diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm
index ea7e7ce812..efa6b8b59d 100644
--- a/code/controllers/subsystem/job.dm
+++ b/code/controllers/subsystem/job.dm
@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(job)
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/datum/job/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/initial_players_to_assign = 0 //used for checking against population caps
@@ -14,6 +14,8 @@ SUBSYSTEM_DEF(job)
var/overflow_role = "Assistant"
+ var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
+
/datum/controller/subsystem/job/Initialize(timeofday)
SSmapping.HACK_LoadMapConfig()
if(!occupations.len)
@@ -119,7 +121,7 @@ SUBSYSTEM_DEF(job)
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)
+ if(player.client.prefs.job_preferences[job.title] == level)
JobDebug("FOC pass, Player: [player], Level:[level]")
candidates += player
return candidates
@@ -181,7 +183,7 @@ SUBSYSTEM_DEF(job)
//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/level in level_order)
for(var/command_position in GLOB.command_positions)
var/datum/job/job = GetJob(command_position)
if(!job)
@@ -218,7 +220,7 @@ SUBSYSTEM_DEF(job)
if(!job)
return 0
for(var/i = job.total_positions, i > 0, i--)
- for(var/level = 1 to 3)
+ for(var/level in level_order)
var/list/candidates = list()
candidates = FindOccupationCandidates(job, level)
if(candidates.len)
@@ -304,8 +306,7 @@ SUBSYSTEM_DEF(job)
// Loop through all levels from high to low
var/list/shuffledoccupations = shuffle(occupations)
- var/list/levels = list(JP_HIGH,JP_MEDIUM,JP_LOW)
- for(var/level in levels)
+ for(var/level in level_order)
//Check the head jobs first each level
CheckHeadPositions(level)
@@ -334,7 +335,7 @@ SUBSYSTEM_DEF(job)
if(job.required_playtime_remaining(player.client))
JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
continue
-
+
if(!player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
JobDebug("DO non-human failed, Player: [player], Job:[job.title]")
continue
@@ -344,7 +345,7 @@ SUBSYSTEM_DEF(job)
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(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]")
@@ -475,7 +476,6 @@ SUBSYSTEM_DEF(job)
to_chat(M, "[job.custom_spawn_text]")
if(CONFIG_GET(number/minimal_access_threshold))
to_chat(M, "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.")
-
if(job && H)
if(job.dresscodecompliant)// CIT CHANGE - dress code compliance
equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
@@ -551,7 +551,7 @@ SUBSYSTEM_DEF(job)
if(job.required_playtime_remaining(player.client))
young++
continue
- switch(player.client.prefs.job_preferences["[job.title]"])
+ switch(player.client.prefs.job_preferences[job.title])
if(JP_HIGH)
high++
if(JP_MEDIUM)
@@ -698,4 +698,4 @@ SUBSYSTEM_DEF(job)
. |= player.mind
/datum/controller/subsystem/job/proc/JobDebug(message)
- log_job_debug(message)
+ log_job_debug(message)
\ No newline at end of file