/obj/machinery/gateway name = "gateway" desc = "A mysterious gateway built by unknown hands, it allows for faster than light travel to far-flung locations." icon = 'icons/obj/machinery/gateway.dmi' icon_state = "off" density = 1 anchored = 1 var/active = 0 /obj/machinery/gateway/Initialize() . = ..() update_icon() if(dir == 2) density = 0 /obj/machinery/gateway/update_icon() if(active) icon_state = "on" return icon_state = "off" //this is da important part wot makes things go /obj/machinery/gateway/centerstation density = 1 icon_state = "offcenter" //warping vars var/list/linked_gateways = list() var/ready = 0 //have we got all the parts for a gateway? var/wait = 0 //this just grabs world.time at world start var/obj/machinery/gateway/centeraway/awaygate = null /obj/machinery/gateway/centerstation/Initialize() . = ..() update_icon() wait = world.time + config.gateway_delay //+ thirty minutes default awaygate = locate(/obj/machinery/gateway/centeraway) /obj/machinery/gateway/centerstation/update_icon() if(active) icon_state = "oncenter" return icon_state = "offcenter" /obj/machinery/gateway/centerstation/process() if(stat & (NOPOWER)) if(active) toggleoff() return if(active) use_power_oneoff(5000) /obj/machinery/gateway/centerstation/proc/detect() linked_gateways = list() //clear the list var/turf/T = loc for(var/i in alldirs) T = get_step(loc, i) var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T if(G) linked_gateways.Add(G) continue //this is only done if we fail to find a part ready = 0 toggleoff() break if(linked_gateways.len == 8) ready = 1 /obj/machinery/gateway/centerstation/proc/toggleon(mob/user as mob) if(!ready) return if(linked_gateways.len != 8) return if(!powered()) return if(!awaygate) to_chat(user, "Error: No destination found.") return if(world.time < wait) to_chat(user, "Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.") return for(var/obj/machinery/gateway/G in linked_gateways) G.active = 1 G.update_icon() active = 1 update_icon() /obj/machinery/gateway/centerstation/proc/toggleoff() for(var/obj/machinery/gateway/G in linked_gateways) G.active = 0 G.update_icon() active = 0 update_icon() /obj/machinery/gateway/centerstation/attack_hand(mob/user as mob) if(!ready) detect() return if(!active) toggleon(user) return toggleoff() //okay, here's the good teleporting stuff /obj/machinery/gateway/centerstation/CollidedWith(atom/movable/M as mob|obj) if(!ready || !active || !awaygate) return if(awaygate.calibrated) M.forceMove(get_step(awaygate.loc, SOUTH)) M.set_dir(SOUTH) return else var/obj/effect/landmark/dest = pick(awaydestinations) if(dest) M.forceMove(dest.loc) M.set_dir(SOUTH) use_power_oneoff(5000) return /obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob) if(W.ismultitool()) to_chat(user, "\black The gate is already calibrated, there is no work for you to do here.") return /////////////////////////////////////Away//////////////////////// /obj/machinery/gateway/centeraway density = 1 icon_state = "offcenter" use_power = POWER_USE_OFF var/calibrated = 1 var/list/linked_gateways = list() //a list of the connected gateway chunks var/ready = 0 var/obj/machinery/gateway/centeraway/stationgate = null /obj/machinery/gateway/centeraway/Initialize() . = ..() update_icon() stationgate = locate(/obj/machinery/gateway/centerstation) /obj/machinery/gateway/centeraway/update_icon() if(active) icon_state = "oncenter" return icon_state = "offcenter" /obj/machinery/gateway/centeraway/proc/detect() linked_gateways = list() //clear the list var/turf/T = loc for(var/i in alldirs) T = get_step(loc, i) var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T if(G) linked_gateways.Add(G) continue //this is only done if we fail to find a part ready = 0 toggleoff() break if(linked_gateways.len == 8) ready = 1 /obj/machinery/gateway/centeraway/proc/toggleon(mob/user as mob) if(!ready) return if(linked_gateways.len != 8) return if(!stationgate) to_chat(user, "Error: No destination found.") return for(var/obj/machinery/gateway/G in linked_gateways) G.active = 1 G.update_icon() active = 1 update_icon() /obj/machinery/gateway/centeraway/proc/toggleoff() for(var/obj/machinery/gateway/G in linked_gateways) G.active = 0 G.update_icon() active = 0 update_icon() /obj/machinery/gateway/centeraway/attack_hand(mob/user as mob) if(!ready) detect() return if(!active) toggleon(user) return toggleoff() /obj/machinery/gateway/centeraway/CollidedWith(atom/movable/M as mob|obj) if(!ready || !active) return if(istype(M, /mob/living/carbon)) for(var/obj/item/implant/exile/E in M)//Checking that there is an exile implant in the contents if(E.imp_in == M)//Checking that it's actually implanted vs just in their pocket to_chat(M, "\black The station gate has detected your exile implant and is blocking your entry.") return M.forceMove(get_step(stationgate.loc, SOUTH)) M.set_dir(SOUTH) /obj/machinery/gateway/centeraway/attackby(obj/item/device/W as obj, mob/user as mob) if(W.ismultitool()) if(calibrated) to_chat(user, "\black The gate is already calibrated, there is no work for you to do here.") return else to_chat(user, "Recalibration successful!: \black This gate's systems have been fine tuned. Travel to this gate will now be on target.") calibrated = 1 return