mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-29 07:59:01 +01:00
Ghost roles or anything that doesn't use skills is no longer checked for them by Pilot: Spacecraft. (https://github.com/Aurorastation/Aurora.3/issues/22819) Also fixes a similar oversight on using emitters. (https://github.com/Aurorastation/Aurora.3/issues/22526)
314 lines
14 KiB
Plaintext
314 lines
14 KiB
Plaintext
/*
|
|
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 <b>wirecutters</b>, 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("<b>[user]<b> 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("<b>[user]</b> 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("<b>[user]</b> presses into some port with a click.<BR><i>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> seconds of emergency power remaining.</i>", SPAN_NOTICE("You press into the port with \the [battery] transferring 10% into \the [src] and leaving \the [battery] with [battery.percent()]%<BR>\The [src]'s power bypass timer notifies there are <b>[round((emergency_power_window - world.time)/10)]</b> 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] <b>([(hotwire_progress / initial(hotwire_progress)) * 100]%)</b>."))
|
|
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("<b>[user]</b> 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] <b>([((initial(hotwire_progress)-hotwire_progress) / initial(hotwire_progress)) * 100]%)</b>."))
|
|
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("<b>[user]</b> 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("<b>[user]</b> peers at \the [src].", SPAN_NOTICE("...maybe, if you take it slow? It <i>is</i> 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 <b>[power_window_rounded > 0 ? power_window_rounded : "no"]</b> 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. <i>Current progress: [(hotwire_progress / initial(hotwire_progress)) * 100]%</i>")
|
|
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)
|