Files
Bubberstation/code/modules/shuttle/emergency.dm
FlufflesTheDog e58472a6fa Fix automatic map votes requiring manual map voting config (#87164)
## About The Pull Request
flags the automatic, end of round map votes as `forced`, as they were
previously.
## Why It's Good For The Game
democracy is mandatory in this household
## Changelog
not player facing
# Conflicts:
#	code/modules/shuttle/emergency.dm
2024-11-16 00:30:46 -08:00

896 lines
34 KiB
Plaintext

#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))
#define SHUTTLE_CONSOLE_ACTION_DELAY (5 SECONDS)
#define NOT_BEGUN 0
#define STAGE_1 1
#define STAGE_2 2
#define STAGE_3 3
#define STAGE_4 4
#define HIJACKED 5
/obj/machinery/computer/emergency_shuttle
name = "emergency shuttle console"
desc = "For shuttle control."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
resistance_flags = INDESTRUCTIBLE
var/auth_need = 3
var/list/authorized = list()
var/list/acted_recently = list()
var/hijack_last_stage_increase = 0 SECONDS
var/hijack_stage_time = 5 SECONDS
var/hijack_stage_cooldown = 5 SECONDS
var/hijack_flight_time_increase = 30 SECONDS
var/hijack_completion_flight_time_set = 10 SECONDS //How long in deciseconds to set shuttle's timer after hijack is done.
var/hijack_hacking = FALSE
var/hijack_announce = TRUE
/obj/machinery/computer/emergency_shuttle/examine(mob/user)
. = ..()
if(hijack_announce)
. += span_danger("Security systems present on console. Any unauthorized tampering will result in an emergency announcement.")
if(user?.mind?.get_hijack_speed())
. += span_danger("Alt click on this to attempt to hijack the shuttle. This will take multiple tries (current: stage [SSshuttle.emergency.hijack_status]/[HIJACKED]).")
. += span_notice("It will take you [(hijack_stage_time * user.mind.get_hijack_speed()) / 10] seconds to reprogram a stage of the shuttle's navigational firmware, and the console will undergo automated timed lockout for [hijack_stage_cooldown/10] seconds after each stage.")
if(hijack_announce)
. += span_warning("It is probably best to fortify your position as to be uninterrupted during the attempt, given the automatic announcements..")
/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
if(isidcard(I))
say("Please equip your ID card into your ID slot to authenticate.")
. = ..()
/obj/machinery/computer/emergency_shuttle/ui_state(mob/user)
return GLOB.human_adjacent_state
/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, datum/tgui/ui)
. = ..()
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "EmergencyShuttleConsole", name)
ui.open()
/obj/machinery/computer/emergency_shuttle/ui_data(user)
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/card/id/ID = i
var/name = ID.registered_name
var/job = ID.assignment
if(obj_flags & EMAGGED)
name = Gibberish(name)
job = Gibberish(job)
A += list(list("name" = name, "job" = job))
data["authorizations"] = A
data["enabled"] = (IS_DOCKED && !ENGINES_STARTED) && !(user in acted_recently)
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
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
if(SSshuttle.emergency.mode == SHUTTLE_DISABLED) // admins have disabled the shuttle.
return
if(!isliving(usr))
return
var/area/my_area = get_area(src)
if(!istype(my_area, /area/shuttle/escape))
say("Error - Network connectivity: Console has lost connection to the shuttle.")
return
var/mob/living/user = usr
. = FALSE
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(!ID)
to_chat(user, span_warning("You don't have an ID."))
return
if(!(ACCESS_COMMAND in ID.access))
to_chat(user, span_warning("The access level of your card is not high enough."))
return
if (user in acted_recently)
return
var/old_len = authorized.len
addtimer(CALLBACK(src, PROC_REF(clear_recent_action), user), SHUTTLE_CONSOLE_ACTION_DELAY)
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)
var/repeal = (authorized.len < old_len)
var/remaining = max(0, auth_need - authorized.len)
if(authorized.len && remaining)
minor_announce("[remaining] authorizations needed until shuttle is launched early", null, alert)
if(repeal)
minor_announce("Early launch authorization revoked, [remaining] authorizations needed")
acted_recently += user
SStgui.update_user_uis(user, src)
/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/living/user, source)
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(ID in authorized)
return FALSE
for(var/i in authorized)
var/obj/item/card/id/other = i
if(other.registered_name == ID.registered_name)
return FALSE // No using IDs with the same name
authorized += ID
message_admins("[ADMIN_LOOKUPFLW(user)] has authorized early shuttle launch")
log_shuttle("[key_name(user)] has authorized early shuttle launch in [COORD(src)]")
// Now check if we're on our way
. = TRUE
process(SSMACHINES_DT)
/obj/machinery/computer/emergency_shuttle/proc/clear_recent_action(mob/user)
acted_recently -= user
if (!QDELETED(user))
SStgui.update_user_uis(user, src)
/obj/machinery/computer/emergency_shuttle/process()
// Launch check is in process in case auth_need changes for some reason
// probably external.
. = FALSE
if(!SSshuttle.emergency)
return
if(SSshuttle.emergency.mode == SHUTTLE_STRANDED)
authorized.Cut()
obj_flags &= ~(EMAGGED)
if(ENGINES_STARTED || (!IS_DOCKED))
return .
// Check to see if we've reached criteria for early launch
if((authorized.len >= auth_need) || (obj_flags & EMAGGED))
// shuttle timers use 1/10th seconds internally
SSshuttle.emergency.setTimer(ENGINES_START_TIME)
var/system_error = obj_flags & 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/proc/increase_hijack_stage()
var/obj/docking_port/mobile/emergency/shuttle = SSshuttle.emergency
// Begin loading this early, prevents a delay when the shuttle goes to land
INVOKE_ASYNC(SSmapping, TYPE_PROC_REF(/datum/controller/subsystem/mapping, lazy_load_template), LAZY_TEMPLATE_KEY_NUKIEBASE)
shuttle.hijack_status++
if(hijack_announce)
announce_hijack_stage()
hijack_last_stage_increase = world.time
say("Navigational protocol error! Rebooting systems.")
if(shuttle.mode == SHUTTLE_ESCAPE)
if(shuttle.hijack_status == HIJACKED)
shuttle.setTimer(hijack_completion_flight_time_set)
else
shuttle.setTimer(shuttle.timeLeft(1) + hijack_flight_time_increase) //give the guy more time to hijack if it's already in flight.
return shuttle.hijack_status
/obj/machinery/computer/emergency_shuttle/click_alt(mob/living/user)
if(!isliving(user))
return NONE
attempt_hijack_stage(user)
return CLICK_ACTION_SUCCESS
/obj/machinery/computer/emergency_shuttle/proc/attempt_hijack_stage(mob/living/user)
if(!user.CanReach(src))
return
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
to_chat(user, span_warning("You need your hands free before you can manipulate [src]."))
return
var/area/my_area = get_area(src)
if(!istype(my_area, /area/shuttle/escape))
say("Error - Network connectivity: Console has lost connection to the shuttle.")
return
if(!user?.mind?.get_hijack_speed())
to_chat(user, span_warning("You manage to open a user-mode shell on [src], and hundreds of lines of debugging output fly through your vision. It is probably best to leave this alone."))
return
if(!EMERGENCY_AT_LEAST_DOCKED) // prevent advancing hijack stages on BYOS shuttles until the shuttle has "docked"
to_chat(user, span_warning("The flight plans for the shuttle haven't been loaded yet, you can't hack this right now."))
return
if(hijack_hacking == TRUE)
return
if(SSshuttle.emergency.hijack_status >= HIJACKED)
to_chat(user, span_warning("The emergency shuttle is already loaded with a corrupt navigational payload. What more do you want from it?"))
return
if(hijack_last_stage_increase >= world.time - hijack_stage_cooldown)
say("Error - Catastrophic software error detected. Input is currently on timeout.")
return
hijack_hacking = TRUE
to_chat(user, span_boldwarning("You [SSshuttle.emergency.hijack_status == NOT_BEGUN? "begin" : "continue"] to override [src]'s navigational protocols."))
say("Software override initiated.")
var/turf/console_hijack_turf = get_turf(src)
message_admins("[src] is being overriden for hijack by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(console_hijack_turf)]")
user.log_message("is hijacking [src].", LOG_GAME)
. = FALSE
if(do_after(user, hijack_stage_time * (1 / user.mind.get_hijack_speed()), target = src))
increase_hijack_stage()
console_hijack_turf = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(user)] has hijacked [src] in [ADMIN_VERBOSEJMP(console_hijack_turf)]. Hijack stage increased to stage [SSshuttle.emergency.hijack_status] out of [HIJACKED].")
user.log_message("has hijacked [src]. Hijack stage increased to stage [SSshuttle.emergency.hijack_status] out of [HIJACKED].", LOG_GAME)
. = TRUE
to_chat(user, span_notice("You reprogram some of [src]'s programming, putting it on timeout for [hijack_stage_cooldown/10] seconds."))
visible_message(
span_warning("[user.name] appears to be tampering with [src]."),
blind_message = span_hear("You hear someone tapping computer keys."),
vision_distance = COMBAT_MESSAGE_RANGE,
ignored_mobs = user
)
hijack_hacking = FALSE
/obj/machinery/computer/emergency_shuttle/proc/announce_hijack_stage()
var/msg
switch(SSshuttle.emergency.hijack_status)
if(NOT_BEGUN)
return
if(STAGE_1)
msg = "AUTHENTICATING - FAIL. AUTHENTICATING - FAIL. AUTHENTICATING - FAI###### Welcome, technician JOHN DOE."
if(STAGE_2)
msg = "Warning: Navigational route fails \"IS_AUTHORIZED\". Please try againNN[scramble_message_replace_chars("againagainagainagainagain", 70)]."
if(STAGE_3)
msg = "CRC mismatch at ~h~ in calculated route buffer. Full reset initiated of FTL_NAVIGATION_SERVICES. Memory decrypted for automatic repair."
if(STAGE_4)
msg = "~ACS_directive module_load(cyberdyne.exploit.nanotrasen.shuttlenav)... NT key mismatch. Confirm load? Y...###Reboot complete. $SET transponder_state = 0; System link initiated with connected engines..."
if(HIJACKED)
msg = "SYSTEM OVERRIDE - Resetting course to \[[scramble_message_replace_chars("###########", 100)]\] \
([scramble_message_replace_chars("#######", 100)]/[scramble_message_replace_chars("#######", 100)]/[scramble_message_replace_chars("#######", 100)]) \
{AUTH - ROOT (uid: 0)}.</font>\
[SSshuttle.emergency.mode == SHUTTLE_ESCAPE ? "Diverting from existing route - Bluespace exit in \
[hijack_completion_flight_time_set >= INFINITY ? "[scramble_message_replace_chars("\[ERROR\]")]" : hijack_completion_flight_time_set/10] seconds." : ""]"
minor_announce(scramble_message_replace_chars(msg, replaceprob = 10), "Emergency Shuttle", TRUE)
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user, obj/item/card/emag/emag_card)
// How did you even get on the shuttle before it go to the station?
if(!IS_DOCKED)
return FALSE
if((obj_flags & EMAGGED) || ENGINES_STARTED) //SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LAUNCH IN 10 SECONDS
balloon_alert(user, "shuttle already about to launch!")
return FALSE
var/time = TIME_LEFT
if (user)
message_admins("[ADMIN_LOOKUPFLW(user)] has emagged the emergency shuttle [time] seconds before launch.")
log_shuttle("[key_name(user)] has emagged the emergency shuttle in [COORD(src)] [time] seconds before launch.")
else
message_admins("The emergency shuttle was emagged [time] seconds before launch, with no emagger.")
log_shuttle("The emergency shuttle was emagged in [COORD(src)] [time] seconds before launch, with no emagger.")
obj_flags |= EMAGGED
SSshuttle.emergency.movement_force = list("KNOCKDOWN" = 60, "THROW" = 20)//YOUR PUNY SEATBELTS can SAVE YOU NOW, MORTAL
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/card/id/ID = new(src)
var/datum/job/J = pick(SSjob.joinable_occupations)
ID.registered_name = generate_random_name_species_based(species_type = /datum/species/human)
ID.assignment = J.title
authorized += ID
process(SSMACHINES_DT)
return TRUE
/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/card/id/ID in src)
qdel(ID)
if(authorized?.len)
authorized.Cut()
authorized = null
. = ..()
/obj/docking_port/mobile/emergency
name = "emergency shuttle"
shuttle_id = "emergency"
dir = EAST
port_direction = WEST
var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
var/hijack_status = NOT_BEGUN
/obj/docking_port/mobile/emergency/Initialize(mapload)
. = ..()
setup_shuttle_events()
/obj/docking_port/mobile/emergency/canDock(obj/docking_port/stationary/S)
return SHUTTLE_CAN_DOCK //If the emergency shuttle can't move, the whole game breaks, so it will force itself to land even if it has to crush a few departments in the process
/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, area/signal_origin, reason, red_alert, set_coefficient=null, silent=FALSE) // SKYRAT EDIT CHANGE - AUTOTRANSFER - adds silent arg
if(!isnum(set_coefficient))
set_coefficient = SSsecurity_level.current_security_level.shuttle_call_time_mod
alert_coeff = set_coefficient
var/call_time = SSshuttle.emergency_call_time * alert_coeff * engine_coeff
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
SSshuttle.emergencyCallAmount++
if(prob(70))
SSshuttle.emergency_last_call_loc = signal_origin
else
SSshuttle.emergency_last_call_loc = null
// SKYRAT EDIT ADDITION START
if(silent)
return
// SKYRAT EDIT ADDITION END
priority_announce(
text = "The emergency shuttle has been called. [red_alert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [(timeLeft(60 SECONDS))] minutes.[reason][SSshuttle.emergency_last_call_loc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ][SSshuttle.admin_emergency_no_recall ? "\n\nWarning: Shuttle recall subroutines disabled; Recall not possible." : ""]",
title = "Emergency Shuttle Dispatched",
sound = ANNOUNCER_SHUTTLECALLED,
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "orange",
)
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
if(mode != SHUTTLE_CALL)
return
if(SSshuttle.emergency_no_recall)
return
invertTimer()
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergency_last_call_loc = signalOrigin
else
SSshuttle.emergency_last_call_loc = null
priority_announce(
text = "The emergency shuttle has been recalled.[SSshuttle.emergency_last_call_loc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]",
title = "Emergency Shuttle Recalled",
sound = ANNOUNCER_SHUTTLERECALLED,
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "orange",
)
SSticker.emergency_reason = null
/**
* Proc that handles checking if the emergency shuttle was successfully hijacked via being the only people present on the shuttle for the elimination hijack or highlander objective
*
* Checks for all mobs on the shuttle, checks their status, and checks if they're
* borgs or simple animals. Depending on the args, certain mobs may be ignored,
* and the presence of other antags may or may not invalidate a hijack.
* Args:
* filter_by_human, default TRUE, tells the proc that only humans should block a hijack. Borgs and animals are ignored and will not block if this is TRUE.
* solo_hijack, default FALSE, tells the proc to fail with multiple hijackers, such as for Highlander mode.
*/
/obj/docking_port/mobile/emergency/proc/elimination_hijack(filter_by_human = TRUE, solo_hijack = FALSE)
var/has_people = FALSE
var/hijacker_count = 0
for(var/mob/living/player in GLOB.player_list)
if(player.mind)
if(player.stat != DEAD)
if(issilicon(player) && filter_by_human) //Borgs are technically dead anyways
continue
if(isanimal_or_basicmob(player) && filter_by_human) //animals don't count
continue
if(isbrain(player)) //also technically dead
continue
if(shuttle_areas[get_area(player)])
has_people = TRUE
var/location = get_area(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /area/shuttle/escape/brig))
return FALSE
//Antag present, doesn't stop but let's see if we actually want to hijack
var/prevent = FALSE
for(var/datum/antagonist/A in player.mind.antag_datums)
if(A.can_elimination_hijack == ELIMINATION_ENABLED)
hijacker_count += 1
prevent = FALSE
break //If we have both prevent and hijacker antags assume we want to hijack.
else if(A.can_elimination_hijack == ELIMINATION_PREVENT)
prevent = TRUE
if(prevent)
return FALSE
//has people AND either there's only one hijacker or there's any but solo_hijack is disabled
return has_people && ((hijacker_count == 1) || (hijacker_count && !solo_hijack))
/obj/docking_port/mobile/emergency/proc/is_hijacked()
return hijack_status == HIJACKED
/obj/docking_port/mobile/emergency/proc/ShuttleDBStuff()
set waitfor = FALSE
if(!SSdbcore.Connect())
return
var/datum/db_query/query_round_shuttle_name = SSdbcore.NewQuery({"
UPDATE [format_table_name("round")] SET shuttle_name = :name WHERE id = :round_id
"}, list("name" = name, "round_id" = GLOB.round_id))
query_round_shuttle_name.Execute()
qdel(query_round_shuttle_name)
/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(initiate_docking(SSshuttle.getDock("emergency_home")) != DOCKING_SUCCESS)
setTimer(20)
return
mode = SHUTTLE_DOCKED
setTimer(SSshuttle.emergency_dock_time)
send2adminchat("Server", "The Emergency Shuttle has docked with the station.")
priority_announce(
text = "[SSshuttle.emergency] has docked with the station. You have [DisplayTimeText(SSshuttle.emergency_dock_time)] to board the emergency shuttle.",
title = "Emergency Shuttle Arrival",
sound = ANNOUNCER_SHUTTLEDOCK,
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "orange",
)
ShuttleDBStuff()
addtimer(CALLBACK(src, PROC_REF(announce_shuttle_events)), 20 SECONDS)
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_docking_ports)
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_docking_ports)
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.
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.areas)
areas += E
hyperspace_sound(HYPERSPACE_WARMUP, areas)
if(time_left <= 0 && !SSshuttle.emergency_no_escape)
//move each escape pod (or applicable spaceship) to its corresponding transit dock
for(var/A in SSshuttle.mobile_docking_ports)
var/obj/docking_port/mobile/M = A
M.on_emergency_launch()
//now move the actual emergency shuttle to its transit dock
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.areas)
areas += E
hyperspace_sound(HYPERSPACE_LAUNCH, areas)
enterTransit()
//Tell the events we're starting, so they can time their spawns or do some other stuff
for(var/datum/shuttle_event/event as anything in event_list)
event.start_up_event(SSshuttle.emergency_escape_time * engine_coeff)
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergency_escape_time * engine_coeff)
priority_announce(
text = "The emergency shuttle has left the station. Estimate [timeLeft(60 SECONDS)] minutes until the shuttle docks at [command_name()].",
title = "Emergency Shuttle Departure",
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "orange",
)
INVOKE_ASYNC(SSticker, TYPE_PROC_REF(/datum/controller/subsystem/ticker, poll_hearts))
// INVOKE_ASYNC(SSvote, TYPE_PROC_REF(/datum/controller/subsystem/vote, initiate_vote), /datum/vote/map_vote, vote_initiator_name = "Map Rotation", forced = TRUE) // BUBBER EDIT REMOVAL we have our own map vote
if(!is_reserved_level(z))
CRASH("Emergency shuttle did not move to transit z-level!")
if(SHUTTLE_STRANDED, SHUTTLE_DISABLED)
SSshuttle.checkHostileEnvironment()
if(SHUTTLE_ESCAPE)
if(sound_played && time_left <= HYPERSPACE_END_TIME)
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.areas)
areas += E
hyperspace_sound(HYPERSPACE_END, areas)
if(time_left <= PARALLAX_LOOP_TIME)
var/area_parallax = FALSE
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
if(shuttle_area.parallax_movedir)
area_parallax = TRUE
break
if(area_parallax)
parallax_slowdown()
for(var/A in SSshuttle.mobile_docking_ports)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
if(istype(M, /obj/docking_port/mobile/pod))
M.parallax_slowdown()
process_events()
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/obj/docking_port/mobile/port as anything in SSshuttle.mobile_docking_ports)
port.on_emergency_dock()
// now move the actual emergency shuttle to centcom
// unless the shuttle is "hijacked"
var/destination_dock = "emergency_away"
if(is_hijacked() || elimination_hijack())
// just double check
SSmapping.lazy_load_template(LAZY_TEMPLATE_KEY_NUKIEBASE)
destination_dock = "emergency_syndicate"
minor_announce("Corruption detected in \
shuttle navigation protocols. Please contact your \
supervisor.", "SYSTEM ERROR:", sound_override = 'sound/announcer/announcement/announce_syndi.ogg')
dock_id(destination_dock)
unbolt_all_doors() //SKYRAT EDIT ADDITION
INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(process_eorg_bans)) //SKYRAT EDIT ADDITION
mode = SHUTTLE_ENDGAME
timer = 0
/obj/docking_port/mobile/emergency/transit_failure()
..()
message_admins("Moving emergency shuttle directly to centcom dock to prevent deadlock.")
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergency_escape_time)
priority_announce(
text = "The emergency shuttle is preparing for direct jump. Estimate [timeLeft(60 SECONDS)] minutes until the shuttle docks at [command_name()].",
title = "Emergency Shuttle Transit Failure",
sender_override = "Emergency Shuttle Uplink Alert",
color_override = "orange",
)
///Generate a list of events to run during the departure
/obj/docking_port/mobile/emergency/proc/setup_shuttle_events()
var/list/names = list()
for(var/datum/shuttle_event/event as anything in subtypesof(/datum/shuttle_event))
if(prob(initial(event.event_probability)))
add_shuttle_event(event)
names += initial(event.name)
if(LAZYLEN(names))
log_game("[capitalize(name)] has selected the following shuttle events: [english_list(names)].")
/obj/docking_port/mobile/monastery
name = "monastery pod"
shuttle_id = "mining_common" //set so mining can call it down
launch_status = UNLAUNCHED //required for it to launch as a pod.
/obj/docking_port/mobile/monastery/on_emergency_dock()
if(launch_status == ENDGAME_LAUNCHED)
initiate_docking(SSshuttle.getDock("pod_away")) //docks our shuttle as any pod would
mode = SHUTTLE_ENDGAME
/obj/docking_port/mobile/pod
name = "escape pod"
shuttle_id = "pod"
launch_status = UNLAUNCHED
/obj/docking_port/mobile/pod/request(obj/docking_port/stationary/S)
var/obj/machinery/computer/shuttle/connected_computer = get_control_console()
if(!istype(connected_computer, /obj/machinery/computer/shuttle/pod))
return FALSE
if(!(SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED) && !(connected_computer.obj_flags & EMAGGED))
to_chat(usr, span_warning("Escape pods will only launch during \"Code Red\" security alert."))
return FALSE
if(launch_status == UNLAUNCHED)
launch_status = EARLY_LAUNCHED
return ..()
/obj/docking_port/mobile/pod/cancel()
return
/obj/machinery/computer/shuttle/pod
name = "pod control computer"
locked = TRUE
possible_destinations = "pod_asteroid"
icon = 'icons/obj/machines/wallmounts.dmi'
icon_state = "pod_off"
circuit = /obj/item/circuitboard/computer/emergency_pod
light_color = LIGHT_COLOR_BLUE
density = FALSE
icon_keyboard = null
icon_screen = "pod_on"
/obj/machinery/computer/shuttle/pod/Initialize(mapload)
. = ..()
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(check_lock))
/obj/machinery/computer/shuttle/pod/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
locked = FALSE
balloon_alert(user, "alert level checking disabled")
icon_screen = "emagged_general"
update_appearance()
return TRUE
/obj/machinery/computer/shuttle/pod/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
. = ..()
if(port)
//Checks if the computer has already added the shuttle destination with the initial id
//This has to be done because connect_to_shuttle is called again after its ID is updated
//due to conflicting id names
var/base_shuttle_destination = ";[initial(port.shuttle_id)]_lavaland"
var/shuttle_destination = ";[port.shuttle_id]_lavaland"
var/position = findtext(possible_destinations, base_shuttle_destination)
if(position)
if(base_shuttle_destination == shuttle_destination)
return
possible_destinations = splicetext(possible_destinations, position, position + length(base_shuttle_destination), shuttle_destination)
return
possible_destinations += shuttle_destination
/**
* Signal handler for checking if we should lock or unlock escape pods accordingly to a newly set security level
*
* Arguments:
* * source The datum source of the signal
* * new_level The new security level that is in effect
*/
/obj/machinery/computer/shuttle/pod/proc/check_lock(datum/source, new_level)
SIGNAL_HANDLER
if(obj_flags & EMAGGED)
return
locked = (new_level < SEC_LEVEL_RED)
/obj/docking_port/stationary/random
name = "escape pod"
shuttle_id = "pod"
hidden = TRUE
override_can_dock_checks = TRUE
/// The area the pod tries to land at
var/target_area = /area/lavaland/surface/outdoors
/// Minimal distance from the map edge, setting this too low can result in shuttle landing on the edge and getting "sliced"
var/edge_distance = 16
/obj/docking_port/stationary/random/Initialize(mapload)
. = ..()
if(!mapload)
return
var/list/turfs = get_area_turfs(target_area)
var/original_len = turfs.len
while(turfs.len)
var/turf/picked_turf = pick(turfs)
if(picked_turf.x<edge_distance || picked_turf.y<edge_distance || (world.maxx+1-picked_turf.x)<edge_distance || (world.maxy+1-picked_turf.y)<edge_distance)
turfs -= picked_turf
else
forceMove(picked_turf)
return
// Fallback: couldn't find anything
WARNING("docking port '[shuttle_id]' could not be randomly placed in [target_area]: of [original_len] turfs, none were suitable")
return INITIALIZE_HINT_QDEL
/obj/docking_port/stationary/random/icemoon
target_area = /area/icemoon/surface/outdoors/unexplored/rivers/no_monsters
//Pod suits/pickaxes
/obj/item/clothing/head/helmet/space/orange
name = "emergency space helmet"
icon_state = "syndicate-helm-orange"
inhand_icon_state = "syndicate-helm-orange"
slowdown = 1.5
/obj/item/clothing/suit/space/orange
name = "emergency space suit"
icon_state = "syndicate-orange"
inhand_icon_state = "syndicate-orange"
slowdown = 1.5
/obj/item/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/datum/storage/pod
max_slots = 14
max_total_storage = WEIGHT_CLASS_BULKY * 14
/// If TRUE, we unlock regardless of security level
var/always_unlocked = FALSE
/datum/storage/pod/open_storage(mob/to_show)
if(isliving(to_show) && SSsecurity_level.get_current_level_as_number() < SEC_LEVEL_RED)
to_chat(to_show, span_warning("The storage unit will only unlock during a Red or Delta security alert."))
return FALSE
return ..()
/datum/storage/pod/New(atom/parent, max_slots, max_specific_storage, max_total_storage)
. = ..()
// all of these are a type below what actually spawn with
// (IE all space suits instead of just the emergency ones)
// because an enterprising traitor might be able to hide things,
// like their syndicate toolbox or softsuit. may be fun?
var/static/list/exception_cache = typecacheof(list(
/obj/item/clothing/suit/space,
/obj/item/pickaxe,
/obj/item/storage/toolbox,
))
src.exception_hold = exception_cache
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(update_lock))
update_lock(new_level = SSsecurity_level.get_current_level_as_number())
/datum/storage/pod/set_parent(atom/new_parent)
. = ..()
RegisterSignal(parent, COMSIG_ATOM_AFTER_SHUTTLE_MOVE, PROC_REF(pod_launch))
/datum/storage/pod/proc/update_lock(datum/source, new_level)
SIGNAL_HANDLER
if(always_unlocked)
return
locked = (new_level < SEC_LEVEL_RED) ? STORAGE_FULLY_LOCKED : STORAGE_NOT_LOCKED
parent.update_appearance(UPDATE_ICON_STATE)
if(locked) // future todo : make `locked` a setter so this behavior can be built in (avoids exploits)
close_all()
/datum/storage/pod/proc/pod_launch(datum/source, turf/old_turf)
SIGNAL_HANDLER
// This check is to ignore the movement of the shuttle from the transit level to the station as it is loaded in.
if(old_turf && is_reserved_level(old_turf.z))
return
// If the pod was launched, the storage will always open.
always_unlocked = TRUE
locked = STORAGE_NOT_LOCKED
parent.update_appearance(UPDATE_ICON_STATE)
/obj/item/storage/pod
name = "emergency space suits"
desc = "A wall mounted safe containing space suits. Will only open in emergencies."
anchored = TRUE
density = FALSE
icon = 'icons/obj/storage/storage.dmi'
icon_state = "wall_safe_locked"
storage_type = /datum/storage/pod
/obj/item/storage/pod/update_icon_state()
. = ..()
icon_state = "wall_safe[atom_storage?.locked ? "_locked" : ""]"
MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/pod, 32)
/obj/item/storage/pod/PopulateContents()
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/tank/internals/oxygen/red(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/survivalcapsule(src)
new /obj/item/storage/toolbox/emergency(src)
new /obj/item/bodybag/environmental(src)
new /obj/item/bodybag/environmental(src)
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
shuttle_id = "backup"
dir = EAST
/obj/docking_port/mobile/emergency/backup/Initialize(mapload)
// 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
/obj/docking_port/mobile/emergency/backup/Destroy(force)
if(SSshuttle.backup_shuttle == src)
SSshuttle.backup_shuttle = null
return ..()
/obj/docking_port/mobile/emergency/shuttle_build/postregister()
. = ..()
initiate_docking(SSshuttle.getDock("emergency_home"))
#undef TIME_LEFT
#undef ENGINES_START_TIME
#undef ENGINES_STARTED
#undef IS_DOCKED
#undef SHUTTLE_CONSOLE_ACTION_DELAY
#undef NOT_BEGUN
#undef STAGE_1
#undef STAGE_2
#undef STAGE_3
#undef STAGE_4
#undef HIJACKED