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[Port/Refactor] Job Refactor #11129
[Port/Refactor] Job Refactor #11129
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TG's job code isn't really great so that I won't recommend porting it. |
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I skimmed, but the majour problem comes from something that you really shouldn't port.
The port is trying to make ROLE into JOB codes, to merge ROLE and JOB codes into one. This isn't a good refactor, only increases the complexity of the code to maintain.
🔑With the reason said above, I put my key. Why Role and Job shouldn't be merged?Simple. This means roles like Heretic, Traitor, something else as a job, while crews should have a job with such special role. What should I do port these correctly?I really recommend posting a port PR one by one rather than trying to bring everything here. |
Currently all given changes were purely from tgstation/tgstation#59841 so far, as requested/reverting reverted all changes that merged roles and jobs. |
Getting rid of special role is a good idea, does this mean that assigned_role is a list now so people can have multiple job role at one? Job refactor 1 is a good PR, using strings in GetJob is kinda silly and typepaths are way better. Job refactor 2 looks good too. |
This PR doesn't do that.
typepath check is not any better. when you can just do |
Lifting the key since the majour concern has been resolved. |
49 merge conflicts later.... |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
ARE YOU KIDDING ME |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
okay this entire PR is a shitshow, im pretty sure starting from scratch will be better than... sorting this mess now that #11209 is in |
Will be continuing this in a clean PR. |
nevermind, time for actual TGUI i guess |
About The Pull Request
Requires:
Dehardcodes alot of stuff, bringing our jobs to updated TG standards.
Ports fully or bits of code from:
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:
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(Departures lounge is the location of the communications console, in this case, on RuntimeStation: Departures Lounge)
Changelog
🆑 EvilDragonfiend, Rohesie, Timberpoes, Fikou, JohnFulpWillard, Jacquerel, MrMelbert, Ghommie, XeonMations
refactor: Dehardcoded a lot of job code, added job flags, as well as making the code hopefully better
add: Communications 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: