Files
Bubberstation/code/modules/shuttle/shuttle.dm
2017-07-03 19:13:34 -03:00

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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
#ifdef TESTING
#define DOCKING_PORT_HIGHLIGHT
#endif
//NORTH default dir
/obj/docking_port
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
//icon = 'icons/dirsquare.dmi'
icon_state = "pinonfar"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = 1
//
var/id
// this should point -away- from the dockingport door, ie towards the ship
dir = NORTH
var/width = 0 //size of covered area, perpendicular to dir
var/height = 0 //size of covered area, parallel to dir
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
//these objects are indestructible
/obj/docking_port/Destroy(force)
// unless you assert that you know what you're doing. Horrible things
// may result.
if(force)
..()
. = QDEL_HINT_HARDDEL_NOW
else
return QDEL_HINT_LETMELIVE
/obj/docking_port/take_damage()
return
/obj/docking_port/singularity_pull()
return
/obj/docking_port/singularity_act()
return 0
/obj/docking_port/shuttleRotate()
return //we don't rotate with shuttles via this code.
//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
/obj/docking_port/proc/return_coords(_x, _y, _dir)
if(_dir == null)
_dir = dir
if(_x == null)
_x = x
if(_y == null)
_y = y
//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
return list(
_x + (-dwidth*cos) - (-dheight*sin),
_y + (-dwidth*sin) + (-dheight*cos),
_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
)
//returns turfs within our projected rectangle in a specific order.
//this ensures that turfs are copied over in the same order, regardless of any rotation
/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
if(!_dir)
_dir = dir
if(!_x)
_x = x
if(!_y)
_y = y
if(!_z)
_z = z
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
. = list()
var/xi
var/yi
for(var/dx=0, dx<width, ++dx)
for(var/dy=0, dy<height, ++dy)
xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
var/turf/T = locate(xi, yi, _z)
if(A)
if(get_area(T) == A)
. += T
else
. += null
else
. += T
#ifdef DOCKING_PORT_HIGHLIGHT
//Debug proc used to highlight bounding area
/obj/docking_port/proc/highlight(_color)
var/list/L = return_coords()
var/turf/T0 = locate(L[1],L[2],z)
var/turf/T1 = locate(L[3],L[4],z)
for(var/turf/T in block(T0,T1))
T.color = _color
LAZYINITLIST(T.atom_colours)
T.maptext = null
if(_color)
var/turf/T = locate(L[1], L[2], z)
T.color = "#0f0"
T = locate(L[3], L[4], z)
T.color = "#00f"
#endif
//return first-found touching dockingport
/obj/docking_port/proc/get_docked()
return locate(/obj/docking_port/stationary) in loc
/obj/docking_port/proc/getDockedId()
var/obj/docking_port/P = get_docked()
if(P) return P.id
/obj/docking_port/stationary
name = "dock"
var/turf_type = /turf/open/space
var/area_type = /area/space
var/last_dock_time
/obj/docking_port/stationary/Initialize()
. = ..()
SSshuttle.stationary += src
if(!id)
id = "[SSshuttle.stationary.len]"
if(name == "dock")
name = "dock[SSshuttle.stationary.len]"
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#f00")
#endif
//returns first-found touching shuttleport
/obj/docking_port/stationary/get_docked()
. = locate(/obj/docking_port/mobile) in loc
/obj/docking_port/stationary/transit
name = "In Transit"
turf_type = /turf/open/space/transit
var/list/turf/assigned_turfs = list()
var/area/shuttle/transit/assigned_area
var/obj/docking_port/mobile/owner
/obj/docking_port/stationary/transit/Initialize()
. = ..()
SSshuttle.transit += src
/obj/docking_port/stationary/transit/proc/dezone()
for(var/i in assigned_turfs)
var/turf/T = i
if(T.type == turf_type)
T.ChangeTurf(/turf/open/space)
T.flags |= UNUSED_TRANSIT_TURF
/obj/docking_port/stationary/transit/Destroy(force=FALSE)
if(force)
SSshuttle.transit -= src
if(owner)
owner = null
if(assigned_turfs)
dezone()
assigned_turfs.Cut()
assigned_turfs = null
. = ..()
/obj/docking_port/mobile
name = "shuttle"
icon_state = "pinonclose"
var/area/shuttle/areaInstance
var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
var/last_timer_length
var/mode = SHUTTLE_IDLE //current shuttle mode
var/callTime = 100 //time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
var/ignitionTime = 55 // time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
var/roundstart_move //id of port to send shuttle to at roundstart
// The direction the shuttle prefers to travel in
var/preferred_direction = NORTH
// And the angle from the front of the shuttle to the port
var/port_angle = 0 // used to be travelDir
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
var/obj/docking_port/stationary/transit/assigned_transit
var/launch_status = NOLAUNCH
var/knockdown = TRUE //Will it knock down mobs when it docks?
// A timid shuttle will not register itself with the shuttle subsystem
// All shuttle templates are timid
var/timid = FALSE
var/list/ripples = list()
var/engine_coeff = 1 //current engine coeff
var/current_engines = 0 //current engine power
var/initial_engines = 0 //initial engine power
/obj/docking_port/mobile/proc/register()
SSshuttle.mobile += src
/obj/docking_port/mobile/Destroy(force)
if(force)
SSshuttle.mobile -= src
destination = null
previous = null
assigned_transit = null
areaInstance = null
. = ..()
/obj/docking_port/mobile/Initialize(mapload)
. = ..()
if(!timid)
register()
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
areaInstance = A
if(!id)
id = "[SSshuttle.mobile.len]"
if(name == "shuttle")
name = "shuttle[SSshuttle.mobile.len]"
if(!areaInstance)
areaInstance = new()
areaInstance.name = name
areaInstance.contents += return_ordered_turfs()
initial_engines = count_engines()
current_engines = initial_engines
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#0f0")
#endif
//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
/obj/docking_port/mobile/proc/canMove()
return TRUE
//this is to check if this shuttle can physically dock at dock S
/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
if(!istype(S))
return SHUTTLE_NOT_A_DOCKING_PORT
if(istype(S, /obj/docking_port/stationary/transit))
return SHUTTLE_CAN_DOCK
if(dwidth > S.dwidth)
return SHUTTLE_DWIDTH_TOO_LARGE
if(width-dwidth > S.width-S.dwidth)
return SHUTTLE_WIDTH_TOO_LARGE
if(dheight > S.dheight)
return SHUTTLE_DHEIGHT_TOO_LARGE
if(height-dheight > S.height-S.dheight)
return SHUTTLE_HEIGHT_TOO_LARGE
//check the dock isn't occupied
var/currently_docked = S.get_docked()
if(currently_docked)
// by someone other than us
if(currently_docked != src)
return SHUTTLE_SOMEONE_ELSE_DOCKED
else
// This isn't an error, per se, but we can't let the shuttle code
// attempt to move us where we currently are, it will get weird.
return SHUTTLE_ALREADY_DOCKED
return SHUTTLE_CAN_DOCK
/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
var/status = canDock(S)
if(status == SHUTTLE_CAN_DOCK)
return TRUE
else if(status == SHUTTLE_ALREADY_DOCKED)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return FALSE
else
var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
message_admins(msg)
return FALSE
/obj/docking_port/mobile/proc/transit_failure()
message_admins("Shuttle [src] repeatedly failed to create transit zone.")
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
testing("check_dock failed on request for [src]")
return
if(mode == SHUTTLE_IGNITING && destination == S)
return
switch(mode)
if(SHUTTLE_CALL)
if(S == destination)
if(timeLeft(1) < callTime * engine_coeff)
setTimer(callTime * engine_coeff)
else
destination = S
setTimer(callTime * engine_coeff)
if(SHUTTLE_RECALL)
if(S == destination)
setTimer(callTime * engine_coeff - timeLeft(1))
else
destination = S
setTimer(callTime * engine_coeff)
mode = SHUTTLE_CALL
if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
destination = S
mode = SHUTTLE_IGNITING
setTimer(ignitionTime)
//recall the shuttle to where it was previously
/obj/docking_port/mobile/proc/cancel()
if(mode != SHUTTLE_CALL)
return
remove_ripples()
invertTimer()
mode = SHUTTLE_RECALL
/obj/docking_port/mobile/proc/enterTransit()
if(SSshuttle.lockdown && z == ZLEVEL_STATION) //emp went off, no escape
return
previous = null
// if(!destination)
// return
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = assigned_transit
if(S1)
if(dock(S1))
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
else
previous = S0
else
WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
/obj/docking_port/mobile/proc/jumpToNullSpace()
// Destroys the docking port and the shuttle contents.
// Not in a fancy way, it just ceases.
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
// If the shuttle is docked to a stationary port, restore its normal
// "empty" area and turf
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
for(var/i in L0)
var/turf/T0 =i
if(!T0)
continue
T0.empty(turf_type)
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1, animate_time)
var/list/turfs = ripple_area(S1)
for(var/t in turfs)
ripples += new /obj/effect/temp_visual/ripple(t, animate_time)
/obj/docking_port/mobile/proc/remove_ripples()
for(var/R in ripples)
qdel(R)
ripples.Cut()
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/list/ripple_turfs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf)
ripple_turfs += T1
return ripple_turfs
/obj/docking_port/mobile/proc/check_poddoors()
for(var/obj/machinery/door/poddoor/shuttledock/pod in GLOB.airlocks)
pod.check()
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
if(S1.get_docked() == src)
remove_ripples()
return
// Crashing this ship with NO SURVIVORS
if(!force)
if(!check_dock(S1))
return -1
if(!canMove())
return -1
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/destination_turf_type = S1.turf_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/rotation = dir2angle(S1.dir)-dir2angle(dir)
if ((rotation % 90) != 0)
rotation += (rotation % 90) //diagonal rotations not allowed, round up
rotation = SimplifyDegrees(rotation)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
var/area/old = T0.loc
A0.contents += T0
T0.change_area(old, A0)
if (istype(S1, /obj/docking_port/stationary/transit))
areaInstance.parallax_movedir = preferred_direction
else
areaInstance.parallax_movedir = FALSE
remove_ripples()
//move or squish anything in the way ship at destination
roadkill(L0, L1, S1.dir)
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type == T0.baseturf)
continue
for(var/atom/movable/AM in T0)
AM.beforeShuttleMove(T1, rotation)
var/list/moved_atoms = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
T0.copyTurf(T1)
T1.baseturf = destination_turf_type
var/area/old = T1.loc
areaInstance.contents += T1
T1.change_area(old, areaInstance)
//copy over air
if(isopenturf(T1))
var/turf/open/Ts1 = T1
Ts1.copy_air_with_tile(T0)
//move mobile to new location
for(var/atom/movable/AM in T0)
if(AM.onShuttleMove(T1, rotation, knockdown))
moved_atoms += AM
if(rotation)
T1.shuttleRotate(rotation)
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
SSair.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
for(var/am in moved_atoms)
var/atom/movable/AM = am
AM.afterShuttleMove()
check_poddoors()
S1.last_dock_time = world.time
loc = S1.loc
setDir(S1.dir)
/obj/docking_port/mobile/proc/findRoundstartDock()
return SSshuttle.getDock(roundstart_move)
/obj/docking_port/mobile/proc/dockRoundstart()
. = dock_id(roundstart_move)
/obj/docking_port/mobile/proc/dock_id(id)
var/port = SSshuttle.getDock(id)
if(port)
. = dock(port)
else
. = null
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
var/turf/T1 = L1[i]
if(!T0 || !T1)
continue
if(T0.type == T0.baseturf)
continue
// The corresponding tile will not be changed, so no roadkill
for(var/atom/movable/AM in T1)
if(ismob(AM))
if(isliving(AM))
var/mob/living/M = AM
if(M.buckled)
M.buckled.unbuckle_mob(M, 1)
if(M.pulledby)
M.pulledby.stop_pulling()
M.stop_pulling()
M.visible_message("<span class='warning'>[src] slams into [M]!</span>")
if(M.key || M.get_ghost(TRUE))
SSblackbox.add_details("shuttle_gib", "[type]")
else
SSblackbox.add_details("shuttle_gib_unintelligent", "[type]")
M.gib()
else //non-living mobs shouldn't be affected by shuttles, which is why this is an else
if(istype(AM, /obj/singularity) && !istype(AM, /obj/singularity/narsie)) //it's a singularity but not a god, ignore it.
continue
if(!AM.anchored)
step(AM, dir)
else
qdel(AM)
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
check_effects()
if(mode == SHUTTLE_IGNITING)
check_transit_zone()
if(timeLeft(1) > 0)
return
// If we can't dock or we don't have a transit slot, wait for 20 ds,
// then try again
switch(mode)
if(SHUTTLE_CALL)
if(dock(destination))
setTimer(20)
return
if(SHUTTLE_RECALL)
if(dock(previous))
setTimer(20)
return
if(SHUTTLE_IGNITING)
if(check_transit_zone() != TRANSIT_READY)
setTimer(20)
return
else
mode = SHUTTLE_CALL
setTimer(callTime * engine_coeff)
enterTransit()
return
mode = SHUTTLE_IDLE
timer = 0
destination = null
/obj/docking_port/mobile/proc/check_effects()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
var/tl = timeLeft(1)
if(tl <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination, tl)
var/obj/docking_port/stationary/S0 = get_docked()
if(areaInstance.parallax_movedir && istype(S0, /obj/docking_port/stationary/transit) && timeLeft(1) <= PARALLAX_LOOP_TIME)
parallax_slowdown()
/obj/docking_port/mobile/proc/parallax_slowdown()
areaInstance.parallax_movedir = FALSE
if(assigned_transit && assigned_transit.assigned_area)
assigned_transit.assigned_area.parallax_movedir = FALSE
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
for (var/thing in L0)
var/turf/T = thing
for (var/thing2 in T)
var/atom/movable/AM = thing2
if (length(AM.client_mobs_in_contents))
AM.update_parallax_contents()
/obj/docking_port/mobile/proc/check_transit_zone()
if(assigned_transit)
return TRANSIT_READY
else
SSshuttle.request_transit_dock(src)
/obj/docking_port/mobile/proc/setTimer(wait)
timer = world.time + wait
last_timer_length = wait
/obj/docking_port/mobile/proc/modTimer(multiple)
var/time_remaining = timer - world.time
if(time_remaining < 0 || !last_timer_length)
return
time_remaining *= multiple
last_timer_length *= multiple
setTimer(time_remaining)
/obj/docking_port/mobile/proc/invertTimer()
if(!last_timer_length)
return
var/time_remaining = timer - world.time
if(time_remaining > 0)
var/time_passed = last_timer_length - time_remaining
setTimer(time_passed)
//returns timeLeft
/obj/docking_port/mobile/proc/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
var/ds_remaining
if(!timer)
ds_remaining = callTime * engine_coeff
else
ds_remaining = max(0, timer - world.time)
. = round(ds_remaining / divisor, 1)
// returns 3-letter mode string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getModeStr()
switch(mode)
if(SHUTTLE_IGNITING)
return "IGN"
if(SHUTTLE_RECALL)
return "RCL"
if(SHUTTLE_CALL)
return "ETA"
if(SHUTTLE_DOCKED)
return "ETD"
if(SHUTTLE_ESCAPE)
return "ESC"
if(SHUTTLE_STRANDED)
return "ERR"
return ""
// returns 5-letter timer string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getTimerStr()
if(mode == SHUTTLE_STRANDED)
return "--:--"
var/timeleft = timeLeft()
if(timeleft > 0)
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
else
return "00:00"
/obj/docking_port/mobile/proc/getStatusText()
var/obj/docking_port/stationary/dockedAt = get_docked()
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
if(istype(dockedAt, /obj/docking_port/stationary/transit))
var/obj/docking_port/stationary/dst
if(mode == SHUTTLE_RECALL)
dst = previous
else
dst = destination
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)] minutes)"
// attempts to locate /obj/machinery/computer/shuttle with matching ID inside the shuttle
/obj/docking_port/mobile/proc/getControlConsole()
for(var/obj/machinery/computer/shuttle/S in areaInstance)
if(S.shuttleId == id)
return S
return null
/obj/docking_port/mobile/proc/hyperspace_sound(phase, list/areas)
var/s
switch(phase)
if(HYPERSPACE_WARMUP)
s = 'sound/effects/hyperspace_begin.ogg'
if(HYPERSPACE_LAUNCH)
s = 'sound/effects/hyperspace_progress.ogg'
if(HYPERSPACE_END)
s = 'sound/effects/hyperspace_end.ogg'
else
CRASH("Invalid hyperspace sound phase: [phase]")
for(var/A in areas)
for(var/obj/machinery/door/E in A) //dumb, I know, but playing it on the engines doesn't do it justice
playsound(E, s, 100, FALSE, max(width, height) - world.view)
/obj/docking_port/mobile/proc/is_in_shuttle_bounds(atom/A)
var/turf/T = get_turf(A)
if(T.z != z)
return FALSE
var/list/bounds= return_coords()
var/turf/T0 = locate(bounds[1],bounds[2],z)
var/turf/T1 = locate(bounds[3],bounds[4],z)
if(T in block(T0,T1))
return TRUE
return FALSE
// Losing all initial engines should get you 2
// Adding another set of engines at 0.5 time
/obj/docking_port/mobile/proc/alter_engines(mod)
if(mod == 0)
return
var/old_coeff = engine_coeff
engine_coeff = get_engine_coeff(current_engines,mod)
current_engines = max(0,current_engines + mod)
if(in_flight())
var/delta_coeff = engine_coeff / old_coeff
modTimer(delta_coeff)
/obj/docking_port/mobile/proc/count_engines()
. = 0
for(var/obj/structure/shuttle/engine/E in areaInstance.contents)
if(!QDELETED(E))
. += E.engine_power
// Double initial engines to get to 0.5 minimum
// Lose all initial engines to get to 2
//For 0 engine shuttles like BYOS 5 engines to get to doublespeed
/obj/docking_port/mobile/proc/get_engine_coeff(current,engine_mod)
var/new_value = max(0,current + engine_mod)
if(new_value == initial_engines)
return 1
if(new_value > initial_engines)
var/delta = new_value - initial_engines
var/change_per_engine = (1 - ENGINE_COEFF_MIN) / ENGINE_DEFAULT_MAXSPEED_ENGINES // 5 by default
if(initial_engines > 0)
change_per_engine = (1 - ENGINE_COEFF_MIN) / initial_engines // or however many it had
return Clamp(1 - delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX)
if(new_value < initial_engines)
var/delta = initial_engines - new_value
var/change_per_engine = 1 //doesn't really matter should not be happening for 0 engine shuttles
if(initial_engines > 0)
change_per_engine = (ENGINE_COEFF_MAX - 1) / initial_engines //just linear drop to max delay
return Clamp(1 + delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX)
/obj/docking_port/mobile/proc/in_flight()
switch(mode)
if(SHUTTLE_CALL,SHUTTLE_RECALL)
return TRUE
if(SHUTTLE_IDLE,SHUTTLE_IGNITING)
return FALSE
else
return FALSE // hmm
/obj/docking_port/mobile/emergency/in_flight()
switch(mode)
if(SHUTTLE_ESCAPE)
return TRUE
if(SHUTTLE_STRANDED,SHUTTLE_ENDGAME)
return FALSE
else
return ..()
//Called when emergency shuttle leaves the station
/obj/docking_port/mobile/proc/on_emergency_launch()
if(launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
launch_status = ENDGAME_LAUNCHED
enterTransit()
/obj/docking_port/mobile/emergency/on_emergency_launch()
return
//Called when emergency shuttle docks at centcom
/obj/docking_port/mobile/proc/on_emergency_dock()
//Mapping a new docking point for each ship mappers could potentially want docking with centcomm would take up lots of space, just let them keep flying off into the sunset for their greentext
if(launch_status == ENDGAME_LAUNCHED)
launch_status = ENDGAME_TRANSIT
/obj/docking_port/mobile/pod/on_emergency_dock()
if(launch_status == ENDGAME_LAUNCHED)
dock(SSshuttle.getDock("[id]_away")) //Escape pods dock at centcomm
mode = SHUTTLE_ENDGAME
/obj/docking_port/mobile/emergency/on_emergency_dock()
return
#undef DOCKING_PORT_HIGHLIGHT