Level Order listing
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@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(job)
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flags = SS_NO_FIRE
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var/list/occupations = list() //List of all jobs
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var/list/name_occupations = list() //Dict of all jobs, keys are titles
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var/list/datum/job/name_occupations = list() //Dict of all jobs, keys are titles
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var/list/type_occupations = list() //Dict of all jobs, keys are types
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var/list/unassigned = list() //Players who need jobs
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var/initial_players_to_assign = 0 //used for checking against population caps
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@@ -14,6 +14,8 @@ SUBSYSTEM_DEF(job)
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var/overflow_role = "Assistant"
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var/list/level_order = list(JP_HIGH,JP_MEDIUM,JP_LOW)
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/datum/controller/subsystem/job/Initialize(timeofday)
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SSmapping.HACK_LoadMapConfig()
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if(!occupations.len)
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@@ -119,7 +121,7 @@ SUBSYSTEM_DEF(job)
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if(player.mind && job.title in player.mind.restricted_roles)
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JobDebug("FOC incompatible with antagonist role, Player: [player]")
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continue
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if(player.client.prefs.job_preferences["[job.title]"] == level)
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if(player.client.prefs.job_preferences[job.title] == level)
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JobDebug("FOC pass, Player: [player], Level:[level]")
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candidates += player
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return candidates
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@@ -181,7 +183,7 @@ SUBSYSTEM_DEF(job)
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//it locates a head or runs out of levels to check
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//This is basically to ensure that there's atleast a few heads in the round
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/datum/controller/subsystem/job/proc/FillHeadPosition()
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for(var/level = 1 to 3)
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for(var/level in level_order)
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for(var/command_position in GLOB.command_positions)
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var/datum/job/job = GetJob(command_position)
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if(!job)
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@@ -218,7 +220,7 @@ SUBSYSTEM_DEF(job)
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if(!job)
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return 0
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for(var/i = job.total_positions, i > 0, i--)
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for(var/level = 1 to 3)
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for(var/level in level_order)
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var/list/candidates = list()
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candidates = FindOccupationCandidates(job, level)
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if(candidates.len)
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@@ -304,8 +306,7 @@ SUBSYSTEM_DEF(job)
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// Loop through all levels from high to low
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var/list/shuffledoccupations = shuffle(occupations)
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var/list/levels = list(JP_HIGH,JP_MEDIUM,JP_LOW)
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for(var/level in levels)
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for(var/level in level_order)
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//Check the head jobs first each level
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CheckHeadPositions(level)
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@@ -334,7 +335,7 @@ SUBSYSTEM_DEF(job)
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if(job.required_playtime_remaining(player.client))
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JobDebug("DO player not enough xp, Player: [player], Job:[job.title]")
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continue
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if(!player.client.prefs.pref_species.qualifies_for_rank(job.title, player.client.prefs.features))
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JobDebug("DO non-human failed, Player: [player], Job:[job.title]")
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continue
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@@ -344,7 +345,7 @@ SUBSYSTEM_DEF(job)
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continue
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// If the player wants that job on this level, then try give it to him.
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if(player.client.prefs.job_preferences["[job.title]"] == level)
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if(player.client.prefs.job_preferences[job.title] == level)
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// If the job isn't filled
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if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
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JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
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@@ -475,7 +476,6 @@ SUBSYSTEM_DEF(job)
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to_chat(M, "<b>[job.custom_spawn_text]</b>")
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if(CONFIG_GET(number/minimal_access_threshold))
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to_chat(M, "<span class='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></span>")
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if(job && H)
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if(job.dresscodecompliant)// CIT CHANGE - dress code compliance
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equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
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@@ -551,7 +551,7 @@ SUBSYSTEM_DEF(job)
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if(job.required_playtime_remaining(player.client))
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young++
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continue
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switch(player.client.prefs.job_preferences["[job.title]"])
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switch(player.client.prefs.job_preferences[job.title])
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if(JP_HIGH)
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high++
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if(JP_MEDIUM)
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@@ -698,4 +698,4 @@ SUBSYSTEM_DEF(job)
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. |= player.mind
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/datum/controller/subsystem/job/proc/JobDebug(message)
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log_job_debug(message)
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log_job_debug(message)
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