Files
Aurora.3/code/modules/overmap/ships/ship.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

117 lines
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Plaintext

/obj/effect/map/ship
name = "generic ship"
desc = "Space faring vessel."
icon_state = "sheet-sandstone"
var/vessel_mass = 9000 //tonnes, random number
var/default_delay = 60
var/list/speed = list(0,0)
var/last_burn = 0
var/list/last_movement = list(0,0)
var/fore_dir = NORTH
var/rotate = 1 //For proc rotate
var/obj/effect/map/current_sector
var/obj/machinery/computer/helm/nav_control
var/obj/machinery/computer/engines/eng_control
/obj/effect/map/ship/Initialize()
. = ..()
for(var/obj/machinery/computer/engines/E in machines)
if (E.z == map_z)
eng_control = E
break
for(var/obj/machinery/computer/helm/H in machines)
if (H.z == map_z)
nav_control = H
break
processing_objects.Add(src)
/obj/effect/map/ship/relaymove(mob/user, direction)
accelerate(direction)
/obj/effect/map/ship/proc/is_still()
return !(speed[1] || speed[2])
/obj/effect/map/ship/proc/get_acceleration()
return eng_control.get_total_thrust()/vessel_mass
/obj/effect/map/ship/proc/get_speed()
return round(sqrt(speed[1]*speed[1] + speed[2]*speed[2]))
/obj/effect/map/ship/proc/get_heading()
var/res = 0
if(speed[1])
if(speed[1] > 0)
res |= EAST
else
res |= WEST
if(speed[2])
if(speed[2] > 0)
res |= NORTH
else
res |= SOUTH
return res
/obj/effect/map/ship/proc/adjust_speed(n_x, n_y)
speed[1] = Clamp(speed[1] + n_x, -default_delay, default_delay)
speed[2] = Clamp(speed[2] + n_y, -default_delay, default_delay)
if(is_still())
toggle_move_stars(map_z)
else
toggle_move_stars(map_z, fore_dir)
/obj/effect/map/ship/proc/can_burn()
if (!eng_control)
return 0
if (world.time < last_burn + 10)
return 0
if (!eng_control.burn())
return 0
return 1
/obj/effect/map/ship/proc/get_brake_path()
if(!get_acceleration())
return INFINITY
return get_speed()/get_acceleration()
#define SIGN(X) (X == 0 ? 0 : (X > 0 ? 1 : -1))
/obj/effect/map/ship/proc/decelerate()
if(!is_still() && can_burn())
if (speed[1])
adjust_speed(-SIGN(speed[1]) * min(get_acceleration(),abs(speed[1])), 0)
if (speed[2])
adjust_speed(0, -SIGN(speed[2]) * min(get_acceleration(),abs(speed[2])))
last_burn = world.time
/obj/effect/map/ship/proc/accelerate(direction)
if(can_burn())
last_burn = world.time
if(direction & EAST)
adjust_speed(get_acceleration(), 0)
if(direction & WEST)
adjust_speed(-get_acceleration(), 0)
if(direction & NORTH)
adjust_speed(0, get_acceleration())
if(direction & SOUTH)
adjust_speed(0, -get_acceleration())
/obj/effect/map/ship/proc/rotate(var/direction)
var/matrix/M = matrix()
M.Turn(dir2angle(direction))
src.transform = M //Rotate ship
/obj/effect/map/ship/process()
if(!is_still())
var/list/deltas = list(0,0)
for(var/i=1, i<=2, i++)
if(speed[i] && world.time > last_movement[i] + default_delay - abs(speed[i]))
deltas[i] = speed[i] > 0 ? 1 : -1
last_movement[i] = world.time
var/turf/newloc = locate(x + deltas[1], y + deltas[2], z)
if(newloc)
Move(newloc)
if(rotate)
rotate(get_heading())