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Tramstation: choo choo MORE MAP COMIN' THROUH (#56509)
* cool map bro! * security * perma * secfull * secman * medstart * engine2 * atmos start * barrrr * bar2 * bar3 * civil * lower * barrrr * barrrrrr * start * cargo * sci * j * servicedecal * civildecal2 * service decal2 * service decal 3 * service decal 4 * pip * decal4 * decal8 * arse! * arrivals * arrivals 2 * ai * aifix * vault+techstorage * medbay * bridge 1 * sec 3 * sectest * squish squish * securitywork * secmore * config setup * tram * cargo work * escape * disposalfuck * i hate pipes * disposalsfull * SEC * grav * bads * researchwip * caw * hguhwhuh?? * apc+air_alarm * engie * sm * stttt * aisat * areas * camera wip * camera 2 * secam * shuttle shit or something idk * aaaa * path nodes + waypoint navs * almost there * pull * unnecessary file * standardize * tram choo choo!!! * tgm * testmerge feedback fixes * map work * test * test2 * i hate * THERE * trams without pulling upstream like an idiot (#3) TRAM * fast tram fast TRAM * fuck turfs * tram collisions, tram cooldowns (#4) lol * ass * tram but real * forgot the , * code improvements, fixes, and tram call buttons (#5) * unnecessary check gone, nulls now scrubbed (#6) * fancy tram * feedback changes * AT fix * feedback changes * incin+engine atmos wooo! * missing grav gen cable * more feedback changes + diagonal shuttle wall * bottom floor explodes into airless asteroid instead of space now * even more feedback changes * area change * update to iron sheets * ore smelter wrong dirs * path changes agagagagaga * no more fabs * atmos fixes + more general fixes * Creates SStramprocess and Makes Movement Use That Instead of Timers (#7) * makes SStramprocess a child of SSprocess and makes tram obj use it * gets rid of continue_movement() in favor of SStramprocess * remove fake tram * tgm baby * maintenance update + chode tram * hopefully makes the tram choke the server out less (#9) tries to put brakes on the tram * bad id console * more maint stuff * Big bundle of fixes and additions for trams (#10) * BANG TING OW * fixes docs, makes everyone always take damage, fixes bump text and span * control prevention... maybe? * combat mode no longer triggers trams * tram conflicts + tram console * medical changes + tram lift console * bot pathing in tunnels * tram whiteship + bad area string fix * -station fixes -tram monorail -tram monorail grinding + achievement * trail these noots * rail * yee * diner bots + xeno changes * Tram TGUI FINALLY (#11) * bflehgfwblilbrga * Update TramControl.js * --fix, --lint * more ui * brokendimmer now doesn't try to load content, static data updates, MORE sanity. * finishing off tram sprites * cleaning up dmis * Portal Improv * re-removes icons * relay moved, map fix * fixed? (#12) * rd machines * relay moved, upload moved to sci, service lathe access, typo * maint stuff * tgm * medical overhaul, more maint junk * comments out achievements for testing * space hole + spare * actual tram blender fix according to known blender method * tgm * trail these * removes depreciated tram content + accidental changes during pulling Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
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tralezab
Kylerace
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@@ -214,3 +214,46 @@
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lift.lift_master_datum.set_controls(UNLOCKED)
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#undef FLOOR_TRAVEL_TIME
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/obj/item/assembly/control/tram
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name = "tram call button"
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desc = "A small device used to bring trams to you."
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///for finding the landmark initially - should be the exact same as the landmark's destination id.
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var/initial_id
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///this is our destination's landmark, so we only have to find it the first time.
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var/obj/effect/landmark/tram/to_where
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/obj/item/assembly/control/tram/activate()
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if(cooldown)
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return
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cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 2 SECONDS)
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var/obj/structure/industrial_lift/tram/tram_part
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var/obj/machinery/computer/tram_controls/computer = locate(/obj/machinery/computer/tram_controls) in GLOB.machines
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tram_part = computer?.tram_part
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if(!tram_part)
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say("The tram is not responding to call signals. Please send a technician to repair the internals of the tram.")
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return
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if(!tram_part.from_where) //edge case where the tram has not moved yet and set up it's landmarks but has been called
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for(var/obj/effect/landmark/tram/tram_landmark in GLOB.landmarks_list)
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if(tram_landmark.destination_id == tram_part.initial_id)
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tram_part.from_where = tram_landmark
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break
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//find where the tram is going to/is
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var/obj/effect/landmark/tram/from_where = tram_part.from_where
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if(tram_part.travelling) //in use
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say("The tram is already travelling to [from_where].")
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return
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if(!to_where)
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//find where the tram needs to go to (our destination). only needs to happen the first time
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for(var/obj/effect/landmark/tram/our_destination in GLOB.landmarks_list)
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if(our_destination.destination_id == initial_id)
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to_where = our_destination
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break
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if(from_where == to_where) //already here
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say("The tram is already here. Please board the tram and select a destination.")
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return
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say("The tram has been called to [to_where]. Please wait for its arrival.")
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tram_part.tram_travel(from_where, to_where)
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