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Bubberstation/code/modules/countdown/countdown.dm
coiax 771c64084d Shuttle SS keeps track of hostile environments (#19235)
* Shuttle SS keeps track of hostile environments

Instead of changing SSshuttle.emergencyNoEscape manually, datums now
register and clear themselves with the SS, and a hostile environment is
if any datums are registered.

Note that it's datums that can be registered, as rev and blob gamemodes
register themselves.

Overhauling this means that you can have multiple sources of no-recall,
which although can't happen at present, may do so in the future whenever
multi-antag rounds happen.

🆑 coiax
tweak: The AI doomsday device timer is more accurate.
fix: Fixes a bug where the doomsday device would take twice as long as
it should.
/🆑

AI doomsday timer uses world.time, uses fastprocess to make sure the
announcements go out on time, added observer countdown for
the AI doomsday device.

* Fixes bugs
2016-07-11 16:53:23 +12:00

148 lines
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/obj/effect/countdown
name = "countdown"
desc = "We're leaving together\n\
But still it's farewell\n\
And maybe we'll come back\n\
To earth, who can tell?"
var/displayed_text
var/atom/attached_to
var/text_color = "#ff0000"
var/text_size = 4
var/started = FALSE
invisibility = INVISIBILITY_OBSERVER
anchored = TRUE
layer = GHOST_LAYER
/obj/effect/countdown/New(atom/A)
. = ..()
attach(A)
/obj/effect/countdown/proc/attach(atom/A)
attached_to = A
loc = get_turf(A)
/obj/effect/countdown/proc/start()
if(!started)
START_PROCESSING(SSfastprocess, src)
started = TRUE
/obj/effect/countdown/proc/stop()
if(started)
overlays.Cut()
STOP_PROCESSING(SSfastprocess, src)
started = FALSE
/obj/effect/countdown/proc/get_value()
// Get the value from our atom
return
/obj/effect/countdown/process()
if(!attached_to || qdeleted(attached_to))
qdel(src)
forceMove(get_turf(attached_to))
var/new_val = get_value()
if(new_val == displayed_text)
return
displayed_text = new_val
if(displayed_text)
var/image/text_image = new(loc = src)
//text_image.maptext = "<font size=[text_size]>[new_val]</font>"
text_image.maptext = "<font size = [text_size]>[displayed_text]</font>"
text_image.color = text_color
overlays.Cut()
overlays += text_image
else
overlays.Cut()
/obj/effect/countdown/Destroy()
attached_to = null
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/effect/countdown/syndicatebomb
name = "syndicate bomb countdown"
/obj/effect/countdown/syndicatebomb/get_value()
var/obj/machinery/syndicatebomb/S = attached_to
if(!istype(S))
return
else if(S.active)
return S.seconds_remaining()
/obj/effect/countdown/nuclearbomb
name = "nuclear bomb countdown"
text_color = "#81FF14"
/obj/effect/countdown/nuclearbomb/get_value()
var/obj/machinery/nuclearbomb/N = attached_to
if(!istype(N))
return
else if(N.timing)
return round(N.get_time_left(), 1)
/obj/effect/countdown/clonepod
name = "cloning pod countdown"
text_color = "#0C479D"
text_size = 1
/obj/effect/countdown/clonepod/get_value()
var/obj/machinery/clonepod/C = attached_to
if(!istype(C))
return
else if(C.occupant)
var/completion = round(C.get_completion())
return completion
/obj/effect/countdown/dominator
name = "dominator countdown"
text_size = 1
text_color = "#ff00ff" // Overwritten when the dominator starts
/obj/effect/countdown/dominator/get_value()
var/obj/machinery/dominator/D = attached_to
if(!istype(D))
return
else if(D.gang && D.gang.is_dominating)
var/timer = D.gang.domination_time_remaining()
return timer
else
return "OFFLINE"
/obj/effect/countdown/clockworkgate
name = "gateway countdown"
text_size = 1
text_color = "#BE8700"
layer = POINT_LAYER
/obj/effect/countdown/clockworkgate/get_value()
var/obj/structure/clockwork/massive/celestial_gateway/G = attached_to
if(!istype(G))
return
else if(G.health && !G.purpose_fulfilled)
return "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'>[GATEWAY_RATVAR_ARRIVAL - G.progress_in_seconds]</div>"
/obj/effect/countdown/transformer
name = "transformer countdown"
text_color = "#4C5866"
/obj/effect/countdown/transformer/get_value()
var/obj/machinery/transformer/T = attached_to
if(!istype(T))
return
else if(T.cooldown)
var/seconds_left = max(0, (T.cooldown_timer - world.time) / 10)
return "[round(seconds_left)]"
/obj/effect/countdown/doomsday
name = "doomsday countdown"
/obj/effect/countdown/doomsday/get_value()
var/obj/machinery/doomsday_device/DD = attached_to
if(!istype(DD))
return
else if(DD.timing)
. = DD.seconds_remaining()