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https://github.com/Aurorastation/Aurora.3.git
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* starting point verdant * major progress * PAIN * test * zlevels AAGHHH OH NO * im scream * kawnyang * dam thats good * Biff Largehuge * Look Gordon, ropes! * wawagh * rgrhgrhrgrh * Gordon, you're alive! Thank God for that hazard suit. * help * frownie face * wegh * Gordon! Get away from the beams! * Good morning, Gordon. * Signs * fix multiple proc definition * initial ambience * gay rain * beach and some pebbles literally * fixing conflicts aUGH * generation * guh? * sewers and beach additions * maping * map * womp womp * landing zone * fixing missing shit * buddha * ass * major map updates * implemented key doors, fixed baloon alert and tasks * mineral color, adds ozone layer * real fake walls * vending subtypes for the regional market * mooooar * minimart pt 1 * haneunim skybox * station mapping progress * minimart and roboclinic * offices progress * bar work * size change, some polishing of the office + police station * map size update. Also a fuckton * tunnels * more work * Why doesnt the map initialize * broke shit * fixing point verdant spawning, also ocean landing zone * finishing some buildings * mapping, village, not finished * village, main road * village stuff * village stuff * village stuff * village stuff * anchoring * village stuff * random space tiles fix * random space tiles fix * bin fixes * missing initialize hint on new floors * fix open space on basement level * idk * missing initialize hint * tests again please * tests rerun please * oven/small be gone * remove shuttle landmarks idk * bad stairs fix maybe * fix missing open space above stairs * tests rerun please * CircularRandomTurfAround fix * spaces to tabs --------- Co-authored-by: atteria <tarkona@protonmail.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com> Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
185 lines
6.2 KiB
Plaintext
185 lines
6.2 KiB
Plaintext
//making this separate from /obj/effect/landmark until that mess can be dealt with
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/obj/effect/shuttle_landmark
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name = "Nav Point"
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icon = 'icons/effects/map_effects_96x96.dmi'
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icon_state = "shuttle_landmark"
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anchored = TRUE
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unacidable = TRUE
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simulated = 0
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invisibility = 101
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layer = ABOVE_ALL_MOB_LAYER
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pixel_x = -32
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pixel_y = -32
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var/landmark_tag
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//ID of the controller on the dock side
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var/datum/computer/file/embedded_program/docking/docking_controller
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//ID of controller used for this landmark for shuttles with multiple ones.
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var/list/special_dock_targets
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//when the shuttle leaves this landmark, it will leave behind the base area
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//also used to determine if the shuttle can arrive here without obstruction
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var/area/base_area
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//Will also leave this type of turf behind if set.
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var/turf/base_turf
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//Name of the shuttle, null for generic waypoint
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var/shuttle_restricted
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var/landmark_flags = 0
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/// Effects that show where the shuttle will land, to prevent unfair squishing
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var/list/landing_indicators
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/obj/effect/shuttle_landmark/Initialize()
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. = ..()
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name = name + " ([x],[y])"
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SSshuttle.register_landmark(landmark_tag, src)
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/shuttle_landmark/LateInitialize()
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if(landmark_flags & SLANDMARK_FLAG_AUTOSET)
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base_area = get_area(src)
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var/turf/T = get_turf(src)
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if(T)
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base_turf = T.type
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else
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base_area = locate(base_area || world.area)
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if(!docking_controller)
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return
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var/docking_tag = docking_controller
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docking_controller = SSshuttle.docking_registry[docking_tag]
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if(!istype(docking_controller))
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LOG_DEBUG("Could not find docking controller for shuttle waypoint '[name]', docking tag was '[docking_tag]'.")
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/obj/effect/shuttle_landmark/forceMove()
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var/obj/effect/overmap/visitable/map_origin = map_sectors["[z]"]
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. = ..()
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var/obj/effect/overmap/visitable/map_destination = map_sectors["[z]"]
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if(map_origin != map_destination)
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if(map_origin)
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map_origin.remove_landmark(src, shuttle_restricted)
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if(map_destination)
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map_destination.add_landmark(src, shuttle_restricted)
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//Called when the landmark is added to an overmap sector.
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/obj/effect/shuttle_landmark/proc/sector_set(var/obj/effect/overmap/visitable/O, shuttle_name)
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shuttle_restricted = shuttle_name
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/obj/effect/shuttle_landmark/proc/is_valid(var/datum/shuttle/shuttle)
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if(shuttle.current_location == src)
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return FALSE
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for(var/area/A in shuttle.shuttle_area)
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var/list/translation = get_turf_translation(get_turf(shuttle.current_location), get_turf(src), A.contents)
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if(check_collision(base_area, list_values(translation)))
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return FALSE
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var/conn = GetConnectedZlevels(z)
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for(var/w in (z - shuttle.multiz) to z)
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if(!(w in conn))
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return FALSE
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return TRUE
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/obj/effect/shuttle_landmark/proc/deploy_landing_indicators(var/datum/shuttle/shuttle)
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LAZYINITLIST(landing_indicators)
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for(var/area/A in shuttle.shuttle_area)
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var/list/translation = get_turf_translation(get_turf(shuttle.current_location), get_turf(src), A.contents)
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for(var/target_turf in list_values(translation))
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landing_indicators += new /obj/effect/shuttle_warning(target_turf)
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/obj/effect/shuttle_landmark/proc/clear_landing_indicators()
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QDEL_NULL_LIST(landing_indicators) // lazyclear but we delete the effects as well
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/obj/effect/shuttle_landmark/proc/cannot_depart(datum/shuttle/shuttle)
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return FALSE
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/obj/effect/shuttle_landmark/proc/shuttle_arrived(datum/shuttle/shuttle)
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clear_landing_indicators()
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/proc/check_collision(area/target_area, list/target_turfs)
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for(var/target_turf in target_turfs)
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var/turf/target = target_turf
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if(!target)
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return TRUE //collides with edge of map
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if(target.loc != target_area)
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return TRUE //collides with another area
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if(target.density)
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return TRUE //dense turf
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return FALSE
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//Self-naming/numbering ones.
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/obj/effect/shuttle_landmark/automatic
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name = "Navpoint"
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landmark_tag = "navpoint"
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landmark_flags = SLANDMARK_FLAG_AUTOSET
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/obj/effect/shuttle_landmark/automatic/Initialize()
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landmark_tag += "-[x]-[y]-[z]"
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return ..()
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/obj/effect/shuttle_landmark/automatic/sector_set(var/obj/effect/overmap/visitable/O)
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..()
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name = "[initial(name)] ([x],[y])"
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//Subtypes for exclusively Horizon shuttles
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/obj/effect/shuttle_landmark/automatic/intrepid/sector_set(var/obj/effect/overmap/visitable/O)
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..()
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name = "SCCV Intrepid Landing Beacon ([x],[y])"
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/obj/effect/shuttle_landmark/automatic/spark/sector_set(var/obj/effect/overmap/visitable/O)
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..()
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name = "SCCV Spark Landing Beacon ([x],[y])"
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/obj/effect/shuttle_landmark/automatic/canary/sector_set(var/obj/effect/overmap/visitable/O)
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..()
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name = "SCCV Canary Landing Beacon ([x],[y])"
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//Subtype that calls explosion on init to clear space for shuttles
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/obj/effect/shuttle_landmark/automatic/clearing
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dir = NORTH // compatible with Horizon's shuttles
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var/radius = LANDING_ZONE_RADIUS
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/obj/effect/shuttle_landmark/automatic/clearing/LateInitialize()
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// with directional shuttle landmarks, the landmark is at the airlock of the shuttle,
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// so the shuttle extends south from this automatic landmark,
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// and and so we explode around not this landmark,
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// but instead around where the center of shuttle could be
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var/turf/C = locate(src.x, src.y - LANDING_ZONE_RADIUS, src.z)
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for(var/turf/T in RANGE_TURFS(LANDING_ZONE_RADIUS, C))
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if(T.density)
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T.ChangeTurf(get_base_turf_by_area(T))
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for(var/obj/structure/S in T)
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qdel(S)
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..()
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/obj/item/device/spaceflare
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name = "bluespace flare"
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desc = "Burst transmitter used to broadcast all needed information for shuttle navigation systems. Has a flare attached for marking the spot where you probably shouldn't be standing."
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icon_state = "bluflare"
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light_color = "#3728ff"
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var/active
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/obj/item/device/spaceflare/attack_self(var/mob/user)
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if(!active)
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visible_message("<span class='notice'>[user] pulls the cord, activating \the [src].</span>")
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activate()
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/obj/item/device/spaceflare/proc/activate()
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if(active)
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return
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var/turf/T = get_turf(src)
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var/mob/M = loc
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if(istype(M) && !M.unEquip(src, T))
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return
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active = 1
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anchored = 1
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var/obj/effect/shuttle_landmark/automatic/mark = new(T)
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mark.name = "beacon signal ([T.x],[T.y])"
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T.hotspot_expose(1500, 5)
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update_icon()
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/obj/item/device/spaceflare/update_icon()
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if(active)
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icon_state = "bluflare_on"
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set_light(0.3, 0.1, 6, 2, "85d1ff")
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