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Ребаланс ассистентов. Попытка третья. #3010

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wants to merge 8 commits into from
18 changes: 13 additions & 5 deletions code/game/jobs/access.dm
Expand Up @@ -68,6 +68,9 @@
/var/const/access_detective = 68
/var/const/access_barber = 69
/var/const/access_paramedic = 70
/var/const/access_engineering_lobby = 71

/var/const/access_medbay_storage = 72

//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
Expand Down Expand Up @@ -238,7 +241,7 @@
access_hydroponics, access_library, access_lawyer, access_virology, access_psychiatrist, access_cmo, access_qm, access_clown, access_mime, access_surgery,
access_theatre, access_research, access_mining, access_mailsorting,
access_heads_vault, access_mining_station, access_xenobiology, access_ce, access_hop, access_hos, access_RC_announce,
access_keycard_auth, access_tcomsat, access_gateway, access_xenoarch, access_minisat, access_recycler, access_detective, access_barber, access_paramedic)
access_keycard_auth, access_tcomsat, access_gateway, access_xenoarch, access_minisat, access_recycler, access_detective, access_barber, access_paramedic, access_medbay_storage, access_engineering_lobby)

/proc/get_all_centcom_access()
return list(access_cent_general, access_cent_thunder, access_cent_specops, access_cent_medical, access_cent_living, access_cent_storage, access_cent_teleporter, access_cent_creed, access_cent_captain)
Expand All @@ -253,11 +256,11 @@
if(1) //security
return list(access_sec_doors, access_security, access_brig, access_armory, access_forensics_lockers, access_court, access_hos, access_detective)
if(2) //medbay
return list(access_medical, access_genetics, access_morgue, access_chemistry, access_psychiatrist, access_virology, access_surgery, access_cmo, access_paramedic)
return list(access_medical, access_genetics, access_morgue, access_chemistry, access_psychiatrist, access_virology, access_surgery, access_cmo, access_paramedic, access_medbay_storage)
if(3) //research
return list(access_research, access_tox, access_tox_storage, access_robotics, access_xenobiology, access_xenoarch, access_minisat, access_rd)
if(4) //engineering and maintenance
return list(access_construction, access_maint_tunnels, access_engine, access_engine_equip, access_external_airlocks, access_tech_storage, access_atmospherics, access_minisat, access_ce)
return list(access_construction, access_maint_tunnels, access_engine, access_engine_equip, access_external_airlocks, access_tech_storage, access_atmospherics, access_minisat, access_ce, access_engineering_lobby)
if(5) //command
return list(access_heads, access_RC_announce, access_keycard_auth, access_change_ids, access_ai_upload, access_teleporter, access_eva, access_tcomsat, access_gateway, access_all_personal_lockers, access_heads_vault, access_hop, access_captain)
if(6) //station general
Expand Down Expand Up @@ -427,6 +430,11 @@
return "Barber"
if(access_paramedic)
return "Paramedic"
if(access_engineering_lobby)
return "Engineering Department"
if(access_medbay_storage)
return "Medbay Storage"


/proc/get_centcom_access_desc(A)
switch(A)
Expand Down Expand Up @@ -515,7 +523,7 @@

return "Unknown"

/proc/FindNameFromID(mob/living/carbon/human/H)
proc/FindNameFromID(mob/living/carbon/human/H)
ASSERT(istype(H))
var/obj/item/weapon/card/id/C = H.get_active_hand()
if( istype(C) || istype(C, /obj/item/device/pda) )
Expand Down Expand Up @@ -544,7 +552,7 @@
if(ID)
return ID.registered_name

/proc/get_all_job_icons() //For all existing HUD icons
proc/get_all_job_icons() //For all existing HUD icons
return joblist + list("Prisoner")

/obj/proc/GetJobName() //Used in secHUD icon generation
Expand Down
67 changes: 4 additions & 63 deletions code/game/jobs/job/assistant.dm
Expand Up @@ -7,76 +7,17 @@
spawn_positions = -1
supervisors = "absolutely everyone"
selection_color = "#dddddd"
access = list() //See /datum/job/assistant/get_access()
alt_titles = list("Technical Assistant","Medical Intern","Research Assistant","Security Cadet",
"Lawyer","Mecha Operator","Private Eye","Reporter","Security Cadet","Waiter","Vice Officer","Paranormal Investigator")

/datum/job/assistant/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(!H)
return 0
H.equip_to_slot_or_del(new /obj/item/clothing/under/fluff/jane_sidsuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)

if(visualsOnly)
H.equip_to_slot_or_del(new /obj/item/clothing/under/fluff/jane_sidsuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
return

if (H.mind.role_alt_title)
switch(H.mind.role_alt_title)
if("Technical Assistant")
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/yellow(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/yellow(H), slot_shoes)
if("Medical Intern")
H.equip_to_slot_or_del(new /obj/item/clothing/under/lightblue(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/blue(H), slot_shoes)
if("Research Assistant")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist_new(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
if("Lawyer")
H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/bluesuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/lawyer/bluejacket(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/lawyer2(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase(H), slot_l_hand)
if("Mecha Operator")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/mecha_operator(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/fingerless(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
if("Private Eye")
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/leathercoat(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(H), slot_l_store)
if("Reporter")
H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/reporter(H), slot_belt)
if("Security Cadet")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cadet(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/jackboots(H), slot_shoes)
if("Test Subject")
H.equip_to_slot_or_del(new /obj/item/clothing/under/fluff/jane_sidsuit(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
if("Waiter")
H.equip_to_slot_or_del(new /obj/item/clothing/under/waiter(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
if("Vice Officer")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/vice (H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(H), slot_glasses)
if("Paranormal Investigator")
H.equip_to_slot_or_del(new /obj/item/clothing/under/fluff/indiana (H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/head/indiana(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/device/occult_scanner(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/weapon/occult_pinpointer(H), slot_r_store)
var/obj/item/weapon/implant/explosive/E = new(H)
E.inject(H)

return TRUE

/datum/job/assistant/get_access()
if(config.assistant_maint)
return list(access_maint_tunnels)
else
return list()