Files
Aurora.3/code/modules/shuttles/shuttle_specops.dm
Fluffy 4c932542ef Telescience unapologetic buff (#18854)
Refactored portals, improved handling.
Telescience console can now target overmap zlevels, provided deep scan
is not enabled and the contact is completely scanned.
Telescience portals now properly delete when the timer expires.
Greatly increased power usage for the telescience portals, especially if
aiming outside targets.
Refactored telescience console backend.
Added various DMDocs.
2024-07-17 21:17:42 +00:00

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/obj/machinery/computer/shuttle_control/specops
name = "special operations shuttle console"
shuttle_tag = "Phoenix Shuttle"
req_access = list(ACCESS_CENT_SPECOPS)
/obj/machinery/computer/shuttle_control/specops/attack_ai(user as mob)
to_chat(user, SPAN_WARNING("Access Denied."))
return 1
/datum/shuttle/autodock/ferry/specops
var/specops_return_delay = 6000 //After moving, the amount of time that must pass before the shuttle may move again
var/specops_countdown_time = 600 //Length of the countdown when moving the shuttle
var/obj/item/device/radio/intercom/announcer
var/reset_time = 0 //the world.time at which the shuttle will be ready to move again.
var/launch_prep = 0
var/cancel_countdown = 0
category = /datum/shuttle/autodock/ferry/specops
/datum/shuttle/autodock/ferry/specops/New()
..()
announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
/datum/shuttle/autodock/ferry/specops/proc/radio_announce(var/message)
if(announcer)
announcer.autosay(message, "Bubble", "Response Team")
/datum/shuttle/autodock/ferry/specops/launch(var/user)
if (!can_launch())
return
if (istype(user, /obj/machinery/computer))
var/obj/machinery/computer/C = user
if(world.time <= reset_time)
C.visible_message(SPAN_NOTICE("[SSatlas.current_map.boss_name] will not allow the Special Operations shuttle to launch yet."))
if (((world.time - reset_time)/10) > 60)
C.visible_message(SPAN_NOTICE("[-((world.time - reset_time)/10)/60] minutes remain!"))
else
C.visible_message(SPAN_NOTICE("[-(world.time - reset_time)/10] seconds remain!"))
return
C.visible_message(SPAN_NOTICE("The Special Operations shuttle will depart in [(specops_countdown_time/10)] seconds."))
if (location) //returning
radio_announce("THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN")
else
radio_announce("THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH")
sleep_until_launch()
if (location)
var/obj/machinery/light/small/readylight/light = locate() in shuttle_area
if(light) light.set_state(0)
//launch
radio_announce("ALERT: INITIATING LAUNCH SEQUENCE")
..(user)
/datum/shuttle/autodock/ferry/specops/shuttle_moved()
. = ..()
spawn(20)
if (!location) //just arrived home
for(var/turf/T in get_area_turfs(shuttle_area))
var/mob/M = locate(/mob) in T
to_chat(M, SPAN_DANGER("You have arrived at [SSatlas.current_map.boss_name]. Operation has ended!"))
else //just left for the station
launch_mauraders()
for(var/turf/T in get_area_turfs(shuttle_area))
var/mob/M = locate(/mob) in T
to_chat(M, SPAN_DANGER("You have arrived at [SSatlas.current_map.station_name]. Commence operation!"))
var/obj/machinery/light/small/readylight/light = locate() in T
if(light) light.set_state(1)
/datum/shuttle/autodock/ferry/specops/cancel_launch()
if (!can_cancel())
return
cancel_countdown = 1
radio_announce("ALERT: LAUNCH SEQUENCE ABORTED")
if (istype(in_use, /obj/machinery/computer))
var/obj/machinery/computer/C = in_use
C.visible_message(SPAN_WARNING("Launch sequence aborted."))
..()
/datum/shuttle/autodock/ferry/specops/can_launch()
if(launch_prep)
return 0
return ..()
//should be fine to allow forcing. process_state only becomes WAIT_LAUNCH after the countdown is over.
///datum/shuttle/autodock/ferry/specops/can_force()
// return 0
/datum/shuttle/autodock/ferry/specops/can_cancel()
if(launch_prep)
return 1
return ..()
/datum/shuttle/autodock/ferry/specops/proc/sleep_until_launch()
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/launch_time = world.time + specops_countdown_time
var/time_until_launch
cancel_countdown = 0
launch_prep = 1
while(!cancel_countdown && (launch_time - world.time) > 0)
var/ticksleft = launch_time - world.time
//if(ticksleft > 1e5)
// launch_time = world.timeofday + 10 // midnight rollover
time_until_launch = (ticksleft / 10)
//All this does is announce the time before launch.
var/rounded_time_left = round(time_until_launch)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
radio_announce("ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
launch_prep = 0
/proc/launch_mauraders()
var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
//Begin Marauder launchpad.
spawn(0)//So it parallel processes it.
for(var/obj/machinery/door/blast/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)//1 second delay between each.
M.open()
if("ASSAULT1")
spawn(20)
M.open()
if("ASSAULT2")
spawn(30)
M.open()
if("ASSAULT3")
spawn(40)
M.open()
sleep(10)
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.set_invisibility(101)//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.set_target(pick(spawn_marauder))//Where the marauder will arrive.
spawn_marauder.Remove(P.target)
sleep(10)
for(var/obj/machinery/mass_driver/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)
M.drive()
if("ASSAULT1")
spawn(20)
M.drive()
if("ASSAULT2")
spawn(30)
M.drive()
if("ASSAULT3")
spawn(40)
M.drive()
sleep(50)//Doors remain open for 5 seconds.
for(var/obj/machinery/door/blast/M in special_ops)
switch(M.id)//Doors close at the same time.
if("ASSAULT0")
spawn(0)
M.close()
if("ASSAULT1")
spawn(0)
M.close()
if("ASSAULT2")
spawn(0)
M.close()
if("ASSAULT3")
spawn(0)
M.close()
special_ops.readyreset()//Reset firealarm after the team launched.
//End Marauder launchpad.
/obj/machinery/light/small/readylight
brightness_range = 5
brightness_power = 1
brightness_color = "#DA0205"
var/state = 0
/obj/machinery/light/small/readylight/proc/set_state(var/new_state)
state = new_state
if(state)
brightness_color = "00FF00"
else
brightness_color = initial(brightness_color)
update()
//--Tau Ceti Foreign Legion Shuttle--//
/obj/machinery/computer/shuttle_control/multi/legion
name = "dropship control console"
req_access = list(ACCESS_LEGION)
shuttle_tag = "Legion Shuttle"
/obj/machinery/computer/shuttle_control/multi/distress
name = "shuttle control computer"
req_access = list(ACCESS_DISTRESS)
shuttle_tag = "Distress Shuttle"