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Aurora.3/code/modules/overmap/ships/ship.dm

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var/const/OVERMAP_SPEED_CONSTANT = (1 SECOND)
#define SHIP_MOVE_RESOLUTION 0.00001
#define MOVING(speed) abs(speed) >= min_speed
#define SANITIZE_SPEED(speed) SIGN(speed) * Clamp(abs(speed), 0, max_speed)
#define CHANGE_SPEED_BY(speed_var, v_diff) \
v_diff = SANITIZE_SPEED(v_diff);\
if(!MOVING(speed_var + v_diff)) \
{speed_var = 0};\
else \
{speed_var = SANITIZE_SPEED((speed_var + v_diff)/(1 + speed_var*v_diff/(max_speed ** 2)))}
// Uses Lorentzian dynamics to avoid going too fast.
/obj/effect/overmap/visitable/ship
name = "generic ship"
desc = "Space faring vessel."
icon_state = "ship"
obfuscated_name = "unidentified vessel"
var/moving_state = "ship_moving"
var/vessel_mass = 10000 //tonnes, arbitrary number, affects acceleration provided by engines
var/vessel_size = SHIP_SIZE_LARGE //arbitrary number, affects how likely are we to evade meteors
var/max_speed = 1/(1 SECOND) //"speed of light" for the ship, in turfs/tick.
var/min_speed = 1/(2 MINUTES) // Below this, we round speed to 0 to avoid math errors.
var/list/speed = list(0,0) //speed in x,y direction
var/list/position = list(0,0) // position within a tile.
var/last_burn = 0 // worldtime when ship last acceleated
var/burn_delay = 1 SECOND // how often ship can do burns
var/fore_dir = NORTH // what dir ship flies towards for purpose of moving stars effect procs
var/last_combat_roll = 0
var/last_combat_turn = 0
var/list/engines = list()
var/engines_state = 0 //global on/off toggle for all engines
var/thrust_limit = 1 //global thrust limit for all engines, 0..1
var/halted = 0 //admin halt or other stop.
var/list/consoles
comms_support = TRUE
/obj/effect/overmap/visitable/ship/Initialize()
. = ..()
glide_size = world.icon_size
min_speed = round(min_speed, SHIP_MOVE_RESOLUTION)
max_speed = round(max_speed, SHIP_MOVE_RESOLUTION)
SSshuttle.ships += src
/obj/effect/overmap/visitable/ship/find_z_levels(var/fore_direction)
. = ..(fore_dir)
/obj/effect/overmap/visitable/ship/Destroy()
SSshuttle.ships -= src
for(var/obj/machinery/computer/ship/S in SSmachinery.machinery)
if(S.linked == src)
S.linked = null
for(var/obj/machinery/computer/shuttle_control/explore/C in SSmachinery.machinery)
if(C.linked == src)
C.linked = null
. = ..()
/obj/effect/overmap/visitable/ship/relaymove(mob/user, direction, accel_limit)
accelerate(direction, accel_limit)
/obj/effect/overmap/visitable/ship/proc/is_still()
return !MOVING(speed[1]) && !MOVING(speed[2])
/obj/effect/overmap/visitable/ship/get_scan_data(mob/user)
. = ..()
if(!is_still())
. += "<br>Heading: [dir2angle(get_heading())], speed [get_speed() * 1000]"
//Projected acceleration based on information from engines
/obj/effect/overmap/visitable/ship/proc/get_acceleration()
return round(get_total_thrust()/get_vessel_mass(), SHIP_MOVE_RESOLUTION)
//Does actual burn and returns the resulting acceleration
/obj/effect/overmap/visitable/ship/proc/get_burn_acceleration()
return round(burn() / get_vessel_mass(), SHIP_MOVE_RESOLUTION)
/obj/effect/overmap/visitable/ship/proc/get_vessel_mass()
. = vessel_mass
for(var/obj/effect/overmap/visitable/ship/ship in src)
. += ship.get_vessel_mass()
/obj/effect/overmap/visitable/ship/proc/get_speed()
return round(sqrt(speed[1] ** 2 + speed[2] ** 2), SHIP_MOVE_RESOLUTION)
/obj/effect/overmap/visitable/ship/proc/get_heading()
var/res = 0
if(MOVING(speed[1]))
if(speed[1] > 0)
res |= EAST
else
res |= WEST
if(MOVING(speed[2]))
if(speed[2] > 0)
res |= NORTH
else
res |= SOUTH
return res
/obj/effect/overmap/visitable/ship/proc/adjust_speed(n_x, n_y)
CHANGE_SPEED_BY(speed[1], n_x)
CHANGE_SPEED_BY(speed[2], n_y)
for(var/zz in map_z)
if(is_still())
toggle_move_stars(zz)
else
toggle_move_stars(zz, fore_dir)
update_icon()
/obj/effect/overmap/visitable/ship/proc/get_brake_path()
if(!get_acceleration())
return INFINITY
if(is_still())
return 0
if(!burn_delay)
return 0
if(!get_speed())
return 0
var/num_burns = get_speed()/get_acceleration() + 2 //some padding in case acceleration drops form fuel usage
var/burns_per_grid = 1/ (burn_delay * get_speed())
return round(num_burns/burns_per_grid)
/obj/effect/overmap/visitable/ship/proc/decelerate()
if(((speed[1]) || (speed[2])) && can_burn())
if (speed[1])
adjust_speed(-SIGN(speed[1]) * min(get_burn_acceleration(),abs(speed[1])), 0)
if (speed[2])
adjust_speed(0, -SIGN(speed[2]) * min(get_burn_acceleration(),abs(speed[2])))
last_burn = world.time
/obj/effect/overmap/visitable/ship/proc/accelerate(direction, accel_limit)
if(can_burn())
last_burn = world.time
var/acceleration = min(get_burn_acceleration(), accel_limit)
if(direction & EAST)
adjust_speed(acceleration, 0)
if(direction & WEST)
adjust_speed(-acceleration, 0)
if(direction & NORTH)
adjust_speed(0, acceleration)
if(direction & SOUTH)
adjust_speed(0, -acceleration)
/obj/effect/overmap/visitable/ship/process()
..()
if(!halted && !is_still())
var/list/deltas = list(0,0)
for(var/i = 1 to 2)
if(MOVING(speed[i]))
position[i] += speed[i] * OVERMAP_SPEED_CONSTANT
if(position[i] < 0)
deltas[i] = CEILING(position[i], 1)
else if(position[i] > 0)
deltas[i] = Floor(position[i])
if(deltas[i] != 0)
position[i] -= deltas[i]
position[i] += (deltas[i] > 0) ? -1 : 1
update_icon()
var/turf/newloc = locate(x + deltas[1], y + deltas[2], z)
if(newloc && loc != newloc)
Move(newloc)
handle_wraparound()
/obj/effect/overmap/visitable/ship/update_icon()
pixel_x = position[1] * (world.icon_size/2)
pixel_y = position[2] * (world.icon_size/2)
if(!is_still())
icon_state = moving_state
dir = get_heading()
else
icon_state = initial(icon_state)
for(var/obj/machinery/computer/ship/machine in consoles)
if(machine.z in map_z)
for(var/datum/weakref/W in machine.viewers)
var/mob/M = W.resolve()
if(istype(M) && M.client)
M.client.pixel_x = pixel_x
M.client.pixel_y = pixel_y
..()
/obj/effect/overmap/visitable/ship/proc/burn()
for(var/datum/ship_engine/E in engines)
. += E.burn()
/obj/effect/overmap/visitable/ship/proc/get_total_thrust()
for(var/datum/ship_engine/E in engines)
. += E.get_thrust()
/obj/effect/overmap/visitable/ship/proc/can_burn()
if(halted)
return 0
if (world.time < last_burn + burn_delay)
return 0
for(var/datum/ship_engine/E in engines)
. |= E.can_burn()
//deciseconds to next step
/obj/effect/overmap/visitable/ship/proc/ETA()
. = INFINITY
for(var/i = 1 to 2)
if(MOVING(speed[i]))
. = min(., ((speed[i] > 0 ? 1 : -1) - position[i]) / speed[i])
if(. == INFINITY)
. = 0
. = max(CEILING(., 1),0)
/obj/effect/overmap/visitable/ship/proc/handle_wraparound()
var/nx = x
var/ny = y
var/low_edge = 1
var/high_edge = current_map.overmap_size - 1
if((dir & WEST) && x == low_edge)
nx = high_edge
else if((dir & EAST) && x == high_edge)
nx = low_edge
if((dir & SOUTH) && y == low_edge)
ny = high_edge
else if((dir & NORTH) && y == high_edge)
ny = low_edge
if((x == nx) && (y == ny))
return //we're not flying off anywhere
var/turf/T = locate(nx,ny,z)
if(T)
forceMove(T)
/obj/effect/overmap/visitable/ship/proc/halt()
adjust_speed(-speed[1], -speed[2])
halted = 1
/obj/effect/overmap/visitable/ship/proc/unhalt()
if(!SSshuttle.overmap_halted)
halted = 0
/obj/effect/overmap/visitable/ship/Bump(var/atom/A)
if(istype(A,/turf/unsimulated/map/edge))
handle_wraparound()
..()
/obj/effect/overmap/visitable/ship/populate_sector_objects()
..()
for(var/obj/machinery/computer/ship/S in SSmachinery.machinery)
S.attempt_hook_up(src)
for(var/obj/machinery/computer/shuttle_control/explore/C in SSmachinery.machinery)
C.attempt_hook_up(src)
for(var/datum/ship_engine/E in ship_engines)
if(check_ownership(E.holder))
engines |= E
/obj/effect/overmap/visitable/ship/proc/get_landed_info()
return "This ship cannot land."
/obj/effect/overmap/visitable/ship/proc/can_combat_roll()
if(!can_burn())
return FALSE
var/cooldown = min(vessel_mass / 100, 100) SECONDS //max 100s for horizon, 50s for Intrepid
if(world.time >= (last_combat_roll + cooldown))
return TRUE
return FALSE
/obj/effect/overmap/visitable/ship/proc/can_combat_turn()
if(!can_burn())
return FALSE
var/cooldown = min(vessel_mass / 200, 20) SECONDS //max 20s for horizon
if(world.time >= (last_combat_turn + cooldown))
return TRUE
return FALSE
/obj/effect/overmap/visitable/ship/proc/combat_roll(var/new_dir)
burn()
var/dir_to_move = turn(dir, new_dir == WEST ? 90 : -90)
forceMove(get_step(src, dir_to_move))
for(var/mob/living/L in living_mob_list)
if(L.z in map_z)
to_chat(L, SPAN_DANGER("<font size=4>The ship rapidly inclines under your feet!</font>"))
if(!L.buckled_to)
var/turf/T = get_step_away(get_turf(L), get_step(L, new_dir), 10)
L.throw_at(T, 10, 10)
shake_camera(L, 2 SECONDS, 10)
sound_to(L, sound('sound/effects/combatroll.ogg'))
last_combat_roll = world.time
/obj/effect/overmap/visitable/ship/proc/combat_turn(var/new_dir)
burn()
var/angle = -45
if(new_dir == WEST)
angle = 45
var/direction = turn(dir, angle)
accelerate(direction, 1000)
if(direction & EAST)
speed[1] = abs(speed[1])
else if(direction & WEST)
if(speed[1] > 0)
speed[1] = -speed[1]
else
speed[1] = 0
if(direction & NORTH)
speed[2] = abs(speed[2])
else if(direction & SOUTH)
if(speed[2] > 0)
speed[2] = -speed[2]
else
speed[2] = 0
update_icon()
for(var/mob/living/L in living_mob_list)
if(L.z in map_z)
to_chat(L, SPAN_DANGER("The ship rapidly turns under your feet!"))
if(!L.buckled_to)
L.Weaken(3)
shake_camera(L, 1 SECOND, 2)
L.playsound_simple(soundin = 'sound/machines/thruster.ogg', volume = 50)
last_combat_turn = world.time
/obj/effect/overmap/visitable/ship/signal_hit(var/list/hit_data)
for(var/obj/machinery/computer/ship/targeting/TR in consoles)
TR.visible_message(SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] Hit confirmed on [hit_data["target_name"]] in [hit_data["target_area"]] at coordinates [hit_data["coordinates"]]."), range = 2)
#undef MOVING
#undef SANITIZE_SPEED
#undef CHANGE_SPEED_BY