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Landmark Shuttles (#8512)
The lifeless live again. Or in this case, what never actually lived here. Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will. I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to. Changes: "Shuttle code has been completely reworked." "Shuttles can now be modified to have more than one destination." "Shuttles now have a takeoff sound." "You can now throw mobs against walls to damage them. A lot." "You now need a neckgrab to throw mobs." "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it." "Adminghosts can now interact with all shuttles."
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@@ -1,127 +0,0 @@
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//===================================================================================
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//Hook for building overmap
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//===================================================================================
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var/global/list/map_sectors = list()
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/hook/startup/proc/build_map()
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if(!config.use_overmap)
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return 1
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testing("Building overmap...")
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var/obj/effect/mapinfo/data
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for(var/level in 1 to world.maxz)
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data = locate("sector[level]")
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if (data)
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testing("Located sector \"[data.name]\" at [data.mapx],[data.mapy] corresponding to zlevel [level]")
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map_sectors["[level]"] = new data.obj_type(data)
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return 1
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//===================================================================================
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//Metaobject for storing information about sector this zlevel is representing.
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//Should be placed only once on every zlevel.
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//===================================================================================
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/obj/effect/mapinfo/
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name = "map info metaobject"
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icon = 'icons/mob/screen/generic.dmi'
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icon_state = "x2"
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invisibility = 101
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var/obj_type //type of overmap object it spawns
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var/landing_area //type of area used as inbound shuttle landing, null if no shuttle landing area
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var/zlevel
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var/mapx //coordinates on the
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var/mapy //overmap zlevel
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var/known = 1
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/obj/effect/mapinfo/New()
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tag = "sector[z]"
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zlevel = z
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loc = null
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/obj/effect/mapinfo/sector
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name = "generic sector"
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obj_type = /obj/effect/map/sector
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/obj/effect/mapinfo/ship
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name = "generic ship"
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obj_type = /obj/effect/map/ship
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//===================================================================================
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//Overmap object representing zlevel
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//===================================================================================
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/obj/effect/map
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name = "map object"
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icon = 'icons/obj/stacks/materials.dmi'
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icon_state = "sheet-plasteel"
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var/map_z = 0
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var/area/shuttle/shuttle_landing
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var/always_known = 1
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/obj/effect/map/New(var/obj/effect/mapinfo/data)
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map_z = data.zlevel
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name = data.name
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always_known = data.known
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if (data.icon != 'icons/mob/screen/generic.dmi')
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icon = data.icon
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icon_state = data.icon_state
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if(data.desc)
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desc = data.desc
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var/new_x = data.mapx ? data.mapx : rand(OVERMAP_EDGE, world.maxx - OVERMAP_EDGE)
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var/new_y = data.mapy ? data.mapy : rand(OVERMAP_EDGE, world.maxy - OVERMAP_EDGE)
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loc = locate(new_x, new_y, OVERMAP_ZLEVEL)
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if(data.landing_area)
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shuttle_landing = locate(data.landing_area)
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/obj/effect/map/CanPass(atom/movable/A)
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testing("[A] attempts to enter sector\"[name]\"")
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return 1
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/obj/effect/map/Crossed(atom/movable/A)
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testing("[A] has entered sector\"[name]\"")
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if (istype(A,/obj/effect/map/ship))
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var/obj/effect/map/ship/S = A
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S.current_sector = src
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/obj/effect/map/Uncrossed(atom/movable/A)
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testing("[A] has left sector\"[name]\"")
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if (istype(A,/obj/effect/map/ship))
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var/obj/effect/map/ship/S = A
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S.current_sector = null
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/obj/effect/map/sector
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name = "generic sector"
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desc = "Sector with some stuff in it."
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anchored = 1
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//Space stragglers go here
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/obj/effect/map/sector/temporary
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name = "Deep Space"
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icon_state = ""
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always_known = 0
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/obj/effect/map/sector/temporary/New(var/nx, var/ny, var/nz)
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loc = locate(nx, ny, OVERMAP_ZLEVEL)
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map_z = nz
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map_sectors["[map_z]"] = src
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testing("Temporary sector at [x],[y] was created, corresponding zlevel is [map_z].")
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/obj/effect/map/sector/temporary/Destroy()
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SHOULD_CALL_PARENT(FALSE)
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map_sectors["[map_z]"] = null
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testing("Temporary sector at [x],[y] was deleted.")
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if (can_die())
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testing("Associated zlevel disappeared.")
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world.maxz--
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return QDEL_HINT_QUEUE
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/obj/effect/map/sector/temporary/proc/can_die(var/mob/observer)
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testing("Checking if sector at [map_z] can die.")
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for(var/mob/M in player_list)
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if(M != observer && M.z == map_z)
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testing("There are people on it.")
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return 0
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return 1
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