anchor.diff:  	var/time_last_closed_position = 0
   	//Jobs you cannot open new positions for
   	var/list/blacklisted = list(
  +		"AI",
  +		"Assistant",
  +		"Cyborg",
   		"Captain",
   		"Head of Personnel",
   		"Head of Security",
  
positive.code: 						dat += "<a href='?src=\ref[src];choice=make_job_available'>Open Position</a><br>"
  					else
  						dat += "<b>There are too many positions for this job.</b><br>"
  
  				else
  					dat += "<b>You cannot open positions for this job.</b><br>"
  
negative.code: 	for(var/title in blacklisted)
  		if(job.title == title)
  			return 1
  	return 0
  
  
  //Logic check for Topic() if you can open the job
  /obj/machinery/computer/card/proc/can_open_job(var/jobtitle)
  	var/datum/job/job = job_master.GetJob(jobtitle)
  	if(!job)
  		return 0
  	return (job.title != "AI" && job.title != "Assistant" && job.title != "Cyborg" && check_access(scan) && (job.total_positions == 0 || !job_blacklisted(job)) && job.total_positions <= player_list.len * (max_relative_positions / 100))
  
  
  
  //Logic check for Topic() if you can close the job
  /obj/machinery/computer/card/proc/can_close_job(var/jobtitle)
  	var/datum/job/job = job_master.GetJob(jobtitle)
  	if(!job)
  		return 0
  	var/time = world.time
  	var/secs = (time / 10)
  	var/delta = secs - time_last_closed_position
  	return (job.title != "AI" && job.title != "Assistant" && job.title != "Cyborg" && check_access(scan) && job.total_positions > job.current_positions && (close_position_cooldown < delta || opened_positions[job.title] > 0)  && close_position_cooldown != 0)
  
  /obj/machinery/computer/card/attack_hand(var/mob/user as mob)
  	if(..())
  