-
-
Notifications
You must be signed in to change notification settings - Fork 1.3k
Adds Skeleton Crew Access #31389
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds Skeleton Crew Access #31389
Conversation
|
I noticed that Mining doesn't get access to the Smith but everyone else in cargo does. Is this intentional? |
Oversight, I'll fix that. |
poobsie
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Approving, but I would really like if someone else could sanity check the access that's granted and revoked to make sure it's correct.
DGamerL
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
As said in discord, maybe heads of staff get cappy office access?
Added. |
This reverts commit b7ac71d.
What Does This PR Do
#31146 has been dead for long enough, I'm making my own skeleton crew PR.
Every 5 minutes. SSjobs will fire. During this, it will check if the crew manifest is larger than the
skeleton_crew_threshold(set by default at 30). If it falls below the threshold, it will enable skeleton crew access.If the crew rises above the
skeleton_crew_escape_threshold(set by default at 35), the next time SSjobs fires, it will revoke the skeleton crew access, with a 2 minute grace timer to allow crew to exit areas they do not have access to normally.Adds 3 new config options
allow_skeleton_crew_access, allows this entire system to function or not. Deafults to TRUE.skeleton_crew_threshold, the theshold at which skeleton crew access will be activated. Defaults to 30.skeleton_crew_escape_threshold, the threshold at which skeleton crew access will be revoked. Defaults to 35.Skeleton crew access credentials are stored seperately from regular access, so this dynamic access assignment will not interfere with any access tweaks performed by an ID computer. The kind of skeleton crew access on a card is changed if an ID computer changes the card's associated job.
The skeleton accesses are as follows:
Engineering
All non heads gain full parity of access.
Service
The food people gain full parity of access.
Security
Security officers gain access to: Detective Office, Morgue.
Warden gains access to: Detective Office, Morgue.
Medical
All non-heads gain full parity of access (sans psych office and paramedic access elevation).
Cargo
All non-heads gain full parity of access (sans explorer access elevation, because if you're leaving the station, you'd better be doing it to mine minerals for the ORM!)
Science
All non-heads gain (except for EVA, External Airlocks, and Teleporter. You can leave the station to mine mats for RND in your ripley. No explorer gaming)
Scientist gains access to: Robotics, Morgue (from roboticist), Tech Storage, Genetics, Xenobiology, Mining, Mining Station.
Xenobiologist gains access to: RND, Toxins, Robotics, Morgue (from roboticist), Tech Storage, Genetics
Roboticist gains access to: RND, Toxins, Genetics, Xenobiology, Mining, Mining Station.
Geneticist agains access to: ORM, RND, Toxins, Robotics, Morgue (from roboticist), Xenobiology, Mining, Mining Station.
Command
All heads of departments (HoP, HoS, QM, RD, CMO, CE) gain captain access so they can more easly take charge as acting captain.
Why It's Good For The Game
Giving crew general access to their departments during very lowpop rounds should hopefully reduce frustration and make the station a little bit easier to keep functional.
Testing
Tried my extended access as a cargo tech to access mining, it worked.
Forced extended access to end, tried again, it failed.
Modified a blank ID to be a psychiatrist. Tried my extended access to access chemistry, it worked.
Forced extended access to end, tried again, it failed.
Declaration
Changelog
🆑
add: Added skeleton crew access.
/:cl: