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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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@@ -1,176 +0,0 @@
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/obj/machinery/computer/helm
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name = "helm control console"
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icon_screen = "id"
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var/state = "status"
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var/obj/effect/map/ship/linked //connected overmap object
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var/autopilot = 0
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var/manual_control = 0
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var/list/known_sectors = list()
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var/dx //desitnation
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var/dy //coordinates
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/obj/machinery/computer/helm/Initialize()
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. = ..()
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linked = map_sectors["[z]"]
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if (linked)
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if(!linked.nav_control)
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linked.nav_control = src
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testing("Helm console at level [z] found a corresponding overmap object '[linked.name]'.")
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else
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testing("Helm console at level [z] was unable to find a corresponding overmap object.")
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for(var/level in map_sectors)
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var/obj/effect/map/sector/S = map_sectors["[level]"]
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if (istype(S) && S.always_known)
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var/list/R = list()
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R["name"] = S.name
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R["x"] = S.x
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R["y"] = S.y
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known_sectors += list(R)
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/obj/machinery/computer/helm/machinery_process()
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if (autopilot && dx && dy)
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var/turf/T = locate(dx,dy,1)
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if(linked.loc == T)
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if(linked.is_still())
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autopilot = 0
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else
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linked.decelerate()
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var/brake_path = linked.get_brake_path()
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if(get_dist(linked.loc, T) > brake_path)
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linked.accelerate(get_dir(linked.loc, T))
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else
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linked.decelerate()
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return
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/obj/machinery/computer/helm/relaymove(var/mob/user, direction)
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if(manual_control && linked)
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linked.relaymove(user,direction)
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return 1
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/obj/machinery/computer/helm/check_eye(var/mob/user as mob)
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if (!manual_control)
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return -1
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if (!get_dist(user, src) > 1 || user.blinded || !linked )
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return -1
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return 0
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/obj/machinery/computer/helm/attack_hand(var/mob/user as mob)
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if(..())
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user.unset_machine()
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manual_control = 0
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return
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if(!isAI(user))
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user.set_machine(src)
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if(linked)
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user.reset_view(linked)
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ui_interact(user)
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/obj/machinery/computer/helm/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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if(!linked)
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return
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var/data[0]
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data["state"] = state
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data["sector"] = linked.current_sector ? linked.current_sector.name : "Deep Space"
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data["sector_info"] = linked.current_sector ? linked.current_sector.desc : "Not Available"
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data["s_x"] = linked.x
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data["s_y"] = linked.y
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data["dest"] = dy && dx
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data["d_x"] = dx
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data["d_y"] = dy
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data["speed"] = linked.get_speed()
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data["accel"] = round(linked.get_acceleration())
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data["heading"] = linked.get_heading() ? dir2angle(linked.get_heading()) : 0
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data["autopilot"] = autopilot
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data["manual_control"] = manual_control
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var/list/locations[0]
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for (var/list/R in known_sectors)
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var/list/rdata[0]
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rdata["name"] = R["name"]
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rdata["x"] = R["x"]
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rdata["y"] = R["y"]
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rdata["reference"] = "\ref[R]"
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locations.Add(list(rdata))
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data["locations"] = locations
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ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, "helm.tmpl", "[linked.name] Helm Control", 380, 530)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/computer/helm/Topic(href, href_list)
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if(..())
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return 1
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if (!linked)
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return
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if (href_list["add"])
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var/list/R = new()
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var/sec_name = input("Input naviation entry name", "New navigation entry", "Sector #[known_sectors.len]") as text
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if(!sec_name)
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sec_name = "Sector #[known_sectors.len]"
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R["name"] = sec_name
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switch(href_list["add"])
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if("current")
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R["x"] = linked.x
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R["y"] = linked.y
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if("new")
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var/newx = input("Input new entry x coordinate", "Coordinate input", linked.x) as num
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R["x"] = Clamp(newx, 1, world.maxx)
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var/newy = input("Input new entry y coordinate", "Coordinate input", linked.y) as num
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R["y"] = Clamp(newy, 1, world.maxy)
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known_sectors += list(R)
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if (href_list["remove"])
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var/list/R = locate(href_list["remove"])
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known_sectors.Remove(R)
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if (href_list["setx"])
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var/newx = input("Input new destiniation x coordinate", "Coordinate input", dx) as num|null
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if (newx)
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dx = Clamp(newx, 1, world.maxx)
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if (href_list["sety"])
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var/newy = input("Input new destiniation y coordinate", "Coordinate input", dy) as num|null
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if (newy)
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dy = Clamp(newy, 1, world.maxy)
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if (href_list["x"] && href_list["y"])
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dx = text2num(href_list["x"])
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dy = text2num(href_list["y"])
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if (href_list["reset"])
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dx = 0
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dy = 0
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if (href_list["move"])
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var/ndir = text2num(href_list["move"])
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linked.relaymove(usr, ndir)
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if (href_list["brake"])
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linked.decelerate()
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if (href_list["apilot"])
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autopilot = !autopilot
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if (href_list["manual"])
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manual_control = !manual_control
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if (href_list["state"])
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state = href_list["state"]
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add_fingerprint(usr)
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updateUsrDialog()
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