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Bubberstation/code/controllers/subsystem/shuttle.dm
LemonInTheDark 41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00

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#define MAX_TRANSIT_REQUEST_RETRIES 10
/// How many turfs to allow before we stop blocking transit requests
#define MAX_TRANSIT_TILE_COUNT (150 ** 2)
/// How many turfs to allow before we start freeing up existing "soft reserved" transit docks
/// If we're under load we want to allow for cycling, but if not we want to preserve already generated docks for use
#define SOFT_TRANSIT_RESERVATION_THRESHOLD (100 ** 2)
SUBSYSTEM_DEF(shuttle)
name = "Shuttle"
wait = 1 SECONDS
init_order = INIT_ORDER_SHUTTLE
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
/// A list of all the mobile docking ports.
var/list/mobile_docking_ports = list()
/// A list of all the stationary docking ports.
var/list/stationary_docking_ports = list()
/// A list of all the beacons that can be docked to.
var/list/beacon_list = list()
/// A list of all the transit docking ports.
var/list/transit_docking_ports = list()
/// Now it's only for ID generation in /obj/docking_port/mobile/register()
var/list/assoc_mobile = list()
/// Now it's only for ID generation in /obj/docking_port/stationary/register()
var/list/assoc_stationary = list()
/// A list of all the mobile docking ports currently requesting a spot in hyperspace.
var/list/transit_requesters = list()
/// An associative list of the mobile docking ports that have failed a transit request, with the amount of times they've actually failed that transit request, up to MAX_TRANSIT_REQUEST_RETRIES
var/list/transit_request_failures = list()
/// How many turfs our shuttles are currently utilizing in reservation space
var/transit_utilized = 0
/**
* Emergency shuttle stuff
*/
/// The mobile docking port of the emergency shuttle.
var/obj/docking_port/mobile/emergency/emergency
/// The mobile docking port of the arrivals shuttle.
var/obj/docking_port/mobile/arrivals/arrivals
/// The mobile docking port of the backup emergency shuttle.
var/obj/docking_port/mobile/emergency/backup/backup_shuttle
/// Time taken for emergency shuttle to reach the station when called (in deciseconds).
var/emergency_call_time = 10 MINUTES
/// Time taken for emergency shuttle to leave again once it has docked (in deciseconds).
var/emergency_dock_time = 3 MINUTES
/// Time taken for emergency shuttle to reach a safe distance after leaving station (in deciseconds).
var/emergency_escape_time = 2 MINUTES
/// Where was the emergency shuttle last called from?
var/area/emergency_last_call_loc
/// How many times was the escape shuttle called?
var/emergencyCallAmount = 0
/// Is the departure of the shuttle currently prevented? FALSE for no, any other number for yes (thanks shuttle code).
var/emergency_no_escape = FALSE
/// Do we prevent the recall of the shuttle?
var/emergency_no_recall = FALSE
/// Did admins force-prevent the recall of the shuttle?
var/admin_emergency_no_recall = FALSE
/// Previous mode of the shuttle before it was forcefully disabled by admins.
var/last_mode = SHUTTLE_IDLE
/// Previous time left to the call, only useful for disabling and re-enabling the shuttle for admins so it doesn't have to start the whole timer again.
var/last_call_time = 10 MINUTES
/// Things blocking escape shuttle from leaving.
var/list/hostile_environments = list()
/**
* Supply shuttle stuff
*/
/// The current cargo shuttle's mobile docking port.
var/obj/docking_port/mobile/supply/supply
/// Order number given to next order.
var/order_number = 1
/// Number of trade-points we have (basically money).
var/points = 5000
/// Remarks from CentCom on how well you checked the last order.
var/centcom_message = ""
/// Typepaths for unusual plants we've already sent CentCom, associated with their potencies.
var/list/discovered_plants = list()
/// Things blocking the cargo shuttle from leaving.
var/list/trade_blockade = list()
/// Is the cargo shuttle currently blocked from leaving?
var/supply_blocked = FALSE
/// All of the possible supply packs that can be purchased by cargo.
var/list/supply_packs = list()
/// Queued supplies to be purchased for the chef.
var/list/chef_groceries = list()
/// Queued supply packs to be purchased.
var/list/shopping_list = list()
/// Wishlist items made by crew for cargo to purchase at their leisure.
var/list/request_list = list()
/// A listing of previously delivered supply packs.
var/list/order_history = list()
/// A list of job accesses that are able to purchase any shuttles.
var/list/has_purchase_shuttle_access
/// All turfs hidden from navigation computers associated with a list containing the image hiding them and the type of the turf they are pretending to be
var/list/hidden_shuttle_turfs = list()
/// Only the images from the [/datum/controller/subsystem/shuttle/hidden_shuttle_turfs] list.
var/list/hidden_shuttle_turf_images = list()
/// The current shuttle loan event, if any.
var/datum/round_event/shuttle_loan/shuttle_loan
/// If the event happens where the crew can purchase shuttle insurance, catastrophe can't run.
var/shuttle_insurance = FALSE
// If the station has purchased a replacement escape shuttle this round.
var/shuttle_purchased = SHUTTLEPURCHASE_PURCHASABLE
/// For keeping track of ingame events that would unlock new shuttles, such as defeating a boss or discovering a secret item.
var/list/shuttle_purchase_requirements_met = list()
/// Disallow transit after nuke goes off
var/lockdown = FALSE
/// The currently selected shuttle map_template in the shuttle manipulator's template viewer.
var/datum/map_template/shuttle/selected
/// The existing shuttle associated with the selected shuttle map_template.
var/obj/docking_port/mobile/existing_shuttle
/// The shuttle map_template of the shuttle we want to preview.
var/datum/map_template/shuttle/preview_template
/// The docking port associated to the preview_template that's currently being previewed.
var/obj/docking_port/mobile/preview_shuttle
/// The turf reservation for the current previewed shuttle.
var/datum/turf_reservation/preview_reservation
/// Are we currently in the process of loading a shuttle? Useful to ensure we don't load more than one at once, to avoid weird inconsistencies and possible runtimes.
var/shuttle_loading
/// Did the supermatter start a cascade event?
var/supermatter_cascade = FALSE
/datum/controller/subsystem/shuttle/Initialize()
order_number = rand(1, 9000)
var/list/pack_processing = subtypesof(/datum/supply_pack)
while(length(pack_processing))
var/datum/supply_pack/pack = pack_processing[length(pack_processing)]
pack_processing.len--
if(ispath(pack, /datum/supply_pack))
pack = new pack
var/list/generated_packs = pack.generate_supply_packs()
if(generated_packs)
pack_processing += generated_packs
continue
//we have to create the pack before checking if it has 'contains' because generate_supply_packs manually sets it, therefore we cant check initial.
if(!pack.contains)
continue
//Adds access requirements to the end of each description.
if(pack.access && pack.access_view)
if(pack.access == pack.access_view)
pack.desc += " Requires [SSid_access.get_access_desc(pack.access)] access to open or purchase."
else
pack.desc += " Requires [SSid_access.get_access_desc(pack.access)] access to open, or [SSid_access.get_access_desc(pack.access_view)] access to purchase."
else if(pack.access)
pack.desc += " Requires [SSid_access.get_access_desc(pack.access)] access to open."
else if(pack.access_view)
pack.desc += " Requires [SSid_access.get_access_desc(pack.access_view)] access to purchase."
supply_packs[pack.id] = pack
setup_shuttles(stationary_docking_ports)
has_purchase_shuttle_access = init_has_purchase_shuttle_access()
if(!arrivals)
log_mapping("No /obj/docking_port/mobile/arrivals placed on the map!")
if(!emergency)
log_mapping("No /obj/docking_port/mobile/emergency placed on the map!")
if(!backup_shuttle)
log_mapping("No /obj/docking_port/mobile/emergency/backup placed on the map!")
if(!supply)
log_mapping("No /obj/docking_port/mobile/supply placed on the map!")
return SS_INIT_SUCCESS
/datum/controller/subsystem/shuttle/proc/setup_shuttles(list/stationary)
for(var/obj/docking_port/stationary/port as anything in stationary)
port.load_roundstart()
CHECK_TICK
/datum/controller/subsystem/shuttle/fire()
for(var/thing in mobile_docking_ports)
if(!thing)
mobile_docking_ports.Remove(thing)
continue
var/obj/docking_port/mobile/port = thing
port.check()
for(var/thing in transit_docking_ports)
var/obj/docking_port/stationary/transit/T = thing
if(!T.owner)
qdel(T, force=TRUE)
// This next one removes transit docks/zones that aren't
// immediately being used. This will mean that the zone creation
// code will be running a lot.
// If we're below the soft reservation threshold, don't clear the old space
// We're better off holding onto it for now
if(transit_utilized < SOFT_TRANSIT_RESERVATION_THRESHOLD)
continue
var/obj/docking_port/mobile/owner = T.owner
if(owner)
var/idle = owner.mode == SHUTTLE_IDLE
var/not_centcom_evac = owner.launch_status == NOLAUNCH
var/not_in_use = (!T.get_docked())
if(idle && not_centcom_evac && not_in_use)
qdel(T, force=TRUE)
CheckAutoEvac()
if(!SSmapping.clearing_reserved_turfs)
while(transit_requesters.len)
var/requester = popleft(transit_requesters)
var/success = null
// Do not try and generate any transit if we're using more then our max already
if(transit_utilized < MAX_TRANSIT_TILE_COUNT)
success = generate_transit_dock(requester)
if(!success) // BACK OF THE QUEUE
transit_request_failures[requester]++
if(transit_request_failures[requester] < MAX_TRANSIT_REQUEST_RETRIES)
transit_requesters += requester
else
var/obj/docking_port/mobile/M = requester
M.transit_failure()
if(MC_TICK_CHECK)
break
/datum/controller/subsystem/shuttle/proc/CheckAutoEvac()
if(emergency_no_escape || admin_emergency_no_recall || emergency_no_recall || !emergency || !SSticker.HasRoundStarted())
return
var/threshold = CONFIG_GET(number/emergency_shuttle_autocall_threshold)
if(!threshold)
return
var/alive = 0
for(var/I in GLOB.player_list)
var/mob/M = I
if(M.stat != DEAD)
++alive
var/total = GLOB.joined_player_list.len
if(total <= 0)
return //no players no autoevac
if(alive / total <= threshold)
var/msg = "Automatically dispatching emergency shuttle due to crew death."
message_admins(msg)
log_shuttle("[msg] Alive: [alive], Roundstart: [total], Threshold: [threshold]")
emergency_no_recall = TRUE
priority_announce("Catastrophic casualties detected: crisis shuttle protocols activated - jamming recall signals across all frequencies.")
if(emergency.timeLeft(1) > emergency_call_time * 0.4)
emergency.request(null, set_coefficient = 0.4)
/datum/controller/subsystem/shuttle/proc/block_recall(lockout_timer)
if(admin_emergency_no_recall)
priority_announce("Error!", "Emergency Shuttle Uplink Alert", 'sound/misc/announce_dig.ogg')
addtimer(CALLBACK(src, PROC_REF(unblock_recall)), lockout_timer)
return
emergency_no_recall = TRUE
addtimer(CALLBACK(src, PROC_REF(unblock_recall)), lockout_timer)
/datum/controller/subsystem/shuttle/proc/unblock_recall()
if(admin_emergency_no_recall)
priority_announce("Error!", "Emergency Shuttle Uplink Alert", 'sound/misc/announce_dig.ogg')
return
emergency_no_recall = FALSE
/datum/controller/subsystem/shuttle/proc/getShuttle(id)
for(var/obj/docking_port/mobile/M in mobile_docking_ports)
if(M.shuttle_id == id)
return M
WARNING("couldn't find shuttle with id: [id]")
/datum/controller/subsystem/shuttle/proc/getDock(id)
for(var/obj/docking_port/stationary/S in stationary_docking_ports)
if(S.shuttle_id == id)
return S
WARNING("couldn't find dock with id: [id]")
/// Check if we can call the evac shuttle.
/// Returns TRUE if we can. Otherwise, returns a string detailing the problem.
/datum/controller/subsystem/shuttle/proc/canEvac()
var/shuttle_refuel_delay = CONFIG_GET(number/shuttle_refuel_delay)
if(world.time - SSticker.round_start_time < shuttle_refuel_delay)
return "The emergency shuttle is refueling. Please wait [DisplayTimeText(shuttle_refuel_delay - (world.time - SSticker.round_start_time))] before attempting to call."
switch(emergency.mode)
if(SHUTTLE_RECALL)
return "The emergency shuttle may not be called while returning to CentCom."
if(SHUTTLE_CALL)
return "The emergency shuttle is already on its way."
if(SHUTTLE_DOCKED)
return "The emergency shuttle is already here."
if(SHUTTLE_IGNITING)
return "The emergency shuttle is firing its engines to leave."
if(SHUTTLE_ESCAPE)
return "The emergency shuttle is moving away to a safe distance."
if(SHUTTLE_STRANDED)
return "The emergency shuttle has been disabled by CentCom."
return TRUE
/datum/controller/subsystem/shuttle/proc/check_backup_emergency_shuttle()
if(emergency)
return TRUE
WARNING("check_backup_emergency_shuttle(): There is no emergency shuttle, but the \
shuttle was called. Using the backup shuttle instead.")
if(!backup_shuttle)
CRASH("check_backup_emergency_shuttle(): There is no emergency shuttle, \
or backup shuttle! The game will be unresolvable. This is \
possibly a mapping error, more likely a bug with the shuttle \
manipulation system, or badminry. It is possible to manually \
resolve this problem by loading an emergency shuttle template \
manually, and then calling register() on the mobile docking port. \
Good luck.")
emergency = backup_shuttle
return TRUE
/datum/controller/subsystem/shuttle/proc/requestEvac(mob/user, call_reason)
if (!check_backup_emergency_shuttle())
return
var/can_evac_or_fail_reason = SSshuttle.canEvac()
if(can_evac_or_fail_reason != TRUE)
to_chat(user, span_alert("[can_evac_or_fail_reason]"))
return
if(length(trim(call_reason)) < CALL_SHUTTLE_REASON_LENGTH && SSsecurity_level.get_current_level_as_number() > SEC_LEVEL_GREEN)
to_chat(user, span_alert("You must provide a reason."))
return
var/area/signal_origin = get_area(user)
call_evac_shuttle(call_reason, signal_origin)
log_shuttle("[key_name(user)] has called the emergency shuttle.")
deadchat_broadcast(" has called the shuttle at [span_name("[signal_origin.name]")].", span_name("[user.real_name]"), user, message_type=DEADCHAT_ANNOUNCEMENT)
if(call_reason)
SSblackbox.record_feedback("text", "shuttle_reason", 1, "[call_reason]")
log_shuttle("Shuttle call reason: [call_reason]")
SSticker.emergency_reason = call_reason
message_admins("[ADMIN_LOOKUPFLW(user)] has called the shuttle. (<A HREF='?_src_=holder;[HrefToken()];trigger_centcom_recall=1'>TRIGGER CENTCOM RECALL</A>)")
/// Call the emergency shuttle.
/// If you are doing this on behalf of a player, use requestEvac instead.
/// `signal_origin` is fluff occasionally provided to players.
/datum/controller/subsystem/shuttle/proc/call_evac_shuttle(call_reason, signal_origin)
if (!check_backup_emergency_shuttle())
return
call_reason = trim(html_encode(call_reason))
var/emergency_reason = "\nNature of emergency:\n\n[call_reason]"
emergency.request(
signal_origin = signal_origin,
reason = html_decode(emergency_reason),
red_alert = (SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED)
)
var/datum/radio_frequency/frequency = SSradio.return_frequency(FREQ_STATUS_DISPLAYS)
if(frequency)
// Start processing shuttle-mode displays to display the timer
var/datum/signal/status_signal = new(list("command" = "update"))
frequency.post_signal(src, status_signal)
/datum/controller/subsystem/shuttle/proc/centcom_recall(old_timer, admiral_message)
if(emergency.mode != SHUTTLE_CALL || emergency.timer != old_timer)
return
emergency.cancel()
if(!admiral_message)
admiral_message = pick(GLOB.admiral_messages)
var/intercepttext = "<font size = 3><b>Nanotrasen Update</b>: Request For Shuttle.</font><hr>\
To whom it may concern:<br><br>\
We have taken note of the situation upon [station_name()] and have come to the \
conclusion that it does not warrant the abandonment of the station.<br>\
If you do not agree with our opinion we suggest that you open a direct \
line with us and explain the nature of your crisis.<br><br>\
<i>This message has been automatically generated based upon readings from long \
range diagnostic tools. To assure the quality of your request every finalized report \
is reviewed by an on-call rear admiral.<br>\
<b>Rear Admiral's Notes:</b> \
[admiral_message]"
print_command_report(intercepttext, announce = TRUE)
// Called when an emergency shuttle mobile docking port is
// destroyed, which will only happen with admin intervention
/datum/controller/subsystem/shuttle/proc/emergencyDeregister()
// When a new emergency shuttle is created, it will override the
// backup shuttle.
src.emergency = src.backup_shuttle
/datum/controller/subsystem/shuttle/proc/cancelEvac(mob/user)
if(canRecall())
emergency.cancel(get_area(user))
log_shuttle("[key_name(user)] has recalled the shuttle.")
message_admins("[ADMIN_LOOKUPFLW(user)] has recalled the shuttle.")
deadchat_broadcast(" has recalled the shuttle from [span_name("[get_area_name(user, TRUE)]")].", span_name("[user.real_name]"), user, message_type=DEADCHAT_ANNOUNCEMENT)
return 1
/datum/controller/subsystem/shuttle/proc/canRecall()
if(!emergency || emergency.mode != SHUTTLE_CALL || admin_emergency_no_recall || emergency_no_recall)
return
var/security_num = SSsecurity_level.get_current_level_as_number()
switch(security_num)
if(SEC_LEVEL_GREEN)
if(emergency.timeLeft(1) < emergency_call_time)
return
if(SEC_LEVEL_BLUE)
if(emergency.timeLeft(1) < emergency_call_time * 0.5)
return
else
if(emergency.timeLeft(1) < emergency_call_time * 0.25)
return
return 1
/datum/controller/subsystem/shuttle/proc/autoEvac()
if (!SSticker.IsRoundInProgress() || supermatter_cascade)
return
var/callShuttle = TRUE
for(var/thing in GLOB.shuttle_caller_list)
if(isAI(thing))
var/mob/living/silicon/ai/AI = thing
if(AI.deployed_shell && !AI.deployed_shell.client)
continue
if(AI.stat || !AI.client)
continue
else if(istype(thing, /obj/machinery/computer/communications))
var/obj/machinery/computer/communications/C = thing
if(C.machine_stat & BROKEN)
continue
var/turf/T = get_turf(thing)
if(T && is_station_level(T.z))
callShuttle = FALSE
break
if(callShuttle)
if(EMERGENCY_IDLE_OR_RECALLED)
emergency.request(null, set_coefficient = 2.5)
log_shuttle("There is no means of calling the emergency shuttle anymore. Shuttle automatically called.")
message_admins("All the communications consoles were destroyed and all AIs are inactive. Shuttle called.")
/datum/controller/subsystem/shuttle/proc/registerHostileEnvironment(datum/bad)
hostile_environments[bad] = TRUE
checkHostileEnvironment()
/datum/controller/subsystem/shuttle/proc/clearHostileEnvironment(datum/bad)
hostile_environments -= bad
checkHostileEnvironment()
/datum/controller/subsystem/shuttle/proc/registerTradeBlockade(datum/bad)
trade_blockade[bad] = TRUE
checkTradeBlockade()
/datum/controller/subsystem/shuttle/proc/clearTradeBlockade(datum/bad)
trade_blockade -= bad
checkTradeBlockade()
/datum/controller/subsystem/shuttle/proc/checkTradeBlockade()
for(var/datum/d in trade_blockade)
if(!istype(d) || QDELETED(d))
trade_blockade -= d
supply_blocked = trade_blockade.len
if(supply_blocked && (supply.mode == SHUTTLE_IGNITING))
supply.mode = SHUTTLE_STRANDED
supply.timer = null
//Make all cargo consoles speak up
if(!supply_blocked && (supply.mode == SHUTTLE_STRANDED))
supply.mode = SHUTTLE_DOCKED
//Make all cargo consoles speak up
/datum/controller/subsystem/shuttle/proc/checkHostileEnvironment()
for(var/datum/hostile_environment_source in hostile_environments)
if(QDELETED(hostile_environment_source))
hostile_environments -= hostile_environment_source
emergency_no_escape = hostile_environments.len
if(emergency_no_escape && (emergency.mode == SHUTTLE_IGNITING))
emergency.mode = SHUTTLE_STRANDED
emergency.timer = null
emergency.sound_played = FALSE
priority_announce("Hostile environment detected. \
Departure has been postponed indefinitely pending \
conflict resolution.", null, 'sound/misc/notice1.ogg', "Priority")
if(!emergency_no_escape && (emergency.mode == SHUTTLE_STRANDED))
emergency.mode = SHUTTLE_DOCKED
emergency.setTimer(emergency_dock_time)
priority_announce("Hostile environment resolved. \
You have 3 minutes to board the Emergency Shuttle.",
null, ANNOUNCER_SHUTTLEDOCK, "Priority")
//try to move/request to dock_home if possible, otherwise dock_away. Mainly used for admin buttons
/datum/controller/subsystem/shuttle/proc/toggleShuttle(shuttle_id, dock_home, dock_away, timed)
var/obj/docking_port/mobile/shuttle_port = getShuttle(shuttle_id)
if(!shuttle_port)
return DOCKING_BLOCKED
var/obj/docking_port/stationary/docked_at = shuttle_port.get_docked()
var/destination = dock_home
if(docked_at && docked_at.shuttle_id == dock_home)
destination = dock_away
if(timed)
if(shuttle_port.request(getDock(destination)))
return DOCKING_IMMOBILIZED
else
if(shuttle_port.initiate_docking(getDock(destination)) != DOCKING_SUCCESS)
return DOCKING_IMMOBILIZED
return DOCKING_SUCCESS //dock successful
/**
* Moves a shuttle to a new location
*
* Arguments:
* * shuttle_id - The ID of the shuttle (mobile docking port) to move
* * dock_id - The ID of the destination (stationary docking port) to move to
* * timed - If true, have the shuttle follow normal spool-up, jump, dock process. If false, immediately move to the new location.
*/
/datum/controller/subsystem/shuttle/proc/moveShuttle(shuttle_id, dock_id, timed)
var/obj/docking_port/mobile/shuttle_port = getShuttle(shuttle_id)
var/obj/docking_port/stationary/docking_target = getDock(dock_id)
if(!shuttle_port)
return DOCKING_NULL_SOURCE
if(timed)
if(shuttle_port.request(docking_target))
return DOCKING_IMMOBILIZED
else
if(shuttle_port.initiate_docking(docking_target) != DOCKING_SUCCESS)
return DOCKING_IMMOBILIZED
return DOCKING_SUCCESS //dock successful
/datum/controller/subsystem/shuttle/proc/request_transit_dock(obj/docking_port/mobile/M)
if(!istype(M))
CRASH("[M] is not a mobile docking port")
if(M.assigned_transit)
return
else
if(!(M in transit_requesters))
transit_requesters += M
/datum/controller/subsystem/shuttle/proc/generate_transit_dock(obj/docking_port/mobile/M)
// First, determine the size of the needed zone
// Because of shuttle rotation, the "width" of the shuttle is not
// always x.
var/travel_dir = M.preferred_direction
// Remember, the direction is the direction we appear to be
// coming from
var/dock_angle = dir2angle(M.preferred_direction) + dir2angle(M.port_direction) + 180
var/dock_dir = angle2dir(dock_angle)
var/transit_width = SHUTTLE_TRANSIT_BORDER * 2
var/transit_height = SHUTTLE_TRANSIT_BORDER * 2
// Shuttles travelling on their side have their dimensions swapped
// from our perspective
switch(dock_dir)
if(NORTH, SOUTH)
transit_width += M.width
transit_height += M.height
if(EAST, WEST)
transit_width += M.height
transit_height += M.width
/*
to_chat(world, "The attempted transit dock will be [transit_width] width, and \)
[transit_height] in height. The travel dir is [travel_dir]."
*/
var/transit_path = /turf/open/space/transit
switch(travel_dir)
if(NORTH)
transit_path = /turf/open/space/transit/north
if(SOUTH)
transit_path = /turf/open/space/transit/south
if(EAST)
transit_path = /turf/open/space/transit/east
if(WEST)
transit_path = /turf/open/space/transit/west
var/datum/turf_reservation/proposal = SSmapping.RequestBlockReservation(transit_width, transit_height, null, /datum/turf_reservation/transit, transit_path)
if(!istype(proposal))
return FALSE
var/turf/bottomleft = locate(proposal.bottom_left_coords[1], proposal.bottom_left_coords[2], proposal.bottom_left_coords[3])
// Then create a transit docking port in the middle
var/coords = M.return_coords(0, 0, dock_dir)
/* 0------2
* | |
* | |
* | x |
* 3------1
*/
var/x0 = coords[1]
var/y0 = coords[2]
var/x1 = coords[3]
var/y1 = coords[4]
// Then we want the point closest to -infinity,-infinity
var/x2 = min(x0, x1)
var/y2 = min(y0, y1)
// Then invert the numbers
var/transit_x = bottomleft.x + SHUTTLE_TRANSIT_BORDER + abs(x2)
var/transit_y = bottomleft.y + SHUTTLE_TRANSIT_BORDER + abs(y2)
var/turf/midpoint = locate(transit_x, transit_y, bottomleft.z)
if(!midpoint)
qdel(proposal)
return FALSE
var/area/old_area = midpoint.loc
old_area.turfs_to_uncontain += proposal.reserved_turfs
var/area/shuttle/transit/A = new()
A.parallax_movedir = travel_dir
A.contents = proposal.reserved_turfs
A.contained_turfs = proposal.reserved_turfs
var/obj/docking_port/stationary/transit/new_transit_dock = new(midpoint)
new_transit_dock.reserved_area = proposal
new_transit_dock.name = "Transit for [M.shuttle_id]/[M.name]"
new_transit_dock.owner = M
new_transit_dock.assigned_area = A
// Add 180, because ports point inwards, rather than outwards
new_transit_dock.setDir(angle2dir(dock_angle))
// Proposals use 2 extra hidden tiles of space, from the cordons that surround them
transit_utilized += (proposal.width + 2) * (proposal.height + 2)
M.assigned_transit = new_transit_dock
RegisterSignal(proposal, COMSIG_QDELETING, PROC_REF(transit_space_clearing))
return new_transit_dock
/// Gotta manage our space brother
/datum/controller/subsystem/shuttle/proc/transit_space_clearing(datum/turf_reservation/source)
SIGNAL_HANDLER
transit_utilized -= (source.width + 2) * (source.height + 2)
/datum/controller/subsystem/shuttle/Recover()
initialized = SSshuttle.initialized
if (istype(SSshuttle.mobile_docking_ports))
mobile_docking_ports = SSshuttle.mobile_docking_ports
if (istype(SSshuttle.stationary_docking_ports))
stationary_docking_ports = SSshuttle.stationary_docking_ports
if (istype(SSshuttle.transit_docking_ports))
transit_docking_ports = SSshuttle.transit_docking_ports
if (istype(SSshuttle.transit_requesters))
transit_requesters = SSshuttle.transit_requesters
if (istype(SSshuttle.transit_request_failures))
transit_request_failures = SSshuttle.transit_request_failures
if (istype(SSshuttle.emergency))
emergency = SSshuttle.emergency
if (istype(SSshuttle.arrivals))
arrivals = SSshuttle.arrivals
if (istype(SSshuttle.backup_shuttle))
backup_shuttle = SSshuttle.backup_shuttle
if (istype(SSshuttle.emergency_last_call_loc))
emergency_last_call_loc = SSshuttle.emergency_last_call_loc
if (istype(SSshuttle.hostile_environments))
hostile_environments = SSshuttle.hostile_environments
if (istype(SSshuttle.supply))
supply = SSshuttle.supply
if (istype(SSshuttle.discovered_plants))
discovered_plants = SSshuttle.discovered_plants
if (istype(SSshuttle.shopping_list))
shopping_list = SSshuttle.shopping_list
if (istype(SSshuttle.request_list))
request_list = SSshuttle.request_list
if (istype(SSshuttle.order_history))
order_history = SSshuttle.order_history
if (istype(SSshuttle.shuttle_loan))
shuttle_loan = SSshuttle.shuttle_loan
if (istype(SSshuttle.shuttle_purchase_requirements_met))
shuttle_purchase_requirements_met = SSshuttle.shuttle_purchase_requirements_met
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
centcom_message = SSshuttle.centcom_message
order_number = SSshuttle.order_number
points = D.account_balance
emergency_no_escape = SSshuttle.emergency_no_escape
emergencyCallAmount = SSshuttle.emergencyCallAmount
shuttle_purchased = SSshuttle.shuttle_purchased
lockdown = SSshuttle.lockdown
selected = SSshuttle.selected
existing_shuttle = SSshuttle.existing_shuttle
preview_shuttle = SSshuttle.preview_shuttle
preview_template = SSshuttle.preview_template
preview_reservation = SSshuttle.preview_reservation
/datum/controller/subsystem/shuttle/proc/is_in_shuttle_bounds(atom/A)
var/area/current = get_area(A)
if(istype(current, /area/shuttle) && !istype(current, /area/shuttle/transit))
return TRUE
for(var/obj/docking_port/mobile/M in mobile_docking_ports)
if(M.is_in_shuttle_bounds(A))
return TRUE
/datum/controller/subsystem/shuttle/proc/get_containing_shuttle(atom/A)
var/list/mobile_docking_ports_cache = mobile_docking_ports
for(var/i in 1 to mobile_docking_ports_cache.len)
var/obj/docking_port/port = mobile_docking_ports_cache[i]
if(port.is_in_shuttle_bounds(A))
return port
/datum/controller/subsystem/shuttle/proc/get_containing_dock(atom/A)
. = list()
var/list/stationary_docking_ports_cache = stationary_docking_ports
for(var/i in 1 to stationary_docking_ports_cache.len)
var/obj/docking_port/port = stationary_docking_ports_cache[i]
if(port.is_in_shuttle_bounds(A))
. += port
/datum/controller/subsystem/shuttle/proc/get_dock_overlap(x0, y0, x1, y1, z)
. = list()
var/list/stationary_docking_ports_cache = stationary_docking_ports
for(var/i in 1 to stationary_docking_ports_cache.len)
var/obj/docking_port/port = stationary_docking_ports_cache[i]
if(!port || port.z != z)
continue
var/list/bounds = port.return_coords()
var/list/overlap = get_overlap(x0, y0, x1, y1, bounds[1], bounds[2], bounds[3], bounds[4])
var/list/xs = overlap[1]
var/list/ys = overlap[2]
if(xs.len && ys.len)
.[port] = overlap
/datum/controller/subsystem/shuttle/proc/update_hidden_docking_ports(list/remove_turfs, list/add_turfs)
var/list/remove_images = list()
var/list/add_images = list()
if(remove_turfs)
for(var/T in remove_turfs)
var/list/L = hidden_shuttle_turfs[T]
if(L)
remove_images += L[1]
hidden_shuttle_turfs -= remove_turfs
if(add_turfs)
for(var/V in add_turfs)
var/turf/T = V
var/image/I
if(remove_images.len)
//we can just reuse any images we are about to delete instead of making new ones
I = remove_images[1]
remove_images.Cut(1, 2)
I.loc = T
else
I = image(loc = T)
add_images += I
I.appearance = T.appearance
I.override = TRUE
hidden_shuttle_turfs[T] = list(I, T.type)
hidden_shuttle_turf_images -= remove_images
hidden_shuttle_turf_images += add_images
for(var/obj/machinery/computer/camera_advanced/shuttle_docker/docking_computer \
as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/computer/camera_advanced/shuttle_docker))
docking_computer.update_hidden_docking_ports(remove_images, add_images)
QDEL_LIST(remove_images)
/**
* Loads a shuttle template and sends it to a given destination port, optionally replacing the existing shuttle
*
* Arguments:
* * loading_template - The shuttle template to load
* * destination_port - The station docking port to send the shuttle to once loaded
* * replace - Whether to replace the shuttle or create a new one
*/
/datum/controller/subsystem/shuttle/proc/action_load(datum/map_template/shuttle/loading_template, obj/docking_port/stationary/destination_port, replace = FALSE)
// Check for an existing preview
if(preview_shuttle && (loading_template != preview_template))
preview_shuttle.jumpToNullSpace()
preview_shuttle = null
preview_template = null
QDEL_NULL(preview_reservation)
if(!preview_shuttle)
load_template(loading_template)
preview_template = loading_template
// get the existing shuttle information, if any
var/timer = 0
var/mode = SHUTTLE_IDLE
var/obj/docking_port/stationary/dest_dock
if(istype(destination_port))
dest_dock = destination_port
else if(existing_shuttle && replace)
timer = existing_shuttle.timer
mode = existing_shuttle.mode
dest_dock = existing_shuttle.get_docked()
if(!dest_dock)
dest_dock = generate_transit_dock(preview_shuttle)
if(!dest_dock)
CRASH("No dock found for preview shuttle ([preview_template.name]), aborting.")
var/result = preview_shuttle.canDock(dest_dock)
// truthy value means that it cannot dock for some reason
// but we can ignore the someone else docked error because we'll
// be moving into their place shortly
if((result != SHUTTLE_CAN_DOCK) && (result != SHUTTLE_SOMEONE_ELSE_DOCKED))
CRASH("Template shuttle [preview_shuttle] cannot dock at [dest_dock] ([result]).")
if(existing_shuttle && replace)
existing_shuttle.jumpToNullSpace()
preview_shuttle.register(replace)
var/list/force_memory = preview_shuttle.movement_force
preview_shuttle.movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
preview_shuttle.mode = SHUTTLE_PREARRIVAL//No idle shuttle moving. Transit dock get removed if shuttle moves too long.
preview_shuttle.initiate_docking(dest_dock)
preview_shuttle.movement_force = force_memory
. = preview_shuttle
// Shuttle state involves a mode and a timer based on world.time, so
// plugging the existing shuttles old values in works fine.
preview_shuttle.timer = timer
preview_shuttle.mode = mode
preview_shuttle.postregister(replace)
// TODO indicate to the user that success happened, rather than just
// blanking the modification tab
preview_shuttle = null
preview_template = null
existing_shuttle = null
selected = null
QDEL_NULL(preview_reservation)
/**
* Loads a shuttle template into the transit Z level, usually referred to elsewhere in the code as a shuttle preview.
* Does not register the shuttle so it can't be used yet, that's handled in action_load()
*
* Arguments:
* * loading_template - The shuttle template to load
*/
/datum/controller/subsystem/shuttle/proc/load_template(datum/map_template/shuttle/loading_template)
. = FALSE
// Load shuttle template to a fresh block reservation.
preview_reservation = SSmapping.RequestBlockReservation(loading_template.width, loading_template.height, type = /datum/turf_reservation/transit)
if(!preview_reservation)
CRASH("failed to reserve an area for shuttle template loading")
var/turf/bottom_left = TURF_FROM_COORDS_LIST(preview_reservation.bottom_left_coords)
loading_template.load(bottom_left, centered = FALSE, register = FALSE)
var/affected = loading_template.get_affected_turfs(bottom_left, centered=FALSE)
var/found = 0
// Search the turfs for docking ports
// - We need to find the mobile docking port because that is the heart of
// the shuttle.
// - We need to check that no additional ports have slipped in from the
// template, because that causes unintended behaviour.
for(var/affected_turfs in affected)
for(var/obj/docking_port/port in affected_turfs)
if(istype(port, /obj/docking_port/mobile))
found++
if(found > 1)
qdel(port, force=TRUE)
log_mapping("Shuttle Template [loading_template.mappath] has multiple mobile docking ports.")
else
preview_shuttle = port
if(istype(port, /obj/docking_port/stationary))
log_mapping("Shuttle Template [loading_template.mappath] has a stationary docking port.")
if(!found)
var/msg = "load_template(): Shuttle Template [loading_template.mappath] has no mobile docking port. Aborting import."
for(var/affected_turfs in affected)
var/turf/T0 = affected_turfs
T0.empty()
message_admins(msg)
WARNING(msg)
return
//Everything fine
loading_template.post_load(preview_shuttle)
return TRUE
/**
* Removes the preview_shuttle from the transit Z-level
*/
/datum/controller/subsystem/shuttle/proc/unload_preview()
if(preview_shuttle)
preview_shuttle.jumpToNullSpace()
preview_shuttle = null
if(preview_reservation)
QDEL_NULL(preview_reservation)
/datum/controller/subsystem/shuttle/ui_state(mob/user)
return GLOB.admin_state
/datum/controller/subsystem/shuttle/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ShuttleManipulator")
ui.open()
/datum/controller/subsystem/shuttle/ui_data(mob/user)
var/list/data = list()
data["tabs"] = list("Status", "Templates", "Modification")
// Templates panel
data["templates"] = list()
var/list/templates = data["templates"]
data["templates_tabs"] = list()
data["selected"] = list()
for(var/shuttle_id in SSmapping.shuttle_templates)
var/datum/map_template/shuttle/S = SSmapping.shuttle_templates[shuttle_id]
if(!templates[S.port_id])
data["templates_tabs"] += S.port_id
templates[S.port_id] = list(
"port_id" = S.port_id,
"templates" = list())
var/list/L = list()
L["name"] = S.name
L["shuttle_id"] = S.shuttle_id
L["port_id"] = S.port_id
L["description"] = S.description
L["admin_notes"] = S.admin_notes
if(selected == S)
data["selected"] = L
templates[S.port_id]["templates"] += list(L)
data["templates_tabs"] = sort_list(data["templates_tabs"])
data["existing_shuttle"] = null
// Status panel
data["shuttles"] = list()
for(var/i in mobile_docking_ports)
var/obj/docking_port/mobile/M = i
var/timeleft = M.timeLeft(1)
var/list/L = list()
L["name"] = M.name
L["id"] = M.shuttle_id
L["timer"] = M.timer
L["timeleft"] = M.getTimerStr()
if (timeleft > 1 HOURS)
L["timeleft"] = "Infinity"
L["can_fast_travel"] = M.timer && timeleft >= 50
L["can_fly"] = TRUE
if(istype(M, /obj/docking_port/mobile/emergency))
L["can_fly"] = FALSE
else if(!M.destination)
L["can_fast_travel"] = FALSE
if (M.mode != SHUTTLE_IDLE)
L["mode"] = capitalize(M.mode)
L["status"] = M.getDbgStatusText()
if(M == existing_shuttle)
data["existing_shuttle"] = L
data["shuttles"] += list(L)
return data
/datum/controller/subsystem/shuttle/ui_act(action, params)
. = ..()
if(.)
return
var/mob/user = usr
// Preload some common parameters
var/shuttle_id = params["shuttle_id"]
var/datum/map_template/shuttle/S = SSmapping.shuttle_templates[shuttle_id]
switch(action)
if("select_template")
if(S)
existing_shuttle = getShuttle(S.port_id)
selected = S
. = TRUE
if("jump_to")
if(params["type"] == "mobile")
for(var/i in mobile_docking_ports)
var/obj/docking_port/mobile/M = i
if(M.shuttle_id == params["id"])
user.forceMove(get_turf(M))
. = TRUE
break
if("fly")
for(var/i in mobile_docking_ports)
var/obj/docking_port/mobile/M = i
if(M.shuttle_id == params["id"])
. = TRUE
M.admin_fly_shuttle(user)
break
if("fast_travel")
for(var/i in mobile_docking_ports)
var/obj/docking_port/mobile/M = i
if(M.shuttle_id == params["id"] && M.timer && M.timeLeft(1) >= 50)
M.setTimer(50)
. = TRUE
message_admins("[key_name_admin(usr)] fast travelled [M]")
log_admin("[key_name(usr)] fast travelled [M]")
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[M.name]")
break
if("load")
if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
// If successful, returns the mobile docking port
var/obj/docking_port/mobile/mdp = action_load(S)
if(mdp)
user.forceMove(get_turf(mdp))
message_admins("[key_name_admin(usr)] loaded [mdp] with the shuttle manipulator.")
log_admin("[key_name(usr)] loaded [mdp] with the shuttle manipulator.</span>")
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[mdp.name]")
shuttle_loading = FALSE
if("preview")
//if(preview_shuttle && (loading_template != preview_template))
if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
unload_preview()
load_template(S)
if(preview_shuttle)
preview_template = S
user.forceMove(get_turf(preview_shuttle))
shuttle_loading = FALSE
if("replace")
if(existing_shuttle == backup_shuttle)
// TODO make the load button disabled
WARNING("The shuttle that the selected shuttle will replace \
is the backup shuttle. Backup shuttle is required to be \
intact for round sanity.")
else if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
// If successful, returns the mobile docking port
var/obj/docking_port/mobile/mdp = action_load(S, replace = TRUE)
if(mdp)
user.forceMove(get_turf(mdp))
message_admins("[key_name_admin(usr)] load/replaced [mdp] with the shuttle manipulator.")
log_admin("[key_name(usr)] load/replaced [mdp] with the shuttle manipulator.</span>")
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[mdp.name]")
shuttle_loading = FALSE
if(emergency == mdp) //you just changed the emergency shuttle, there are events in game + captains that can change your snowflake choice.
var/set_purchase = tgui_alert(usr, "Do you want to also disable shuttle purchases/random events that would change the shuttle?", "Butthurt Admin Prevention", list("Yes, disable purchases/events", "No, I want to possibly get owned"))
if(set_purchase == "Yes, disable purchases/events")
SSshuttle.shuttle_purchased = SHUTTLEPURCHASE_FORCED
/datum/controller/subsystem/shuttle/proc/init_has_purchase_shuttle_access()
var/list/has_purchase_shuttle_access = list()
for (var/shuttle_id in SSmapping.shuttle_templates)
var/datum/map_template/shuttle/shuttle_template = SSmapping.shuttle_templates[shuttle_id]
if (!isnull(shuttle_template.who_can_purchase))
has_purchase_shuttle_access |= shuttle_template.who_can_purchase
return has_purchase_shuttle_access
#undef MAX_TRANSIT_REQUEST_RETRIES
#undef MAX_TRANSIT_TILE_COUNT
#undef SOFT_TRANSIT_RESERVATION_THRESHOLD