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[Port/Refactor] Job Refactor

Open XeonMations opened this issue 7 months ago • 8 comments

About The Pull Request

Dehardcodes alot of stuff, bringing our jobs to updated TG standards.

Ports fully or bits of code from:

  • https://github.com/tgstation/tgstation/pull/59841
  • https://github.com/tgstation/tgstation/pull/57460
  • https://github.com/BeeStation/BeeStation-Hornet/pull/9057
  • https://github.com/tgstation/tgstation/pull/60578
  • https://github.com/tgstation/tgstation/pull/60987
  • https://github.com/tgstation/tgstation/pull/64193
  • https://github.com/tgstation/tgstation/pull/64596
  • https://github.com/tgstation/tgstation/pull/77075
  • https://github.com/tgstation/tgstation/pull/79776 (job flags and stuff, not the actual cargorilla)
  • https://github.com/tgstation/tgstation/pull/80415
  • https://github.com/tgstation/tgstation/pull/82015
  • https://github.com/tgstation/tgstation/pull/80415
  • https://github.com/tgstation/tgstation/pull/80279 (Job flags, again, not the actual station trait)
  • https://github.com/tgstation/tgstation/pull/56910 (acting captain assignment code)

Why It's Good For The Game

QoL for custom jobs and stuff like that, also helps to bring our code up to date.

Testing Photographs and Procedure

Screenshots&Videos

Things for when there is noone in a command position: image image (Departures lounge is the location of the communications console, in this case, on RuntimeStation: Departures Lounge) image image

Changelog

:cl:XeonMations refactor: Refactored job code. add: Comms Consoles now have the ability to request codes to the spare ID safe when there are no crew members in the chain of command on the shift. This can be done without logging into the comms console. /:cl:

XeonMations avatar Jun 28 '24 12:06 XeonMations