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They will use the new proc autoshuttlecall() in the emergency_shuttle controller. Instead of taking a loop on world, there's a new list, shuttle_caller_list, it includes all communication consoles and AIs. Fixed some weird things regarding recalling the shuttle if the arriving time of the shuttle was bigger than 10 minutes.
477 lines
14 KiB
Plaintext
477 lines
14 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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// Controls the emergency shuttle
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// these define the time taken for the shuttle to get to SS13
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// and the time before it leaves again
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#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
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#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
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#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
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var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
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datum/shuttle_controller
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var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
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var/online = 0
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var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
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var/endtime // timeofday that shuttle arrives
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var/timelimit //important when the shuttle gets called for more than shuttlearrivetime
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//timeleft = 360 //600
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var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
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var/always_fake_recall = 0
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// call the shuttle
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// if not called before, set the endtime to T+600 seconds
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// otherwise if outgoing, switch to incoming
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proc/incall(coeff = 1)
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if(endtime)
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if(direction == -1)
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setdirection(1)
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else
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settimeleft(SHUTTLEARRIVETIME*coeff)
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online = 1
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if(always_fake_recall)
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fake_recall = rand(300,500)
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proc/recall()
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if(direction == 1)
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var/timeleft = timeleft()
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if(timeleft >= 600)
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online = 0
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direction = 1
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endtime = null
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return
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captain_announce("The emergency shuttle has been recalled.")
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world << sound('sound/AI/shuttlerecalled.ogg')
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setdirection(-1)
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online = 1
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// returns the time (in seconds) before shuttle arrival
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// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
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proc/timeleft()
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if(online)
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var/timeleft = round((endtime - world.timeofday)/10 ,1)
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if(direction == 1 || direction == 2)
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return timeleft
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else
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return SHUTTLEARRIVETIME-timeleft
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else
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return SHUTTLEARRIVETIME
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// sets the time left to a given delay (in seconds)
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proc/settimeleft(var/delay)
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endtime = world.timeofday + delay * 10
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timelimit = delay
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// sets the shuttle direction
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// 1 = towards SS13, -1 = back to centcom
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proc/setdirection(var/dirn)
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if(direction == dirn)
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return
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direction = dirn
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
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var/ticksleft = endtime - world.timeofday
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endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
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return
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//calls the shuttle if there's no AI or comms console,
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proc/autoshuttlecall()
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var/callshuttle = 1
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for(var/SC in shuttle_caller_list)
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if(istype(SC,/mob/living/silicon/ai))
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var/mob/living/silicon/ai/AI = SC
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if(AI.stat && !AI.client)
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continue
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var/turf/T = get_turf(SC)
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if(T && T.z == 1)
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callshuttle = 0 //if there's an alive AI or a communication console on the station z level, we don't call the shuttle
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break
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if(ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction")
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callshuttle = 0
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if(callshuttle)
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if(!online && direction == 1) //we don't call the shuttle if it's already coming
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incall(2.5) //25 minutes! If they want to recall, they have 20 minutes to do so
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log_game("All the AIs, comm consoles and boards are destroyed. Shuttle called.")
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message_admins("All the AIs, comm consoles and boards are destroyed. Shuttle called.", 1)
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captain_announce("The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.")
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world << sound('sound/AI/shuttlecalled.ogg')
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proc/process()
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emergency_shuttle
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process()
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if(!online)
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return
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var/timeleft = timeleft()
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if(timeleft > 1e5) // midnight rollover protection
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timeleft = 0
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switch(location)
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if(0)
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/* --- Shuttle is in transit to Central Command from SS13 --- */
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if(direction == 2)
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if(timeleft>0)
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return 0
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/* --- Shuttle has arrived at Centrcal Command --- */
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else
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// turn off the star spawners
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/*
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for(var/obj/effect/starspawner/S in world)
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S.spawning = 0
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*/
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location = 2
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/transit)
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var/area/end_location = locate(/area/shuttle/escape/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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//pods
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start_location = locate(/area/shuttle/escape_pod1/transit)
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end_location = locate(/area/shuttle/escape_pod1/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod2/transit)
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end_location = locate(/area/shuttle/escape_pod2/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod3/transit)
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end_location = locate(/area/shuttle/escape_pod3/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod5/transit)
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end_location = locate(/area/shuttle/escape_pod5/centcom)
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start_location.move_contents_to(end_location, null, EAST)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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online = 0
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return 1
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/* --- Shuttle has docked centcom after being recalled --- */
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if(timeleft>timelimit)
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online = 0
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direction = 1
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endtime = null
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return 0
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else if((fake_recall != 0) && (timeleft <= fake_recall))
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recall()
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fake_recall = 0
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return 0
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/* --- Shuttle has docked with the station - begin countdown to transit --- */
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else if(timeleft <= 0)
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location = 1
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var/area/start_location = locate(/area/shuttle/escape/centcom)
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var/area/end_location = locate(/area/shuttle/escape/station)
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var/list/dstturfs = list()
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var/throwy = world.maxy
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for(var/turf/T in end_location)
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dstturfs += T
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if(T.y < throwy)
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throwy = T.y
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// hey you, get out of the way!
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for(var/turf/T in dstturfs)
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// find the turf to move things to
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var/turf/D = locate(T.x, throwy - 1, 1)
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//var/turf/E = get_step(D, SOUTH)
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for(var/atom/movable/AM as mob|obj in T)
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AM.Move(D)
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// NOTE: Commenting this out to avoid recreating mass driver glitch
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/*
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spawn(0)
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AM.throw_at(E, 1, 1)
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return
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*/
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if(istype(T, /turf/simulated))
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del(T)
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for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
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bug.gib()
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start_location.move_contents_to(end_location)
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settimeleft(SHUTTLELEAVETIME)
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send2irc("Server", "The Emergency Shuttle has docked with the station.")
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captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
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world << sound('sound/AI/shuttledock.ogg')
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return 1
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if(1)
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if(timeleft>0)
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return 0
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/* --- Shuttle leaves the station, enters transit --- */
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else
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// Turn on the star effects
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/* // kinda buggy atm, i'll fix this later
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for(var/obj/effect/starspawner/S in world)
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if(!S.spawning)
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spawn() S.startspawn()
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*/
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location = 0 // in deep space
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direction = 2 // heading to centcom
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/station)
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var/area/end_location = locate(/area/shuttle/escape/transit)
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settimeleft(SHUTTLETRANSITTIME)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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// Some aesthetic turbulance shaking
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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//pods
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start_location = locate(/area/shuttle/escape_pod1/station)
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end_location = locate(/area/shuttle/escape_pod1/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod2/station)
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end_location = locate(/area/shuttle/escape_pod2/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod3/station)
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end_location = locate(/area/shuttle/escape_pod3/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod5/station)
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end_location = locate(/area/shuttle/escape_pod5/transit)
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start_location.move_contents_to(end_location, null, EAST)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
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return 1
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else
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return 1
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/*
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Some slapped-together star effects for maximum spess immershuns. Basically consists of a
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spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
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until they reach a starender.
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*/
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/obj/effect/bgstar
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name = "star"
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var/speed = 10
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var/direction = SOUTH
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layer = 2 // TURF_LAYER
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New()
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..()
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pixel_x += rand(-2,30)
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pixel_y += rand(-2,30)
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var/starnum = pick("1", "1", "1", "2", "3", "4")
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icon_state = "star"+starnum
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speed = rand(2, 5)
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proc/startmove()
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while(src)
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sleep(speed)
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step(src, direction)
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for(var/obj/effect/starender/E in loc)
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del(src)
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/obj/effect/starender
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invisibility = 101
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/obj/effect/starspawner
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invisibility = 101
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var/spawndir = SOUTH
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var/spawning = 0
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West
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spawndir = WEST
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proc/startspawn()
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spawning = 1
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while(spawning)
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sleep(rand(2, 30))
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var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
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S.direction = spawndir
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spawn()
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S.startmove()
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/proc/push_mob_back(var/mob/living/L, var/dir)
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if(iscarbon(L) && isturf(L.loc))
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if(prob(88))
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var/turf/T = get_step(L, dir)
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if(T)
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for(var/obj/O in T) // For doors and such (kinda ugly but we can't have people opening doors)
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if(!O.CanPass(L, L.loc, 1, 0))
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return
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L.Move(get_step(L, dir), dir) |