Files
fulpstation/code/controllers/subsystem/job.dm
Shadowlight213 e458845453 Adds tracking amount of time spent playing departments 2: The fall of the Assistants. (#29105)
* Ports Paradise Job exp system

* changed to use json_decode and json_encode as recommended by oranges

* updates changelog

* Reee cyberboss

* Changes to use a seperate table

* Updates database changelog
Changes to use mediumint

* Back to wip we go.
Changes sql stuff to how mso suggested
Attempts the changes requested in the other pr.

* work on stuff.

* work on stuff.

* Renamed proc for time remaining.
Fixed updating time amounts.
Added delay to fix firing at roundstart

* exp is now stored in a global list, and only updated to the db at round end.

* some stuff

* Added button to toggle exempt status on a player.
Still need to make it update the db

* REEE Jordie.
Undoes delaying exp updating to round end.
Adds the updating filtering to the update_exp_client proc which is used again

* Lowers a bunch of the times needed.

* Makes tracking per job instead of per department.
Department time is now calculated from job time.

* Whoops forgot to update master first. Lemme save this

Reverb should play cheeki breeki to people

* I think I did this right.
Too tired to test atm.
Busy rewatching twintails ni narimasu

* Removes var from proc arguments
Fixes database stuff

* Does some requested changes.
Makes special_role be tracked instead of bundled under special.

* Done, but need to refactor how it handles ghost roles.

* Less false data wew

* Changes

* Updates db version
More changes

* More changes

* More changes

* revision fix

* OOPS

* fix schemas

* Makes SQL error logging handled by Execute
Gang role tracking now strips out the gang name and is generic.
2017-08-20 23:01:08 +12:00

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SUBSYSTEM_DEF(job)
name = "Jobs"
init_order = INIT_ORDER_JOBS
flags = SS_NO_FIRE
var/list/occupations = list() //List of all jobs
var/list/name_occupations = list() //Dict of all jobs, keys are titles
var/list/type_occupations = list() //Dict of all jobs, keys are types
var/list/unassigned = list() //Players who need jobs
var/list/job_debug = list() //Debug info
var/initial_players_to_assign = 0 //used for checking against population caps
var/list/prioritized_jobs = list()
var/list/latejoin_trackers = list() //Don't read this list, use GetLateJoinTurfs() instead
/datum/controller/subsystem/job/Initialize(timeofday)
if(!occupations.len)
SetupOccupations()
if(config.load_jobs_from_txt)
LoadJobs()
..()
/datum/controller/subsystem/job/proc/SetupOccupations(faction = "Station")
occupations = list()
var/list/all_jobs = subtypesof(/datum/job)
if(!all_jobs.len)
to_chat(world, "<span class='boldannounce'>Error setting up jobs, no job datums found</span>")
return 0
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job)
continue
if(job.faction != faction)
continue
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
occupations += job
name_occupations[job.title] = job
type_occupations[J] = job
return 1
/datum/controller/subsystem/job/proc/Debug(text)
if(!GLOB.Debug2)
return 0
job_debug.Add(text)
return 1
/datum/controller/subsystem/job/proc/GetJob(rank)
if(!occupations.len)
SetupOccupations()
return name_occupations[rank]
/datum/controller/subsystem/job/proc/GetJobType(jobtype)
if(!occupations.len)
SetupOccupations()
return type_occupations[jobtype]
/datum/controller/subsystem/job/proc/AssignRole(mob/dead/new_player/player, rank, latejoin=0)
Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
if(player && player.mind && rank)
var/datum/job/job = GetJob(rank)
if(!job)
return 0
if(jobban_isbanned(player, rank))
return 0
if(!job.player_old_enough(player.client))
return 0
if(job.required_playtime_remaining(player.client))
return 0
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.spawn_positions
Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
unassigned -= player
job.current_positions++
return 1
Debug("AR has failed, Player: [player], Rank: [rank]")
return 0
/datum/controller/subsystem/job/proc/FindOccupationCandidates(datum/job/job, level, flag)
Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/dead/new_player/player in unassigned)
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player]")
continue
if(!job.player_old_enough(player.client))
Debug("FOC player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
Debug("FOC player not enough xp, Player: [player]")
continue
if(flag && (!(flag in player.client.prefs.be_special)))
Debug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.mind && job.title in player.mind.restricted_roles)
Debug("FOC incompatible with antagonist role, Player: [player]")
continue
if(config.enforce_human_authority && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
Debug("FOC non-human failed, Player: [player]")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
Debug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
/datum/controller/subsystem/job/proc/GiveRandomJob(mob/dead/new_player/player)
Debug("GRJ Giving random job, Player: [player]")
. = FALSE
for(var/datum/job/job in shuffle(occupations))
if(!job)
continue
if(istype(job, GetJob("Assistant"))) // We don't want to give him assistant, that's boring!
continue
if(job.title in GLOB.command_positions) //If you want a command position, select it!
continue
if(jobban_isbanned(player, job.title))
Debug("GRJ isbanned failed, Player: [player], Job: [job.title]")
continue
if(!job.player_old_enough(player.client))
Debug("GRJ player not old enough, Player: [player]")
continue
if(job.required_playtime_remaining(player.client))
Debug("GRJ player not enough xp, Player: [player]")
continue
if(player.mind && job.title in player.mind.restricted_roles)
Debug("GRJ incompatible with antagonist role, Player: [player], Job: [job.title]")
continue
if(config.enforce_human_authority && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
Debug("GRJ non-human failed, Player: [player]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
Debug("GRJ Random job given, Player: [player], Job: [job]")
if(AssignRole(player, job.title))
return TRUE
/datum/controller/subsystem/job/proc/ResetOccupations()
for(var/mob/dead/new_player/player in GLOB.player_list)
if((player) && (player.mind))
player.mind.assigned_role = null
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()
for(var/level = 1 to 3)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
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, command_position))
return 1
return 0
//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)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
continue
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, command_position)
/datum/controller/subsystem/job/proc/FillAIPosition()
var/ai_selected = 0
var/datum/job/job = GetJob("AI")
if(!job)
return 0
for(var/i = job.total_positions, i > 0, i--)
for(var/level = 1 to 3)
var/list/candidates = list()
candidates = FindOccupationCandidates(job, level)
if(candidates.len)
var/mob/dead/new_player/candidate = pick(candidates)
if(AssignRole(candidate, "AI"))
ai_selected++
break
if(ai_selected)
return 1
return 0
/** 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
Debug("Running DO")
//Holder for Triumvirate is stored in the SSticker, this just processes it
if(SSticker.triai)
for(var/datum/job/ai/A in occupations)
A.spawn_positions = 3
//Get the players who are ready
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role)
unassigned += player
initial_players_to_assign = unassigned.len
Debug("DO, Len: [unassigned.len]")
if(unassigned.len == 0)
return 0
//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
if(config.minimal_access_threshold)
if(config.minimal_access_threshold > unassigned.len)
config.jobs_have_minimal_access = 0
else
config.jobs_have_minimal_access = 1
//Shuffle players and jobs
unassigned = shuffle(unassigned)
HandleFeedbackGathering()
//People who wants to be assistants, sure, go on.
Debug("DO, Running Assistant Check 1")
var/datum/job/assist = new /datum/job/assistant()
var/list/assistant_candidates = FindOccupationCandidates(assist, 3)
Debug("AC1, Candidates: [assistant_candidates.len]")
for(var/mob/dead/new_player/player in assistant_candidates)
Debug("AC1 pass, Player: [player]")
AssignRole(player, "Assistant")
assistant_candidates -= player
Debug("DO, AC1 end")
//Select one head
Debug("DO, Running Head Check")
FillHeadPosition()
Debug("DO, Head Check end")
//Check for an AI
Debug("DO, Running AI Check")
FillAIPosition()
Debug("DO, AI Check end")
//Other jobs are now checked
Debug("DO, Running Standard Check")
// New job giving system by Donkie
// This will cause lots of more loops, but since it's only done once it shouldn't really matter much at all.
// Hopefully this will add more randomness and fairness to job giving.
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(occupations)
for(var/level = 1 to 3)
//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(jobban_isbanned(player, job.title))
Debug("DO isbanned failed, Player: [player], Job:[job.title]")
continue
if(!job.player_old_enough(player.client))
Debug("DO player not old enough, Player: [player], Job:[job.title]")
continue
if(job.required_playtime_remaining(player.client))
Debug("DO player not enough xp, Player: [player], Job:[job.title]")
continue
if(player.mind && job.title in player.mind.restricted_roles)
Debug("DO incompatible with antagonist role, Player: [player], Job:[job.title]")
continue
if(config.enforce_human_authority && !player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
Debug("DO non-human failed, 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.GetJobDepartment(job, level) & job.flag)
// If the job isn't filled
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
Debug("DO pass, Player: [player], Level:[level], Job:[job.title]")
AssignRole(player, job.title)
unassigned -= player
break
// 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)
if(PopcapReached())
RejectPlayer(player)
else if(jobban_isbanned(player, "Assistant"))
GiveRandomJob(player) //you get to roll for random before everyone else just to be sure you don't get assistant. you're so speshul
for(var/mob/dead/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
else if(player.client.prefs.joblessrole == BERANDOMJOB)
GiveRandomJob(player)
Debug("DO, Standard Check end")
Debug("DO, Running AC2")
// For those who wanted to be assistant if their preferences were filled, here you go.
for(var/mob/dead/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
if(player.client.prefs.joblessrole == BEASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
else // For those who don't want to play if their preference were filled, back you go.
RejectPlayer(player)
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))
AssignRole(player, "Assistant") //If everything is already filled, make them an assistant
return 1
//Gives the player the stuff he should have with his rank
/datum/controller/subsystem/job/proc/EquipRank(mob/M, rank, joined_late=0)
var/mob/dead/new_player/N
var/mob/living/H
if(!joined_late)
N = M
H = N.new_character
else
H = M
var/datum/job/job = GetJob(rank)
H.job = rank
//If we joined at roundstart we should be positioned at our workstation
if(!joined_late)
var/obj/S = null
for(var/obj/effect/landmark/start/sloc in GLOB.start_landmarks_list)
if(sloc.name != rank)
S = sloc //so we can revert to spawning them on top of eachother if something goes wrong
continue
if(locate(/mob/living) in sloc.loc)
continue
S = sloc
break
if(S)
SendToAtom(H, S, buckle = FALSE)
if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
log_world("Couldn't find a round start spawn point for [rank]")
SendToLateJoin(H)
if(H.mind)
H.mind.assigned_role = rank
if(job)
var/new_mob = job.equip(H)
if(ismob(new_mob))
H = new_mob
if(!joined_late)
N.new_character = H
else
M = H
to_chat(M, "<b>You are the [rank].</b>")
to_chat(M, "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
to_chat(M, "<b>To speak on your departments radio, use the :h button. To see others, look closely at your headset.</b>")
if(job.req_admin_notify)
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
if(config.minimal_access_threshold)
to_chat(M, "<FONT color='blue'><B>As this station was initially staffed with a [config.jobs_have_minimal_access ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B></font>")
if(job && H)
job.after_spawn(H, M)
return H
/datum/controller/subsystem/job/proc/setup_officer_positions()
var/datum/job/J = SSjob.GetJob("Security Officer")
if(!J)
throw EXCEPTION("setup_officer_positions(): Security officer job is missing")
if(config.security_scaling_coeff > 0)
if(J.spawn_positions > 0)
var/officer_positions = min(12, max(J.spawn_positions, round(unassigned.len/config.security_scaling_coeff))) //Scale between configured minimum and 12 officers
Debug("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("config/jobs.txt")
for(var/datum/job/J in occupations)
var/regex/jobs = new("[J.title]=(-1|\\d+),(-1|\\d+)")
jobs.Find(jobstext)
J.total_positions = text2num(jobs.group[1])
J.spawn_positions = text2num(jobs.group[2])
/datum/controller/subsystem/job/proc/HandleFeedbackGathering()
for(var/datum/job/job in occupations)
var/tmp_str = "|[job.title]|"
var/level1 = 0 //high
var/level2 = 0 //medium
var/level3 = 0 //low
var/level4 = 0 //never
var/level5 = 0 //banned
var/level6 = 0 //account too young
for(var/mob/dead/new_player/player in GLOB.player_list)
if(!(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
level5++
continue
if(!job.player_old_enough(player.client))
level6++
continue
if(job.required_playtime_remaining(player.client))
level6++
continue
if(player.client.prefs.GetJobDepartment(job, 1) & job.flag)
level1++
else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag)
level2++
else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag)
level3++
else level4++ //not selected
tmp_str += "HIGH=[level1]|MEDIUM=[level2]|LOW=[level3]|NEVER=[level4]|BANNED=[level5]|YOUNG=[level6]|-"
SSblackbox.add_details("job_preferences",tmp_str)
/datum/controller/subsystem/job/proc/PopcapReached()
if(config.hard_popcap || config.extreme_popcap)
var/relevent_cap = max(config.hard_popcap, config.extreme_popcap)
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())
Debug("Popcap overflow Check observer located, Player: [player]")
to_chat(player, "<b>You have failed to qualify for any job you desired.</b>")
unassigned -= player
player.ready = PLAYER_NOT_READY
/datum/controller/subsystem/job/Recover()
set waitfor = FALSE
var/oldjobs = SSjob.occupations
sleep(20)
for (var/datum/job/J in oldjobs)
INVOKE_ASYNC(src, .proc/RecoverJob, J)
/datum/controller/subsystem/job/proc/RecoverJob(datum/job/J)
var/datum/job/newjob = GetJob(J.title)
if (!istype(newjob))
return
newjob.total_positions = J.total_positions
newjob.spawn_positions = J.spawn_positions
newjob.current_positions = J.current_positions
/datum/controller/subsystem/job/proc/SendToAtom(mob/M, atom/A, buckle)
if(buckle && isliving(M) && istype(A, /obj/structure/chair))
var/obj/structure/chair/C = A
if(C.buckle_mob(M, FALSE, FALSE))
return
M.forceMove(get_turf(A))
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
if(latejoin_trackers.len)
SendToAtom(M, pick(latejoin_trackers), buckle)
else
//bad mojo
var/area/shuttle/arrival/A = locate() in GLOB.sortedAreas
if(A)
//first check if we can find a chair
var/obj/structure/chair/C = locate() in A
if(C)
SendToAtom(M, C, buckle)
return
else //last hurrah
var/list/avail = list()
for(var/turf/T in A)
if(!is_blocked_turf(T, TRUE))
avail += T
if(avail.len)
SendToAtom(M, pick(avail), FALSE)
return
//pick an open spot on arrivals and dump em
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
if(arrivals_turfs.len)
for(var/turf/T in arrivals_turfs)
if(!is_blocked_turf(T, TRUE))
SendToAtom(M, T, FALSE)
return
//last chance, pick ANY spot on arrivals and dump em
SendToAtom(M, arrivals_turfs[1], FALSE)
else
var/msg = "Unable to send mob [M] to late join!"
message_admins(msg)
CRASH(msg)