Files
Bubberstation/code/modules/assembly/doorcontrol.dm
MMMiracles 5f3e12178e 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>
2021-03-11 18:43:57 +01:00

260 lines
8.9 KiB
Plaintext

/obj/item/assembly/control
name = "blast door controller"
desc = "A small electronic device able to control a blast door remotely."
icon_state = "control"
attachable = TRUE
var/id = null
var/can_change_id = 0
var/cooldown = FALSE //Door cooldowns
var/sync_doors = TRUE
/obj/item/assembly/control/examine(mob/user)
. = ..()
if(id)
. += "<span class='notice'>Its channel ID is '[id]'.</span>"
/obj/item/assembly/control/multitool_act(mob/living/user)
var/change_id = input("Set the shutters/blast door/blast door controllers ID. It must be a number between 1 and 100.", "ID", id) as num|null
if(change_id)
id = clamp(round(change_id, 1), 1, 100)
to_chat(user, "<span class='notice'>You change the ID to [id].</span>")
/obj/item/assembly/control/activate()
var/openclose
if(cooldown)
return
cooldown = TRUE
for(var/obj/machinery/door/poddoor/M in GLOB.machines)
if(M.id == src.id)
if(openclose == null || !sync_doors)
openclose = M.density
INVOKE_ASYNC(M, openclose ? /obj/machinery/door/poddoor.proc/open : /obj/machinery/door/poddoor.proc/close)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
/obj/item/assembly/control/curtain
name = "curtain controller"
desc = "A small electronic device able to control a mechanical curtain remotely."
/obj/item/assembly/control/curtain/examine(mob/user)
. = ..()
if(id)
. += "<span class='notice'>Its channel ID is '[id]'.</span>"
/obj/item/assembly/control/curtain/activate()
var/openclose
if(cooldown)
return
cooldown = TRUE
for(var/obj/structure/curtain/cloth/fancy/mechanical/M in GLOB.curtains)
if(M.id == src.id)
if(openclose == null || !sync_doors)
openclose = M.density
INVOKE_ASYNC(M, openclose ? /obj/structure/curtain/cloth/fancy/mechanical.proc/open : /obj/structure/curtain/cloth/fancy/mechanical.proc/close)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 5)
/obj/item/assembly/control/airlock
name = "airlock controller"
desc = "A small electronic device able to control an airlock remotely."
id = "badmin" // Set it to null for MEGAFUN.
var/specialfunctions = OPEN
/*
Bitflag, 1= open (OPEN)
2= idscan (IDSCAN)
4= bolts (BOLTS)
8= shock (SHOCK)
16= door safties (SAFE)
*/
/obj/item/assembly/control/airlock/activate()
if(cooldown)
return
cooldown = TRUE
var/doors_need_closing = FALSE
var/list/obj/machinery/door/airlock/open_or_close = list()
for(var/obj/machinery/door/airlock/D in GLOB.airlocks)
if(D.id_tag == src.id)
if(specialfunctions & OPEN)
open_or_close += D
if(!D.density)
doors_need_closing = TRUE
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = !D.aiDisabledIdScanner
if(specialfunctions & BOLTS)
if(!D.wires.is_cut(WIRE_BOLTS) && D.hasPower())
D.locked = !D.locked
D.update_appearance()
if(specialfunctions & SHOCK)
if(D.secondsElectrified)
D.set_electrified(MACHINE_ELECTRIFIED_PERMANENT, usr)
else
D.set_electrified(MACHINE_NOT_ELECTRIFIED, usr)
if(specialfunctions & SAFE)
D.safe = !D.safe
for(var/D in open_or_close)
INVOKE_ASYNC(D, doors_need_closing ? /obj/machinery/door/airlock.proc/close : /obj/machinery/door/airlock.proc/open)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
/obj/item/assembly/control/massdriver
name = "mass driver controller"
desc = "A small electronic device able to control a mass driver."
/obj/item/assembly/control/massdriver/activate()
if(cooldown)
return
cooldown = TRUE
for(var/obj/machinery/door/poddoor/M in GLOB.machines)
if (M.id == src.id)
INVOKE_ASYNC(M, /obj/machinery/door/poddoor.proc/open)
sleep(10)
for(var/obj/machinery/mass_driver/M in GLOB.machines)
if(M.id == src.id)
M.drive()
sleep(60)
for(var/obj/machinery/door/poddoor/M in GLOB.machines)
if (M.id == src.id)
INVOKE_ASYNC(M, /obj/machinery/door/poddoor.proc/close)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
/obj/item/assembly/control/igniter
name = "ignition controller"
desc = "A remote controller for a mounted igniter."
/obj/item/assembly/control/igniter/activate()
if(cooldown)
return
cooldown = TRUE
for(var/obj/machinery/sparker/M in GLOB.machines)
if (M.id == src.id)
INVOKE_ASYNC(M, /obj/machinery/sparker.proc/ignite)
for(var/obj/machinery/igniter/M in GLOB.machines)
if(M.id == src.id)
M.use_power(50)
M.on = !M.on
M.icon_state = "igniter[M.on]"
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 30)
/obj/item/assembly/control/flasher
name = "flasher controller"
desc = "A remote controller for a mounted flasher."
/obj/item/assembly/control/flasher/activate()
if(cooldown)
return
cooldown = TRUE
for(var/obj/machinery/flasher/M in GLOB.machines)
if(M.id == src.id)
INVOKE_ASYNC(M, /obj/machinery/flasher.proc/flash)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
/obj/item/assembly/control/crematorium
name = "crematorium controller"
desc = "An evil-looking remote controller for a crematorium."
/obj/item/assembly/control/crematorium/activate()
if(cooldown)
return
cooldown = TRUE
for (var/obj/structure/bodycontainer/crematorium/C in GLOB.crematoriums)
if (C.id == id)
C.cremate(usr)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
//how long it spends on each floor when moving somewhere, so it'd take 4 seconds to reach you if it had to travel up 2 floors
#define FLOOR_TRAVEL_TIME 2 SECONDS
/obj/item/assembly/control/elevator
name = "elevator controller"
desc = "A small device used to call elevators to the current floor."
/obj/item/assembly/control/elevator/activate()
if(cooldown)
return
cooldown = TRUE
var/obj/structure/industrial_lift/lift
for(var/l in GLOB.lifts)
var/obj/structure/industrial_lift/possible_lift = l
if(possible_lift.id != id || possible_lift.z == z || possible_lift.controls_locked)
continue
lift = possible_lift
break
if(!lift)
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 2 SECONDS)
return
lift.visible_message("<span class='notice'>[src] clinks and whirrs into automated motion, locking controls.</span")
lift.lift_master_datum.set_controls(LOCKED)
///The z level to which the elevator should travel
var/targetZ = (abs(loc.z)) //The target Z (where the elevator should move to) is not our z level (we are just some assembly in nullspace) but actually the Z level of whatever we are contained in (e.g. elevator button)
///The amount of z levels between the our and targetZ
var/difference = abs(targetZ - lift.z)
///Direction (up/down) needed to go to reach targetZ
var/direction = lift.z < targetZ ? UP : DOWN
///How long it will/should take us to reach the target Z level
var/travel_duration = FLOOR_TRAVEL_TIME * difference //100 / 2 floors up = 50 seconds on every floor, will always reach destination in the same time
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), travel_duration)
for(var/i in 1 to difference)
sleep(FLOOR_TRAVEL_TIME)//hey this should be alright... right?
if(QDELETED(lift) || QDELETED(src))//elevator control or button gone = don't go up anymore
return
lift.lift_master_datum.MoveLift(direction, null)
lift.visible_message("<span class='notice'>[src] clicks, ready to be manually operated again.</span")
lift.lift_master_datum.set_controls(UNLOCKED)
#undef FLOOR_TRAVEL_TIME
/obj/item/assembly/control/tram
name = "tram call button"
desc = "A small device used to bring trams to you."
///for finding the landmark initially - should be the exact same as the landmark's destination id.
var/initial_id
///this is our destination's landmark, so we only have to find it the first time.
var/obj/effect/landmark/tram/to_where
/obj/item/assembly/control/tram/activate()
if(cooldown)
return
cooldown = TRUE
addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 2 SECONDS)
var/obj/structure/industrial_lift/tram/tram_part
var/obj/machinery/computer/tram_controls/computer = locate(/obj/machinery/computer/tram_controls) in GLOB.machines
tram_part = computer?.tram_part
if(!tram_part)
say("The tram is not responding to call signals. Please send a technician to repair the internals of the tram.")
return
if(!tram_part.from_where) //edge case where the tram has not moved yet and set up it's landmarks but has been called
for(var/obj/effect/landmark/tram/tram_landmark in GLOB.landmarks_list)
if(tram_landmark.destination_id == tram_part.initial_id)
tram_part.from_where = tram_landmark
break
//find where the tram is going to/is
var/obj/effect/landmark/tram/from_where = tram_part.from_where
if(tram_part.travelling) //in use
say("The tram is already travelling to [from_where].")
return
if(!to_where)
//find where the tram needs to go to (our destination). only needs to happen the first time
for(var/obj/effect/landmark/tram/our_destination in GLOB.landmarks_list)
if(our_destination.destination_id == initial_id)
to_where = our_destination
break
if(from_where == to_where) //already here
say("The tram is already here. Please board the tram and select a destination.")
return
say("The tram has been called to [to_where]. Please wait for its arrival.")
tram_part.tram_travel(from_where, to_where)