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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
169 lines
4.8 KiB
Plaintext
169 lines
4.8 KiB
Plaintext
#define DOCK_ATTEMPT_TIMEOUT 200 //how long in ticks we wait before assuming the docking controller is broken or blown up.
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/datum/shuttle/ferry
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var/location = 0 //0 = at area_station, 1 = at area_offsite
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var/direction = 0 //0 = going to station, 1 = going to offsite.
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var/process_state = IDLE_STATE
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var/in_use = null //tells the controller whether this shuttle needs processing
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var/area_transition
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var/move_time = 0 //the time spent in the transition area
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var/transit_direction = null //needed for area/move_contents_to() to properly handle shuttle corners - not exactly sure how it works.
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var/area_station
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var/area_offsite
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//TODO: change location to a string and use a mapping for area and dock targets.
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var/dock_target_station
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var/dock_target_offsite
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var/last_dock_attempt_time = 0
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/datum/shuttle/ferry/short_jump(var/area/origin,var/area/destination)
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if(isnull(location))
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return
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if(!destination)
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destination = get_location_area(!location)
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if(!origin)
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origin = get_location_area(location)
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direction = !location
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..(origin, destination)
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/datum/shuttle/ferry/long_jump(var/area/departing, var/area/destination, var/area/interim, var/travel_time, var/direction)
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//world << "shuttle/ferry/long_jump: departing=[departing], destination=[destination], interim=[interim], travel_time=[travel_time]"
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if(isnull(location))
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return
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if(!destination)
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destination = get_location_area(!location)
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if(!departing)
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departing = get_location_area(location)
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direction = !location
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..(departing, destination, interim, travel_time, direction)
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/datum/shuttle/ferry/move(var/area/origin,var/area/destination)
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..(origin, destination)
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if (destination == area_station) location = 0
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if (destination == area_offsite) location = 1
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//if this is a long_jump retain the location we were last at until we get to the new one
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/datum/shuttle/ferry/dock()
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..()
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last_dock_attempt_time = world.time
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/datum/shuttle/ferry/proc/get_location_area(location_id = null)
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if (isnull(location_id))
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location_id = location
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if (!location_id)
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return area_station
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return area_offsite
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/*
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Please ensure that long_jump() and short_jump() are only called from here. This applies to subtypes as well.
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Doing so will ensure that multiple jumps cannot be initiated in parallel.
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*/
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/datum/shuttle/ferry/process()
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switch(process_state)
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if (WAIT_LAUNCH)
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if (skip_docking_checks() || docking_controller.can_launch())
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//world << "shuttle/ferry/process: area_transition=[area_transition], travel_time=[travel_time]"
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if (move_time && area_transition)
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long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction)
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else
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short_jump()
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process_state = WAIT_ARRIVE
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if (FORCE_LAUNCH)
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if (move_time && area_transition)
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long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction)
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else
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short_jump()
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process_state = WAIT_ARRIVE
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if (WAIT_ARRIVE)
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if (moving_status == SHUTTLE_IDLE)
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dock()
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in_use = null //release lock
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process_state = WAIT_FINISH
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if (WAIT_FINISH)
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if (skip_docking_checks() || docking_controller.docked() || world.time > last_dock_attempt_time + DOCK_ATTEMPT_TIMEOUT)
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process_state = IDLE_STATE
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arrived()
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/datum/shuttle/ferry/current_dock_target()
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var/dock_target
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if (!location) //station
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dock_target = dock_target_station
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else
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dock_target = dock_target_offsite
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return dock_target
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/datum/shuttle/ferry/proc/launch(var/user)
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if (!can_launch()) return
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in_use = user //obtain an exclusive lock on the shuttle
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process_state = WAIT_LAUNCH
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undock()
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/datum/shuttle/ferry/proc/force_launch(var/user)
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if (!can_force()) return
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in_use = user //obtain an exclusive lock on the shuttle
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process_state = FORCE_LAUNCH
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/datum/shuttle/ferry/proc/cancel_launch(var/user)
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if (!can_cancel()) return
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moving_status = SHUTTLE_IDLE
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process_state = WAIT_FINISH
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in_use = null
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if (docking_controller && !docking_controller.undocked())
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docking_controller.force_undock()
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spawn(10)
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dock()
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return
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/datum/shuttle/ferry/proc/can_launch()
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if (moving_status != SHUTTLE_IDLE)
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return 0
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if (in_use)
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return 0
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return 1
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/datum/shuttle/ferry/proc/can_force()
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if (moving_status == SHUTTLE_IDLE && process_state == WAIT_LAUNCH)
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return 1
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return 0
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/datum/shuttle/ferry/proc/can_cancel()
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if (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH || process_state == FORCE_LAUNCH)
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return 1
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return 0
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//returns 1 if the shuttle is getting ready to move, but is not in transit yet
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/datum/shuttle/ferry/proc/is_launching()
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return (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH || process_state == FORCE_LAUNCH)
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//This gets called when the shuttle finishes arriving at it's destination
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//This can be used by subtypes to do things when the shuttle arrives.
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/datum/shuttle/ferry/proc/arrived()
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return //do nothing for now
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