Files
fulpstation/code/controllers/subsystem/job.dm
John Willard 7be3d5e69a Modularizes a ton of Fulp edits within TG code (#362)
* removes fulp edits from job.dm

* crew monitor and basemap

* revert

* MODULAR BLOODSUCKER HUDS FINALLY

* 2 more fulp edits knocked out

* re-adds chain of command but modular

* moves bloodsucker define to new bloodsucker defines file

* chain of command fix

* ok good enough

* Update mentor_clientprocs.dm
2021-09-26 19:16:16 -06:00

857 lines
34 KiB
Plaintext

SUBSYSTEM_DEF(job)
name = "Jobs"
init_order = INIT_ORDER_JOBS
flags = SS_NO_FIRE
/// List of all jobs.
var/list/datum/job/all_occupations = list()
/// List of jobs that can be joined through the starting menu.
var/list/datum/job/joinable_occupations = list()
/// Dictionary of all jobs, keys are titles.
var/list/name_occupations = list()
/// Dictionary of all jobs, keys are types.
var/list/datum/job/type_occupations = list()
/// Dictionary of jobs indexed by the experience type they grant.
var/list/experience_jobs_map = list()
/// List of all departments with joinable jobs.
var/list/datum/job_department/joinable_departments = list()
/// List of all joinable departments indexed by their typepath, sorted by their own display order.
var/list/datum/job_department/joinable_departments_by_type = list()
var/list/unassigned = list() //Players who need jobs
var/initial_players_to_assign = 0 //used for checking against population caps
var/list/prioritized_jobs = list()
var/list/latejoin_trackers = list()
var/overflow_role = /datum/job/assistant
var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
/// Lazylist of mob:occupation_string pairs.
var/list/dynamic_forced_occupations
/// A list of all jobs associated with the station. These jobs also have various icons associated with them including sechud and card trims.
var/list/station_jobs
/// A list of all Head of Staff jobs.
var/list/head_of_staff_jobs
/// A list of additional jobs that have various icons associated with them including sechud and card trims.
var/list/additional_jobs_with_icons
/// A list of jobs associed with Centcom and should use the standard NT Centcom icons.
var/list/centcom_jobs
/**
* Keys should be assigned job roles. Values should be >= 1.
* Represents the chain of command on the station. Lower numbers mean higher priority.
* Used to give the Cap's Spare safe code to a an appropriate player.
* Assumed Captain is always the highest in the chain of command.
* See [/datum/controller/subsystem/ticker/proc/equip_characters]
*/
var/list/chain_of_command = list(
"Captain" = 1,
"Head of Personnel" = 2,
"Research Director" = 3,
"Chief Engineer" = 4,
"Chief Medical Officer" = 5,
"Head of Security" = 6,
"Quartermaster" = 7)
/// If TRUE, some player has been assigned Captaincy or Acting Captaincy at some point during the shift and has been given the spare ID safe code.
var/assigned_captain = FALSE
/// Whether the emergency safe code has been requested via a comms console on shifts with no Captain or Acting Captain.
var/safe_code_requested = FALSE
/// Timer ID for the emergency safe code request.
var/safe_code_timer_id
/// The loc to which the emergency safe code has been requested for delivery.
var/turf/safe_code_request_loc
/datum/controller/subsystem/job/Initialize(timeofday)
setup_job_lists()
if(!length(all_occupations))
SetupOccupations()
if(CONFIG_GET(flag/load_jobs_from_txt))
LoadJobs()
set_overflow_role(CONFIG_GET(string/overflow_job))
return ..()
/datum/controller/subsystem/job/proc/set_overflow_role(new_overflow_role)
var/datum/job/new_overflow = ispath(new_overflow_role) ? GetJobType(new_overflow_role) : GetJob(new_overflow_role)
if(!new_overflow)
JobDebug("Failed to set new overflow role: [new_overflow_role]")
CRASH("set_overflow_role failed | new_overflow_role: [isnull(new_overflow_role) ? "null" : new_overflow_role]")
var/cap = CONFIG_GET(number/overflow_cap)
new_overflow.allow_bureaucratic_error = FALSE
new_overflow.spawn_positions = cap
new_overflow.total_positions = cap
if(new_overflow.type == overflow_role)
return
var/datum/job/old_overflow = GetJobType(overflow_role)
old_overflow.allow_bureaucratic_error = initial(old_overflow.allow_bureaucratic_error)
old_overflow.spawn_positions = initial(old_overflow.spawn_positions)
old_overflow.total_positions = initial(old_overflow.total_positions)
overflow_role = new_overflow.type
JobDebug("Overflow role set to : [new_overflow.type]")
/datum/controller/subsystem/job/proc/SetupOccupations()
name_occupations = list()
type_occupations = list()
var/list/all_jobs = subtypesof(/datum/job)
if(!length(all_jobs))
all_occupations = list()
joinable_occupations = list()
joinable_departments = list()
joinable_departments_by_type = list()
experience_jobs_map = list()
to_chat(world, span_boldannounce("Error setting up jobs, no job datums found"))
return FALSE
var/list/new_all_occupations = list()
var/list/new_joinable_occupations = list()
var/list/new_joinable_departments = list()
var/list/new_joinable_departments_by_type = list()
var/list/new_experience_jobs_map = list()
for(var/job_type in all_jobs)
var/datum/job/job = new job_type()
if(!job.config_check())
continue
if(!job.map_check()) //Even though we initialize before mapping, this is fine because the config is loaded at new
testing("Removed [job.type] due to map config")
continue
new_all_occupations += job
name_occupations[job.title] = job
type_occupations[job_type] = job
if(job.job_flags & JOB_NEW_PLAYER_JOINABLE)
new_joinable_occupations += job
if(!LAZYLEN(job.departments_list))
var/datum/job_department/department = new_joinable_departments_by_type[/datum/job_department/undefined]
if(!department)
department = new /datum/job_department/undefined()
new_joinable_departments_by_type[/datum/job_department/undefined] = department
department.add_job(job)
continue
for(var/department_type in job.departments_list)
var/datum/job_department/department = new_joinable_departments_by_type[department_type]
if(!department)
department = new department_type()
new_joinable_departments_by_type[department_type] = department
department.add_job(job)
sortTim(new_all_occupations, /proc/cmp_job_display_asc)
for(var/datum/job/job as anything in new_all_occupations)
if(!job.exp_granted_type)
continue
new_experience_jobs_map[job.exp_granted_type] += list(job)
sortTim(new_joinable_departments_by_type, /proc/cmp_department_display_asc, associative = TRUE)
for(var/department_type in new_joinable_departments_by_type)
var/datum/job_department/department = new_joinable_departments_by_type[department_type]
sortTim(department.department_jobs, /proc/cmp_job_display_asc)
new_joinable_departments += department
if(department.department_experience_type)
new_experience_jobs_map[department.department_experience_type] = department.department_jobs.Copy()
all_occupations = new_all_occupations
joinable_occupations = sortTim(new_joinable_occupations, /proc/cmp_job_display_asc)
joinable_departments = new_joinable_departments
joinable_departments_by_type = new_joinable_departments_by_type
experience_jobs_map = new_experience_jobs_map
return TRUE
/datum/controller/subsystem/job/proc/GetJob(rank)
if(!length(all_occupations))
SetupOccupations()
return name_occupations[rank]
/datum/controller/subsystem/job/proc/GetJobType(jobtype)
RETURN_TYPE(/datum/job)
if(!length(all_occupations))
SetupOccupations()
return type_occupations[jobtype]
/datum/controller/subsystem/job/proc/get_department_type(department_type)
if(!length(all_occupations))
SetupOccupations()
return joinable_departments_by_type[department_type]
/datum/controller/subsystem/job/proc/AssignRole(mob/dead/new_player/player, datum/job/job, latejoin = FALSE)
JobDebug("Running AR, Player: [player], Rank: [isnull(job) ? "null" : job.type], LJ: [latejoin]")
if(!player?.mind || !job)
JobDebug("AR has failed, Player: [player], Rank: [isnull(job) ? "null" : job.type]")
return FALSE
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
return FALSE
if(!job.player_old_enough(player.client))
return FALSE
if(job.required_playtime_remaining(player.client))
return FALSE
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.spawn_positions
JobDebug("Player: [player] is now Rank: [job.title], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.set_assigned_role(job)
unassigned -= player
job.current_positions++
return TRUE
/datum/controller/subsystem/job/proc/FreeRole(rank)
if(!rank)
return
JobDebug("Freeing role: [rank]")
var/datum/job/job = GetJob(rank)
if(!job)
return FALSE
job.current_positions = max(0, job.current_positions - 1)
/datum/controller/subsystem/job/proc/FindOccupationCandidates(datum/job/job, level, flag)
JobDebug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/dead/new_player/player in unassigned)
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
JobDebug("FOC isbanned failed, Player: [player]")
continue
if(!job.player_old_enough(player.client))
JobDebug("FOC player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("FOC player not enough xp, Player: [player]")
continue
if(flag && (!(flag in player.client.prefs.be_special)))
JobDebug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("FOC incompatible with antagonist role, Player: [player]")
continue
if(player.client.prefs.job_preferences[job.title] == level)
JobDebug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/job/proc/GiveRandomJob(mob/dead/new_player/player)
JobDebug("GRJ Giving random job, Player: [player]")
. = FALSE
for(var/datum/job/job as anything in shuffle(joinable_occupations))
if(istype(job, GetJobType(overflow_role))) // We don't want to give him assistant, that's boring!
continue
if(job.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND) //If you want a command position, select it!
continue
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
if(QDELETED(player))
JobDebug("GRJ isbanned failed, Player deleted")
break
JobDebug("GRJ isbanned failed, Player: [player], Job: [job.title]")
continue
if(!job.player_old_enough(player.client))
JobDebug("GRJ player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("GRJ player not enough xp, Player: [player]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
JobDebug("GRJ Random job given, Player: [player], Job: [job]")
if(AssignRole(player, job))
return TRUE
/datum/controller/subsystem/job/proc/ResetOccupations()
JobDebug("Occupations reset.")
for(var/mob/dead/new_player/player as anything in GLOB.new_player_list)
if(!player?.mind)
continue
player.mind.set_assigned_role(GetJobType(/datum/job/unassigned))
player.mind.special_role = null
SetupOccupations()
unassigned = list()
return
//This proc is called before the level loop of DivideOccupations() and will try to select a head, ignoring ALL non-head preferences for every level until
//it locates a head or runs out of levels to check
//This is basically to ensure that there's atleast a few heads in the round
/datum/controller/subsystem/job/proc/FillHeadPosition()
var/datum/job_department/command_department = get_department_type(/datum/job_department/command)
if(!command_department)
return FALSE
for(var/level in level_order)
for(var/datum/job/job as anything in command_department.department_jobs)
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
continue
var/mob/dead/new_player/candidate = pick(candidates)
if(AssignRole(candidate, job))
return TRUE
return FALSE
//This proc is called at the start of the level loop of DivideOccupations() and will cause head jobs to be checked before any other jobs of the same level
//This is also to ensure we get as many heads as possible
/datum/controller/subsystem/job/proc/CheckHeadPositions(level)
var/datum/job_department/command_department = get_department_type(/datum/job_department/command)
if(!command_department)
return
for(var/datum/job/job as anything in command_department.department_jobs)
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len)
continue
var/mob/dead/new_player/candidate = pick(candidates)
AssignRole(candidate, job)
/// Attempts to fill out all available AI positions.
/datum/controller/subsystem/job/proc/fill_ai_positions()
var/datum/job/ai_job = GetJob("AI")
if(!ai_job)
return
// In byond for(in to) loops, the iteration is inclusive so we need to stop at ai_job.total_positions - 1
for(var/i in ai_job.current_positions to ai_job.total_positions - 1)
for(var/level in level_order)
var/list/candidates = list()
candidates = FindOccupationCandidates(ai_job, level)
if(candidates.len)
var/mob/dead/new_player/candidate = pick(candidates)
if(AssignRole(candidate, GetJobType(/datum/job/ai)))
break
/** Proc DivideOccupations
* fills var "assigned_role" for all ready players.
* This proc must not have any side effect besides of modifying "assigned_role".
**/
/datum/controller/subsystem/job/proc/DivideOccupations()
//Setup new player list and get the jobs list
JobDebug("Running DO")
SEND_SIGNAL(src, COMSIG_OCCUPATIONS_DIVIDED)
//Get the players who are ready
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && is_unassigned_job(player.mind.assigned_role))
unassigned += player
initial_players_to_assign = unassigned.len
JobDebug("DO, Len: [unassigned.len]")
//Scale number of open security officer slots to population
setup_officer_positions()
//Jobs will have fewer access permissions if the number of players exceeds the threshold defined in game_options.txt
var/mat = CONFIG_GET(number/minimal_access_threshold)
if(mat)
if(mat > unassigned.len)
CONFIG_SET(flag/jobs_have_minimal_access, FALSE)
else
CONFIG_SET(flag/jobs_have_minimal_access, TRUE)
//Shuffle players and jobs
unassigned = shuffle(unassigned)
HandleFeedbackGathering()
// Dynamic has picked a ruleset that requires enforcing some jobs before others.
JobDebug("DO, Assigning Priority Positions: [length(dynamic_forced_occupations)]")
assign_priority_positions()
//People who wants to be the overflow role, sure, go on.
JobDebug("DO, Running Overflow Check 1")
var/datum/job/overflow_datum = GetJobType(overflow_role)
var/list/overflow_candidates = FindOccupationCandidates(overflow_datum, JP_LOW)
JobDebug("AC1, Candidates: [overflow_candidates.len]")
for(var/mob/dead/new_player/player in overflow_candidates)
JobDebug("AC1 pass, Player: [player]")
AssignRole(player, GetJobType(overflow_role))
overflow_candidates -= player
JobDebug("DO, AC1 end")
//Select one head
JobDebug("DO, Running Head Check")
FillHeadPosition()
JobDebug("DO, Head Check end")
// Fill out any remaining AI positions.
JobDebug("DO, Running AI Check")
fill_ai_positions()
JobDebug("DO, AI Check end")
//Other jobs are now checked
JobDebug("DO, Running Standard Check")
// New job giving system by Donkie
// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
// Hopefully this will add more randomness and fairness to job giving.
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(joinable_occupations)
for(var/level in level_order)
//Check the head jobs first each level
CheckHeadPositions(level)
// Loop through all unassigned players
for(var/mob/dead/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
// Loop through all jobs
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
if(!job)
continue
if(is_banned_from(player.ckey, job.title))
JobDebug("DO isbanned failed, Player: [player], Job:[job.title]")
continue
if(QDELETED(player))
JobDebug("DO player deleted during job ban check")
break
if(!job.player_old_enough(player.client))
JobDebug("DO player not old enough, Player: [player], Job:[job.title]")
continue
if(job.required_playtime_remaining(player.client))
JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
continue
if(player.mind && (job.title in player.mind.restricted_roles))
JobDebug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
continue
// If the player wants that job on this level, then try give it to him.
if(player.client.prefs.job_preferences[job.title] == level)
// If the job isn't filled
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
AssignRole(player, job)
unassigned -= player
break
JobDebug("DO, Handling unassigned.")
// Hand out random jobs to the people who didn't get any in the last check
// Also makes sure that they got their preference correct
for(var/mob/dead/new_player/player in unassigned)
HandleUnassigned(player)
JobDebug("DO, Handling unrejectable unassigned")
//Mop up people who can't leave.
for(var/mob/dead/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
if(!GiveRandomJob(player))
if(!AssignRole(player, GetJobType(overflow_role))) //If everything is already filled, make them an assistant
return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
return TRUE
//We couldn't find a job from prefs for this guy.
/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
var/jobless_role = player.client.prefs.read_preference(/datum/preference/choiced/jobless_role)
if(PopcapReached())
RejectPlayer(player)
return
switch (jobless_role)
if (BEOVERFLOW)
var/datum/job/overflow_role_datum = GetJobType(overflow_role)
var/allowed_to_be_a_loser = !is_banned_from(player.ckey, overflow_role_datum.title)
if(QDELETED(player) || !allowed_to_be_a_loser)
RejectPlayer(player)
else
if(!AssignRole(player, overflow_role_datum))
RejectPlayer(player)
if (BERANDOMJOB)
if(!GiveRandomJob(player))
RejectPlayer(player)
if (RETURNTOLOBBY)
RejectPlayer(player)
else //Something gone wrong if we got here.
var/message = "DO: [player] fell through handling unassigned"
JobDebug(message)
log_game(message)
message_admins(message)
RejectPlayer(player)
//Gives the player the stuff he should have with his rank
/datum/controller/subsystem/job/proc/EquipRank(mob/living/equipping, datum/job/job, client/player_client)
equipping.job = job.title
SEND_SIGNAL(equipping, COMSIG_JOB_RECEIVED, job)
equipping.mind?.set_assigned_role(job)
if(player_client)
to_chat(player_client, "<span class='infoplain'><b>You are the [job.title].</b></span>")
equipping.on_job_equipping(job)
job.announce_job(equipping)
if(player_client?.holder)
if(CONFIG_GET(flag/auto_deadmin_players) || (player_client.prefs?.toggles & DEADMIN_ALWAYS))
player_client.holder.auto_deadmin()
else
handle_auto_deadmin_roles(player_client, job.title)
if(player_client)
to_chat(player_client, "<span class='infoplain'><b>As the [job.title] you answer directly to [job.supervisors]. Special circumstances may change this.</b></span>")
job.radio_help_message(equipping)
if(player_client)
if(job.req_admin_notify)
to_chat(player_client, "<span class='infoplain'><b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b></span>")
if(CONFIG_GET(number/minimal_access_threshold))
to_chat(player_client, span_notice("<B>As this station was initially staffed with a [CONFIG_GET(flag/jobs_have_minimal_access) ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B>"))
var/related_policy = get_policy(job.title)
if(related_policy)
to_chat(player_client, related_policy)
if(ishuman(equipping))
var/mob/living/carbon/human/wageslave = equipping
wageslave.mind.add_memory(MEMORY_ACCOUNT, list(DETAIL_ACCOUNT_ID = wageslave.account_id), story_value = STORY_VALUE_SHIT, memory_flags = MEMORY_FLAG_NOLOCATION)
job.after_spawn(equipping, player_client)
/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
if(!C?.holder)
return TRUE
var/datum/job/job = GetJob(rank)
var/timegate_expired = FALSE
// allow only forcing deadminning in the first X seconds of the round if auto_deadmin_timegate is set in config
var/timegate = CONFIG_GET(number/auto_deadmin_timegate)
if(timegate && (world.time - SSticker.round_start_time > timegate))
timegate_expired = TRUE
if(!job)
return
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && ((CONFIG_GET(flag/auto_deadmin_heads) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_HEAD)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SECURITY) && ((CONFIG_GET(flag/auto_deadmin_security) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_SECURITY)))
return C.holder.auto_deadmin()
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SILICON) && ((CONFIG_GET(flag/auto_deadmin_silicons) && !timegate_expired) || (C.prefs?.toggles & DEADMIN_POSITION_SILICON))) //in the event there's ever psuedo-silicon roles added, ie synths.
return C.holder.auto_deadmin()
/datum/controller/subsystem/job/proc/setup_officer_positions()
var/datum/job/J = SSjob.GetJob("Security Officer")
if(!J)
CRASH("setup_officer_positions(): Security officer job is missing")
var/ssc = CONFIG_GET(number/security_scaling_coeff)
if(ssc > 0)
if(J.spawn_positions > 0)
var/officer_positions = min(12, max(J.spawn_positions, round(unassigned.len / ssc))) //Scale between configured minimum and 12 officers
JobDebug("Setting open security officer positions to [officer_positions]")
J.total_positions = officer_positions
J.spawn_positions = officer_positions
//Spawn some extra eqipment lockers if we have more than 5 officers
var/equip_needed = J.total_positions
if(equip_needed < 0) // -1: infinite available slots
equip_needed = 12
for(var/i=equip_needed-5, i>0, i--)
if(GLOB.secequipment.len)
var/spawnloc = GLOB.secequipment[1]
new /obj/structure/closet/secure_closet/security/sec(spawnloc)
GLOB.secequipment -= spawnloc
else //We ran out of spare locker spawns!
break
/datum/controller/subsystem/job/proc/LoadJobs()
var/jobstext = file2text("[global.config.directory]/jobs.txt")
for(var/datum/job/job as anything in joinable_occupations)
var/regex/jobs = new("[job.title]=(-1|\\d+),(-1|\\d+)")
jobs.Find(jobstext)
job.total_positions = text2num(jobs.group[1])
job.spawn_positions = text2num(jobs.group[2])
/datum/controller/subsystem/job/proc/HandleFeedbackGathering()
for(var/datum/job/job as anything in joinable_occupations)
var/high = 0 //high
var/medium = 0 //medium
var/low = 0 //low
var/never = 0 //never
var/banned = 0 //banned
var/young = 0 //account too young
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(!(player.ready == PLAYER_READY_TO_PLAY && player.mind && is_unassigned_job(player.mind.assigned_role)))
continue //This player is not ready
if(is_banned_from(player.ckey, job.title) || QDELETED(player))
banned++
continue
if(!job.player_old_enough(player.client))
young++
continue
if(job.required_playtime_remaining(player.client))
young++
continue
switch(player.client.prefs.job_preferences[job.title])
if(JP_HIGH)
high++
if(JP_MEDIUM)
medium++
if(JP_LOW)
low++
else
never++
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
SSblackbox.record_feedback("nested tally", "job_preferences", never, list("[job.title]", "never"))
SSblackbox.record_feedback("nested tally", "job_preferences", banned, list("[job.title]", "banned"))
SSblackbox.record_feedback("nested tally", "job_preferences", young, list("[job.title]", "young"))
/datum/controller/subsystem/job/proc/PopcapReached()
var/hpc = CONFIG_GET(number/hard_popcap)
var/epc = CONFIG_GET(number/extreme_popcap)
if(hpc || epc)
var/relevent_cap = max(hpc, epc)
if((initial_players_to_assign - unassigned.len) >= relevent_cap)
return 1
return 0
/datum/controller/subsystem/job/proc/RejectPlayer(mob/dead/new_player/player)
if(player.mind && player.mind.special_role)
return
if(PopcapReached())
JobDebug("Popcap overflow Check observer located, Player: [player]")
JobDebug("Player rejected :[player]")
to_chat(player, "<span class='infoplain'><b>You have failed to qualify for any job you desired.</b></span>")
unassigned -= player
player.ready = PLAYER_NOT_READY
/datum/controller/subsystem/job/Recover()
set waitfor = FALSE
var/oldjobs = SSjob.all_occupations
sleep(20)
for (var/datum/job/job as anything in oldjobs)
INVOKE_ASYNC(src, .proc/RecoverJob, job)
/datum/controller/subsystem/job/proc/RecoverJob(datum/job/J)
var/datum/job/newjob = GetJob(J.title)
if (!istype(newjob))
return
newjob.total_positions = J.total_positions
newjob.spawn_positions = J.spawn_positions
newjob.current_positions = J.current_positions
/atom/proc/JoinPlayerHere(mob/joining_mob, buckle)
// By default, just place the mob on the same turf as the marker or whatever.
joining_mob.forceMove(get_turf(src))
/obj/structure/chair/JoinPlayerHere(mob/joining_mob, buckle)
. = ..()
// Placing a mob in a chair will attempt to buckle it, or else fall back to default.
if(buckle && isliving(joining_mob))
buckle_mob(joining_mob, FALSE, FALSE)
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
var/atom/destination
if(M.mind && !is_unassigned_job(M.mind.assigned_role) && length(GLOB.jobspawn_overrides[M.mind.assigned_role.title])) //We're doing something special today.
destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role.title])
destination.JoinPlayerHere(M, FALSE)
return TRUE
if(latejoin_trackers.len)
destination = pick(latejoin_trackers)
destination.JoinPlayerHere(M, buckle)
return TRUE
destination = get_last_resort_spawn_points()
destination.JoinPlayerHere(M, buckle)
/datum/controller/subsystem/job/proc/get_last_resort_spawn_points()
//bad mojo
var/area/shuttle/arrival/arrivals_area = GLOB.areas_by_type[/area/shuttle/arrival]
if(arrivals_area)
//first check if we can find a chair
var/obj/structure/chair/shuttle_chair = locate() in arrivals_area
if(shuttle_chair)
return shuttle_chair
//last hurrah
var/list/turf/available_turfs = list()
for(var/turf/arrivals_turf in arrivals_area)
if(!arrivals_turf.is_blocked_turf(TRUE))
available_turfs += arrivals_turf
if(length(available_turfs))
return pick(available_turfs)
//pick an open spot on arrivals and dump em
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
if(length(arrivals_turfs))
for(var/turf/arrivals_turf in arrivals_turfs)
if(!arrivals_turf.is_blocked_turf(TRUE))
return arrivals_turf
//last chance, pick ANY spot on arrivals and dump em
return pick(arrivals_turfs)
stack_trace("Unable to find last resort spawn point.")
return GET_ERROR_ROOM
///Lands specified mob at a random spot in the hallways
/datum/controller/subsystem/job/proc/DropLandAtRandomHallwayPoint(mob/living/living_mob)
var/turf/spawn_turf = get_safe_random_station_turf(typesof(/area/hallway))
if(!spawn_turf)
SendToLateJoin(living_mob)
else
var/obj/structure/closet/supplypod/centcompod/toLaunch = new()
living_mob.forceMove(toLaunch)
new /obj/effect/pod_landingzone(spawn_turf, toLaunch)
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/datum/controller/subsystem/job/proc/get_living_heads()
. = list()
for(var/mob/living/carbon/human/player as anything in GLOB.human_list)
if(player.stat != DEAD && (player.mind?.assigned_role.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND))
. += player.mind
////////////////////////////
//Keeps track of all heads//
////////////////////////////
/datum/controller/subsystem/job/proc/get_all_heads()
. = list()
for(var/mob/living/carbon/human/player as anything in GLOB.human_list)
if(player.mind?.assigned_role.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND)
. += player.mind
//////////////////////////////////////////////
//Keeps track of all living security members//
//////////////////////////////////////////////
/datum/controller/subsystem/job/proc/get_living_sec()
. = list()
for(var/mob/living/carbon/human/player as anything in GLOB.human_list)
if(player.stat != DEAD && (player.mind?.assigned_role.departments_bitflags & DEPARTMENT_BITFLAG_SECURITY))
. += player.mind
////////////////////////////////////////
//Keeps track of all security members//
////////////////////////////////////////
/datum/controller/subsystem/job/proc/get_all_sec()
. = list()
for(var/mob/living/carbon/human/player as anything in GLOB.human_list)
if(player.mind?.assigned_role.departments_bitflags & DEPARTMENT_BITFLAG_SECURITY)
. += player.mind
/datum/controller/subsystem/job/proc/JobDebug(message)
log_job_debug(message)
/// Builds various lists of jobs based on station, centcom and additional jobs with icons associated with them.
/datum/controller/subsystem/job/proc/setup_job_lists()
station_jobs = list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician", \
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", \
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Paramedic", "Chemist", "Geneticist", "Virologist", "Psychologist", \
"Research Director", "Scientist", "Roboticist", "Head of Security", "Warden", "Detective", "Security Officer", "Prisoner")
head_of_staff_jobs = list("Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Head of Security", "Captain")
additional_jobs_with_icons = list("Emergency Response Team Commander", "Security Response Officer", "Engineering Response Officer", "Medical Response Officer", \
"Entertainment Response Officer", "Religious Response Officer", "Janitorial Response Officer", "Death Commando", "Security Officer (Engineering)", \
"Security Officer (Cargo)", "Security Officer (Medical)", "Security Officer (Science)")
centcom_jobs = list("Central Command","VIP Guest","Custodian","Thunderdome Overseer","CentCom Official","Medical Officer","Research Officer", \
"Special Ops Officer","Admiral","CentCom Commander","CentCom Bartender","Private Security Force")
/obj/item/paper/fluff/spare_id_safe_code
name = "Nanotrasen-Approved Spare ID Safe Code"
desc = "Proof that you have been approved for Captaincy, with all its glory and all its horror."
/obj/item/paper/fluff/spare_id_safe_code/Initialize()
. = ..()
var/safe_code = SSid_access.spare_id_safe_code
info = "Captain's Spare ID safe code combination: [safe_code ? safe_code : "\[REDACTED\]"]<br><br>The spare ID can be found in its dedicated safe on the bridge.<br><br>If your job would not ordinarily have Head of Staff access, your ID card has been specially modified to possess it."
update_appearance()
/obj/item/paper/fluff/emergency_spare_id_safe_code
name = "Emergency Spare ID Safe Code Requisition"
desc = "Proof that nobody has been approved for Captaincy. A skeleton key for a skeleton shift."
/obj/item/paper/fluff/emergency_spare_id_safe_code/Initialize()
. = ..()
var/safe_code = SSid_access.spare_id_safe_code
info = "Captain's Spare ID safe code combination: [safe_code ? safe_code : "\[REDACTED\]"]<br><br>The spare ID can be found in its dedicated safe on the bridge."
update_appearance()
/datum/controller/subsystem/job/proc/promote_to_captain(mob/living/carbon/human/new_captain, acting_captain = FALSE)
var/id_safe_code = SSid_access.spare_id_safe_code
if(!id_safe_code)
CRASH("Cannot promote [new_captain.real_name] to Captain, there is no id_safe_code.")
var/paper = new /obj/item/paper/fluff/spare_id_safe_code()
var/list/slots = list(
LOCATION_LPOCKET = ITEM_SLOT_LPOCKET,
LOCATION_RPOCKET = ITEM_SLOT_RPOCKET,
LOCATION_BACKPACK = ITEM_SLOT_BACKPACK,
LOCATION_HANDS = ITEM_SLOT_HANDS
)
var/where = new_captain.equip_in_one_of_slots(paper, slots, FALSE) || "at your feet"
if(acting_captain)
to_chat(new_captain, span_notice("Due to your position in the chain of command, you have been promoted to Acting Captain. You can find in important note about this [where]."))
else
to_chat(new_captain, span_notice("You can find the code to obtain your spare ID from the secure safe on the Bridge [where]."))
// Force-give their ID card bridge access.
var/obj/item/id_slot = new_captain.get_item_by_slot(ITEM_SLOT_ID)
if(id_slot)
var/obj/item/card/id/id_card = id_slot.GetID()
if(!(ACCESS_HEADS in id_card.access))
id_card.add_wildcards(list(ACCESS_HEADS), mode=FORCE_ADD_ALL)
assigned_captain = TRUE
/// Send a drop pod containing a piece of paper with the spare ID safe code to loc
/datum/controller/subsystem/job/proc/send_spare_id_safe_code(loc)
new /obj/effect/pod_landingzone(loc, /obj/structure/closet/supplypod/centcompod, new /obj/item/paper/fluff/emergency_spare_id_safe_code())
safe_code_timer_id = null
safe_code_request_loc = null
/// Blindly assigns the required roles to every player in the dynamic_forced_occupations list.
/datum/controller/subsystem/job/proc/assign_priority_positions()
for(var/mob/new_player in dynamic_forced_occupations)
AssignRole(new_player, GetJob(dynamic_forced_occupations[new_player]))