mirror of
https://github.com/Bubberstation/Bubberstation.git
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470 lines
15 KiB
Plaintext
470 lines
15 KiB
Plaintext
#define TIME_LEFT (SSshuttle.emergency.timeLeft())
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#define ENGINES_START_TIME 10
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#define ENGINES_STARTED (TIME_LEFT <= ENGINES_START_TIME)
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#define IS_DOCKED (SSshuttle.emergency.mode == SHUTTLE_DOCKED)
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/obj/machinery/computer/emergency_shuttle
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name = "emergency shuttle console"
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desc = "For shuttle control."
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icon_screen = "shuttle"
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icon_keyboard = "tech_key"
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var/auth_need = 3
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var/list/authorized = list()
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/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
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if(istype(I, /obj/item/weapon/card/id))
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say("Please equip your ID card into your ID slot to authenticate.")
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. = ..()
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/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)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "emergency_shuttle_console", name,
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400, 400, master_ui, state)
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ui.open()
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/obj/machinery/computer/emergency_shuttle/ui_data()
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var/list/data = list()
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data["timer_str"] = SSshuttle.emergency.getTimerStr()
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data["engines_started"] = ENGINES_STARTED
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data["authorizations_remaining"] = max((auth_need - authorized.len), 0)
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var/list/A = list()
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for(var/i in authorized)
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var/obj/item/weapon/card/id/ID = i
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var/name = ID.registered_name
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var/job = ID.assignment
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if(emagged)
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name = Gibberish(name, 0)
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job = Gibberish(job, 0)
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A += list(list("name" = name, "job" = job))
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data["authorizations"] = A
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data["enabled"] = (IS_DOCKED && !ENGINES_STARTED)
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data["emagged"] = emagged
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return data
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/obj/machinery/computer/emergency_shuttle/ui_act(action, params, datum/tgui/ui)
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if(..())
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return
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if(ENGINES_STARTED) // past the point of no return
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return
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if(!IS_DOCKED) // shuttle computer only has uses when onstation
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return
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var/mob/user = usr
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. = FALSE
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(!ID)
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user << "<span class='warning'>You don't have an ID.</span>"
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return
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if(!(access_heads in ID.access))
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user << "<span class='warning'>The access level of \
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your card is not high enough.</span>"
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return
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var/old_len = authorized.len
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switch(action)
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if("authorize")
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. = authorize(user)
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if("repeal")
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authorized -= ID
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if("abort")
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if(authorized.len)
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// Abort. The action for when heads are fighting over whether
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// to launch early.
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authorized.Cut()
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. = TRUE
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if((old_len != authorized.len) && !ENGINES_STARTED)
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var/alert = (authorized.len > old_len)
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if(authorized.len)
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minor_announce("[auth_need - authorized.len] authorizations \
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needed until shuttle is launched early", null, alert)
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else
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minor_announce("All authorizations to launch the shuttle \
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early have been revoked.")
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/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/user, source)
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(ID in authorized)
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return FALSE
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for(var/i in authorized)
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var/obj/item/weapon/card/id/other = i
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if(other.registered_name == ID.registered_name)
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return FALSE // No using IDs with the same name
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authorized += ID
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message_admins("[key_name_admin(user.client)] \
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(<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) \
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(<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) \
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has authorized early shuttle launch", 0, 1)
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log_game("[key_name(user)] has authorized early shuttle launch in \
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([x],[y],[z])")
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// Now check if we're on our way
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. = TRUE
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process()
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/obj/machinery/computer/emergency_shuttle/process()
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// Launch check is in process in case auth_need changes for some reason
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// probably external.
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. = FALSE
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if(ENGINES_STARTED || (!IS_DOCKED))
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return .
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// Check to see if we've reached criteria for early launch
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if((authorized.len >= auth_need) || emagged)
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// shuttle timers use 1/10th seconds internally
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SSshuttle.emergency.setTimer(ENGINES_START_TIME * 10)
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var/system_error = emagged ? "SYSTEM ERROR:" : null
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minor_announce("The emergency shuttle will launch in \
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[ENGINES_START_TIME] seconds", system_error, alert=TRUE)
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. = TRUE
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/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
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// How did you even get on the shuttle before it go to the station?
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if(!IS_DOCKED)
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return
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var/time = TIME_LEFT
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message_admins("[key_name_admin(user.client)] \
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(<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) \
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(<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) \
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has emagged the emergency shuttle [time] seconds before launch.", 0, 1)
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log_game("[key_name(user)] has emagged the emergency shuttle in \
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([x],[y],[z]) [time] seconds before launch.")
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emagged = TRUE
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var/datum/species/S = new
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for(var/i in 1 to 10)
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// the shuttle system doesn't know who these people are, but they
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// must be important, surely
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var/obj/item/weapon/card/id/ID = new(src)
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var/datum/job/J = pick(SSjob.occupations)
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ID.registered_name = S.random_name(pick(MALE, FEMALE))
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ID.assignment = J.title
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authorized += ID
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if(ENGINES_STARTED)
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// Give them a message anyway
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user << "<span class='warning'>The shuttle is already \
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about to launch!</span>"
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else
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process()
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/obj/machinery/computer/emergency_shuttle/Destroy()
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// Our fake IDs that the emag generated are just there for colour
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// They're not supposed to be accessible
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for(var/obj/item/weapon/card/id/ID in src)
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qdel(ID)
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. = ..()
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/obj/docking_port/mobile/emergency
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name = "emergency shuttle"
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id = "emergency"
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dwidth = 9
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width = 22
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height = 11
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dir = 4
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travelDir = -90
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roundstart_move = "emergency_away"
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var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
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/obj/docking_port/mobile/emergency/register()
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. = ..()
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SSshuttle.emergency = src
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/obj/docking_port/mobile/emergency/Destroy(force)
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if(force)
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// This'll make the shuttle subsystem use the backup shuttle.
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if(src == SSshuttle.emergency)
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// If we're the selected emergency shuttle
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SSshuttle.emergencyDeregister()
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. = ..()
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/obj/docking_port/mobile/emergency/timeLeft(divisor)
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if(divisor <= 0)
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divisor = 10
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if(!timer)
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return round(SSshuttle.emergencyCallTime/divisor, 1)
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var/dtime = world.time - timer
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switch(mode)
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if(SHUTTLE_ESCAPE)
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dtime = max(SSshuttle.emergencyEscapeTime - dtime, 0)
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if(SHUTTLE_DOCKED)
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dtime = max(SSshuttle.emergencyDockTime - dtime, 0)
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else
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dtime = max(SSshuttle.emergencyCallTime - dtime, 0)
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return round(dtime/divisor, 1)
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/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, coefficient=1, area/signalOrigin, reason, redAlert)
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SSshuttle.emergencyCallTime = initial(SSshuttle.emergencyCallTime) * coefficient
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switch(mode)
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if(SHUTTLE_RECALL)
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mode = SHUTTLE_CALL
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timer = world.time - timeLeft(1)
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if(SHUTTLE_IDLE)
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mode = SHUTTLE_CALL
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timer = world.time
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if(SHUTTLE_CALL)
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if(world.time < timer) //this is just failsafe
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timer = world.time
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else
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return
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if(prob(70))
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SSshuttle.emergencyLastCallLoc = signalOrigin
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else
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SSshuttle.emergencyLastCallLoc = null
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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")
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/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
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if(mode != SHUTTLE_CALL)
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return
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timer = world.time - timeLeft(1)
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mode = SHUTTLE_RECALL
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if(prob(70))
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SSshuttle.emergencyLastCallLoc = signalOrigin
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else
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SSshuttle.emergencyLastCallLoc = null
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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")
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/*
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/obj/docking_port/mobile/emergency/findTransitDock()
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. = SSshuttle.getDock("emergency_transit")
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if(.)
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return .
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return ..()
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*/
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/obj/docking_port/mobile/emergency/check()
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if(!timer)
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return
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var/time_left = timeLeft(1)
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switch(mode)
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if(SHUTTLE_RECALL)
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if(time_left <= 0)
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mode = SHUTTLE_IDLE
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timer = 0
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if(SHUTTLE_CALL)
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if(time_left <= 0)
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//move emergency shuttle to station
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if(dock(SSshuttle.getDock("emergency_home")))
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setTimer(20)
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return
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mode = SHUTTLE_DOCKED
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timer = world.time
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send2irc("Server", "The Emergency Shuttle has docked with the station.")
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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")
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feedback_add_details("emergency_shuttle", src.name)
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//Gangs only have one attempt left if the shuttle has docked with the station to prevent suffering from dominator delays
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for(var/datum/gang/G in ticker.mode.gangs)
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if(isnum(G.dom_timer))
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G.dom_attempts = 0
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else
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G.dom_attempts = min(1,G.dom_attempts)
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if(SHUTTLE_DOCKED)
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if(time_left <= 50 && !sound_played) //4 seconds left:REV UP THOSE ENGINES BOYS. - should sync up with the launch
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sound_played = 1 //Only rev them up once.
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for(var/area/shuttle/escape/E in world)
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E << 'sound/effects/hyperspace_begin.ogg'
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if(time_left <= 0 && SSshuttle.emergencyNoEscape)
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priority_announce("Hostile environment detected. Departure has been postponed indefinitely pending conflict resolution.", null, 'sound/misc/notice1.ogg', "Priority")
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sound_played = 0 //Since we didn't launch, we will need to rev up the engines again next pass.
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mode = SHUTTLE_STRANDED
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if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
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//move each escape pod (or applicable spaceship) to its corresponding transit dock
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
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M.launch_status = ENDGAME_LAUNCHED
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M.enterTransit()
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//now move the actual emergency shuttle to its transit dock
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for(var/area/shuttle/escape/E in world)
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E << 'sound/effects/hyperspace_progress.ogg'
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enterTransit()
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mode = SHUTTLE_ESCAPE
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launch_status = ENDGAME_LAUNCHED
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timer = world.time
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priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
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if(SHUTTLE_ESCAPE)
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if(time_left <= 0)
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//move each escape pod to its corresponding escape dock
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_LAUNCHED)
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if(istype(M, /obj/docking_port/mobile/pod))
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M.dock(SSshuttle.getDock("[M.id]_away")) //Escape pods dock at centcomm
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else
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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
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//now move the actual emergency shuttle to centcomm
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for(var/area/shuttle/escape/E in world)
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E << 'sound/effects/hyperspace_end.ogg'
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dock(SSshuttle.getDock("emergency_away"))
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mode = SHUTTLE_ENDGAME
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timer = 0
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open_dock()
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/obj/docking_port/mobile/emergency/proc/open_dock()
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for(var/obj/machinery/door/poddoor/shuttledock/D in airlocks)
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var/turf/T = get_step(D, D.checkdir)
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if(!istype(T,/turf/open/space))
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spawn(0)
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D.open()
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/obj/docking_port/mobile/pod
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name = "escape pod"
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id = "pod"
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dwidth = 1
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width = 3
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height = 4
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launch_status = UNLAUNCHED
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/obj/docking_port/mobile/pod/request()
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if((security_level == SEC_LEVEL_RED || security_level == SEC_LEVEL_DELTA) && launch_status == UNLAUNCHED)
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launch_status = EARLY_LAUNCHED
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return ..()
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/obj/docking_port/mobile/pod/New()
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if(id == "pod")
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WARNING("[type] id has not been changed from the default. Use the id convention \"pod1\" \"pod2\" etc.")
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..()
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/obj/docking_port/mobile/pod/cancel()
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return
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/obj/machinery/computer/shuttle/pod
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name = "pod control computer"
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admin_controlled = 1
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shuttleId = "pod"
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possible_destinations = "pod_asteroid"
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icon = 'icons/obj/terminals.dmi'
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icon_state = "dorm_available"
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density = 0
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clockwork = TRUE //it'd look weird
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/obj/machinery/computer/shuttle/pod/update_icon()
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return
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/obj/docking_port/stationary/random
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name = "escape pod"
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id = "pod"
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dwidth = 1
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width = 3
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height = 4
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var/target_area = /area/lavaland/surface/outdoors
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/obj/docking_port/stationary/random/initialize()
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..()
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var/list/turfs = get_area_turfs(target_area)
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var/turf/T = pick(turfs)
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src.loc = T
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//Pod suits/pickaxes
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/obj/item/clothing/head/helmet/space/orange
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name = "emergency space helmet"
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icon_state = "syndicate-helm-orange"
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item_state = "syndicate-helm-orange"
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/obj/item/clothing/suit/space/orange
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name = "emergency space suit"
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icon_state = "syndicate-orange"
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item_state = "syndicate-orange"
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slowdown = 3
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/obj/item/weapon/pickaxe/emergency
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name = "emergency disembarkation tool"
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desc = "For extracting yourself from rough landings."
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/obj/item/weapon/storage/pod
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name = "emergency space suits"
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desc = "A wall mounted safe containing space suits. Will only open in emergencies."
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anchored = 1
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density = 0
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icon = 'icons/obj/storage.dmi'
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icon_state = "safe"
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/obj/item/weapon/storage/pod/New()
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..()
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new /obj/item/clothing/head/helmet/space/orange(src)
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new /obj/item/clothing/head/helmet/space/orange(src)
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new /obj/item/clothing/suit/space/orange(src)
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new /obj/item/clothing/suit/space/orange(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/clothing/mask/gas(src)
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new /obj/item/weapon/tank/internals/oxygen/red(src)
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new /obj/item/weapon/tank/internals/oxygen/red(src)
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new /obj/item/weapon/pickaxe/emergency(src)
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new /obj/item/weapon/pickaxe/emergency(src)
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new /obj/item/weapon/survivalcapsule(src)
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/obj/item/weapon/storage/pod/attackby(obj/item/weapon/W, mob/user, params)
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return
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/obj/item/weapon/storage/pod/MouseDrop(over_object, src_location, over_location)
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if(security_level == SEC_LEVEL_RED || security_level == SEC_LEVEL_DELTA)
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return ..()
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else
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usr << "The storage unit will only unlock during a Red or Delta security alert."
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/obj/item/weapon/storage/pod/attack_hand(mob/user)
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return
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/obj/docking_port/mobile/emergency/backup
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name = "backup shuttle"
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id = "backup"
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dwidth = 2
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width = 8
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height = 8
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dir = 4
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roundstart_move = "backup_away"
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/obj/docking_port/mobile/emergency/backup/New()
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// We want to be a valid emergency shuttle
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// but not be the main one, keep whatever's set
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// valid.
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// backup shuttle ignores `timid` because THERE SHOULD BE NO TOUCHING IT
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var/current_emergency = SSshuttle.emergency
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..()
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SSshuttle.emergency = current_emergency
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SSshuttle.backup_shuttle = src
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#undef UNLAUNCHED
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#undef LAUNCHED
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#undef EARLY_LAUNCHED
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#undef TIMELEFT
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#undef ENGINES_START_TIME
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#undef ENGINES_STARTED
|
|
#undef IS_DOCKED
|