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The lifeless live again. Or in this case, what never actually lived here. Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will. I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to. Changes: "Shuttle code has been completely reworked." "Shuttles can now be modified to have more than one destination." "Shuttles now have a takeoff sound." "You can now throw mobs against walls to damage them. A lot." "You now need a neckgrab to throw mobs." "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it." "Adminghosts can now interact with all shuttles."
98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
/var/datum/controller/subsystem/arrivals/SSarrivals
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/datum/controller/subsystem/arrivals
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name = "Arrivals"
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flags = SS_NO_INIT | SS_BACKGROUND | SS_NO_TICK_CHECK
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priority = SS_PRIORITY_ARRIVALS
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var/datum/shuttle/autodock/ferry/arrival/shuttle
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var/launch_time //the time at which the shuttle will be launched
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var/wait_for_launch = 0 //if the shuttle is waiting to launch
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var/failreturnnumber = 0 // the number of times the shuttle failed to leave the station
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var/list/current_mobs = list()
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/datum/controller/subsystem/arrivals/New()
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NEW_SS_GLOBAL(SSarrivals)
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/datum/controller/subsystem/arrivals/fire()
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post_signal("arrivals")
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if (wait_for_launch)
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// Timing.
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if (world.time >= launch_time) //time to launch the shuttle
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stop_launch_countdown()
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shuttle.try_jump()
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for(var/thing in current_mobs)
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var/mob/living/carbon/human/M = locate(thing)
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if (istype(M) && M.centcomm_despawn_timer)
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deltimer(M.centcomm_despawn_timer)
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M.centcomm_despawn_timer = null
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current_mobs.Cut()
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else
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// Sleep, we ain't doin' shit. on_hotzone_enter() will wake us.
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suspend()
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// Called when a living mob enters the shuttle area.
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/datum/controller/subsystem/arrivals/proc/on_hotzone_enter(mob/living/M)
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if (!shuttle.location)
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return
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if (istype(M))
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current_mobs += SOFTREF(M)
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wake() // Wake the process.
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if (!wait_for_launch && shuttle.location == 1 && shuttle.moving_status == SHUTTLE_IDLE)
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set_launch_countdown(30)
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/datum/controller/subsystem/arrivals/proc/on_hotzone_exit(mob/living/M)
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current_mobs -= SOFTREF(M)
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//called when the shuttle has arrived.
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/datum/controller/subsystem/arrivals/proc/shuttle_arrived()
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if (!shuttle.location) //at station
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set_launch_countdown(30) //get ready to return
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/datum/controller/subsystem/arrivals/proc/forbidden_atoms_check(atom/A)
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if(istype(A,/mob/living))
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return 1
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if(istype(A,/obj/item/disk/nuclear))
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return 1
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if(istype(A,/obj/machinery/nuclearbomb))
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return 1
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if(istype(A,/obj/item/device/radio/beacon))
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return 1
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if(istype(A,/obj/item/phylactery))
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return 1
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if(istype(A,/obj/effect/decal/wizard_mark))
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return 1
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for(var/i=1, i<=A.contents.len, i++)
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var/atom/B = A.contents[i]
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if(.(B))
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return 1
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//begins the launch countdown and sets the amount of time left until launch
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/datum/controller/subsystem/arrivals/proc/set_launch_countdown(var/seconds)
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wait_for_launch = 1
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launch_time = world.time + seconds*10
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wake()
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/datum/controller/subsystem/arrivals/proc/stop_launch_countdown()
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wait_for_launch = 0
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/datum/controller/subsystem/arrivals/proc/post_signal(var/command)
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var/datum/radio_frequency/frequency = SSradio.return_frequency(1435)
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if(!frequency) return
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var/datum/signal/status_signal = new
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status_signal.source = src
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status_signal.transmission_method = 1
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status_signal.data["command"] = command
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frequency.post_signal(src, status_signal, RADIO_ARRIVALS)
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