#define TIME_LEFT (SSshuttle.emergency.timeLeft())
#define ENGINES_START_TIME 100
#define ENGINES_STARTED (SSshuttle.emergency.mode == SHUTTLE_IGNITING)
#define IS_DOCKED (SSshuttle.emergency.mode == SHUTTLE_DOCKED || (ENGINES_STARTED))
/obj/machinery/computer/emergency_shuttle
name = "emergency shuttle console"
desc = "For shuttle control."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
var/auth_need = 3
var/list/authorized = list()
/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
if(istype(I, /obj/item/weapon/card/id))
say("Please equip your ID card into your ID slot to authenticate.")
. = ..()
/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = human_adjacent_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "emergency_shuttle_console", name,
400, 400, master_ui, state)
ui.open()
/obj/machinery/computer/emergency_shuttle/ui_data()
var/list/data = list()
data["timer_str"] = SSshuttle.emergency.getTimerStr()
data["engines_started"] = ENGINES_STARTED
data["authorizations_remaining"] = max((auth_need - authorized.len), 0)
var/list/A = list()
for(var/i in authorized)
var/obj/item/weapon/card/id/ID = i
var/name = ID.registered_name
var/job = ID.assignment
if(emagged)
name = Gibberish(name, 0)
job = Gibberish(job, 0)
A += list(list("name" = name, "job" = job))
data["authorizations"] = A
data["enabled"] = (IS_DOCKED && !ENGINES_STARTED)
data["emagged"] = emagged
return data
/obj/machinery/computer/emergency_shuttle/ui_act(action, params, datum/tgui/ui)
if(..())
return
if(ENGINES_STARTED) // past the point of no return
return
if(!IS_DOCKED) // shuttle computer only has uses when onstation
return
var/mob/user = usr
. = FALSE
var/obj/item/weapon/card/id/ID = user.get_idcard()
if(!ID)
user << "You don't have an ID."
return
if(!(access_heads in ID.access))
user << "The access level of \
your card is not high enough."
return
var/old_len = authorized.len
switch(action)
if("authorize")
. = authorize(user)
if("repeal")
authorized -= ID
if("abort")
if(authorized.len)
// Abort. The action for when heads are fighting over whether
// to launch early.
authorized.Cut()
. = TRUE
if((old_len != authorized.len) && !ENGINES_STARTED)
var/alert = (authorized.len > old_len)
if(authorized.len)
minor_announce("[auth_need - authorized.len] authorizations \
needed until shuttle is launched early", null, alert)
else
minor_announce("All authorizations to launch the shuttle \
early have been revoked.")
/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/user, source)
var/obj/item/weapon/card/id/ID = user.get_idcard()
if(ID in authorized)
return FALSE
for(var/i in authorized)
var/obj/item/weapon/card/id/other = i
if(other.registered_name == ID.registered_name)
return FALSE // No using IDs with the same name
authorized += ID
message_admins("[key_name_admin(user.client)] \
(?) \
(FLW) \
has authorized early shuttle launch", 0, 1)
log_game("[key_name(user)] has authorized early shuttle launch in \
([x],[y],[z])")
// Now check if we're on our way
. = TRUE
process()
/obj/machinery/computer/emergency_shuttle/process()
// Launch check is in process in case auth_need changes for some reason
// probably external.
. = FALSE
if(ENGINES_STARTED || (!IS_DOCKED))
return .
// Check to see if we've reached criteria for early launch
if((authorized.len >= auth_need) || emagged)
// shuttle timers use 1/10th seconds internally
SSshuttle.emergency.setTimer(ENGINES_START_TIME)
var/system_error = emagged ? "SYSTEM ERROR:" : null
minor_announce("The emergency shuttle will launch in \
[TIME_LEFT] seconds", system_error, alert=TRUE)
. = TRUE
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
// How did you even get on the shuttle before it go to the station?
if(!IS_DOCKED)
return
var/time = TIME_LEFT
message_admins("[key_name_admin(user.client)] \
(?) \
(FLW) \
has emagged the emergency shuttle [time] seconds before launch.", 0, 1)
log_game("[key_name(user)] has emagged the emergency shuttle in \
[COORD(src)] [time] seconds before launch.")
emagged = TRUE
var/datum/species/S = new
for(var/i in 1 to 10)
// the shuttle system doesn't know who these people are, but they
// must be important, surely
var/obj/item/weapon/card/id/ID = new(src)
var/datum/job/J = pick(SSjob.occupations)
ID.registered_name = S.random_name(pick(MALE, FEMALE))
ID.assignment = J.title
authorized += ID
if(ENGINES_STARTED)
// Give them a message anyway
user << "The shuttle is already \
about to launch!"
else
process()
/obj/machinery/computer/emergency_shuttle/Destroy()
// Our fake IDs that the emag generated are just there for colour
// They're not supposed to be accessible
for(var/obj/item/weapon/card/id/ID in src)
qdel(ID)
if(authorized && authorized.len)
authorized.Cut()
authorized = null
. = ..()
/obj/docking_port/mobile/emergency
name = "emergency shuttle"
id = "emergency"
dwidth = 9
width = 22
height = 11
dir = EAST
port_angle = -90
roundstart_move = "emergency_away"
var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
/obj/docking_port/mobile/emergency/register()
. = ..()
SSshuttle.emergency = src
/obj/docking_port/mobile/emergency/Destroy(force)
if(force)
// This'll make the shuttle subsystem use the backup shuttle.
if(src == SSshuttle.emergency)
// If we're the selected emergency shuttle
SSshuttle.emergencyDeregister()
. = ..()
/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, coefficient=1, area/signalOrigin, reason, redAlert)
var/call_time = SSshuttle.emergencyCallTime * coefficient
switch(mode)
// The shuttle can not normally be called while "recalling", so
// if this proc is called, it's via admin fiat
if(SHUTTLE_RECALL, SHUTTLE_IDLE, SHUTTLE_CALL)
mode = SHUTTLE_CALL
setTimer(call_time)
else
return
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/AI/shuttlecalled.ogg', "Priority")
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
if(mode != SHUTTLE_CALL)
return
invertTimer()
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been recalled.[SSshuttle.emergencyLastCallLoc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/AI/shuttlerecalled.ogg', "Priority")
/obj/docking_port/mobile/emergency/check()
if(!timer)
return
var/time_left = timeLeft(1)
// The emergency shuttle doesn't work like others so this
// ripple check is slightly different
if(!ripples.len && (time_left <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_ESCAPE)))
var/destination
if(mode == SHUTTLE_CALL)
destination = SSshuttle.getDock("emergency_home")
else if(mode == SHUTTLE_ESCAPE)
destination = SSshuttle.getDock("emergency_away")
create_ripples(destination)
switch(mode)
if(SHUTTLE_RECALL)
if(time_left <= 0)
mode = SHUTTLE_IDLE
timer = 0
if(SHUTTLE_CALL)
if(time_left <= 0)
//move emergency shuttle to station
if(dock(SSshuttle.getDock("emergency_home")))
setTimer(20)
return
mode = SHUTTLE_DOCKED
setTimer(SSshuttle.emergencyDockTime)
send2irc("Server", "The Emergency Shuttle has docked with the station.")
priority_announce("The Emergency Shuttle has docked with the station. You have [timeLeft(600)] minutes to board the Emergency Shuttle.", null, 'sound/AI/shuttledock.ogg', "Priority")
feedback_add_details("emergency_shuttle", src.name)
// Gangs only have one attempt left if the shuttle has
// docked with the station to prevent suffering from
// endless dominator delays
for(var/datum/gang/G in ticker.mode.gangs)
if(G.is_dominating)
G.dom_attempts = 0
else
G.dom_attempts = min(1,G.dom_attempts)
if(SHUTTLE_DOCKED)
if(time_left <= ENGINES_START_TIME)
mode = SHUTTLE_IGNITING
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
M.check_transit_zone()
if(SHUTTLE_IGNITING)
var/success = TRUE
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
success &= (check_transit_zone() == TRANSIT_READY)
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED)
success &= (M.check_transit_zone() == TRANSIT_READY)
if(!success)
setTimer(ENGINES_START_TIME)
if(time_left <= 50 && !sound_played) //4 seconds left:REV UP THOSE ENGINES BOYS. - should sync up with the launch
sound_played = 1 //Only rev them up once.
for(var/area/shuttle/escape/E in world)
E << 'sound/effects/hyperspace_begin.ogg'
if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
//move each escape pod (or applicable spaceship) to its corresponding transit dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
M.launch_status = ENDGAME_LAUNCHED
M.enterTransit()
//now move the actual emergency shuttle to its transit dock
for(var/area/shuttle/escape/E in world)
E << 'sound/effects/hyperspace_progress.ogg'
enterTransit()
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime)
priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
if(SHUTTLE_STRANDED)
SSshuttle.checkHostileEnvironment()
if(SHUTTLE_ESCAPE)
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
if(istype(M, /obj/docking_port/mobile/pod))
M.dock(SSshuttle.getDock("[M.id]_away")) //Escape pods dock at centcomm
else
continue //Mapping a new docking point for each ship mappers could potentially want docking with centcomm would take up lots of space, just let them keep flying off into the sunset for their greentext
//now move the actual emergency shuttle to centcomm
for(var/area/shuttle/escape/E in world)
E << 'sound/effects/hyperspace_end.ogg'
dock(SSshuttle.getDock("emergency_away"))
mode = SHUTTLE_ENDGAME
timer = 0
/obj/docking_port/mobile/pod
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
launch_status = UNLAUNCHED
/obj/docking_port/mobile/pod/request()
if((security_level == SEC_LEVEL_RED || security_level == SEC_LEVEL_DELTA) && launch_status == UNLAUNCHED)
launch_status = EARLY_LAUNCHED
return ..()
/obj/docking_port/mobile/pod/New()
if(id == "pod")
WARNING("[type] id has not been changed from the default. Use the id convention \"pod1\" \"pod2\" etc.")
..()
/obj/docking_port/mobile/pod/cancel()
return
/obj/machinery/computer/shuttle/pod
name = "pod control computer"
admin_controlled = 1
shuttleId = "pod"
possible_destinations = "pod_asteroid"
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_available"
density = 0
clockwork = TRUE //it'd look weird
/obj/machinery/computer/shuttle/pod/update_icon()
return
/obj/docking_port/stationary/random
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
var/target_area = /area/lavaland/surface/outdoors
/obj/docking_port/stationary/random/initialize()
..()
var/list/turfs = get_area_turfs(target_area)
var/turf/T = pick(turfs)
src.loc = T
//Pod suits/pickaxes
/obj/item/clothing/head/helmet/space/orange
name = "emergency space helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/orange
name = "emergency space suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 3
/obj/item/weapon/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/obj/item/weapon/storage/pod
name = "emergency space suits"
desc = "A wall mounted safe containing space suits. Will only open in emergencies."
anchored = 1
density = 0
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
/obj/item/weapon/storage/pod/New()
..()
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/tank/internals/oxygen/red(src)
new /obj/item/weapon/tank/internals/oxygen/red(src)
new /obj/item/weapon/pickaxe/emergency(src)
new /obj/item/weapon/pickaxe/emergency(src)
new /obj/item/weapon/survivalcapsule(src)
/obj/item/weapon/storage/pod/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/weapon/storage/pod/MouseDrop(over_object, src_location, over_location)
if(security_level == SEC_LEVEL_RED || security_level == SEC_LEVEL_DELTA)
. = ..()
else
usr << "The storage unit will only unlock during a Red or Delta security alert."
/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 = EAST
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.
// backup shuttle ignores `timid` because THERE SHOULD BE NO TOUCHING IT
var/current_emergency = SSshuttle.emergency
..()
SSshuttle.emergency = current_emergency
SSshuttle.backup_shuttle = src
#undef UNLAUNCHED
#undef LAUNCHED
#undef EARLY_LAUNCHED
#undef TIMELEFT
#undef ENGINES_START_TIME
#undef ENGINES_STARTED
#undef IS_DOCKED