/* While these computers can be placed anywhere, they will only function if placed on either a non-space, non-shuttle turf with an /obj/effect/overmap/visitable/ship present elsewhere on that z level, or else placed in a shuttle area with an /obj/effect/overmap/visitable/ship somewhere on that shuttle. Subtypes of these can be then used to perform ship overmap movement functions. */ /obj/structure/machinery/computer/ship /// Weakrefs to mobs in direct-view mode. var/list/viewers /// How much the view is increased by when the mob is in overmap mode. var/extra_view = 0 /// The ship we're attached to. This is a typecheck for linked, to ensure we're linked to a ship and not a sector var/obj/effect/overmap/visitable/ship/connected /// Are we targeting anything right now? var/targeting = FALSE var/linked_type = /obj/effect/overmap/visitable/ship /// For hotwiring, how many cycles are needed. This decreases by 1 each cycle and triggers at 0 var/hotwire_progress = 8 // Time window for emergency power from Pilot: Spacecraft + Electrical Engineering skills. var/emergency_power_window /obj/structure/machinery/computer/antagonist_hints(mob/user, distance, is_adjacent) . += ..() . += "Consoles like these are typically access-locked." . += "You can remove this lock with wirecutters, but it would take awhile! Alternatively, you can also use a cryptographic sequencer (emag) for instant removal." . += "Hotwiring with wirecutters looks identical to attempting an emergency power bypass at first glance. You can avoid early suspicion doing it with equipment power out." /obj/structure/machinery/computer/mechanics_hints(mob/user, distance, is_adjacent) . += ..() if(user.GetComponent(ELECTRICAL_ENGINEERING_SKILL_COMPONENT)?.skill_level >= SKILL_LEVEL_FAMILIAR) . += "Ship consoles like these can be directly given batterylife in emergencies. Simply use a power cell on it when unpowered to attempt a bypass with some of the charge." \ + " Batterylife efficiency scales with Electrical Engineering and bypass completion is faster when Familiar with Piloting Spacecraft." /obj/structure/machinery/computer/ship/attackby(obj/item/attacking_item, mob/user) var/electrical_level = user.GetComponent(ELECTRICAL_ENGINEERING_SKILL_COMPONENT)?.skill_level if(electrical_level > SKILL_LEVEL_UNFAMILIAR && (emergency_power_window || stat & NOPOWER) && istype(attacking_item, /obj/item/cell)) var/obj/item/cell/battery = attacking_item var/pilot_level = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level user.visible_message("[user] opens a panel underneath \the [src]...", SPAN_NOTICE("You start searching for the power port to attempt an emergency power bypass...")) emergency_power_window = world.time if(pilot_level <= SKILL_LEVEL_UNFAMILIAR && Adjacent(user) && user.get_active_hand() == battery) if(do_after(user, 3 SECONDS)) to_chat(user, SPAN_NOTICE("Although unfamiliar with spacecraft to find it fast, your electrical intuition knows there's a port somewhere...")) else user.visible_message("[user] closes the panel underneath \the [src].", SPAN_WARNING("You need to stay and look longer if you want to perform a bypass.")) return while(battery.percent() > 0 && Adjacent(user) && user.get_active_hand() == battery) if(do_after(user, 3 SECONDS)) if((pilot_level <= SKILL_LEVEL_UNFAMILIAR && do_after(user, 2 SECONDS)) || pilot_level >= SKILL_LEVEL_FAMILIAR) var/bypass_value = battery.maxcharge/10 emergency_power_window += bypass_value/((100 - pilot_level * 3)/electrical_level) SECONDS // should be 10m for high-caps playsound(src.loc, 'sound/machines/click.ogg', 30) battery.charge -= bypass_value user.visible_message("[user] presses into some port with a click.
\The [src]'s power bypass timer notifies there are [round((emergency_power_window - world.time)/10)] seconds of emergency power remaining.", SPAN_NOTICE("You press into the port with \the [battery] transferring 10% into \the [src] and leaving \the [battery] with [battery.percent()]%
\The [src]'s power bypass timer notifies there are [round((emergency_power_window - world.time)/10)] seconds of emergency power remaining.")) stat &= ~NOPOWER update_icon() return if(attacking_item.tool_behaviour == TOOL_CABLECOIL && electrical_level > SKILL_LEVEL_UNFAMILIAR) // Repair from hotwire var/obj/item/stack/cable_coil/C = attacking_item if(hotwire_progress >= initial(hotwire_progress)) to_chat(usr, SPAN_BOLD("\The [src] does not require repairs.")) else to_chat(usr, SPAN_BOLD("You attempt to replace some cabling for \the [src]...")) while(C.can_use(2, user)) if(do_after(user, 15 SECONDS, src, DO_UNIQUE)) if(hotwire_progress < initial(hotwire_progress)) C.use(2) hotwire_progress++ if(hotwire_progress >= initial(hotwire_progress)) restore_access(user) return to_chat(usr, SPAN_BOLD("You replace some broken cabling of \the [src] ([(hotwire_progress / initial(hotwire_progress)) * 100]%).")) playsound(src.loc, 'sound/items/Deconstruct.ogg', 30, TRUE) return if(attacking_item.tool_behaviour == TOOL_WIRECUTTER && electrical_level > SKILL_LEVEL_UNFAMILIAR) // Hotwiring if(!req_access && !req_one_access && !emagged) // Already hacked/no need to hack to_chat(user, SPAN_BOLD("[src] is not access-locked.")) return // Begin hotwire user.visible_message("[user] opens a panel underneath \the [src]...", SPAN_BOLD("You open the maintenance panel and attempt to hotwire \the [src]...")) while(hotwire_progress > 0) if(do_after(user, 15 SECONDS, src, DO_UNIQUE)) hotwire_progress-- if(hotwire_progress <= 0) emag_act(user=user, hotwired=TRUE) return to_chat(user, SPAN_BOLD("You snip some cabling from \the [src] ([((initial(hotwire_progress)-hotwire_progress) / initial(hotwire_progress)) * 100]%).")) playsound(src.loc, 'sound/items/Wirecutter.ogg', 30, TRUE) else return return ..() /obj/structure/machinery/computer/ship/attack_hand(mob/user) var/piloting_difference = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level - connected.pilot_class var/pilot_level = user.GetComponent(PILOT_SPACECRAFT_SKILL_COMPONENT)?.skill_level if(stat & (NOPOWER|BROKEN)) return FALSE if(emergency_power_window && world.time >= emergency_power_window) emergency_power_window = null if(!powered()) stat |= NOPOWER visible_message(SPAN_DANGER("\The [src] flickers, its power bypass depleted.")) else visible_message(SPAN_NOTICE("\The [src] hums as it transitions from emergency power to main.")) update_icon() // Snowflake case for checking player characters for a Pilot Spacecraft Skill. // Only player characters will have the component. Which will both always be present on them, and will only enable its own return logic if it exists. // NPCs, Ghostroles, and Offship Antags that don't generate skills are unaffected by this check by intentional design so that we don't have to account for them. if (!connected.pilot_class && pilot_level && pilot_level <= SKILL_LEVEL_UNFAMILIAR) // No pilot_class means it's probably a station, so only Unfamiliar is checked for to_chat(user, SPAN_WARNING("There's just so many buttons... You have no idea where to even begin.")) return FALSE // A lack of a difference means skill level (1-4) is less than pilot_class (1-3) if(pilot_level && piloting_difference <= 0) if(connected.pilot_class == PILOTING_CLASS_SHUTTLE) user.visible_message("[user] starts indecisively messing with \the [src].", SPAN_WARNING("There's just so many buttons... You have no idea where to even begin, but...")) if(do_after(user, 10 SECONDS) && Adjacent(user)) user.visible_message("[user] peers at \the [src].", SPAN_NOTICE("...maybe, if you take it slow? It is only a shuttle.")) if(do_after(user, 3 SECONDS) && Adjacent(user)) if(prob(30)) to_chat(user, SPAN_WARNING("You lose track and can't figure out the controls.")) return else return else to_chat(user, SPAN_WARNING("You can't keep track of controls while moving.")) return else to_chat(user, SPAN_WARNING("This ship's class is notably more complex than you're used to, but you can still grasp the core controls.")) // Conversely, Non-Unfamiliar skill level (2-4) will always be higher than pilot class (1-3) if(pilot_level && pilot_level < connected.pilot_class) to_chat(user, SPAN_WARNING("There's just so many buttons... You have no idea where to even begin, this is far too complex for you.")) return if(use_check_and_message(user)) return if(!emagged && !allowed(user)) to_chat(user, SPAN_WARNING("Access denied.")) return FALSE user.set_machine(src) ui_interact(user) /obj/structure/machinery/computer/ship/attack_ai(mob/user) if(!ai_can_interact(user)) return src.add_hiddenprint(user) user.set_machine(src) ui_interact(user) /obj/structure/machinery/computer/ship/get_examine_text(mob/user, distance, is_adjacent, infix, suffix) . = ..() if(emergency_power_window) var/power_window_rounded = round((emergency_power_window - world.time)/10) . += SPAN_ITALIC("The emergency power bypass is enabled, the timer shows [power_window_rounded > 0 ? power_window_rounded : "no"] seconds remain.") if(initial(hotwire_progress) != hotwire_progress) if(hotwire_progress != 0) . += SPAN_ITALIC("The bottom panel appears open with wires hanging out. It can be repaired with additional cabling. Current progress: [(hotwire_progress / initial(hotwire_progress)) * 100]%") else . += SPAN_ITALIC("The bottom panel appears open with wires hanging out. It can be repaired with additional cabling.") /obj/structure/machinery/computer/ship/emag_act(var/remaining_charges, var/mob/user, var/emag_source, var/hotwired = FALSE) if(emagged) to_chat(user, SPAN_WARNING("\The [src] has already been subverted.")) return FALSE emagged = TRUE if(hotwired) user.visible_message(SPAN_WARNING("\The [src] sparks as a panel suddenly opens and burnt cabling spills out!"),SPAN_BOLD("You short out the console's ID checking system. It's now available to everyone!")) else user.visible_message(SPAN_WARNING("\The [src] sparks!"),SPAN_BOLD("You short out the console's ID checking system. It's now available to everyone!")) spark(src, 2, 0) hotwire_progress = 0 return TRUE /// Used to restore access removed from emag_act() by setting access from req_access_old and req_one_access_old /obj/structure/machinery/computer/ship/proc/restore_access(var/mob/user) if(!emagged) to_chat(user, SPAN_WARNING("There is no access to restore for \the [src]!")) return FALSE emagged = FALSE to_chat(user, "You repair out the console's ID checking system. It's access restrictions have been restored.") playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) hotwire_progress = initial(hotwire_progress) return TRUE /obj/structure/machinery/computer/ship/Topic(href, href_list) if(..()) return TOPIC_HANDLED if(href_list["sync"]) sync_linked() return TOPIC_REFRESH if(href_list["close"]) unlook(usr) usr.unset_machine() return TOPIC_HANDLED return TOPIC_NOACTION /obj/structure/machinery/computer/ship/sync_linked() . = ..() if(istype(linked, linked_type)) connected = linked // Management of mob view displacement. look to shift view to the ship on the overmap; unlook to shift back. /obj/structure/machinery/computer/ship/proc/look(var/mob/user) if(linked) user.reset_view(linked) if(user.client) user.client.view = world.view + extra_view RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(unlook)) if(user.eyeobj) RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(unlook)) LAZYDISTINCTADD(viewers, WEAKREF(user)) if(linked) LAZYDISTINCTADD(linked.navigation_viewers, WEAKREF(user)) ADD_TRAIT(user, TRAIT_COMPUTER_VIEW, REF(src)) /// Handles disabling the user's overmap view when a signal comes in, primarily used when the TGUI is closed, see helm.dm and sensors.dm /obj/structure/machinery/computer/ship/proc/handle_unlook_signal(var/datum/source, var/mob/user) SIGNAL_HANDLER unlook(user) /obj/structure/machinery/computer/ship/proc/unlook(var/mob/user) user.reset_view() var/client/c = user.client if(isEye(user)) var/mob/abstract/eye/E = user E.reset_view() c = E.owner.client if(c) c.view = world.view c.pixel_x = 0 c.pixel_y = 0 UnregisterSignal(user, COMSIG_MOVABLE_MOVED) if(isEye(user)) // If we're an AI eye, the computer has our AI mob in its viewers list not the eye mob var/mob/abstract/eye/E = user UnregisterSignal(E.owner, COMSIG_MOVABLE_MOVED) LAZYREMOVE(viewers, WEAKREF(E.owner)) LAZYREMOVE(viewers, WEAKREF(user)) if(linked) LAZYREMOVE(linked.navigation_viewers, WEAKREF(user)) if(linked) for(var/obj/structure/machinery/computer/ship/sensors/sensor in linked.consoles) sensor.hide_contacts(user) REMOVE_TRAIT(user, TRAIT_COMPUTER_VIEW, REF(src)) /obj/structure/machinery/computer/ship/proc/viewing_overmap(mob/user) return (WEAKREF(user) in viewers) || (linked && (WEAKREF(user) in linked.navigation_viewers)) /obj/structure/machinery/computer/ship/CouldNotUseTopic(mob/user) . = ..() unlook(user) /obj/structure/machinery/computer/ship/CouldUseTopic(mob/user) . = ..() if(viewing_overmap(user)) look(user) /obj/structure/machinery/computer/ship/check_eye(var/mob/user) if(!viewing_overmap(user)) return FALSE var/flags = issilicon(user) ? USE_ALLOW_NON_ADJACENT : 0 if (use_check_and_message(user, flags) || user.blinded || !operable() || !linked) return -1 else return SEE_THRU /obj/structure/machinery/computer/ship/Destroy() if(linked) linked = null if(connected) LAZYREMOVE(connected.consoles, src) . = ..() /obj/structure/machinery/computer/ship/sensors/Destroy() sensor_ref = null identification = null QDEL_NULL(sound_token) if(LAZYLEN(viewers)) for(var/datum/weakref/W in viewers) var/M = W.resolve() if(M) unlook(M) if(linked) LAZYREMOVE(linked.navigation_viewers, W) . = ..() /obj/structure/machinery/computer/ship/on_user_login(mob/M) unlook(M) /obj/structure/machinery/computer/ship/attempt_hook_up(var/obj/effect/overmap/visitable/sector) . = ..() if(.) if(istype(linked, linked_type)) connected = linked if(istype(connected)) // we do a little type abuse LAZYSET(connected.consoles, src, TRUE) /obj/structure/machinery/computer/ship/Initialize() . = ..() if(SSatlas.current_map.use_overmap && !linked) var/my_sector = GLOB.map_sectors["[z]"] if(istype(my_sector, linked_type)) attempt_hook_up(my_sector)