From 41a8ec29e5ddfaa6f26b4a3773ba01472394dc5b Mon Sep 17 00:00:00 2001 From: Morrow Date: Sat, 18 Nov 2023 22:36:37 -0500 Subject: [PATCH] logging stuff and done --- code/game/jobs/role_authority.dm | 39 +++++++++++++++++--------------- 1 file changed, 21 insertions(+), 18 deletions(-) diff --git a/code/game/jobs/role_authority.dm b/code/game/jobs/role_authority.dm index 08d9332383..a5ee818436 100644 --- a/code/game/jobs/role_authority.dm +++ b/code/game/jobs/role_authority.dm @@ -247,78 +247,81 @@ I hope it's easier to tell what the heck this proc is even doing, unlike previou for(var/mob/new_player/cycled_unassigned in shuffle(unassigned_players)) var/player_assigned_job = FALSE - log_debug("We have started assigning for [cycled_unassigned]") + log_debug("ASSIGNMENT: We have started assigning for [cycled_unassigned].") for(var/priority in HIGH_PRIORITY to LOW_PRIORITY) var/wanted_jobs_by_name = shuffle(cycled_unassigned.client?.prefs?.get_jobs_by_priority(priority)) - log_debug("We have started cycled through priority [priority] for [cycled_unassigned]") + log_debug("ASSIGNMENT: We have started cycled through priority [priority] for [cycled_unassigned].") for(var/job_name in wanted_jobs_by_name) - log_debug("We are cycling through wanted jobs and are at [job_name] for [cycled_unassigned]") + log_debug("ASSIGNMENT: We are cycling through wanted jobs and are at [job_name] for [cycled_unassigned].") if(job_name in roles_to_assign) - log_debug("We have found [job_name] in roles to assign for [cycled_unassigned]") + log_debug("ASSIGNMENT: We have found [job_name] in roles to assign for [cycled_unassigned].") var/datum/job/actual_job = roles_to_assign[job_name] if(assign_role(cycled_unassigned, actual_job)) - log_debug("We have assigned [job_name] to [cycled_unassigned]") + log_debug("ASSIGNMENT: We have assigned [job_name] to [cycled_unassigned].") unassigned_players -= cycled_unassigned if(actual_job.spawn_positions != -1 && actual_job.current_positions >= actual_job.spawn_positions) roles_to_assign -= job_name - log_debug("We have ran out of slots for [job_name] and it has been removed from roles to assign") + log_debug("ASSIGNMENT: We have ran out of slots for [job_name] and it has been removed from roles to assign.") player_assigned_job = TRUE break if(player_assigned_job) - log_debug("[cycled_unassigned] has been assigned a job and we are breaking") + log_debug("ASSIGNMENT: [cycled_unassigned] has been assigned a job and we are breaking.") break - log_debug("[cycled_unassigned] did not get a job at priority [priority], moving to next priority level") + log_debug("ASSIGNMENT: [cycled_unassigned] did not get a job at priority [priority], moving to next priority level.") if(!length(roles_to_assign)) - log_debug("No more roles to assign, breaking") + log_debug("ASSIGNMENT: No more roles to assign, breaking.") break if(!player_assigned_job) - log_debug("[cycled_unassigned] was unable to be assigned a job based on preferences and roles to assign. Attempting alternate options.") + log_debug("ASSIGNMENT: [cycled_unassigned] was unable to be assigned a job based on preferences and roles to assign. Attempting alternate options.") switch(cycled_unassigned.client.prefs.alternate_option) if(GET_RANDOM_JOB) - log_debug("[cycled_unassigned] has opted for random job alternate option. Finding random job.") + log_debug("ASSIGNMENT: [cycled_unassigned] has opted for random job alternate option. Finding random job.") var/iterator = 0 while((cycled_unassigned in unassigned_players) || iterator >= 5) iterator++ var/random_job_name = pick(roles_to_assign) var/datum/job/random_job = roles_to_assign[random_job_name] + log_debug("ASSIGNMENT: [cycled_unassigned] is attempting to be assigned to [random_job_name].") if(assign_role(cycled_unassigned, random_job)) - log_debug("We have randomly assigned [random_job_name] to [cycled_unassigned]") + log_debug("ASSIGNMENT: We have randomly assigned [random_job_name] to [cycled_unassigned]") unassigned_players -= cycled_unassigned if(random_job.spawn_positions != -1 && random_job.current_positions >= random_job.spawn_positions) roles_to_assign -= random_job_name - log_debug("We have ran out of slots for [random_job_name] and it has been removed from roles to assign") + log_debug("ASSIGNMENT: We have ran out of slots for [random_job_name] and it has been removed from roles to assign.") if(iterator > 5) - log_debug("[cycled_unassigned] was unable to be randomly assigned a job. Something has gone wrong.") + log_debug("ASSIGNMENT: [cycled_unassigned] was unable to be randomly assigned a job. Something has gone wrong.") if(BE_MARINE) - log_debug("[cycled_unassigned] has opted for marine alternate option. Checking if slot is available.") + log_debug("ASSIGNMENT: [cycled_unassigned] has opted for marine alternate option. Checking if slot is available.") var/datum/job/marine_job = GET_MAPPED_ROLE(JOB_SQUAD_MARINE) if(assign_role(cycled_unassigned, marine_job)) - log_debug("We have assigned [marine_job.title] to [cycled_unassigned] via alternate option") + log_debug("ASSIGNMENT: We have assigned [marine_job.title] to [cycled_unassigned] via alternate option.") unassigned_players -= cycled_unassigned if(marine_job.spawn_positions != -1 && marine_job.current_positions >= marine_job.spawn_positions) roles_to_assign -= marine_job.title - log_debug("We have ran out of slots for [marine_job.title] and it has been removed from roles to assign") + log_debug("ASSIGNMENT: We have ran out of slots for [marine_job.title] and it has been removed from roles to assign.") + else + log_debug("ASSIGNMENT: We were unable to assign [marine_job.title] to [cycled_unassigned] via alternate option.") if(RETURN_TO_LOBBY) log_debug("[cycled_unassigned] has opted for return to lobby alternate option.") cycled_unassigned.ready = 0 - log_debug("Assigning complete. Players unassigned: [length(unassigned_players)] Jobs unassigned: [length(roles_to_assign)]") + log_debug("ASSIGNMENT: Assigning complete. Players unassigned: [length(unassigned_players)] Jobs unassigned: [length(roles_to_assign)]") return roles_to_assign