fixes roundstart runtimes by job_preferences index checks be explicit key checks instead, plus some extra sanity checks
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@@ -116,7 +116,7 @@ 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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@@ -246,7 +246,7 @@ SUBSYSTEM_DEF(job)
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initial_players_to_assign = unassigned.len
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JobDebug("DO, Len: [unassigned.len]")
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JobDebug("DO, Len: [unassigned?.len]")
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if(unassigned.len == 0)
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return validate_required_jobs(required_jobs)
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@@ -270,7 +270,7 @@ SUBSYSTEM_DEF(job)
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JobDebug("DO, Running Overflow Check 1")
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var/datum/job/overflow = GetJob(SSjob.overflow_role)
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var/list/overflow_candidates = FindOccupationCandidates(overflow, JP_LOW)
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JobDebug("AC1, Candidates: [overflow_candidates.len]")
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JobDebug("AC1, Candidates: [overflow_candidates?.len]")
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for(var/mob/dead/new_player/player in overflow_candidates)
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JobDebug("AC1 pass, Player: [player]")
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AssignRole(player, SSjob.overflow_role)
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@@ -333,7 +333,7 @@ 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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@@ -540,7 +540,7 @@ 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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