Alternate escape shuttles and ferries (#16761)

* Added a simple bar-theme escape shuttle

Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.

* Changed drone's health to 3000

Bardrone is now strong, to cope from stray gunfire.

* Replaces banned variables with alternates

Step_[xy] is bad, mkay?

* Added STV5, the cramped transport shuttle

Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!

* Removed shuttle area from empty space on STV5

* Added cult shuttle

Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.

* Include the Narnar Shuttle

* Meat ferry added

Very basic, could probably use some love from a map wizard.

* Moved shuttle files to shuttles/ directory

* MAPS MOVED AND RENAMED

* Hyperfractal Gigashuttle

"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."

* I REGRET ADDING THESE

* Into templates you go

* Changed floors

* Hugbox supermatter, for map making

* Shuttles KINDA delete themselves

* Hats in hats in hats in hats in hats

* Use the hugbox supermatter in the shuttle

* Include the new verbs

* Include our new verbs

* Fixed runtime when deleting emergency shuttle

* Added to verb list

* Fixes more runtimes with deleting the shuttle

* Shuttle Destroy verb now functions

* Moved them out of the shuttles/ folder

* We'll need these docks later

* shuttle_import landmark datum made

* Changes z2 to TGM format and adds shuttle_import landmark

* SHUTTLE IMPORT VERB

Is this it? Are we there?

* Some compile fixes

* Emergency bar map updated

* Updated cramped shuttle

* Updated narnar shuttle

* Supermatter shuttle updated

* Meat ferry updated

* Debugging information included

* Debug code, QDEL hints

* Minor updates to collection of maps

* May as well use the snowflake drone code

PICK YOUR OWN BARKEEPING HAT.

* The Lighthouse

*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!

* Made supermatter hallucination too powerful

* Added force argument for docking testing

* Added emergency backup shuttle

Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.

* Added templates for existing shuttles

* Backup shuttle used if emergency shuttle deleted

* Added backup shuttle transit space

Don't know why transit spaces aren't dynamically generated, to be
honest.

* Hyperfractal Gigashuttle improved

More radiation lockers, chairs which makes it "safer".

* Added Shuttle Under Construction

The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.

* Added warnings for shuttle interaction

ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?

I mean, I really don't know what will happen, and it's probably
nothing good.

* Snappop(tm)!

Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!

* Fixed horrific experiment icon, added gambling spawner

* Candle changes

Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.

* Shuttle can dock if already docked

* Fixing bugs with shuttle import

Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.

* Admin notice, unload bad template

* Fixes problems with some shuttles

* Warning message if roundstart dock failed

* Compiles.

* Inform admins of shuttle problems

* Names for shuttles, minor tweaks

* Moved shuttle templates to shuttles/

* Version numbers are lame

* Shuttle datums

* Shuttle manipulator barebones

It doesn't do anything at the moment.

* Added shuttle manipulator to Z2

It still doesn't do anything yet, but it looks pretty.

* Use GetAllContents(), don't delete ghosts

* Fixes bug where nothing would actually load

* Cancel button on Destroy Shuttle

* Fixed birdboat shuttle overwriting bar shuttle
This commit is contained in:
coiax
2016-05-07 23:35:57 +02:00
committed by AnturK
parent eb8c1a39b1
commit 5b5d956943
39 changed files with 2929 additions and 1180 deletions
+27
View File
@@ -76,8 +76,17 @@
/obj/docking_port/mobile/emergency/New()
..()
// The last created emergency shuttle will always be the one
// that we use.
SSshuttle.emergency = src
/obj/docking_port/mobile/emergency/Destroy()
if(src.i_know_what_im_doing)
// This'll make the shuttle subsystem use the backup shuttle.
SSshuttle.emergencyDeregister()
. = ..()
/obj/docking_port/mobile/emergency/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
@@ -319,6 +328,24 @@
/obj/item/weapon/storage/pod/attack_hand(mob/user)
return
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
id = "backup"
dwidth = 2
width = 8
height = 8
dir = 4
roundstart_move = "backup_away"
/obj/docking_port/mobile/emergency/backup/New()
// We want to be a valid emergency shuttle
// but not be the main one, keep whatever's set
// valid.
var/current_emergency = SSshuttle.emergency
..()
SSshuttle.emergency = current_emergency
SSshuttle.backup_shuttle = src
#undef UNLAUNCHED
+13
View File
@@ -0,0 +1,13 @@
/obj/machinery/shuttle_manipulator
name = "shuttle manipulator"
desc = "I shall be telling this with a sigh\n\
Somewhere ages and ages hence:\n\
Two roads diverged in a wood, and I,\n\
I took the one less traveled by,\n\
And that has made all the difference."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator-blue"
/obj/machinery/shuttle_manipulator/process()
return
+113 -15
View File
@@ -18,9 +18,18 @@
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
var/i_know_what_im_doing = 0
//these objects are indestructable
/obj/docking_port/Destroy()
return QDEL_HINT_LETMELIVE
// unless you assert that you know what you're doing. Horrible things
// may result.
if(!i_know_what_im_doing)
return QDEL_HINT_LETMELIVE
else
// If not removed immediately, it can interfere with the docking
// detection code, which is annoying and inconvinient.
return QDEL_HINT_HARDDEL_NOW
/obj/docking_port/singularity_pull()
return
/obj/docking_port/singularity_act()
@@ -143,7 +152,7 @@
//returns first-found touching shuttleport
/obj/docking_port/stationary/get_docked()
return locate(/obj/docking_port/mobile) in loc
. = locate(/obj/docking_port/mobile) in loc
/*
for(var/turf/T in return_ordered_turfs())
. = locate(/obj/docking_port/mobile) in loc
@@ -182,6 +191,11 @@
..()
SSshuttle.mobile += src
/obj/docking_port/mobile/Destroy()
if(i_know_what_im_doing)
SSshuttle.mobile -= src
. = ..()
/obj/docking_port/mobile/initialize()
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
@@ -221,16 +235,32 @@
if(height-dheight > S.height-S.dheight)
return 5
//check the dock isn't occupied
if(S.get_docked())
return 6
var/currently_docked = S.get_docked()
if(currently_docked)
// by someone other than us
if(currently_docked != src)
return 6
else
// This isn't an error, per se, but we can't let the shuttle code
// attempt to move us where we currently are, it will get weird.
return SHUTTLE_ALREADY_DOCKED
return 0 //0 means we can dock
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(canDock(S))
. = 1
throw EXCEPTION("request(): shuttle cannot dock")
return 1 //we can't dock at S
var/status = canDock(S)
if(status == SHUTTLE_ALREADY_DOCKED)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return
else if(status)
. = status
spawn(0)
var/msg = "request(): shuttle [src] cannot dock at [S], \
error: [status]"
message_admins(msg)
throw EXCEPTION(msg)
return status //we can't dock at S
switch(mode)
if(SHUTTLE_CALL)
@@ -294,16 +324,66 @@
pixel_x = oldPY
pixel_y = (oldPX*(-1))
/obj/docking_port/mobile/proc/jumpToNullSpace()
// Destroys the docking port and the shuttle contents.
// Not in a fancy way, it just ceases.
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
for(var/i=1, i<=L0.len, ++i)
var/turf/T0 = L0[i]
if(!T0)
continue
for(var/atom/AM in T0.GetAllContents())
if(istype(AM, /mob/dead))
continue
qdel(AM)
T0.ChangeTurf(turf_type)
T0.redraw_lighting()
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
src.i_know_what_im_doing = TRUE
qdel(src)
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1)
. = canDock(S1)
if(.)
throw EXCEPTION("dock(): shuttle cannot dock")
return .
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
// Crashing this ship with NO SURVIVORS
if(!force)
var/status = canDock(S1)
if(status == 7)
return SHUTTLE_ALREADY_DOCKED
else if(status)
spawn(0)
var/msg = "dock(): shuttle [src] cannot dock at [S1], \
error: [status]"
message_admins(msg)
throw EXCEPTION(msg)
return status
if(canMove())
return -1
if(canMove())
return -1
closePortDoors()
@@ -432,6 +512,24 @@
var/obj/docking_port/stationary/transit/T = SSshuttle.getDock("[id]_transit")
if(T && !canDock(T))
return T
/obj/docking_port/mobile/proc/findRoundstartDock()
var/obj/docking_port/stationary/D
D = SSshuttle.getDock(roundstart_move)
if(D)
return D
/obj/docking_port/mobile/proc/dockRoundstart()
// Instead of spending a lot of time trying to work out where to place
// our shuttle, just create it somewhere empty and send it to where
// it should go
var/obj/docking_port/stationary/D = findRoundstartDock()
return dock(D)
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
/* commented out due to issues with rotation
for(var/obj/docking_port/stationary/transit/S in SSshuttle.transit)
if(S.id)