Files
vgstation13/code/game/jobs/job_controller.dm
Cael_Aislinn aae42d928a Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/say.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/powerarmor/powerarmor.dm
	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 00:23:22 +10:00

451 lines
14 KiB
Plaintext

var/global/datum/controller/occupations/job_master
/datum/controller/occupations
//List of all jobs
var/list/occupations = list()
//Players who need jobs
var/list/unassigned = list()
//Debug info
var/list/job_debug = list()
proc/SetupOccupations(var/faction = "Station")
occupations = list()
var/list/all_jobs = typesof(/datum/job)
if(!all_jobs.len)
world << "\red \b Error setting up jobs, no job datums found"
return 0
for(var/J in all_jobs)
var/datum/job/job = new J()
if(!job) continue
if(job.faction != faction) continue
occupations += job
return 1
proc/Debug(var/text)
if(!Debug2) return 0
job_debug.Add(text)
return 1
proc/GetJob(var/rank)
if(!rank) return null
for(var/datum/job/J in occupations)
if(!J) continue
if(J.title == rank) return J
return null
proc/GetAltTitle(mob/new_player/player, rank)
return player.preferences.GetAltTitle(GetJob(rank))
proc/AssignRole(var/mob/new_player/player, var/rank, var/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
var/position_limit = job.total_positions
if(!latejoin)
position_limit = job.spawn_positions
if((job.current_positions < position_limit) || position_limit == -1)
Debug("Player: [player] is now Rank: [rank], JCP:[job.current_positions], JPL:[position_limit]")
player.mind.assigned_role = rank
player.mind.role_alt_title = GetAltTitle(player, rank)
unassigned -= player
job.current_positions++
return 1
Debug("AR has failed, Player: [player], Rank: [rank]")
return 0
proc/FindOccupationCandidates(datum/job/job, level, flag)
Debug("Running FOC, Job: [job], Level: [level], Flag: [flag]")
var/list/candidates = list()
for(var/mob/new_player/player in unassigned)
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player]")
continue
if(flag && (!player.client.prefs.be_special & flag))
Debug("FOC flag failed, Player: [player], Flag: [flag], ")
continue
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
Debug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
proc/GiveRandomJob(var/mob/new_player/player)
Debug("FOC Giving random job, Player: [player]")
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 in command_positions) //If you want a command position, select it!
continue
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned failed, Player: [player], Job: [job.title]")
continue
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
Debug("FOC Random job given, Player: [player], Job: [job]")
AssignRole(player, job.title)
unassigned -= player
break
proc/ResetOccupations()
for(var/mob/new_player/player in 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
proc/FillHeadPosition()
for(var/level = 1 to 3)
for(var/command_position in command_positions)
var/datum/job/job = GetJob(command_position)
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
var/mob/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
proc/CheckHeadPositions(var/level)
for(var/command_position in command_positions)
var/datum/job/job = GetJob(command_position)
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
var/mob/new_player/candidate = pick(candidates)
AssignRole(candidate, command_position)
return
proc/FillAIPosition()
var/ai_selected = 0
var/datum/job/job = GetJob("AI")
if(!job) return 0
if((job.title == "AI") && (config) && (!config.allow_ai)) return 0
for(var/i = job.total_positions, i > 0, i--)
for(var/level = 1 to 3)
var/list/candidates = list()
if(ticker.mode.name == "AI malfunction")//Make sure they want to malf if its malf
candidates = FindOccupationCandidates(job, level, BE_MALF)
else
candidates = FindOccupationCandidates(job, level)
if(candidates.len)
var/mob/new_player/candidate = pick(candidates)
if(AssignRole(candidate, "AI"))
ai_selected++
break
//Malf NEEDS an AI so force one if we didn't get a player who wanted it
if((ticker.mode.name == "AI malfunction")&&(!ai_selected))
unassigned = shuffle(unassigned)
for(var/mob/new_player/player in unassigned)
if(jobban_isbanned(player, "AI")) continue
if(AssignRole(player, "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".
**/
proc/DivideOccupations()
//Setup new player list and get the jobs list
Debug("Running DO")
SetupOccupations()
//Holder for Triumvirate is stored in the ticker, this just processes it
if(ticker)
for(var/datum/job/ai/A in occupations)
if(ticker.triai)
A.spawn_positions = 3
//Get the players who are ready
for(var/mob/new_player/player in player_list)
if(player.ready && player.mind && !player.mind.assigned_role)
unassigned += player
Debug("DO, Len: [unassigned.len]")
if(unassigned.len == 0) return 0
//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/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/new_player/player in unassigned)
// Loop through all jobs
for(var/datum/job/job in shuffledoccupations) // SHUFFLE ME BABY
if(!job)
continue
if(jobban_isbanned(player, job.title))
Debug("FOC isbanned 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("FOC 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/new_player/player in unassigned)
if(player.client.prefs.userandomjob)
GiveRandomJob(player)
/*
Old job system
for(var/level = 1 to 3)
for(var/datum/job/job in occupations)
Debug("Checking job: [job]")
if(!job)
continue
if(!unassigned.len)
break
if((job.current_positions >= job.spawn_positions) && job.spawn_positions != -1)
continue
var/list/candidates = FindOccupationCandidates(job, level)
while(candidates.len && ((job.current_positions < job.spawn_positions) || job.spawn_positions == -1))
var/mob/new_player/candidate = pick(candidates)
Debug("Selcted: [candidate], for: [job.title]")
AssignRole(candidate, job.title)
candidates -= candidate*/
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/new_player/player in unassigned)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
return 1
proc/EquipRank(var/mob/living/carbon/human/H, var/rank, var/joined_late = 0)
if(!H) return 0
var/datum/job/job = GetJob(rank)
if(job)
job.equip(H)
else
H << "Your job is [rank] and the game just can't handle it! Please report this bug to an administrator."
H.job = rank
if(H.mind && H.mind.assigned_role != rank)
H.mind.assigned_role = rank
H.mind.role_alt_title = null
if(!joined_late)
var/obj/S = null
for(var/obj/effect/landmark/start/sloc in landmarks_list)
if(sloc.name != rank) continue
if(locate(/mob/living) in sloc.loc) continue
S = sloc
break
if(!S)
S = locate("start*[rank]") // use old stype
if(istype(S, /obj/effect/landmark/start) && istype(S.loc, /turf))
H.loc = S.loc
if(H.mind)
H.mind.assigned_role = rank
switch(rank)
if("Cyborg")
H.Robotize()
return 1
if("AI","Clown") //don't need bag preference stuff!
else
switch(H.backbag) //BS12 EDIT
if(1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
if(2)
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H)
new /obj/item/weapon/storage/box(BPK)
H.equip_to_slot_or_del(BPK, slot_back,1)
if(3)
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack/satchel_norm(H)
new /obj/item/weapon/storage/box(BPK)
H.equip_to_slot_or_del(BPK, slot_back,1)
if(4)
var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack/satchel(H)
new /obj/item/weapon/storage/box(BPK)
H.equip_to_slot_or_del(BPK, slot_back,1)
H << "<B>You are the [rank].</B>"
H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
if(job.req_admin_notify)
H << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
spawnId(H,rank)
if(H.mind.assigned_role == rank && H.mind.role_alt_title)
spawnId(H, rank, H.mind.role_alt_title)
else
spawnId(H,rank)
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
// H.update_icons()
return 1
proc/spawnId(var/mob/living/carbon/human/H, rank, title)
if(!H) return 0
if(!title) title = rank
var/obj/item/weapon/card/id/C = null
var/datum/job/job = null
for(var/datum/job/J in occupations)
if(J.title == rank)
job = J
break
if(job)
if(job.title == "Cyborg")
return
else
C = new job.idtype(H)
else
C = new /obj/item/weapon/card/id(H)
if(C)
C.registered_name = H.real_name
C.assignment = title
C.name = "[C.registered_name]'s ID Card ([C.assignment])"
C.access = get_access(rank)
H.equip_to_slot_or_del(C, slot_wear_id)
/* if(prob(50))
H.equip_to_slot_or_del(new /obj/item/weapon/pen(H), slot_r_store)
else
H.equip_to_slot_or_del(new /obj/item/weapon/pen/blue(H), slot_r_store)*/
H.equip_to_slot_or_del(new /obj/item/device/pda(H), slot_belt)
if(locate(/obj/item/device/pda,H))//I bet this could just use locate. It can --SkyMarshal
var/obj/item/device/pda/pda = locate(/obj/item/device/pda,H)
pda.owner = H.real_name
pda.ownjob = H.wear_id.assignment
pda.name = "PDA-[H.real_name] ([pda.ownjob])"
return 1
proc/LoadJobs(jobsfile) //ran during round setup, reads info from jobs.txt -- Urist
if(!config.load_jobs_from_txt)
return 0
var/list/jobEntries = file2list(jobsfile)
for(var/job in jobEntries)
if(!job)
continue
job = trim(job)
if (!length(job))
continue
var/pos = findtext(job, "=")
var/name = null
var/value = null
if(pos)
name = copytext(job, 1, pos)
value = copytext(job, pos + 1)
else
continue
if(name && value)
var/datum/job/J = GetJob(name)
if(!J) continue
J.total_positions = text2num(value)
J.spawn_positions = text2num(value)
if(name == "AI" || name == "Cyborg")//I dont like this here but it will do for now
J.total_positions = 0
return 1
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
for(var/mob/new_player/player in player_list)
if(!(player.ready && player.mind && !player.mind.assigned_role))
continue //This player is not ready
if(jobban_isbanned(player, job.title))
level5++
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]|-"
feedback_add_details("job_preferences",tmp_str)