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Bubberstation/code/modules/shuttle/emergency.dm
SkyratBot 491e445a35 [MIRROR] Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#1311)
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)

So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.

Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.

It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.

* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-15 08:35:34 +02:00

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#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 class='danger'>Security systems present on console. Any unauthorized tampering will result in an emergency announcement.</span>"
if(user?.mind?.get_hijack_speed())
. += "<span class='danger'>Alt click on this to attempt to hijack the shuttle. This will take multiple tries (current: stage [SSshuttle.emergency.hijack_status]/[HIJACKED]).</span>"
. += "<span class='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.</span>"
if(hijack_announce)
. += "<span class='warning'>It is probably best to fortify your position as to be uninterrupted during the attempt, given the automatic announcements..</span>"
/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
if(istype(I, /obj/item/card/id))
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
var/mob/user = usr
. = FALSE
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(!ID)
to_chat(user, "<span class='warning'>You don't have an ID.</span>")
return
if(!(ACCESS_HEADS in ID.access))
to_chat(user, "<span class='warning'>The access level of your card is not high enough.</span>")
return
if (user in acted_recently)
return
var/old_len = authorized.len
addtimer(CALLBACK(src, .proc/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
ui_interact(user)
/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/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))
ui_interact(user)
/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
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/AltClick(user)
if(isliving(user))
attempt_hijack_stage(user)
/obj/machinery/computer/emergency_shuttle/proc/attempt_hijack_stage(mob/living/user)
if(!user.CanReach(src))
return
if(!user?.mind?.get_hijack_speed())
to_chat(user, "<span class='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.</span.")
return
if(hijack_hacking == TRUE)
return
if(SSshuttle.emergency.hijack_status >= HIJACKED)
to_chat(user, "<span class='warning'>The emergency shuttle is already loaded with a corrupt navigational payload. What more do you want from it?</span>")
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 class='boldwarning'>You [SSshuttle.emergency.hijack_status == NOT_BEGUN? "begin" : "continue"] to override [src]'s navigational protocols.</span>")
say("Software override initiated.")
. = FALSE
if(do_after(user, hijack_stage_time * (1 / user.mind.get_hijack_speed()), target = src))
increase_hijack_stage()
. = TRUE
to_chat(user, "<span class='notice'>You reprogram some of [src]'s programming, putting it on timeout for [hijack_stage_cooldown/10] seconds.</span>")
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 = "<font color='red'><b>SYSTEM OVERRIDE</b></font> - 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/10] seconds." : ""]"
minor_announce(scramble_message_replace_chars(msg, replaceprob = 10), "Emergency Shuttle", TRUE)
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
// How did you even get on the shuttle before it go to the station?
if(!IS_DOCKED)
return
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
to_chat(user, "<span class='warning'>The shuttle is already about to launch!</span>")
return
var/time = TIME_LEFT
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.")
obj_flags |= EMAGGED
SSshuttle.emergency.movement_force = list("KNOCKDOWN" = 60, "THROW" = 20)//YOUR PUNY SEATBELTS can SAVE YOU NOW, MORTAL
var/datum/species/S = new
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.occupations)
ID.registered_name = S.random_name(pick(MALE, FEMALE))
ID.assignment = J.title
authorized += ID
process(SSMACHINES_DT)
/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"
id = "emergency"
dwidth = 9
width = 22
height = 11
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/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/signalOrigin, reason, redAlert, set_coefficient=null)
if(!isnum(set_coefficient))
var/security_num = seclevel2num(get_security_level())
switch(security_num)
if(SEC_LEVEL_GREEN)
set_coefficient = 2
if(SEC_LEVEL_BLUE)
set_coefficient = 1
else
set_coefficient = 0.5
var/call_time = SSshuttle.emergencyCallTime * set_coefficient * 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.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ][SSshuttle.adminEmergencyNoRecall ? "\n\nWarning: Shuttle recall subroutines disabled; Recall not possible." : ""]", null, 'sound/ai/shuttlecalled.ogg', "Priority")
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
if(mode != SHUTTLE_CALL)
return
if(SSshuttle.emergencyNoRecall)
return
invertTimer()
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been recalled.[SSshuttle.emergencyLastCallLoc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/ai/shuttlerecalled.ogg', "Priority")
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(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_turf(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/plasteel/shuttle/red) && !istype(location, /turf/open/floor/mineral/plastitanium/red/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.emergencyDockTime)
send2adminchat("Server", "The Emergency Shuttle has docked with the station.")
priority_announce("[SSshuttle.emergency] has docked with the station. You have [timeLeft(600)] minutes to board the Emergency Shuttle.", null, 'sound/ai/shuttledock.ogg', "Priority")
ShuttleDBStuff()
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)
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)
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.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_WARMUP, areas)
if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
//move each escape pod (or applicable spaceship) to its corresponding transit dock
for(var/A in SSshuttle.mobile)
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.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_LAUNCH, areas)
enterTransit()
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime * engine_coeff)
priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
INVOKE_ASYNC(SSticker, /datum/controller/subsystem/ticker.proc/poll_hearts)
SSmapping.mapvote() //If no map vote has been run yet, start one.
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.sortedAreas)
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)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
if(istype(M, /obj/docking_port/mobile/pod))
M.parallax_slowdown()
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
M.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())
destination_dock = "emergency_syndicate"
minor_announce("Corruption detected in \
shuttle navigation protocols. Please contact your \
supervisor.", "SYSTEM ERROR:", alert=TRUE)
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.emergencyEscapeTime)
priority_announce("The Emergency Shuttle is preparing for direct jump. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
/obj/docking_port/mobile/pod
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
launch_status = UNLAUNCHED
/obj/docking_port/mobile/pod/request(obj/docking_port/stationary/S)
var/obj/machinery/computer/shuttle/C = getControlConsole()
if(!istype(C, /obj/machinery/computer/shuttle/pod))
return ..()
if(GLOB.security_level >= SEC_LEVEL_RED || (C && (C.obj_flags & EMAGGED)))
if(launch_status == UNLAUNCHED)
launch_status = EARLY_LAUNCHED
return ..()
else
to_chat(usr, "<span class='warning'>Escape pods will only launch during \"Code Red\" security alert.</span>")
return TRUE
/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/terminals.dmi'
icon_state = "dorm_available"
light_color = LIGHT_COLOR_BLUE
density = FALSE
/obj/machinery/computer/shuttle/pod/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/machinery/computer/shuttle/pod/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='warning'>You fry the pod's alert level checking system.</span>")
/obj/machinery/computer/shuttle/pod/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
. = ..()
if(possible_destinations == initial(possible_destinations) || override)
possible_destinations = "pod_lavaland[idnum]"
/obj/docking_port/stationary/random
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
var/target_area = /area/lavaland/surface/outdoors
var/edge_distance = 16
// Minimal distance from the map edge, setting this too low can result in shuttle landing on the edge and getting "sliced"
/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/T = pick(turfs)
if(T.x<edge_distance || T.y<edge_distance || (world.maxx+1-T.x)<edge_distance || (world.maxy+1-T.y)<edge_distance)
turfs -= T
else
forceMove(T)
return
// Fallback: couldn't find anything
WARNING("docking port '[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
//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"
/obj/item/clothing/suit/space/orange
name = "emergency space suit"
icon_state = "syndicate-orange"
inhand_icon_state = "syndicate-orange"
slowdown = 3
/obj/item/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/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.dmi'
icon_state = "safe"
var/unlocked = FALSE
/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)
/obj/item/storage/pod/attackby(obj/item/W, mob/user, params)
if (can_interact(user))
return ..()
/obj/item/storage/pod/attack_hand(mob/user)
if (can_interact(user))
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SHOW, user)
return TRUE
/obj/item/storage/pod/MouseDrop(over_object, src_location, over_location)
if(can_interact(usr))
return ..()
/obj/item/storage/pod/AltClick(mob/user)
if(!can_interact(user))
return
..()
/obj/item/storage/pod/can_interact(mob/user)
if(!..())
return FALSE
if(GLOB.security_level >= SEC_LEVEL_RED || unlocked)
return TRUE
to_chat(user, "The storage unit will only unlock during a Red or Delta security alert.")
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
id = "backup"
dwidth = 2
width = 8
height = 8
dir = EAST
/obj/docking_port/mobile/emergency/backup/Initialize()
// 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/shuttle_build/register()
. = ..()
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