ZomgPonies/Paradise — pull request #347 by IndexLP (2014-07-31 00:08:16+00:00)
Title: New Job - Head - Non-Karma - "Head of Internal Affairs"

If pulled, before compiling please be sure to check code/WorkInProgress/IndexLP/indexlp_defines.dm
## Head of Internal Affairs (HoIA)
##### Reason for Creation
This job was developed based of of a conversation Neca and I had a few months ago where I lamented that there wasn't more of a presence by Centcom for Internal Affairs Agents to turn two when the captain was busy or MIA, but the Internal Affairs Agent felt he had things he should be doing to do his job. This job is needed to fulfill that role without placing extra burden on the admin staff.

As a player who frequently (read:near always) plays IAA it's not at all uncommon to have no one to report to, either there is no magistrate on job (the current superior for IAAs) or the Captain is busy/mia/ doentcarenotyourbossanymore (the old superior).

This job was _not_ created as a karma job because of the potential to lead to the same problem as the magistrate, the position hardly gets played.

I don't feel this job violates the lore either as Internal Affairs is an established Centcom agency.

##### Role on the Station
The role of the Head of Internal Affairs is to give the Internal Affairs Agents an authority to report their findings to reliably. And as this authority the Head of Internal Affairs would have the power to demote/fire or discipline crew members that breached the rules and regulations set down by Central Command (SoP), however this is not an office of security and so would not determine punishments for crimes committed, although the position may inform security when they feel security is conducting themselves illegally (ie 20 min brigging for first offense trespassing)

I don't feel this role overlaps in a significant way with the HoP as the HoIA would not process job transfer additional access or any other HoP function besides demotion, and the HoP would still be in charge willing demotions (job change to civilian; quitting).

Basically the HoIA would act as an authority behind the Internal Affairs Office, which would provide an RP based, rather than admin based, check on mild-moderate shitcurity (as well as other jobs), as well as give more meaning to the Internal Affairs Agents who would now operate directly under a dedicated authority.

##### Supervisor.dm Code SnapShot
Total Positions: 1
req-admin-notify: yes (1)
minimal_player_age: 30 //The job has a petty heavy responsibility/authority, but not more than the captain,
// that could ruin someones round if played inexperienced player, so I went with the same minimum age to
// be safe
access = 'Same as NT rep + HoIA office // Conflict resolution and investigations, part of the IAAs (including
//the HoIA) job, typically requires access, being that this is a head i didn't see the harm in giving the HoIA a
//large access list.
Loyalty Implanted
Magistrate given access to HoIA office
##### Access.dm Code SnapShot
access_hoia = "72"
access_hoia added to the appropriate functions in access.dm
##### Jobs.dm Code SnapShot
Defines the unique FLAG "HOIA" and makes HOIA a command position and puts it in the support category.
##### indexlp_defines.dm Code SnapShot
Defines a new area for the HoIA office.
Defines a new encyptionkey for a newly defined radio for the HoIA // Acts similar to captains headset due to
// potential need to communicate with any department
##### indexlp_icons.dmi Icon SnapShot
Contains the icon for the encryption key

### Map Changes
As this new job requires an office I made one for it, I located it where the clown office currently is and moved the clown office to another part of the ship (next to the dancehall above the library/chapel with a new hallway; see the attached map images.) This room has a new area definition for it.

The Clown office is unchanged other than the blast door having been removed and being slightly shuffled around to accommodate it's new position. The HoIA office is a functioning room that contains these items of note:
ID Computer
Employment Record Laptop
Head of Internal Affairs Fax Machine (HoIA reports to CentCom)
Law Office Stamp (MOVED from the law office to HoIA office)
HoIA Spawnpoint
![internalaffairsarea](https://cloud.githubusercontent.com/assets/7040583/3758302/c2ea698c-1845-11e4-937b-b87c0e6710f8.png)
(Above: Slightly Old image, the see-through door and opaque door are swtiched)
![clownoffice](https://cloud.githubusercontent.com/assets/7040583/3758303/c5320326-1845-11e4-9082-c143dede98ce.png)

## Central Command Jacket
A default item for the HoIA, it's a jacket, but I put the centcom patterning on it, it works just like the jacket and can be buttoned and un-buttoned (the standard NT centcom uniform was way too TNG first season for me)

##### indexlp_defines.dm Code SnapShot
Defines the new item: the Central Command Jacket, uses sprite_sheets to maintain compatability with other icon additions by using it's own .dmi
##### indexlp_icons.dmi Icon SnapShot
Contains both the obj icons (buttoned and un-buttoned) and mob icons (all direction both buttoned and un-buttoned) for the Central Command Jacket.
![indexlp_icons_large](https://cloud.githubusercontent.com/assets/7040583/3758284/95163a86-1845-11e4-90c6-b0ecc0abbd4e.png)
![indexlp_icons](https://cloud.githubusercontent.com/assets/7040583/3758296/b0e1285c-1845-11e4-9d9f-ff857b0e157b.png)

This is my first foray into the code, so if there is anything I missed that you need to make a job please let me know, that said, everything compiled and seemed to work. Thanks for considering the pull request.