mirror of
https://github.com/Bubberstation/Bubberstation.git
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5f835bfc26
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
691 lines
17 KiB
Plaintext
691 lines
17 KiB
Plaintext
//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
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// #define DOCKING_PORT_HIGHLIGHT
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//NORTH default dir
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/obj/docking_port
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invisibility = INVISIBILITY_ABSTRACT
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icon = 'icons/obj/device.dmi'
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//icon = 'icons/dirsquare.dmi'
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icon_state = "pinonfar"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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anchored = 1
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var/id
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// this should point -away- from the dockingport door, ie towards the ship
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dir = NORTH
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var/width = 0 //size of covered area, perpendicular to dir
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var/height = 0 //size of covered area, parallel to dir
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var/dwidth = 0 //position relative to covered area, perpendicular to dir
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var/dheight = 0 //position relative to covered area, parallel to dir
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//these objects are indestructible
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/obj/docking_port/Destroy(force)
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// unless you assert that you know what you're doing. Horrible things
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// may result.
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if(force)
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..()
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. = QDEL_HINT_HARDDEL_NOW
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else
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return QDEL_HINT_LETMELIVE
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/obj/docking_port/take_damage()
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return
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/obj/docking_port/singularity_pull()
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return
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/obj/docking_port/singularity_act()
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return 0
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/obj/docking_port/shuttleRotate()
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return //we don't rotate with shuttles via this code.
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//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
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/obj/docking_port/proc/return_coords(_x, _y, _dir)
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if(_dir == null)
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_dir = dir
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if(_x == null)
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_x = x
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if(_y == null)
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_y = y
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//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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return list(
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_x + (-dwidth*cos) - (-dheight*sin),
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_y + (-dwidth*sin) + (-dheight*cos),
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_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
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_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
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)
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//returns turfs within our projected rectangle in a specific order.
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//this ensures that turfs are copied over in the same order, regardless of any rotation
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/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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if(!_z)
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_z = z
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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. = list()
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var/xi
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var/yi
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for(var/dx=0, dx<width, ++dx)
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for(var/dy=0, dy<height, ++dy)
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xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
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yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
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var/turf/T = locate(xi, yi, _z)
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if(A)
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if(get_area(T) == A)
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. += T
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else
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. += null
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else
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. += T
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#ifdef DOCKING_PORT_HIGHLIGHT
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//Debug proc used to highlight bounding area
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/obj/docking_port/proc/highlight(_color)
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1],L[2],z)
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var/turf/T1 = locate(L[3],L[4],z)
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for(var/turf/T in block(T0,T1))
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T.color = _color
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T.maptext = null
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if(_color)
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var/turf/T = locate(L[1], L[2], z)
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T.color = "#0f0"
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T = locate(L[3], L[4], z)
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T.color = "#00f"
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#endif
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//return first-found touching dockingport
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/obj/docking_port/proc/get_docked()
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return locate(/obj/docking_port/stationary) in loc
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/obj/docking_port/proc/getDockedId()
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var/obj/docking_port/P = get_docked()
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if(P) return P.id
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/obj/docking_port/stationary
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name = "dock"
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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var/last_dock_time
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/obj/docking_port/stationary/New()
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..()
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SSshuttle.stationary += src
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if(!id)
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id = "[SSshuttle.stationary.len]"
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if(name == "dock")
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name = "dock[SSshuttle.stationary.len]"
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#f00")
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#endif
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//returns first-found touching shuttleport
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/obj/docking_port/stationary/get_docked()
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. = locate(/obj/docking_port/mobile) in loc
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/obj/docking_port/stationary/transit
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name = "In Transit"
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turf_type = /turf/open/space/transit
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var/list/turf/assigned_turfs = list()
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var/obj/docking_port/mobile/owner
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/obj/docking_port/stationary/transit/New()
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..()
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SSshuttle.transit += src
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/obj/docking_port/stationary/transit/proc/dezone()
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for(var/i in assigned_turfs)
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var/turf/T = i
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if(T.type == turf_type)
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T.ChangeTurf(/turf/open/space)
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T.flags |= UNUSED_TRANSIT_TURF
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/obj/docking_port/stationary/transit/Destroy(force=FALSE)
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if(force)
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SSshuttle.transit -= src
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if(owner)
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owner = null
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if(assigned_turfs)
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dezone()
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assigned_turfs.Cut()
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assigned_turfs = null
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. = ..()
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/obj/docking_port/mobile
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icon_state = "mobile"
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name = "shuttle"
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icon_state = "pinonclose"
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var/area/shuttle/areaInstance
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var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
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var/last_timer_length
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var/mode = SHUTTLE_IDLE //current shuttle mode
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var/callTime = 100 //time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
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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.
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var/roundstart_move //id of port to send shuttle to at roundstart
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// The direction the shuttle prefers to travel in
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var/preferred_direction = NORTH
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// And the angle from the front of the shuttle to the port
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var/port_angle = 0 // used to be travelDir
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var/obj/docking_port/stationary/destination
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var/obj/docking_port/stationary/previous
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var/obj/docking_port/stationary/transit/assigned_transit
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var/launch_status = NOLAUNCH
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// A timid shuttle will not register itself with the shuttle subsystem
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// All shuttle templates are timid
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var/timid = FALSE
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var/list/ripples = list()
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/obj/docking_port/mobile/New()
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..()
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if(!timid)
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register()
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/obj/docking_port/mobile/proc/register()
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SSshuttle.mobile += src
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/obj/docking_port/mobile/Destroy(force)
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if(force)
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SSshuttle.mobile -= src
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destination = null
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previous = null
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assigned_transit = null
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areaInstance = null
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. = ..()
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/obj/docking_port/mobile/initialize()
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var/area/A = get_area(src)
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if(istype(A, /area/shuttle))
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areaInstance = A
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if(!id)
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id = "[SSshuttle.mobile.len]"
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if(name == "shuttle")
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name = "shuttle[SSshuttle.mobile.len]"
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if(!areaInstance)
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areaInstance = new()
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areaInstance.name = name
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areaInstance.contents += return_ordered_turfs()
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#0f0")
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#endif
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//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
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/obj/docking_port/mobile/proc/canMove()
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return TRUE
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//this is to check if this shuttle can physically dock at dock S
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/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
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if(!istype(S))
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return SHUTTLE_NOT_A_DOCKING_PORT
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if(istype(S, /obj/docking_port/stationary/transit))
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return SHUTTLE_CAN_DOCK
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if(dwidth > S.dwidth)
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return SHUTTLE_DWIDTH_TOO_LARGE
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if(width-dwidth > S.width-S.dwidth)
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return SHUTTLE_WIDTH_TOO_LARGE
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if(dheight > S.dheight)
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return SHUTTLE_DHEIGHT_TOO_LARGE
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if(height-dheight > S.height-S.dheight)
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return SHUTTLE_HEIGHT_TOO_LARGE
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//check the dock isn't occupied
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var/currently_docked = S.get_docked()
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if(currently_docked)
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// by someone other than us
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if(currently_docked != src)
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return SHUTTLE_SOMEONE_ELSE_DOCKED
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else
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// This isn't an error, per se, but we can't let the shuttle code
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// attempt to move us where we currently are, it will get weird.
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return SHUTTLE_ALREADY_DOCKED
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return SHUTTLE_CAN_DOCK
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/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
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var/status = canDock(S)
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if(status == SHUTTLE_CAN_DOCK)
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return TRUE
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else if(status == SHUTTLE_ALREADY_DOCKED)
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// We're already docked there, don't need to do anything.
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// Triggering shuttle movement code in place is weird
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return FALSE
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else
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var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
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message_admins(msg)
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return FALSE
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//call the shuttle to destination S
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/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
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if(!check_dock(S))
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return
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switch(mode)
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if(SHUTTLE_CALL)
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if(S == destination)
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if(timeLeft(1) < callTime)
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setTimer(callTime)
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else
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destination = S
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setTimer(callTime)
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if(SHUTTLE_RECALL)
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if(S == destination)
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setTimer(callTime - timeLeft(1))
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else
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destination = S
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setTimer(callTime)
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mode = SHUTTLE_CALL
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if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
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destination = S
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mode = SHUTTLE_IGNITING
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setTimer(ignitionTime)
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//recall the shuttle to where it was previously
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/obj/docking_port/mobile/proc/cancel()
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if(mode != SHUTTLE_CALL)
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return
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remove_ripples()
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invertTimer()
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mode = SHUTTLE_RECALL
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/obj/docking_port/mobile/proc/enterTransit()
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previous = null
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// if(!destination)
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// return
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var/obj/docking_port/stationary/S0 = get_docked()
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var/obj/docking_port/stationary/S1 = assigned_transit
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if(S1)
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if(dock(S1))
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WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
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else
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previous = S0
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else
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WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
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/obj/docking_port/mobile/proc/jumpToNullSpace()
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// Destroys the docking port and the shuttle contents.
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// Not in a fancy way, it just ceases.
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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// If the shuttle is docked to a stationary port, restore its normal
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// "empty" area and turf
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if(S0)
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if(S0.turf_type)
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turf_type = S0.turf_type
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if(S0.area_type)
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area_type = S0.area_type
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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//remove area surrounding docking port
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if(areaInstance.contents.len)
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var/area/A0 = locate("[area_type]")
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if(!A0)
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A0 = new area_type(null)
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for(var/turf/T0 in L0)
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A0.contents += T0
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for(var/i in L0)
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var/turf/T0 =i
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if(!T0)
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continue
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T0.empty(turf_type)
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qdel(src, force=TRUE)
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/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
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var/list/turfs = ripple_area(S1)
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for(var/t in turfs)
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ripples += PoolOrNew(/obj/effect/overlay/temp/ripple, t)
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/obj/docking_port/mobile/proc/remove_ripples()
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for(var/R in ripples)
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qdel(R)
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ripples.Cut()
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/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
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var/list/ripple_turfs = list()
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for(var/i in 1 to L0.len)
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var/turf/T0 = L0[i]
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if(!T0)
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continue
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var/turf/T1 = L1[i]
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if(!T1)
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continue
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if(T0.type != T0.baseturf)
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ripple_turfs += T1
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return ripple_turfs
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/obj/docking_port/mobile/proc/check_poddoors()
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for(var/obj/machinery/door/poddoor/shuttledock/pod in airlocks)
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pod.check()
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//this is the main proc. It instantly moves our mobile port to stationary port S1
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//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
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/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
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// Crashing this ship with NO SURVIVORS
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if(!force)
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if(!check_dock(S1))
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return -1
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if(!canMove())
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return -1
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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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)
|
|
A0.contents += T0
|
|
|
|
|
|
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) //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
|
|
areaInstance.contents += T1
|
|
|
|
//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)
|
|
AM.onShuttleMove(T1, rotation)
|
|
|
|
if(rotation)
|
|
T1.shuttleRotate(rotation)
|
|
|
|
//lighting stuff
|
|
T1.redraw_lighting()
|
|
SSair.remove_from_active(T1)
|
|
T1.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T1,1)
|
|
|
|
T0.ChangeTurf(turf_type)
|
|
|
|
T0.redraw_lighting()
|
|
SSair.remove_from_active(T0)
|
|
T0.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T0,1)
|
|
|
|
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()
|
|
var/port = findRoundstartDock()
|
|
if(port)
|
|
return dock(port)
|
|
|
|
/obj/effect/landmark/shuttle_import
|
|
name = "Shuttle Import"
|
|
|
|
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
|
|
var/list/hurt_mobs = list()
|
|
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) && !(AM in hurt_mobs))
|
|
hurt_mobs |= 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'>[M] is hit by \
|
|
a hyperspace ripple[M.anchored ? "":" and is thrown clear"]!</span>",
|
|
"<span class='userdanger'>You feel an immense \
|
|
crushing pressure as the space around you ripples.</span>")
|
|
if(M.anchored)
|
|
M.gib()
|
|
else
|
|
step(M, dir)
|
|
M.Paralyse(10)
|
|
M.ex_act(2)
|
|
|
|
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_ripples()
|
|
|
|
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)
|
|
enterTransit()
|
|
return
|
|
|
|
mode = SHUTTLE_IDLE
|
|
timer = 0
|
|
destination = null
|
|
|
|
/obj/docking_port/mobile/proc/check_ripples()
|
|
if(!ripples.len)
|
|
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
|
|
if(timeLeft(1) <= SHUTTLE_RIPPLE_TIME)
|
|
create_ripples(destination)
|
|
|
|
/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/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
|
|
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)"
|
|
#undef DOCKING_PORT_HIGHLIGHT
|
|
|
|
|
|
/turf/proc/copyTurf(turf/T)
|
|
if(T.type != type)
|
|
var/obj/O
|
|
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
|
|
O = new()
|
|
O.underlays.Add(T)
|
|
T.ChangeTurf(type)
|
|
if(underlays.len)
|
|
T.underlays = O.underlays
|
|
if(T.icon_state != icon_state)
|
|
T.icon_state = icon_state
|
|
if(T.icon != icon)
|
|
T.icon = icon
|
|
if(T.color != color)
|
|
T.color = color
|
|
if(T.dir != dir)
|
|
T.setDir(dir)
|
|
return T
|