Files
Bubberstation/code/modules/shuttle/mobile_port/variants/emergency/emergency.dm
tonyhawq 48fc67f7bb Fixes an issue where called shuttles would say "1 minutes" instead of "1 minute" (#92539)
## About The Pull Request
<img width="397" height="190" alt="image"
src="https://github.com/user-attachments/assets/41e915bc-6d8c-4180-83f1-12380c76554c"
/>

<img width="220" height="112" alt="image"
src="https://github.com/user-attachments/assets/ef3aa542-e6e3-4983-8917-66009d4f843e"
/>

## Why It's Good For The Game
It. is good 👍 

## Changelog

🆑
spellcheck: shuttles will now say "arriving in 1 minute" instead of "1
minutes"
/🆑
2025-08-15 04:22:08 +02:00

311 lines
12 KiB
Plaintext

/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 = HIJACK_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)
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
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)] minute\s.[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 == HIJACK_COMPLETED
/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 <= ENGINE_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(ENGINE_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)
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)
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)].")