
*/
/datum/job/scientist
title = "Scientist"
flag = SCIENTIST
department_head = list("Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 5
spawn_positions = 3
supervisors = "the research director"
selection_color = "#ffeeff"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/scientist
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE, ACCESS_GENETICS)
minimal_access = list(ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SCI
/datum/outfit/job/scientist
name = "Scientist"
jobtype = /datum/job/scientist
belt = /obj/item/pda/toxins
ears = /obj/item/radio/headset/headset_sci
uniform = /obj/item/clothing/under/rank/scientist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/science
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
/*
Roboticist
*/
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
department_head = list("Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the research director"
selection_color = "#ffeeff"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/roboticist
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_MECH_SCIENCE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SCI
/datum/outfit/job/roboticist
name = "Roboticist"
jobtype = /datum/job/roboticist
belt = /obj/item/storage/belt/utility/full
l_pocket = /obj/item/pda/roboticist
ears = /obj/item/radio/headset/headset_sci
uniform = /obj/item/clothing/under/rank/roboticist
suit = /obj/item/clothing/suit/toggle/labcoat
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox
pda_slot = SLOT_L_STORE

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@@ -0,0 +1,36 @@
/datum/job/scientist
title = "Scientist"
flag = SCIENTIST
department_head = list("Research Director")
department_flag = MEDSCI
faction = "Station"
total_positions = 5
spawn_positions = 3
supervisors = "the research director"
selection_color = "#ffeeff"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/scientist
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE, ACCESS_GENETICS)
minimal_access = list(ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MECH_SCIENCE, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SCI
display_order = JOB_DISPLAY_ORDER_SCIENTIST
/datum/outfit/job/scientist
name = "Scientist"
jobtype = /datum/job/scientist
belt = /obj/item/pda/toxins
ears = /obj/item/radio/headset/headset_sci
uniform = /obj/item/clothing/under/rank/scientist
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/science
backpack = /obj/item/storage/backpack/science
satchel = /obj/item/storage/backpack/satchel/tox

View File

@@ -1,345 +0,0 @@
//Warden and regular officers add this result to their get_access()
/datum/job/proc/check_config_for_sec_maint()
if(CONFIG_GET(flag/security_has_maint_access))
return list(ACCESS_MAINT_TUNNELS)
return list()
/*
Head of Security
*/
/datum/job/hos
title = "Head of Security"
flag = HOS
department_head = list("Captain")
department_flag = ENGSEC
head_announce = list(RADIO_CHANNEL_SECURITY)
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the captain"
selection_color = "#ffdddd"
req_admin_notify = 1
minimal_player_age = 14
exp_requirements = 300
exp_type = EXP_TYPE_CREW
exp_type_department = EXP_TYPE_SECURITY
outfit = /datum/outfit/job/hos
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_COMMAND
paycheck_department = ACCOUNT_SEC
/datum/outfit/job/hos
name = "Head of Security"
jobtype = /datum/job/hos
id = /obj/item/card/id/silver
belt = /obj/item/pda/heads/hos
ears = /obj/item/radio/headset/heads/hos/alt
uniform = /obj/item/clothing/under/rank/head_of_security
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
gloves = /obj/item/clothing/gloves/color/black/hos
head = /obj/item/clothing/head/HoS/beret
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
suit_store = /obj/item/gun/energy/e_gun
r_pocket = /obj/item/assembly/flash/handheld
l_pocket = /obj/item/restraints/handcuffs
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/card/id/departmental_budget/sec=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/energy/e_gun/hos, /obj/item/stamp/hos)
/datum/outfit/job/hos/hardsuit
name = "Head of Security (Hardsuit)"
mask = /obj/item/clothing/mask/gas/sechailer
suit = /obj/item/clothing/suit/space/hardsuit/security/hos
suit_store = /obj/item/tank/internals/oxygen
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/gun/energy/e_gun=1)
/*
Warden
*/
/datum/job/warden
title = "Warden"
flag = WARDEN
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of security"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/warden
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MECH_SECURITY, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) //SEE /DATUM/JOB/WARDEN/GET_ACCESS()
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
/datum/job/warden/get_access()
var/list/L = list()
L = ..() | check_config_for_sec_maint()
return L
/datum/outfit/job/warden
name = "Warden"
jobtype = /datum/job/warden
belt = /obj/item/pda/warden
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/warden
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/vest/warden/alt
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/warden
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
r_pocket = /obj/item/assembly/flash/handheld
l_pocket = /obj/item/restraints/handcuffs
suit_store = /obj/item/gun/energy/e_gun/advtaser
backpack_contents = list(/obj/item/melee/baton/loaded=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = /obj/item/gun/ballistic/shotgun/automatic/combat/compact
/*
Detective
*/
/datum/job/detective
title = "Detective"
flag = DETECTIVE
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of security"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/detective
access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
/datum/outfit/job/detective
name = "Detective"
jobtype = /datum/job/detective
belt = /obj/item/pda/detective
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/det
shoes = /obj/item/clothing/shoes/sneakers/brown
suit = /obj/item/clothing/suit/det_suit
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/fedora/det_hat
l_pocket = /obj/item/toy/crayon/white
r_pocket = /obj/item/lighter
backpack_contents = list(/obj/item/storage/box/evidence=1,\
/obj/item/detective_scanner=1,\
/obj/item/melee/classic_baton=1)
mask = /obj/item/clothing/mask/cigarette
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/ballistic/revolver/detective, /obj/item/clothing/glasses/sunglasses)
/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
if(istype(cig)) //Some species specfic changes can mess this up (plasmamen)
cig.light("")
if(visualsOnly)
return
/*
Security Officer
*/
/datum/job/officer
title = "Security Officer"
flag = OFFICER
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
supervisors = "the head of security, and the head of your assigned department (if applicable)"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/security
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY, ACCESS_MINERAL_STOREROOM) //BUT SEE /DATUM/JOB/OFFICER/GET_ACCESS()
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
/datum/job/officer/get_access()
var/list/L = list()
L |= ..() | check_config_for_sec_maint()
return L
GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
. = ..()
// Assign department security
var/department
if(M && M.client && M.client.prefs)
department = M.client.prefs.prefered_security_department
if(!LAZYLEN(GLOB.available_depts) || department == "None")
return
else if(department in GLOB.available_depts)
LAZYREMOVE(GLOB.available_depts, department)
else
department = pick_n_take(GLOB.available_depts)
var/ears = null
var/accessory = null
var/list/dep_access = null
var/destination = null
var/spawn_point = null
switch(department)
if(SEC_DEPT_SUPPLY)
ears = /obj/item/radio/headset/headset_sec/alt/department/supply
dep_access = list(ACCESS_MAILSORTING, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_CARGO)
destination = /area/security/checkpoint/supply
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/cargo
if(SEC_DEPT_ENGINEERING)
ears = /obj/item/radio/headset/headset_sec/alt/department/engi
dep_access = list(ACCESS_CONSTRUCTION, ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
destination = /area/security/checkpoint/engineering
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/engine
if(SEC_DEPT_MEDICAL)
ears = /obj/item/radio/headset/headset_sec/alt/department/med
dep_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING)
destination = /area/security/checkpoint/medical
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/medblue
if(SEC_DEPT_SCIENCE)
ears = /obj/item/radio/headset/headset_sec/alt/department/sci
dep_access = list(ACCESS_RESEARCH, ACCESS_TOX)
destination = /area/security/checkpoint/science
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/science
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
U.attach_accessory(new accessory)
if(ears)
if(H.ears)
qdel(H.ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
var/obj/item/card/id/W = H.wear_id
W.access |= dep_access
var/teleport = 0
if(!CONFIG_GET(flag/sec_start_brig))
if(destination || spawn_point)
teleport = 1
if(teleport)
var/turf/T
if(spawn_point)
T = get_turf(spawn_point)
H.Move(T)
else
var/safety = 0
while(safety < 25)
T = safepick(get_area_turfs(destination))
if(T && !H.Move(T))
safety += 1
continue
else
break
if(department)
to_chat(M, "<b>You have been assigned to [department]!</b>")
else
to_chat(M, "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>")
/datum/outfit/job/security
name = "Security Officer"
jobtype = /datum/job/officer
belt = /obj/item/pda/security
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/security
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/helmet/sec
suit = /obj/item/clothing/suit/armor/vest/alt
shoes = /obj/item/clothing/shoes/jackboots
l_pocket = /obj/item/restraints/handcuffs
r_pocket = /obj/item/assembly/flash/handheld
suit_store = /obj/item/gun/energy/e_gun/advtaser
backpack_contents = list(/obj/item/melee/baton/loaded=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/energy/e_gun/advtaser, /obj/item/clothing/glasses/hud/security/sunglasses, /obj/item/clothing/head/helmet)
//The helmet is necessary because /obj/item/clothing/head/helmet/sec is overwritten in the chameleon list by the standard helmet, which has the same name and icon state
/obj/item/radio/headset/headset_sec/alt/department/Initialize()
. = ..()
wires = new/datum/wires/radio(src)
secure_radio_connections = new
recalculateChannels()
/obj/item/radio/headset/headset_sec/alt/department/engi
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_sec/alt/department/supply
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_sec/alt/department/med
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sec/alt/department/sci
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_sci

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@@ -0,0 +1,158 @@
/datum/job/officer
title = "Security Officer"
flag = OFFICER
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
supervisors = "the head of security, and the head of your assigned department (if applicable)"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/security
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MECH_SECURITY, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MECH_SECURITY, ACCESS_MINERAL_STOREROOM) // See /datum/job/officer/get_access()
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_SECURITY_OFFICER
/datum/job/officer/get_access()
var/list/L = list()
L |= ..() | check_config_for_sec_maint()
return L
GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
. = ..()
// Assign department security
var/department
if(M && M.client && M.client.prefs)
department = M.client.prefs.prefered_security_department
if(!LAZYLEN(GLOB.available_depts) || department == "None")
return
else if(department in GLOB.available_depts)
LAZYREMOVE(GLOB.available_depts, department)
else
department = pick_n_take(GLOB.available_depts)
var/ears = null
var/accessory = null
var/list/dep_access = null
var/destination = null
var/spawn_point = null
switch(department)
if(SEC_DEPT_SUPPLY)
ears = /obj/item/radio/headset/headset_sec/alt/department/supply
dep_access = list(ACCESS_MAILSORTING, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_CARGO)
destination = /area/security/checkpoint/supply
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/cargo
if(SEC_DEPT_ENGINEERING)
ears = /obj/item/radio/headset/headset_sec/alt/department/engi
dep_access = list(ACCESS_CONSTRUCTION, ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
destination = /area/security/checkpoint/engineering
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/engine
if(SEC_DEPT_MEDICAL)
ears = /obj/item/radio/headset/headset_sec/alt/department/med
dep_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING)
destination = /area/security/checkpoint/medical
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/medblue
if(SEC_DEPT_SCIENCE)
ears = /obj/item/radio/headset/headset_sec/alt/department/sci
dep_access = list(ACCESS_RESEARCH, ACCESS_TOX)
destination = /area/security/checkpoint/science
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
accessory = /obj/item/clothing/accessory/armband/science
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
U.attach_accessory(new accessory)
if(ears)
if(H.ears)
qdel(H.ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
var/obj/item/card/id/W = H.wear_id
W.access |= dep_access
var/teleport = 0
if(!CONFIG_GET(flag/sec_start_brig))
if(destination || spawn_point)
teleport = 1
if(teleport)
var/turf/T
if(spawn_point)
T = get_turf(spawn_point)
H.Move(T)
else
var/safety = 0
while(safety < 25)
T = safepick(get_area_turfs(destination))
if(T && !H.Move(T))
safety += 1
continue
else
break
if(department)
to_chat(M, "<b>You have been assigned to [department]!</b>")
else
to_chat(M, "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>")
/datum/outfit/job/security
name = "Security Officer"
jobtype = /datum/job/officer
belt = /obj/item/pda/security
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/security
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/helmet/sec
suit = /obj/item/clothing/suit/armor/vest/alt
shoes = /obj/item/clothing/shoes/jackboots
l_pocket = /obj/item/restraints/handcuffs
r_pocket = /obj/item/assembly/flash/handheld
suit_store = /obj/item/gun/energy/e_gun/advtaser
backpack_contents = list(/obj/item/melee/baton/loaded=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = list(/obj/item/gun/energy/e_gun/advtaser, /obj/item/clothing/glasses/hud/security/sunglasses, /obj/item/clothing/head/helmet)
//The helmet is necessary because /obj/item/clothing/head/helmet/sec is overwritten in the chameleon list by the standard helmet, which has the same name and icon state
/obj/item/radio/headset/headset_sec/alt/department/Initialize()
. = ..()
wires = new/datum/wires/radio(src)
secure_radio_connections = new
recalculateChannels()
/obj/item/radio/headset/headset_sec/alt/department/engi
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_sec/alt/department/supply
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_sec/alt/department/med
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sec/alt/department/sci
keyslot = new /obj/item/encryptionkey/headset_sec
keyslot2 = new /obj/item/encryptionkey/headset_sci

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@@ -0,0 +1,72 @@
/datum/job/mining
title = "Shaft Miner"
flag = MINER
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 3
spawn_positions = 3
supervisors = "the quartermaster and the head of personnel"
selection_color = "#dcba97"
outfit = /datum/outfit/job/miner
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MINING, ACCESS_MECH_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_CAR
display_order = JOB_DISPLAY_ORDER_SHAFT_MINER
/datum/outfit/job/miner
name = "Shaft Miner"
jobtype = /datum/job/mining
belt = /obj/item/pda/shaftminer
ears = /obj/item/radio/headset/headset_cargo/mining
shoes = /obj/item/clothing/shoes/workboots/mining
gloves = /obj/item/clothing/gloves/color/black
uniform = /obj/item/clothing/under/rank/miner/lavaland
l_pocket = /obj/item/reagent_containers/hypospray/medipen/survival
r_pocket = /obj/item/flashlight/seclite
backpack_contents = list(
/obj/item/storage/bag/ore=1,\
/obj/item/kitchen/knife/combat/survival=1,\
/obj/item/mining_voucher=1,\
/obj/item/stack/marker_beacon/ten=1)
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/satchel/explorer
duffelbag = /obj/item/storage/backpack/duffelbag
box = /obj/item/storage/box/survival_mining
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
/datum/outfit/job/miner/equipped
name = "Shaft Miner (Equipment)"
suit = /obj/item/clothing/suit/hooded/explorer
mask = /obj/item/clothing/mask/gas/explorer
glasses = /obj/item/clothing/glasses/meson
suit_store = /obj/item/tank/internals/oxygen
internals_slot = SLOT_S_STORE
backpack_contents = list(
/obj/item/storage/bag/ore=1,
/obj/item/kitchen/knife/combat/survival=1,
/obj/item/mining_voucher=1,
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
/obj/item/gun/energy/kinetic_accelerator=1,\
/obj/item/stack/marker_beacon/ten=1)
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(istype(H.wear_suit, /obj/item/clothing/suit/hooded))
var/obj/item/clothing/suit/hooded/S = H.wear_suit
S.ToggleHood()
/datum/outfit/job/miner/equipped/hardsuit
name = "Shaft Miner (Equipment + Hardsuit)"
suit = /obj/item/clothing/suit/space/hardsuit/mining
mask = /obj/item/clothing/mask/breath

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@@ -0,0 +1,56 @@
/datum/job/engineer
title = "Station Engineer"
flag = ENGINEER
department_head = list("Chief Engineer")
department_flag = ENGSEC
faction = "Station"
total_positions = 5
spawn_positions = 5
supervisors = "the chief engineer"
selection_color = "#fff5cc"
exp_requirements = 60
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/engineer
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS, ACCESS_MECH_ENGINE,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_ENG
display_order = JOB_DISPLAY_ORDER_STATION_ENGINEER
/datum/outfit/job/engineer
name = "Station Engineer"
jobtype = /datum/job/engineer
belt = /obj/item/storage/belt/utility/full/engi
l_pocket = /obj/item/pda/engineering
ears = /obj/item/radio/headset/headset_eng
uniform = /obj/item/clothing/under/rank/engineer
shoes = /obj/item/clothing/shoes/workboots
head = /obj/item/clothing/head/hardhat
r_pocket = /obj/item/t_scanner
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
/datum/outfit/job/engineer/gloved
name = "Station Engineer (Gloves)"
gloves = /obj/item/clothing/gloves/color/yellow
/datum/outfit/job/engineer/gloved/rig
name = "Station Engineer (Hardsuit)"
mask = /obj/item/clothing/mask/breath
suit = /obj/item/clothing/suit/space/hardsuit/engine
suit_store = /obj/item/tank/internals/oxygen
head = null
internals_slot = SLOT_S_STORE

View File

@@ -0,0 +1,37 @@
/datum/job/virologist
title = "Virologist"
flag = VIROLOGIST
department_head = list("Chief Medical Officer")
department_flag = MEDSCI
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
exp_type = EXP_TYPE_CREW
exp_requirements = 60
outfit = /datum/outfit/job/virologist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_MECH_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_MEDICAL, ACCESS_VIROLOGY, ACCESS_MECH_MEDICAL, ACCESS_MINERAL_STOREROOM)
paycheck = PAYCHECK_MEDIUM
paycheck_department = ACCOUNT_MED
display_order = JOB_DISPLAY_ORDER_VIROLOGIST
/datum/outfit/job/virologist
name = "Virologist"
jobtype = /datum/job/virologist
belt = /obj/item/pda/viro
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/rank/virologist
mask = /obj/item/clothing/mask/surgical
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat/virologist
suit_store = /obj/item/flashlight/pen
backpack = /obj/item/storage/backpack/virology
satchel = /obj/item/storage/backpack/satchel/vir
duffelbag = /obj/item/storage/backpack/duffelbag/med

View File

@@ -0,0 +1,55 @@
/datum/job/warden
title = "Warden"
flag = WARDEN
department_head = list("Head of Security")
department_flag = ENGSEC
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the head of security"
selection_color = "#ffeeee"
minimal_player_age = 7
exp_requirements = 300
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/warden
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MECH_SECURITY, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_MECH_SECURITY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) // See /datum/job/warden/get_access()
paycheck = PAYCHECK_HARD
paycheck_department = ACCOUNT_SEC
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
display_order = JOB_DISPLAY_ORDER_WARDEN
/datum/job/warden/get_access()
var/list/L = list()
L = ..() | check_config_for_sec_maint()
return L
/datum/outfit/job/warden
name = "Warden"
jobtype = /datum/job/warden
belt = /obj/item/pda/warden
ears = /obj/item/radio/headset/headset_sec/alt
uniform = /obj/item/clothing/under/rank/warden
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/vest/warden/alt
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/warden
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
r_pocket = /obj/item/assembly/flash/handheld
l_pocket = /obj/item/restraints/handcuffs
suit_store = /obj/item/gun/energy/e_gun/advtaser
backpack_contents = list(/obj/item/melee/baton/loaded=1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
implants = list(/obj/item/implant/mindshield)
chameleon_extras = /obj/item/gun/ballistic/shotgun/automatic/combat/compact

View File

@@ -1739,17 +1739,39 @@
#include "code\modules\jobs\access.dm"
#include "code\modules\jobs\job_exp.dm"
#include "code\modules\jobs\jobs.dm"
#include "code\modules\jobs\job_types\_job.dm"
#include "code\modules\jobs\job_types\ai.dm"
#include "code\modules\jobs\job_types\assistant.dm"
#include "code\modules\jobs\job_types\atmospheric_technician.dm"
#include "code\modules\jobs\job_types\bartender.dm"
#include "code\modules\jobs\job_types\botanist.dm"
#include "code\modules\jobs\job_types\captain.dm"
#include "code\modules\jobs\job_types\cargo_service.dm"
#include "code\modules\jobs\job_types\civilian.dm"
#include "code\modules\jobs\job_types\civilian_chaplain.dm"
#include "code\modules\jobs\job_types\engineering.dm"
#include "code\modules\jobs\job_types\job.dm"
#include "code\modules\jobs\job_types\medical.dm"
#include "code\modules\jobs\job_types\science.dm"
#include "code\modules\jobs\job_types\security.dm"
#include "code\modules\jobs\job_types\silicon.dm"
#include "code\modules\jobs\job_types\cargo_technician.dm"
#include "code\modules\jobs\job_types\chaplain.dm"
#include "code\modules\jobs\job_types\chemist.dm"
#include "code\modules\jobs\job_types\chief_engineer.dm"
#include "code\modules\jobs\job_types\chief_medical_officer.dm"
#include "code\modules\jobs\job_types\clown.dm"
#include "code\modules\jobs\job_types\cook.dm"
#include "code\modules\jobs\job_types\curator.dm"
#include "code\modules\jobs\job_types\cyborg.dm"
#include "code\modules\jobs\job_types\detective.dm"
#include "code\modules\jobs\job_types\geneticist.dm"
#include "code\modules\jobs\job_types\head_of_personnel.dm"
#include "code\modules\jobs\job_types\head_of_security.dm"
#include "code\modules\jobs\job_types\janitor.dm"
#include "code\modules\jobs\job_types\lawyer.dm"
#include "code\modules\jobs\job_types\medical_doctor.dm"
#include "code\modules\jobs\job_types\mime.dm"
#include "code\modules\jobs\job_types\quartermaster.dm"
#include "code\modules\jobs\job_types\research_director.dm"
#include "code\modules\jobs\job_types\roboticist.dm"
#include "code\modules\jobs\job_types\scientist.dm"
#include "code\modules\jobs\job_types\security_officer.dm"
#include "code\modules\jobs\job_types\shaft_miner.dm"
#include "code\modules\jobs\job_types\station_engineer.dm"
#include "code\modules\jobs\job_types\virologist.dm"
#include "code\modules\jobs\job_types\warden.dm"
#include "code\modules\jobs\map_changes\map_changes.dm"
#include "code\modules\keybindings\bindings_admin.dm"
#include "code\modules\keybindings\bindings_atom.dm"