Ported Basic Overmap Functionality

- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
This commit is contained in:
Leshana
2020-03-10 22:20:17 -04:00
parent 86c435f4b7
commit 9cbdf184ff
39 changed files with 2064 additions and 555 deletions

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@@ -53,6 +53,12 @@ Changes desitnation area depending on current sector ship is in.
Currently updating is called in attack_hand(), until a better place is found.
Currently no modifications were made to interface to display availability of landing area in sector.
*************************************************************
Landable Ships
*************************************************************
Ship - Vessel that can move around on the overmap. It's entire z-level(s) "move" conceptually.
Shuttles - Vessel that can jump to shuttle landmarks. Its areas move by transition_turfs.
Landable Ship - Vessel that can do both. Sits at a special shuttle landmark for overmap movement mode.
*************************************************************
Guide to how make new sector

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@@ -1,9 +1,19 @@
//Zlevel where overmap objects should be
#define OVERMAP_ZLEVEL 1
//How far from the edge of overmap zlevel could randomly placed objects spawn
#define OVERMAP_EDGE 7
#define OVERMAP_EDGE 2
#define SHIP_SIZE_TINY 1
#define SHIP_SIZE_SMALL 2
#define SHIP_SIZE_LARGE 3
//multipliers for max_speed to find 'slow' and 'fast' speeds for the ship
#define SHIP_SPEED_SLOW 1/(40 SECONDS)
#define SHIP_SPEED_FAST 3/(20 SECONDS)// 15 speed
#define OVERMAP_WEAKNESS_NONE 0
#define OVERMAP_WEAKNESS_FIRE 1
#define OVERMAP_WEAKNESS_EMP 2
#define OVERMAP_WEAKNESS_MINING 4
#define OVERMAP_WEAKNESS_EXPLOSIVE 8
//Dimension of overmap (squares 4 lyfe)
var/global/list/map_sectors = list()
@@ -17,6 +27,7 @@ var/global/list/map_sectors = list()
/turf/unsimulated/map
icon = 'icons/turf/space.dmi'
icon_state = "map"
initialized = FALSE // TODO - Fix unsimulated turf initialization so this override is not necessary!
/turf/unsimulated/map/edge
opacity = 1
@@ -48,11 +59,7 @@ var/global/list/map_sectors = list()
I.pixel_x = 5*i - 2
if(x == global.using_map.overmap_size)
I.pixel_x = 5*i + 2
overlays += I
add_overlay(I)
//list used to track which zlevels are being 'moved' by the proc below
var/list/moving_levels = list()
@@ -71,21 +78,20 @@ proc/toggle_move_stars(zlevel, direction)
if(!direction)
gen_dir = null
if (moving_levels["zlevel"] != gen_dir)
moving_levels["zlevel"] = gen_dir
for(var/x = 1 to world.maxx)
for(var/y = 1 to world.maxy)
var/turf/space/T = locate(x,y,zlevel)
if (istype(T))
if(!gen_dir)
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
else
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
for(var/atom/movable/AM in T)
if (!AM.anchored)
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
if (moving_levels["[zlevel]"] != gen_dir)
moving_levels["[zlevel]"] = gen_dir
var/list/spaceturfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
for(var/turf/space/T in spaceturfs)
if(!gen_dir)
T.icon_state = initial(T.icon_state)
else
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
for(var/atom/movable/AM in T)
if (AM.simulated && !AM.anchored)
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
CHECK_TICK
CHECK_TICK
/*
//list used to cache empty zlevels to avoid nedless map bloat
var/list/cached_space = list()

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@@ -21,11 +21,9 @@
if(known)
//layer = ABOVE_LIGHTING_LAYER
plane = PLANE_LIGHTING_ABOVE
// TODO - Leshana HELM
// for(var/obj/machinery/computer/ship/helm/H in global.machines)
// H.get_known_sectors()
/*
TODO - Leshana - No need for this, we don't have skyboxes
for(var/obj/machinery/computer/ship/helm/H in global.machines)
H.get_known_sectors()
/obj/effect/overmap/Crossed(var/obj/effect/overmap/visitable/other)
if(istype(other))
for(var/obj/effect/overmap/visitable/O in loc)
@@ -36,4 +34,3 @@ TODO - Leshana - No need for this, we don't have skyboxes
SSskybox.rebuild_skyboxes(other.map_z)
for(var/obj/effect/overmap/visitable/O in loc)
SSskybox.rebuild_skyboxes(O.map_z)
*/

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@@ -0,0 +1,179 @@
#define waypoint_sector(waypoint) map_sectors["[waypoint.z]"]
/datum/shuttle/autodock/overmap
warmup_time = 10
var/range = 0 //how many overmap tiles can shuttle go, for picking destinations and returning.
var/fuel_consumption = 0 //Amount of moles of gas consumed per trip; If zero, then shuttle is magic and does not need fuel
var/list/obj/structure/fuel_port/fuel_ports //the fuel ports of the shuttle (but usually just one)
var/obj/effect/overmap/visitable/ship/landable/myship //my overmap ship object
category = /datum/shuttle/autodock/overmap
var/skill_needed = SKILL_BASIC
var/operator_skill = SKILL_BASIC
/datum/shuttle/autodock/overmap/New(var/_name, var/obj/effect/shuttle_landmark/start_waypoint)
..(_name, start_waypoint)
refresh_fuel_ports_list()
/datum/shuttle/autodock/overmap/Destroy()
. = ..()
myship = null
/datum/shuttle/autodock/overmap/proc/refresh_fuel_ports_list() //loop through all
fuel_ports = list()
for(var/area/A in shuttle_area)
for(var/obj/structure/fuel_port/fuel_port_in_area in A)
fuel_port_in_area.parent_shuttle = src
fuel_ports += fuel_port_in_area
/datum/shuttle/autodock/overmap/fuel_check()
if(!src.try_consume_fuel()) //insufficient fuel
for(var/area/A in shuttle_area)
for(var/mob/living/M in A)
M.show_message("<spawn class='warning'>You hear the shuttle engines sputter... perhaps it doesn't have enough fuel?", 1,
"<spawn class='warning'>The shuttle shakes but fails to take off.", 2)
return 0 //failure!
return 1 //sucess, continue with launch
/datum/shuttle/autodock/overmap/proc/can_go()
if(!next_location)
return FALSE
if(moving_status == SHUTTLE_INTRANSIT)
return FALSE //already going somewhere, current_location may be an intransit location instead of in a sector
var/our_sector = waypoint_sector(current_location)
if(!our_sector && myship?.landmark && next_location == myship.landmark)
return TRUE //We're not on the overmap yet (admin spawned probably), and we're trying to hook up with our openspace sector
return get_dist(our_sector, waypoint_sector(next_location)) <= range
/datum/shuttle/autodock/overmap/can_launch()
return ..() && can_go()
/datum/shuttle/autodock/overmap/can_force()
return ..() && can_go()
/datum/shuttle/autodock/overmap/get_travel_time()
var/distance_mod = get_dist(waypoint_sector(current_location),waypoint_sector(next_location))
var/skill_mod = 0.2*(skill_needed - operator_skill)
return move_time * (1 + distance_mod + skill_mod)
/datum/shuttle/autodock/overmap/process_launch()
if(prob(10*max(0, skill_needed - operator_skill)))
var/places = get_possible_destinations()
var/place = pick(places)
set_destination(places[place])
..()
/datum/shuttle/autodock/overmap/proc/set_destination(var/obj/effect/shuttle_landmark/A)
if(A != current_location)
next_location = A
/datum/shuttle/autodock/overmap/proc/get_possible_destinations()
var/list/res = list()
var/our_sector = waypoint_sector(current_location)
if(!our_sector && myship?.landmark)
res["Perform Test Jump"] = myship.landmark
return res //We're not on the overmap, maybe an admin spawned us on a non-sector map. We're broken until we connect to our space z-level.
for (var/obj/effect/overmap/visitable/S in range(get_turf(our_sector), range))
var/list/waypoints = S.get_waypoints(name)
for(var/obj/effect/shuttle_landmark/LZ in waypoints)
if(LZ.is_valid(src))
res["[waypoints[LZ]] - [LZ.name]"] = LZ
return res
/datum/shuttle/autodock/overmap/get_location_name()
if(moving_status == SHUTTLE_INTRANSIT)
return "In transit"
return "[waypoint_sector(current_location)] - [current_location]"
/datum/shuttle/autodock/overmap/get_destination_name()
if(!next_location)
return "None"
return "[waypoint_sector(next_location)] - [next_location]"
/datum/shuttle/autodock/overmap/proc/try_consume_fuel() //returns 1 if sucessful, returns 0 if error (like insufficient fuel)
if(!fuel_consumption)
return 1 //shuttles with zero fuel consumption are magic and can always launch
if(!fuel_ports.len)
return 0 //Nowhere to get fuel from
var/list/obj/item/weapon/tank/fuel_tanks = list()
for(var/obj/structure/FP in fuel_ports) //loop through fuel ports and assemble list of all fuel tanks
var/obj/item/weapon/tank/FT = locate() in FP
if(FT)
fuel_tanks += FT
if(!fuel_tanks.len)
return 0 //can't launch if you have no fuel TANKS in the ports
var/total_flammable_gas_moles = 0
for(var/obj/item/weapon/tank/FT in fuel_tanks)
total_flammable_gas_moles += FT.air_contents.get_by_flag(XGM_GAS_FUEL)
if(total_flammable_gas_moles < fuel_consumption) //not enough fuel
return 0
// We are going to succeed if we got to here, so start consuming that fuel
var/fuel_to_consume = fuel_consumption
for(var/obj/item/weapon/tank/FT in fuel_tanks) //loop through tanks, consume their fuel one by one
var/fuel_available = FT.air_contents.get_by_flag(XGM_GAS_FUEL)
if(!fuel_available) // Didn't even have fuel.
continue
if(fuel_available >= fuel_to_consume)
FT.remove_air_by_flag(XGM_GAS_FUEL, fuel_to_consume)
return 1 //ALL REQUIRED FUEL HAS BEEN CONSUMED, GO FOR LAUNCH!
else //this tank doesn't have enough to launch shuttle by itself, so remove all its fuel, then continue loop
fuel_to_consume -= fuel_available
FT.remove_air_by_flag(XGM_GAS_FUEL, fuel_available)
/obj/structure/fuel_port
name = "fuel port"
desc = "The fuel input port of the shuttle. Holds one fuel tank. Use a crowbar to open and close it."
icon = 'icons/turf/shuttle_parts.dmi'
icon_state = "fuel_port"
density = 0
anchored = 1
var/icon_closed = "fuel_port"
var/icon_empty = "fuel_port_empty"
var/icon_full = "fuel_port_full"
var/opened = 0
var/parent_shuttle
/obj/structure/fuel_port/Initialize()
. = ..()
new /obj/item/weapon/tank/phoron(src)
/obj/structure/fuel_port/attack_hand(mob/user as mob)
if(!opened)
to_chat(user, "<spawn class='notice'>The door is secured tightly. You'll need a crowbar to open it.")
return
else if(contents.len > 0)
user.put_in_hands(contents[1])
update_icon()
/obj/structure/fuel_port/update_icon()
if(opened)
if(contents.len > 0)
icon_state = icon_full
else
icon_state = icon_empty
else
icon_state = icon_closed
..()
/obj/structure/fuel_port/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_crowbar())
if(opened)
to_chat(user, "<spawn class='notice'>You tightly shut \the [src] door.")
playsound(src.loc, 'sound/effects/locker_close.ogg', 25, 0, -3)
opened = 0
else
to_chat(user, "<spawn class='notice'>You open up \the [src] door.")
playsound(src.loc, 'sound/effects/locker_open.ogg', 15, 1, -3)
opened = 1
else if(istype(W,/obj/item/weapon/tank))
if(!opened)
to_chat(user, "<spawn class='warning'>\The [src] door is still closed!")
return
if(contents.len == 0)
user.unEquip(W, src)
update_icon()
// Walls hide stuff inside them, but we want to be visible.
/obj/structure/fuel_port/hide()
return

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@@ -50,9 +50,11 @@
//This is called later in the init order by SSshuttles to populate sector objects. Importantly for subtypes, shuttles will be created by then.
/obj/effect/overmap/visitable/proc/populate_sector_objects()
// TODO - Leshana - Implement
///obj/effect/overmap/visitable/proc/get_areas()
// return get_filtered_areas(list(/proc/area_belongs_to_zlevels = map_z))
/obj/effect/overmap/visitable/proc/get_areas()
. = list()
for(var/area/A)
if (A.z in map_z)
. += A
/obj/effect/overmap/visitable/proc/find_z_levels()
map_z = GetConnectedZlevels(z)
@@ -117,7 +119,7 @@
return 1
testing("Building overmap...")
world.maxz++
world.increment_max_z()
global.using_map.overmap_z = world.maxz
testing("Putting overmap on [global.using_map.overmap_z]")

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@@ -0,0 +1,104 @@
/*
**
** HELLO! DON'T COPY THINGS FROM HERE - READ THIS!
**
** The ship machines/computers ported from baystation expect certain procs and infrastruture that we don't have.
** I /could/ just port those computers to our code, but I actually *like* that infrastructure. But I
** don't have time (yet) to implement it fully in our codebase, so I'm shimming it here experimentally as a test
** bed for later implementing it on /obj/machinery and /obj/machinery/computer for everything. ~Leshana (March 2020)
*/
//
// Power
//
// This will have this machine have its area eat this much power next tick, and not afterwards. Do not use for continued power draw.
/obj/machinery/proc/use_power_oneoff(var/amount, var/chan = -1)
return use_power(amount, chan)
// Change one of the power consumption vars
/obj/machinery/proc/change_power_consumption(new_power_consumption, use_power_mode = USE_POWER_IDLE)
switch(use_power_mode)
if(USE_POWER_IDLE)
idle_power_usage = new_power_consumption
if(USE_POWER_ACTIVE)
active_power_usage = new_power_consumption
// No need to do anything else in our power scheme.
// Defining directly here to avoid conflicts with existing set_broken procs in our codebase that behave differently.
/obj/machinery/atmospherics/unary/engine/proc/set_broken(var/new_state, var/cause)
if(!(stat & BROKEN) == !new_state)
return // Nothing changed
stat ^= BROKEN
update_icon()
//
// Compoenents
//
/obj/machinery/proc/total_component_rating_of_type(var/part_type)
. = 0
for(var/thing in component_parts)
if(istype(thing, part_type))
var/obj/item/weapon/stock_parts/part = thing
. += part.rating
// Now isn't THIS a cool idea?
// for(var/path in uncreated_component_parts)
// if(ispath(path, part_type))
// var/obj/item/weapon/stock_parts/comp = path
// . += initial(comp.rating) * uncreated_component_parts[path]
//
// Skills
//
/obj/machinery/computer/ship
var/core_skill = /datum/skill/devices //The skill used for skill checks for this machine (mostly so subtypes can use different skills).
//
// Topic
//
/obj/machinery/computer/ship/proc/DefaultTopicState()
return global.default_state
/obj/machinery/computer/ship/Topic(var/href, var/href_list = list(), var/datum/topic_state/state)
if((. = ..()))
return
state = state || DefaultTopicState() || global.default_state
if(CanUseTopic(usr, state, href_list) == STATUS_INTERACTIVE)
CouldUseTopic(usr)
return OnTopic(usr, href_list, state)
CouldNotUseTopic(usr)
return TRUE
/obj/machinery/computer/ship/proc/OnTopic(var/mob/user, var/href_list, var/datum/topic_state/state)
return TOPIC_NOACTION
//
// Interaction
//
// If you want to have interface interactions handled for you conveniently, use this.
// Return TRUE for handled.
// If you perform direct interactions in here, you are responsible for ensuring that full interactivity checks have been made (i.e CanInteract).
// The checks leading in to here only guarantee that the user should be able to view a UI.
/obj/machinery/computer/ship/proc/interface_interact(var/mob/user)
ui_interact(user)
return TRUE
/obj/machinery/computer/ship/attack_ai(mob/user)
if(CanUseTopic(user, DefaultTopicState()) > STATUS_CLOSE)
return interface_interact(user)
// After a recent rework this should mostly be safe.
/obj/machinery/computer/ship/attack_ghost(mob/user)
interface_interact(user)
// If you don't call parent in this proc, you must make all appropriate checks yourself.
// If you do, you must respect the return value.
/obj/machinery/computer/ship/attack_hand(mob/user)
if((. = ..()))
return
if(CanUseTopic(user, DefaultTopicState()) > STATUS_CLOSE)
return interface_interact(user)

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@@ -1,46 +1,24 @@
//Engine control and monitoring console
/obj/machinery/computer/engines
/obj/machinery/computer/ship/engines
name = "engine control console"
icon_keyboard = "tech_key"
icon_screen = "id"
var/state = "status"
var/list/engines = list()
var/obj/effect/map/ship/linked
icon_screen = "engines"
var/display_state = "status"
/obj/machinery/computer/engines/Initialize()
. = ..()
linked = map_sectors["[z]"]
if (linked)
if (!linked.eng_control)
linked.eng_control = src
testing("Engines console at level [z] found a corresponding overmap object '[linked.name]'.")
else
testing("Engines console at level [z] was unable to find a corresponding overmap object.")
for(var/datum/ship_engine/E in engines)
if (E.zlevel == z && !(E in engines))
engines += E
/obj/machinery/computer/engines/attack_hand(var/mob/user as mob)
if(..())
user.unset_machine()
return
if(!isAI(user))
user.set_machine(src)
ui_interact(user)
/obj/machinery/computer/engines/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
/obj/machinery/computer/ship/engines/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!linked)
display_reconnect_dialog(user, "ship control systems")
return
var/data[0]
data["state"] = state
data["state"] = display_state
data["global_state"] = linked.engines_state
data["global_limit"] = round(linked.thrust_limit*100)
var/total_thrust = 0
var/list/enginfo[0]
for(var/datum/ship_engine/E in engines)
for(var/datum/ship_engine/E in linked.engines)
var/list/rdata[0]
rdata["eng_type"] = E.name
rdata["eng_on"] = E.is_on()
@@ -48,54 +26,70 @@
rdata["eng_thrust_limiter"] = round(E.get_thrust_limit()*100)
rdata["eng_status"] = E.get_status()
rdata["eng_reference"] = "\ref[E]"
total_thrust += E.get_thrust()
enginfo.Add(list(rdata))
data["engines_info"] = enginfo
data["total_thrust"] = total_thrust
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "engines_control.tmpl", "[linked.name] Engines Control", 380, 530)
ui = new(user, src, ui_key, "engines_control.tmpl", "[linked.name] Engines Control", 390, 530)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/computer/engines/Topic(href, href_list)
/obj/machinery/computer/ship/engines/OnTopic(var/mob/user, var/list/href_list, state)
if(..())
return 1
return ..()
if(href_list["state"])
state = href_list["state"]
display_state = href_list["state"]
return TOPIC_REFRESH
if(href_list["global_toggle"])
linked.engines_state = !linked.engines_state
for(var/datum/ship_engine/E in linked.engines)
if(linked.engines_state == !E.is_on())
E.toggle()
return TOPIC_REFRESH
if(href_list["set_global_limit"])
var/newlim = input("Input new thrust limit (0..100%)", "Thrust limit", linked.thrust_limit*100) as num
if(!CanInteract(user, state))
return TOPIC_NOACTION
linked.thrust_limit = CLAMP(newlim/100, 0, 1)
for(var/datum/ship_engine/E in linked.engines)
E.set_thrust_limit(linked.thrust_limit)
return TOPIC_REFRESH
if(href_list["global_limit"])
linked.thrust_limit = CLAMP(linked.thrust_limit + text2num(href_list["global_limit"]), 0, 1)
for(var/datum/ship_engine/E in linked.engines)
E.set_thrust_limit(linked.thrust_limit)
return TOPIC_REFRESH
if(href_list["engine"])
if(href_list["set_limit"])
var/datum/ship_engine/E = locate(href_list["engine"])
var/newlim = input("Input new thrust limit (0..100)", "Thrust limit", E.get_thrust_limit()) as num
if(!CanInteract(user, state))
return
var/limit = CLAMP(newlim/100, 0, 1)
if(E)
if(istype(E))
E.set_thrust_limit(limit)
return TOPIC_REFRESH
if(href_list["limit"])
var/datum/ship_engine/E = locate(href_list["engine"])
var/limit = CLAMP(E.get_thrust_limit() + text2num(href_list["limit"]), 0, 1)
if(E)
if(istype(E))
E.set_thrust_limit(limit)
return TOPIC_REFRESH
if(href_list["toggle"])
var/datum/ship_engine/E = locate(href_list["engine"])
if(E)
if(istype(E))
E.toggle()
add_fingerprint(usr)
updateUsrDialog()
/obj/machinery/computer/engines/proc/burn()
if(engines.len == 0)
return 0
var/res = 0
for(var/datum/ship_engine/E in engines)
res |= E.burn()
return res
/obj/machinery/computer/engines/proc/get_total_thrust()
for(var/datum/ship_engine/E in engines)
. += E.get_thrust()
return TOPIC_REFRESH
return TOPIC_REFRESH
return TOPIC_NOACTION

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@@ -1,151 +1,188 @@
/obj/machinery/computer/helm
// LEGACY_RECORD_STRUCTURE(all_waypoints, waypoint)
GLOBAL_LIST_EMPTY(all_waypoints)
/datum/computer_file/data/waypoint
var/list/fields
filetype = "WPT"
/datum/computer_file/data/waypoint/New()
..()
fields = list()
GLOB.all_waypoints.Add(src)
/datum/computer_file/data/waypoint/Destroy()
. = ..()
GLOB.all_waypoints.Remove(src);
// End LEGACY_RECORD_STRUCTURE(all_waypoints, waypoint)
/obj/machinery/computer/ship/helm
name = "helm control console"
icon_keyboard = "med_key"
icon_screen = "id"
var/state = "status"
var/obj/effect/map/ship/linked //connected overmap object
icon_keyboard = "teleport_key"
icon_screen = "helm"
light_color = "#7faaff"
core_skill = /datum/skill/pilot
var/autopilot = 0
var/manual_control = 0
var/list/known_sectors = list()
var/dx //desitnation
var/dy //coordinates
var/speedlimit = 1/(20 SECONDS) //top speed for autopilot, 5
var/accellimit = 0.001 //manual limiter for acceleration
req_one_access = list(access_pilot)
/obj/machinery/computer/helm/Initialize()
/obj/machinery/computer/ship/helm/Initialize()
. = ..()
linked = map_sectors["[z]"]
if (linked)
if(!linked.nav_control)
linked.nav_control = src
testing("Helm console at level [z] found a corresponding overmap object '[linked.name]'.")
else
testing("Helm console at level [z] was unable to find a corresponding overmap object.")
get_known_sectors()
for(var/level in map_sectors)
var/obj/effect/map/sector/S = map_sectors["[level]"]
if (istype(S) && S.always_known)
var/datum/data/record/R = new()
/obj/machinery/computer/ship/helm/proc/get_known_sectors()
var/area/overmap/map = locate() in world
for(var/obj/effect/overmap/visitable/sector/S in map)
if (S.known)
var/datum/computer_file/data/waypoint/R = new()
R.fields["name"] = S.name
R.fields["x"] = S.x
R.fields["y"] = S.y
known_sectors += R
known_sectors[S.name] = R
/obj/machinery/computer/helm/process()
/obj/machinery/computer/ship/helm/process()
..()
if (autopilot && dx && dy)
var/turf/T = locate(dx,dy,1)
var/turf/T = locate(dx,dy,global.using_map.overmap_z)
if(linked.loc == T)
if(linked.is_still())
autopilot = 0
else
linked.decelerate()
var/brake_path = linked.get_brake_path()
if(get_dist(linked.loc, T) > brake_path)
linked.accelerate(get_dir(linked.loc, T))
else
linked.decelerate()
var/brake_path = linked.get_brake_path()
var/direction = get_dir(linked.loc, T)
var/acceleration = min(linked.get_acceleration(), accellimit)
var/speed = linked.get_speed()
var/heading = linked.get_heading()
// Destination is current grid or speedlimit is exceeded
if ((get_dist(linked.loc, T) <= brake_path) || speed > speedlimit)
linked.decelerate()
// Heading does not match direction
else if (heading & ~direction)
linked.accelerate(turn(heading & ~direction, 180), accellimit)
// All other cases, move toward direction
else if (speed + acceleration <= speedlimit)
linked.accelerate(direction, accellimit)
linked.operator_skill = null//if this is on you can't dodge meteors
return
/obj/machinery/computer/helm/relaymove(var/mob/user, direction)
if(manual_control && linked)
linked.relaymove(user,direction)
/obj/machinery/computer/ship/helm/relaymove(var/mob/user, direction)
if(viewing_overmap(user) && linked)
if(prob(user.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
direction = turn(direction,pick(90,-90))
linked.relaymove(user, direction, accellimit)
return 1
/obj/machinery/computer/helm/check_eye(var/mob/user as mob)
if (!manual_control)
return -1
if (!get_dist(user, src) > 1 || user.blinded || !linked )
return -1
return 0
/obj/machinery/computer/helm/attack_hand(var/mob/user as mob)
if(..())
user.unset_machine()
manual_control = 0
return
if(!isAI(user))
user.set_machine(src)
if(linked)
user.reset_view(linked)
ui_interact(user)
/obj/machinery/computer/helm/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!linked)
return
/obj/machinery/computer/ship/helm/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
data["state"] = state
data["sector"] = linked.current_sector ? linked.current_sector.name : "Deep Space"
data["sector_info"] = linked.current_sector ? linked.current_sector.desc : "Not Available"
data["s_x"] = linked.x
data["s_y"] = linked.y
data["dest"] = dy && dx
data["d_x"] = dx
data["d_y"] = dy
data["speed"] = linked.get_speed()
data["accel"] = round(linked.get_acceleration())
data["heading"] = linked.get_heading() ? dir2angle(linked.get_heading()) : 0
data["autopilot"] = autopilot
data["manual_control"] = manual_control
if(!linked)
display_reconnect_dialog(user, "helm")
else
var/turf/T = get_turf(linked)
var/obj/effect/overmap/visitable/sector/current_sector = locate() in T
var/list/locations[0]
for (var/datum/data/record/R in known_sectors)
var/list/rdata[0]
rdata["name"] = R.fields["name"]
rdata["x"] = R.fields["x"]
rdata["y"] = R.fields["y"]
rdata["reference"] = "\ref[R]"
locations.Add(list(rdata))
data["sector"] = current_sector ? current_sector.name : "Deep Space"
data["sector_info"] = current_sector ? current_sector.desc : "Not Available"
data["landed"] = linked.get_landed_info()
data["s_x"] = linked.x
data["s_y"] = linked.y
data["dest"] = dy && dx
data["d_x"] = dx
data["d_y"] = dy
data["speedlimit"] = speedlimit ? speedlimit*1000 : "Halted"
data["accel"] = min(round(linked.get_acceleration()*1000, 0.01),accellimit*1000)
data["heading"] = linked.get_heading_degrees()
data["autopilot"] = autopilot
data["manual_control"] = viewing_overmap(user)
data["canburn"] = linked.can_burn()
data["accellimit"] = accellimit*1000
data["locations"] = locations
var/speed = round(linked.get_speed()*1000, 0.01)
if(linked.get_speed() < SHIP_SPEED_SLOW)
speed = "<span class='good'>[speed]</span>"
if(linked.get_speed() > SHIP_SPEED_FAST)
speed = "<span class='average'>[speed]</span>"
data["speed"] = speed
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "helm.tmpl", "[linked.name] Helm Control", 380, 530)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
if(linked.get_speed())
data["ETAnext"] = "[round(linked.ETA()/10)] seconds"
else
data["ETAnext"] = "N/A"
/obj/machinery/computer/helm/Topic(href, href_list)
var/list/locations[0]
for (var/key in known_sectors)
var/datum/computer_file/data/waypoint/R = known_sectors[key]
var/list/rdata[0]
rdata["name"] = R.fields["name"]
rdata["x"] = R.fields["x"]
rdata["y"] = R.fields["y"]
rdata["reference"] = "\ref[R]"
locations.Add(list(rdata))
data["locations"] = locations
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "helm.tmpl", "[linked.name] Helm Control", 565, 545)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/computer/ship/helm/OnTopic(var/mob/user, var/list/href_list, state)
if(..())
return 1
return TOPIC_HANDLED
if (!linked)
return
if(!linked)
return TOPIC_HANDLED
if (href_list["add"])
var/datum/data/record/R = new()
var/datum/computer_file/data/waypoint/R = new()
var/sec_name = input("Input naviation entry name", "New navigation entry", "Sector #[known_sectors.len]") as text
if(!CanInteract(user,state))
return TOPIC_NOACTION
if(!sec_name)
sec_name = "Sector #[known_sectors.len]"
R.fields["name"] = sec_name
if(sec_name in known_sectors)
to_chat(user, "<span class='warning'>Sector with that name already exists, please input a different name.</span>")
return TOPIC_REFRESH
switch(href_list["add"])
if("current")
R.fields["x"] = linked.x
R.fields["y"] = linked.y
if("new")
var/newx = input("Input new entry x coordinate", "Coordinate input", linked.x) as num
R.fields["x"] = CLAMP(newx, 1, world.maxx)
if(!CanInteract(user,state))
return TOPIC_REFRESH
var/newy = input("Input new entry y coordinate", "Coordinate input", linked.y) as num
if(!CanInteract(user,state))
return TOPIC_NOACTION
R.fields["x"] = CLAMP(newx, 1, world.maxx)
R.fields["y"] = CLAMP(newy, 1, world.maxy)
known_sectors += R
known_sectors[sec_name] = R
if (href_list["remove"])
var/datum/data/record/R = locate(href_list["remove"])
known_sectors.Remove(R)
var/datum/computer_file/data/waypoint/R = locate(href_list["remove"])
if(R)
known_sectors.Remove(R.fields["name"])
qdel(R)
if (href_list["setx"])
var/newx = input("Input new destiniation x coordinate", "Coordinate input", dx) as num|null
if(!CanInteract(user,state))
return
if (newx)
dx = CLAMP(newx, 1, world.maxx)
if (href_list["sety"])
var/newy = input("Input new destiniation y coordinate", "Coordinate input", dy) as num|null
if(!CanInteract(user,state))
return
if (newy)
dy = CLAMP(newy, 1, world.maxy)
@@ -157,9 +194,20 @@
dx = 0
dy = 0
if (href_list["speedlimit"])
var/newlimit = input("Input new speed limit for autopilot (0 to brake)", "Autopilot speed limit", speedlimit*1000) as num|null
if(newlimit)
speedlimit = CLAMP(newlimit/1000, 0, 100)
if (href_list["accellimit"])
var/newlimit = input("Input new acceleration limit", "Acceleration limit", accellimit*1000) as num|null
if(newlimit)
accellimit = max(newlimit/1000, 0)
if (href_list["move"])
var/ndir = text2num(href_list["move"])
linked.relaymove(usr, ndir)
if(prob(user.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
ndir = turn(ndir,pick(90,-90))
linked.relaymove(user, ndir, accellimit)
if (href_list["brake"])
linked.decelerate()
@@ -168,10 +216,71 @@
autopilot = !autopilot
if (href_list["manual"])
manual_control = !manual_control
viewing_overmap(user) ? unlook(user) : look(user)
if (href_list["state"])
state = href_list["state"]
add_fingerprint(usr)
add_fingerprint(user)
updateUsrDialog()
/obj/machinery/computer/ship/navigation
name = "navigation console"
icon_keyboard = "generic_key"
icon_screen = "helm"
/obj/machinery/computer/ship/navigation/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!linked)
display_reconnect_dialog(user, "Navigation")
return
var/data[0]
var/turf/T = get_turf(linked)
var/obj/effect/overmap/visitable/sector/current_sector = locate() in T
data["sector"] = current_sector ? current_sector.name : "Deep Space"
data["sector_info"] = current_sector ? current_sector.desc : "Not Available"
data["s_x"] = linked.x
data["s_y"] = linked.y
data["speed"] = round(linked.get_speed()*1000, 0.01)
data["accel"] = round(linked.get_acceleration()*1000, 0.01)
data["heading"] = linked.get_heading_degrees()
data["viewing"] = viewing_overmap(user)
if(linked.get_speed())
data["ETAnext"] = "[round(linked.ETA()/10)] seconds"
else
data["ETAnext"] = "N/A"
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "nav.tmpl", "[linked.name] Navigation Screen", 380, 530)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/computer/ship/navigation/OnTopic(var/mob/user, var/list/href_list)
if(..())
return TOPIC_HANDLED
if (!linked)
return TOPIC_NOACTION
if (href_list["viewing"])
viewing_overmap(user) ? unlook(user) : look(user)
return TOPIC_REFRESH
/obj/machinery/computer/ship/navigation/telescreen //little hacky but it's only used on one ship so it should be okay
icon_state = "tele_nav"
icon_keyboard = null
icon_screen = null
density = 0
/obj/machinery/computer/ship/navigation/telescreen/update_icon()
if(stat & NOPOWER || stat & BROKEN)
icon_state = "tele_off"
set_light(0)
else
icon_state = "tele_nav"
set_light(light_range_on, light_power_on)
..()

View File

@@ -0,0 +1,226 @@
/obj/machinery/computer/ship/sensors
name = "sensors console"
icon_keyboard = "teleport_key"
icon_screen = "teleport"
light_color = "#77fff8"
extra_view = 4
var/obj/machinery/shipsensors/sensors
/obj/machinery/computer/ship/sensors/attempt_hook_up(obj/effect/overmap/visitable/ship/sector)
if(!(. = ..()))
return
find_sensors()
/obj/machinery/computer/ship/sensors/proc/find_sensors()
if(!linked)
return
for(var/obj/machinery/shipsensors/S in global.machines)
if(linked.check_ownership(S))
sensors = S
break
/obj/machinery/computer/ship/sensors/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!linked)
display_reconnect_dialog(user, "sensors")
return
var/data[0]
data["viewing"] = viewing_overmap(user)
if(sensors)
data["on"] = sensors.use_power
data["range"] = sensors.range
data["health"] = sensors.health
data["max_health"] = sensors.max_health
data["heat"] = sensors.heat
data["critical_heat"] = sensors.critical_heat
if(sensors.health == 0)
data["status"] = "DESTROYED"
else if(!sensors.powered())
data["status"] = "NO POWER"
else if(!sensors.in_vacuum())
data["status"] = "VACUUM SEAL BROKEN"
else
data["status"] = "OK"
var/list/contacts = list()
for(var/obj/effect/overmap/O in view(7,linked))
if(linked == O)
continue
if(!O.scannable)
continue
var/bearing = round(90 - ATAN2(O.x - linked.x, O.y - linked.y),5)
if(bearing < 0)
bearing += 360
contacts.Add(list(list("name"=O.name, "ref"="\ref[O]", "bearing"=bearing)))
if(contacts.len)
data["contacts"] = contacts
else
data["status"] = "MISSING"
data["range"] = "N/A"
data["on"] = 0
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "shipsensors.tmpl", "[linked.name] Sensors Control", 420, 530, src)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/computer/ship/sensors/OnTopic(var/mob/user, var/list/href_list, state)
if(..())
return TOPIC_HANDLED
if (!linked)
return TOPIC_NOACTION
if (href_list["viewing"])
if(user && !isAI(user))
viewing_overmap(user) ? unlook(user) : look(user)
return TOPIC_REFRESH
if (href_list["link"])
find_sensors()
return TOPIC_REFRESH
if(sensors)
if (href_list["range"])
var/nrange = input("Set new sensors range", "Sensor range", sensors.range) as num|null
if(!CanInteract(user,state))
return TOPIC_NOACTION
if (nrange)
sensors.set_range(CLAMP(nrange, 1, world.view))
return TOPIC_REFRESH
if (href_list["toggle"])
sensors.toggle()
return TOPIC_REFRESH
if (href_list["scan"])
var/obj/effect/overmap/O = locate(href_list["scan"])
if(istype(O) && !QDELETED(O) && (O in view(7,linked)))
playsound(loc, "sound/machines/dotprinter.ogg", 30, 1)
new/obj/item/weapon/paper/(get_turf(src), O.get_scan_data(user), "paper (Sensor Scan - [O])")
return TOPIC_HANDLED
/obj/machinery/computer/ship/sensors/process()
..()
if(!linked)
return
if(sensors && sensors.use_power && sensors.powered())
var/sensor_range = round(sensors.range*1.5) + 1
linked.set_light(sensor_range + 0.5, 4)
else
linked.set_light(0)
/obj/machinery/shipsensors
name = "sensors suite"
desc = "Long range gravity scanner with various other sensors, used to detect irregularities in surrounding space. Can only run in vacuum to protect delicate quantum BS elements."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "sensors"
anchored = 1
var/max_health = 200
var/health = 200
var/critical_heat = 50 // sparks and takes damage when active & above this heat
var/heat_reduction = 1.5 // mitigates this much heat per tick
var/heat = 0
var/range = 1
idle_power_usage = 5000
/obj/machinery/shipsensors/attackby(obj/item/weapon/W, mob/user)
var/damage = max_health - health
if(damage && istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
to_chat(user, "<span class='notice'>You start repairing the damage to [src].</span>")
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, max(5, damage / 5), src) && WT && WT.isOn())
to_chat(user, "<span class='notice'>You finish repairing the damage to [src].</span>")
take_damage(-damage)
else
to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
return
..()
/obj/machinery/shipsensors/proc/in_vacuum()
var/turf/T=get_turf(src)
if(istype(T))
var/datum/gas_mixture/environment = T.return_air()
if(environment && environment.return_pressure() > MINIMUM_PRESSURE_DIFFERENCE_TO_SUSPEND)
return 0
return 1
/obj/machinery/shipsensors/update_icon()
if(use_power)
icon_state = "sensors"
else
icon_state = "sensors_off"
..()
/obj/machinery/shipsensors/examine(mob/user)
. = ..()
if(health <= 0)
to_chat(user, "\The [src] is wrecked.")
else if(health < max_health * 0.25)
to_chat(user, "<span class='danger'>\The [src] looks like it's about to break!</span>")
else if(health < max_health * 0.5)
to_chat(user, "<span class='danger'>\The [src] looks seriously damaged!</span>")
else if(health < max_health * 0.75)
to_chat(user, "\The [src] shows signs of damage!")
/obj/machinery/shipsensors/bullet_act(var/obj/item/projectile/Proj)
take_damage(Proj.get_structure_damage())
..()
/obj/machinery/shipsensors/proc/toggle()
if(!use_power && (health == 0 || !in_vacuum()))
return // No turning on if broken or misplaced.
if(!use_power) //need some juice to kickstart
use_power_oneoff(idle_power_usage*5)
update_use_power(!use_power)
update_icon()
/obj/machinery/shipsensors/process()
if(use_power) //can't run in non-vacuum
if(!in_vacuum())
toggle()
if(heat > critical_heat)
src.visible_message("<span class='danger'>\The [src] violently spews out sparks!</span>")
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
take_damage(rand(10,50))
toggle()
heat += idle_power_usage/15000
if (heat > 0)
heat = max(0, heat - heat_reduction)
/obj/machinery/shipsensors/power_change()
. = ..()
if(use_power && !powered())
toggle()
/obj/machinery/shipsensors/proc/set_range(nrange)
range = nrange
change_power_consumption(1500 * (range**2), USE_POWER_IDLE) //Exponential increase, also affects speed of overheating
/obj/machinery/shipsensors/emp_act(severity)
if(!use_power)
return
take_damage(20/severity)
toggle()
/obj/machinery/shipsensors/take_damage(value)
health = min(max(health - value, 0),max_health)
if(use_power && health == 0)
toggle()
/obj/machinery/shipsensors/weak
heat_reduction = 0.2
desc = "Miniturized gravity scanner with various other sensors, used to detect irregularities in surrounding space. Can only run in vacuum to protect delicate quantum BS elements."

View File

@@ -0,0 +1,99 @@
/*
While these computers can be placed anywhere, they will only function if placed on either a non-space, non-shuttle turf
with an /obj/effect/overmap/visitable/ship present elsewhere on that z level, or else placed in a shuttle area with an /obj/effect/overmap/visitable/ship
somewhere on that shuttle. Subtypes of these can be then used to perform ship overmap movement functions.
*/
/obj/machinery/computer/ship
var/obj/effect/overmap/visitable/ship/linked
var/list/viewers // Weakrefs to mobs in direct-view mode.
var/extra_view = 0 // how much the view is increased by when the mob is in overmap mode.
// A late init operation called in SSshuttles, used to attach the thing to the right ship.
/obj/machinery/computer/ship/proc/attempt_hook_up(obj/effect/overmap/visitable/ship/sector)
if(!istype(sector))
return
if(sector.check_ownership(src))
linked = sector
return 1
/obj/machinery/computer/ship/proc/sync_linked()
var/obj/effect/overmap/visitable/ship/sector = map_sectors["[z]"]
if(!sector)
return
return attempt_hook_up_recursive(sector)
/obj/machinery/computer/ship/proc/attempt_hook_up_recursive(obj/effect/overmap/visitable/ship/sector)
if(attempt_hook_up(sector))
return sector
for(var/obj/effect/overmap/visitable/ship/candidate in sector)
if((. = .(candidate)))
return
/obj/machinery/computer/ship/proc/display_reconnect_dialog(var/mob/user, var/flavor)
var/datum/browser/popup = new (user, "[src]", "[src]")
popup.set_content("<center><strong><font color = 'red'>Error</strong></font><br>Unable to connect to [flavor].<br><a href='?src=\ref[src];sync=1'>Reconnect</a></center>")
popup.open()
// In computer_shims for now - we had to define it.
// /obj/machinery/computer/ship/interface_interact(var/mob/user)
// ui_interact(user)
// return TRUE
/obj/machinery/computer/ship/OnTopic(var/mob/user, var/list/href_list)
if(..())
return TOPIC_HANDLED
if(href_list["sync"])
sync_linked()
return TOPIC_REFRESH
if(href_list["close"])
unlook(user)
user.unset_machine()
return TOPIC_HANDLED
return TOPIC_NOACTION
// Management of mob view displacement. look to shift view to the ship on the overmap; unlook to shift back.
/obj/machinery/computer/ship/proc/look(var/mob/user)
if(linked)
user.reset_view(linked)
if(user.client)
user.client.view = world.view + extra_view
GLOB.moved_event.register(user, src, /obj/machinery/computer/ship/proc/unlook)
// TODO GLOB.stat_set_event.register(user, src, /obj/machinery/computer/ship/proc/unlook)
LAZYDISTINCTADD(viewers, weakref(user))
/obj/machinery/computer/ship/proc/unlook(var/mob/user)
user.reset_view()
if(user.client)
user.client.view = world.view
GLOB.moved_event.unregister(user, src, /obj/machinery/computer/ship/proc/unlook)
// TODO GLOB.stat_set_event.unregister(user, src, /obj/machinery/computer/ship/proc/unlook)
LAZYREMOVE(viewers, weakref(user))
/obj/machinery/computer/ship/proc/viewing_overmap(mob/user)
return (weakref(user) in viewers)
/obj/machinery/computer/ship/CouldNotUseTopic(mob/user)
. = ..()
unlook(user)
/obj/machinery/computer/ship/CouldUseTopic(mob/user)
. = ..()
if(viewing_overmap(user))
look(user)
/obj/machinery/computer/ship/check_eye(var/mob/user)
if (!get_dist(user, src) > 1 || user.blinded || !linked )
unlook(user)
return -1
else
return 0
/obj/machinery/computer/ship/sensors/Destroy()
sensors = null
if(LAZYLEN(viewers))
for(var/weakref/W in viewers)
var/M = W.resolve()
if(M)
unlook(M)
. = ..()

View File

@@ -1,139 +1,45 @@
//Shuttle controller computer for shuttles going between sectors
/datum/shuttle/ferry/var/range = 0 //how many overmap tiles can shuttle go, for picking destinatiosn and returning.
/obj/machinery/computer/shuttle_control/explore
name = "exploration shuttle console"
shuttle_tag = "Exploration"
req_access = list()
var/landing_type //area for shuttle ship-side
var/obj/effect/map/destination //current destination
var/obj/effect/map/home //current destination
name = "general shuttle control console"
ui_template = "shuttle_control_console_exploration.tmpl"
/obj/machinery/computer/shuttle_control/explore/Initialize()
/obj/machinery/computer/shuttle_control/explore/get_ui_data(var/datum/shuttle/autodock/overmap/shuttle)
. = ..()
home = map_sectors["[z]"]
shuttle_tag = "[shuttle_tag]-[z]"
if(!shuttle_controller.shuttles[shuttle_tag])
var/datum/shuttle/ferry/shuttle = new()
shuttle.warmup_time = 10
shuttle.area_station = locate(landing_type)
shuttle.area_offsite = shuttle.area_station
shuttle_controller.shuttles[shuttle_tag] = shuttle
shuttle_controller.process_shuttles += shuttle
testing("Exploration shuttle '[shuttle_tag]' at z-level [z] successfully added.")
if(istype(shuttle))
var/total_gas = 0
for(var/obj/structure/fuel_port/FP in shuttle.fuel_ports) //loop through fuel ports
var/obj/item/weapon/tank/fuel_tank = locate() in FP
if(fuel_tank)
total_gas += fuel_tank.air_contents.total_moles
//Sets destination to new sector. Can be null.
/obj/machinery/computer/shuttle_control/explore/proc/update_destination(var/obj/effect/map/D)
destination = D
if(destination && shuttle_controller.shuttles[shuttle_tag])
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
shuttle.area_offsite = destination.shuttle_landing
testing("Shuttle controller [shuttle_tag] now sends shuttle to [destination]")
shuttle_controller.shuttles[shuttle_tag] = shuttle
var/fuel_span = "good"
if(total_gas < shuttle.fuel_consumption * 2)
fuel_span = "bad"
//Gets all sectors with landing zones in shuttle's range
/obj/machinery/computer/shuttle_control/explore/proc/get_possible_destinations()
var/list/res = list()
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
for (var/obj/effect/map/S in orange(shuttle.range, home))
if(S.shuttle_landing)
res += S
return res
. += list(
"destination_name" = shuttle.get_destination_name(),
"can_pick" = shuttle.moving_status == SHUTTLE_IDLE,
"fuel_usage" = shuttle.fuel_consumption * 100,
"remaining_fuel" = round(total_gas, 0.01) * 100,
"fuel_span" = fuel_span
)
//Checks if current destination is still reachable
/obj/machinery/computer/shuttle_control/explore/proc/check_destination()
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
return shuttle && destination && get_dist(home, destination) <= shuttle.range
/obj/machinery/computer/shuttle_control/explore/handle_topic_href(var/datum/shuttle/autodock/overmap/shuttle, var/list/href_list)
if(ismob(usr))
var/mob/user = usr
shuttle.operator_skill = user.get_skill_value(/datum/skill/pilot)
/obj/machinery/computer/shuttle_control/explore/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
if (!istype(shuttle))
return
//If we are already there, or can't reach place anymore, reset destination
if(!shuttle.location && !check_destination())
destination = null
//check if shuttle can fly at all
var/can_go = !isnull(destination)
var/current_destination = destination ? destination.name : "None"
//shuttle doesn't need destination set to return home, as long as it's in range.
if(shuttle.location)
current_destination = "Return"
var/area/offsite = shuttle.area_offsite
var/obj/effect/map/cur_loc = map_sectors["[offsite.z]"]
can_go = (get_dist(home,cur_loc) <= shuttle.range)
//disable picking locations if there are none, or shuttle is already off-site
var/list/possible_d = get_possible_destinations()
var/can_pick = !shuttle.location && possible_d.len
var/shuttle_state
switch(shuttle.moving_status)
if(SHUTTLE_IDLE) shuttle_state = "idle"
if(SHUTTLE_WARMUP) shuttle_state = "warmup"
if(SHUTTLE_INTRANSIT) shuttle_state = "in_transit"
var/shuttle_status
switch (shuttle.process_state)
if(IDLE_STATE)
if (shuttle.in_use)
shuttle_status = "Busy."
else if (!shuttle.location)
shuttle_status = "Standing-by at station."
else
shuttle_status = "Standing-by at offsite location."
if(WAIT_LAUNCH, FORCE_LAUNCH)
shuttle_status = "Shuttle has received command and will depart shortly."
if(WAIT_ARRIVE)
shuttle_status = "Proceeding to destination."
if(WAIT_FINISH)
shuttle_status = "Arriving at destination now."
data = list(
"destination_name" = current_destination,
"can_pick" = can_pick,
"shuttle_status" = shuttle_status,
"shuttle_state" = shuttle_state,
"has_docking" = shuttle.docking_controller? 1 : 0,
"docking_status" = shuttle.docking_controller? shuttle.docking_controller.get_docking_status() : null,
"docking_override" = shuttle.docking_controller? shuttle.docking_controller.override_enabled : null,
"can_launch" = can_go && shuttle.can_launch(),
"can_cancel" = can_go && shuttle.can_cancel(),
"can_force" = can_go && shuttle.can_force(),
)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "shuttle_control_console_exploration.tmpl", "[shuttle_tag] Shuttle Control", 470, 310)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/obj/machinery/computer/shuttle_control/explore/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
if (!istype(shuttle))
if((. = ..()) != null)
return
if(href_list["pick"])
var/obj/effect/map/self = map_sectors["[z]"]
if(self)
var/list/possible_d = get_possible_destinations()
var/obj/effect/map/D
if(possible_d.len)
D = input("Choose shuttle destination", "Shuttle Destination") as null|anything in possible_d
update_destination(D)
if(href_list["move"])
shuttle.launch(src)
if(href_list["force"])
shuttle.force_launch(src)
else if(href_list["cancel"])
shuttle.cancel_launch(src)
var/list/possible_d = shuttle.get_possible_destinations()
var/D
if(possible_d.len)
D = input("Choose shuttle destination", "Shuttle Destination") as null|anything in possible_d
else
to_chat(usr,"<span class='warning'>No valid landing sites in range.</span>")
possible_d = shuttle.get_possible_destinations()
if(CanInteract(usr, global.default_state) && (D in possible_d))
shuttle.set_destination(possible_d[D])
return TOPIC_REFRESH

View File

@@ -3,58 +3,43 @@
var/list/ship_engines = list()
/datum/ship_engine
var/name = "ship engine"
var/obj/machinery/engine //actual engine object
var/zlevel = 0
var/obj/machinery/holder //actual engine object
/datum/ship_engine/New(var/obj/machinery/holder)
engine = holder
zlevel = holder.z
for(var/obj/machinery/computer/engines/E in machines)
if (E.z == zlevel && !(src in E.engines))
E.engines += src
break
/datum/ship_engine/New(var/obj/machinery/_holder)
..()
holder = _holder
ship_engines += src
//Tries to fire the engine. If successfull, returns 1
/datum/ship_engine/proc/can_burn()
return 0
//Tries to fire the engine. Returns thrust
/datum/ship_engine/proc/burn()
if(!engine)
die()
return 1
return 0
//Returns status string for this engine
/datum/ship_engine/proc/get_status()
if(!engine)
die()
return "All systems nominal"
/datum/ship_engine/proc/get_thrust()
if(!engine)
die()
return 100
return 1
//Sets thrust limiter, a number between 0 and 1
/datum/ship_engine/proc/set_thrust_limit(var/new_limit)
if(!engine)
die()
return 1
/datum/ship_engine/proc/get_thrust_limit()
if(!engine)
die()
return 1
/datum/ship_engine/proc/is_on()
if(!engine)
die()
return 1
/datum/ship_engine/proc/toggle()
if(!engine)
die()
return 1
/datum/ship_engine/proc/die()
for(var/obj/machinery/computer/engines/E in machines)
if (E.z == zlevel)
E.engines -= src
break
qdel(src)
/datum/ship_engine/Destroy()
ship_engines -= src
for(var/obj/effect/overmap/visitable/ship/S in SSshuttles.ships)
S.engines -= src
holder = null
. = ..()

View File

@@ -0,0 +1,218 @@
//Gas nozzle engine
/datum/ship_engine/gas_thruster
name = "gas thruster"
var/obj/machinery/atmospherics/unary/engine/nozzle
/datum/ship_engine/gas_thruster/New(var/obj/machinery/_holder)
..()
nozzle = _holder
/datum/ship_engine/gas_thruster/Destroy()
nozzle = null
. = ..()
/datum/ship_engine/gas_thruster/get_status()
return nozzle.get_status()
/datum/ship_engine/gas_thruster/get_thrust()
return nozzle.get_thrust()
/datum/ship_engine/gas_thruster/burn()
return nozzle.burn()
/datum/ship_engine/gas_thruster/set_thrust_limit(var/new_limit)
nozzle.thrust_limit = new_limit
/datum/ship_engine/gas_thruster/get_thrust_limit()
return nozzle.thrust_limit
/datum/ship_engine/gas_thruster/is_on()
if(nozzle.use_power && nozzle.operable())
if(nozzle.next_on > world.time)
return -1
else
return 1
return 0
/datum/ship_engine/gas_thruster/toggle()
if(nozzle.use_power)
nozzle.update_use_power(USE_POWER_OFF)
else
if(nozzle.blockage)
if(nozzle.check_blockage())
return
nozzle.update_use_power(USE_POWER_IDLE)
if(nozzle.stat & NOPOWER)//try again
nozzle.power_change()
if(nozzle.is_on())//if everything is in working order, start booting!
nozzle.next_on = world.time + nozzle.boot_time
/datum/ship_engine/gas_thruster/can_burn()
return nozzle.is_on() && nozzle.check_fuel()
//Actual thermal nozzle engine object
/obj/machinery/atmospherics/unary/engine
name = "rocket nozzle"
desc = "Simple rocket nozzle, expelling gas at hypersonic velocities to propell the ship."
icon = 'icons/turf/shuttle_parts.dmi'
icon_state = "nozzle"
opacity = 1
density = 1
can_atmos_pass = ATMOS_PASS_NO
connect_types = CONNECT_TYPE_REGULAR|CONNECT_TYPE_FUEL
// construct_state = /decl/machine_construction/default/panel_closed
// maximum_component_parts = list(/obj/item/weapon/stock_parts = 6)//don't want too many, let upgraded component shine
// uncreated_component_parts = list(/obj/item/weapon/stock_parts/power/apc/buildable = 1)
use_power = USE_POWER_OFF
power_channel = EQUIP
idle_power_usage = 21600 //6 Wh per tick for default 2 capacitor. Gives them a reason to turn it off, really to nerf backup battery
var/datum/ship_engine/gas_thruster/controller
var/thrust_limit = 1 //Value between 1 and 0 to limit the resulting thrust
var/volume_per_burn = 15 //20 litres(with bin)
var/charge_per_burn = 36000 //10Wh for default 2 capacitor, chews through that battery power! Makes a trade off of fuel efficient vs energy efficient
var/boot_time = 35
var/next_on
var/blockage
/obj/machinery/atmospherics/unary/engine/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 0
/obj/machinery/atmospherics/unary/engine/Initialize()
. = ..()
controller = new(src)
update_nearby_tiles(need_rebuild=1)
for(var/ship in SSshuttles.ships)
var/obj/effect/overmap/visitable/ship/S = ship
if(S.check_ownership(src))
S.engines |= controller
if(dir != S.fore_dir)
set_broken(TRUE)
break
/obj/machinery/atmospherics/unary/engine/Destroy()
QDEL_NULL(controller)
update_nearby_tiles()
. = ..()
/obj/machinery/atmospherics/unary/engine/proc/get_status()
. = list()
.+= "Location: [get_area(src)]."
if(stat & NOPOWER)
.+= "<span class='average'>Insufficient power to operate.</span>"
if(!check_fuel())
.+= "<span class='average'>Insufficient fuel for a burn.</span>"
if(stat & BROKEN)
.+= "<span class='average'>Inoperable engine configuration.</span>"
if(blockage)
.+= "<span class='average'>Obstruction of airflow detected.</span>"
.+= "Propellant total mass: [round(air_contents.get_mass(),0.01)] kg."
.+= "Propellant used per burn: [round(air_contents.get_mass() * volume_per_burn * thrust_limit / air_contents.volume,0.01)] kg."
.+= "Propellant pressure: [round(air_contents.return_pressure()/1000,0.1)] MPa."
. = jointext(.,"<br>")
/obj/machinery/atmospherics/unary/engine/power_change()
. = ..()
if(stat & NOPOWER)
update_use_power(USE_POWER_OFF)
/obj/machinery/atmospherics/unary/engine/proc/is_on()
return use_power && operable() && (next_on < world.time)
/obj/machinery/atmospherics/unary/engine/proc/check_fuel()
return air_contents.total_moles > 5 // minimum fuel usage is five moles, for EXTREMELY hot mix or super low pressure
/obj/machinery/atmospherics/unary/engine/proc/get_thrust()
if(!is_on() || !check_fuel())
return 0
var/used_part = volume_per_burn * thrust_limit / air_contents.volume
. = calculate_thrust(air_contents, used_part)
return
/obj/machinery/atmospherics/unary/engine/proc/check_blockage()
blockage = FALSE
var/exhaust_dir = reverse_direction(dir)
var/turf/A = get_step(src, exhaust_dir)
var/turf/B = A
while(isturf(A) && !(istype(A, /turf/space) || isopenspace(A)))
if((B.c_airblock(A)) & AIR_BLOCKED)
blockage = TRUE
break
B = A
A = get_step(A, exhaust_dir)
return blockage
/obj/machinery/atmospherics/unary/engine/proc/burn()
if(!is_on())
return 0
if(!check_fuel() || (0 < use_power_oneoff(charge_per_burn)) || check_blockage())
audible_message(src,"<span class='warning'>[src] coughs once and goes silent!</span>")
update_use_power(USE_POWER_OFF)
return 0
var/datum/gas_mixture/removed = air_contents.remove_ratio(volume_per_burn * thrust_limit / air_contents.volume)
if(!removed)
return 0
. = calculate_thrust(removed)
playsound(loc, 'sound/machines/thruster.ogg', 100 * thrust_limit, 0, world.view * 4, 0.1)
if(network)
network.update = 1
var/exhaust_dir = reverse_direction(dir)
var/turf/T = get_step(src,exhaust_dir)
if(T)
T.assume_air(removed)
new/obj/effect/engine_exhaust(T, exhaust_dir, air_contents.check_combustability() && air_contents.temperature >= PHORON_MINIMUM_BURN_TEMPERATURE)
/obj/machinery/atmospherics/unary/engine/proc/calculate_thrust(datum/gas_mixture/propellant, used_part = 1)
return round(sqrt(propellant.get_mass() * used_part * sqrt(air_contents.return_pressure()/200)),0.1)
/obj/machinery/atmospherics/unary/engine/RefreshParts()
..()
//allows them to upgrade the max limit of fuel intake (which only gives diminishing returns) for increase in max thrust but massive reduction in fuel economy
var/bin_upgrade = 5 * CLAMP(total_component_rating_of_type(/obj/item/weapon/stock_parts/matter_bin), 0, 6)//5 litre per rank
volume_per_burn = bin_upgrade ? initial(volume_per_burn) + bin_upgrade : 2 //Penalty missing part: 10% fuel use, no thrust
boot_time = bin_upgrade ? initial(boot_time) - bin_upgrade : initial(boot_time) * 2
//energy cost - thb all of this is to limit the use of back up batteries
var/energy_upgrade = CLAMP(total_component_rating_of_type(/obj/item/weapon/stock_parts/capacitor), 0.1, 6)
charge_per_burn = initial(charge_per_burn) / energy_upgrade
change_power_consumption(initial(idle_power_usage) / energy_upgrade, USE_POWER_IDLE)
//Exhaust effect
/obj/effect/engine_exhaust
name = "engine exhaust"
icon = 'icons/effects/effects.dmi'
icon_state = "smoke"
light_color = "#ed9200"
anchored = 1
/obj/effect/engine_exhaust/New(var/turf/nloc, var/ndir, var/flame)
..(nloc)
if(flame)
icon_state = "exhaust"
nloc.hotspot_expose(1000,125)
set_light(0.5, 3)
set_dir(ndir)
QDEL_IN(src, 20)
/obj/item/weapon/circuitboard/unary_atmos/engine //why don't we move this elsewhere?
name = T_BOARD("gas thruster")
icon_state = "mcontroller"
build_path = /obj/machinery/atmospherics/unary/engine
origin_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 2)
req_components = list(
/obj/item/stack/cable_coil = 30,
/obj/item/pipe = 2,
/obj/item/weapon/stock_parts/matter_bin = 1,
/obj/item/weapon/stock_parts/capacitor = 2)
// Not Implemented - Variant that pulls power from cables. Too complicated without bay's power components.
// /obj/machinery/atmospherics/unary/engine/terminal
// base_type = /obj/machinery/atmospherics/unary/engine
// stock_part_presets = list(/decl/stock_part_preset/terminal_setup)
// uncreated_component_parts = list(/obj/item/weapon/stock_parts/power/terminal/buildable = 1)

View File

@@ -0,0 +1,86 @@
/datum/ship_engine/ion
name = "ion thruster"
var/obj/machinery/ion_engine/thruster
/datum/ship_engine/ion/New(var/obj/machinery/_holder)
..()
thruster = _holder
/datum/ship_engine/ion/Destroy()
thruster = null
. = ..()
/datum/ship_engine/ion/get_status()
return thruster.get_status()
/datum/ship_engine/ion/get_thrust()
return thruster.get_thrust()
/datum/ship_engine/ion/burn()
return thruster.burn()
/datum/ship_engine/ion/set_thrust_limit(var/new_limit)
thruster.thrust_limit = new_limit
/datum/ship_engine/ion/get_thrust_limit()
return thruster.thrust_limit
/datum/ship_engine/ion/is_on()
return thruster.on && thruster.powered()
/datum/ship_engine/ion/toggle()
thruster.on = !thruster.on
/datum/ship_engine/ion/can_burn()
return thruster.on && thruster.powered()
/obj/machinery/ion_engine
name = "ion propulsion device"
desc = "An advanced ion propulsion device, using energy and minutes amount of gas to generate thrust."
icon = 'icons/turf/shuttle_parts.dmi'
icon_state = "nozzle"
power_channel = ENVIRON
idle_power_usage = 100
anchored = TRUE
// construct_state = /decl/machine_construction/default/panel_closed
var/datum/ship_engine/ion/controller
var/thrust_limit = 1
var/on = 1
var/burn_cost = 750
var/generated_thrust = 2.5
/obj/machinery/ion_engine/Initialize()
. = ..()
controller = new(src)
/obj/machinery/ion_engine/Destroy()
QDEL_NULL(controller)
. = ..()
/obj/machinery/ion_engine/proc/get_status()
. = list()
.+= "Location: [get_area(src)]."
if(!powered())
.+= "Insufficient power to operate."
. = jointext(.,"<br>")
/obj/machinery/ion_engine/proc/burn()
if(!on && !powered())
return 0
use_power_oneoff(burn_cost)
. = thrust_limit * generated_thrust
/obj/machinery/ion_engine/proc/get_thrust()
return thrust_limit * generated_thrust * on
/obj/item/weapon/circuitboard/engine/ion
name = T_BOARD("ion propulsion device")
board_type = "machine"
icon_state = "mcontroller"
build_path = /obj/machinery/ion_engine
origin_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 2)
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/weapon/stock_parts/matter_bin = 1,
/obj/item/weapon/stock_parts/capacitor = 2)

View File

@@ -0,0 +1,173 @@
// These come with shuttle functionality. Need to be assigned a (unique) shuttle datum name.
// Mapping location doesn't matter, so long as on a map loaded at the same time as the shuttle areas.
// Multiz shuttles currently not supported. Non-autodock shuttles currently not supported.
/obj/effect/overmap/visitable/ship/landable
var/shuttle // Name of associated shuttle. Must be autodock.
var/obj/effect/shuttle_landmark/ship/landmark // Record our open space landmark for easy reference.
var/multiz = 0 // Index of multi-z levels, starts at 0
var/status = SHIP_STATUS_LANDED
icon_state = "shuttle"
moving_state = "shuttle_moving"
/obj/effect/overmap/visitable/ship/landable/Destroy()
GLOB.shuttle_moved_event.unregister(SSshuttles.shuttles[shuttle], src)
return ..()
/obj/effect/overmap/visitable/ship/landable/can_burn()
if(status != SHIP_STATUS_OVERMAP)
return 0
return ..()
/obj/effect/overmap/visitable/ship/landable/burn()
if(status != SHIP_STATUS_OVERMAP)
return 0
return ..()
/obj/effect/overmap/visitable/ship/landable/check_ownership(obj/object)
var/datum/shuttle/shuttle_datum = SSshuttles.shuttles[shuttle]
if(!shuttle_datum)
return
var/list/areas = shuttle_datum.find_childfree_areas()
if(get_area(object) in areas)
return 1
// We autobuild our z levels.
/obj/effect/overmap/visitable/ship/landable/find_z_levels()
for(var/i = 0 to multiz)
world.increment_max_z()
map_z += world.maxz
var/turf/center_loc = locate(round(world.maxx/2), round(world.maxy/2), world.maxz)
landmark = new (center_loc, shuttle)
add_landmark(landmark, shuttle)
var/visitor_dir = fore_dir
for(var/landmark_name in list("FORE", "PORT", "AFT", "STARBOARD"))
var/turf/visitor_turf = get_ranged_target_turf(center_loc, visitor_dir, round(min(world.maxx/4, world.maxy/4)))
var/obj/effect/shuttle_landmark/visiting_shuttle/visitor_landmark = new (visitor_turf, landmark, landmark_name)
add_landmark(visitor_landmark)
visitor_dir = turn(visitor_dir, 90)
if(multiz)
new /obj/effect/landmark/map_data(center_loc, (multiz + 1))
/obj/effect/overmap/visitable/ship/landable/get_areas()
var/datum/shuttle/shuttle_datum = SSshuttles.shuttles[shuttle]
if(!shuttle_datum)
return list()
return shuttle_datum.find_childfree_areas()
/obj/effect/overmap/visitable/ship/landable/populate_sector_objects()
..()
var/datum/shuttle/shuttle_datum = SSshuttles.shuttles[shuttle]
if(istype(shuttle_datum,/datum/shuttle/autodock/overmap))
var/datum/shuttle/autodock/overmap/oms = shuttle_datum
oms.myship = src
GLOB.shuttle_moved_event.register(shuttle_datum, src, .proc/on_shuttle_jump)
on_landing(landmark, shuttle_datum.current_location) // We "land" at round start to properly place ourselves on the overmap.
/obj/effect/shuttle_landmark/ship
name = "Open Space"
landmark_tag = "ship"
flags = SLANDMARK_FLAG_AUTOSET | SLANDMARK_FLAG_ZERO_G
var/shuttle_name
var/list/visitors // landmark -> visiting shuttle stationed there
/obj/effect/shuttle_landmark/ship/Initialize(mapload, shuttle_name)
landmark_tag += "_[shuttle_name]"
src.shuttle_name = shuttle_name
. = ..()
/obj/effect/shuttle_landmark/ship/Destroy()
var/obj/effect/overmap/visitable/ship/landable/ship = map_sectors["[z]"]
if(istype(ship) && ship.landmark == src)
ship.landmark = null
. = ..()
/obj/effect/shuttle_landmark/ship/cannot_depart(datum/shuttle/shuttle)
if(LAZYLEN(visitors))
return "Grappled by other shuttle; cannot manouver."
/obj/effect/shuttle_landmark/visiting_shuttle
flags = SLANDMARK_FLAG_AUTOSET | SLANDMARK_FLAG_ZERO_G
var/obj/effect/shuttle_landmark/ship/core_landmark
/obj/effect/shuttle_landmark/visiting_shuttle/Initialize(mapload, obj/effect/shuttle_landmark/ship/master, _name)
core_landmark = master
name = _name
landmark_tag = master.shuttle_name + _name
GLOB.destroyed_event.register(master, src, /datum/proc/qdel_self)
. = ..()
/obj/effect/shuttle_landmark/visiting_shuttle/Destroy()
GLOB.destroyed_event.unregister(core_landmark, src)
LAZYREMOVE(core_landmark.visitors, src)
core_landmark = null
. = ..()
/obj/effect/shuttle_landmark/visiting_shuttle/is_valid(datum/shuttle/shuttle)
. = ..()
if(!.)
return
var/datum/shuttle/boss_shuttle = SSshuttles.shuttles[core_landmark.shuttle_name]
if(boss_shuttle.current_location != core_landmark)
return FALSE // Only available when our governing shuttle is in space.
if(shuttle == boss_shuttle) // Boss shuttle only lands on main landmark
return FALSE
/obj/effect/shuttle_landmark/visiting_shuttle/shuttle_arrived(datum/shuttle/shuttle)
LAZYSET(core_landmark.visitors, src, shuttle)
GLOB.shuttle_moved_event.register(shuttle, src, .proc/shuttle_left)
/obj/effect/shuttle_landmark/visiting_shuttle/proc/shuttle_left(datum/shuttle/shuttle, obj/effect/shuttle_landmark/old_landmark, obj/effect/shuttle_landmark/new_landmark)
if(old_landmark == src)
GLOB.shuttle_moved_event.unregister(shuttle, src)
LAZYREMOVE(core_landmark.visitors, src)
/obj/effect/overmap/visitable/ship/landable/proc/on_shuttle_jump(datum/shuttle/given_shuttle, obj/effect/shuttle_landmark/from, obj/effect/shuttle_landmark/into)
if(given_shuttle != SSshuttles.shuttles[shuttle])
return
var/datum/shuttle/autodock/auto = given_shuttle
if(into == auto.landmark_transition)
status = SHIP_STATUS_TRANSIT
on_takeoff(from, into)
return
if(into == landmark)
status = SHIP_STATUS_OVERMAP
on_takeoff(from, into)
return
status = SHIP_STATUS_LANDED
on_landing(from, into)
/obj/effect/overmap/visitable/ship/landable/proc/on_landing(obj/effect/shuttle_landmark/from, obj/effect/shuttle_landmark/into)
var/obj/effect/overmap/visitable/target = map_sectors["[into.z]"]
var/datum/shuttle/shuttle_datum = SSshuttles.shuttles[shuttle]
if(into.landmark_tag == shuttle_datum.motherdock) // If our motherdock is a landable ship, it won't be found properly here so we need to find it manually.
for(var/obj/effect/overmap/visitable/ship/landable/landable in SSshuttles.ships)
if(landable.shuttle == shuttle_datum.mothershuttle)
target = landable
break
if(!target || target == src)
return
forceMove(target)
halt()
/obj/effect/overmap/visitable/ship/landable/proc/on_takeoff(obj/effect/shuttle_landmark/from, obj/effect/shuttle_landmark/into)
if(!isturf(loc))
forceMove(get_turf(loc))
unhalt()
/obj/effect/overmap/visitable/ship/landable/get_landed_info()
switch(status)
if(SHIP_STATUS_LANDED)
var/obj/effect/overmap/visitable/location = loc
if(istype(loc, /obj/effect/overmap/visitable/sector))
return "Landed on \the [location.name]. Use secondary thrust to get clear before activating primary engines."
if(istype(loc, /obj/effect/overmap/visitable/ship))
return "Docked with \the [location.name]. Use secondary thrust to get clear before activating primary engines."
return "Docked with an unknown object."
if(SHIP_STATUS_TRANSIT)
return "Maneuvering under secondary thrust."
if(SHIP_STATUS_OVERMAP)
return "In open space."

View File

@@ -1,116 +1,234 @@
/obj/effect/map/ship
#define SHIP_MOVE_RESOLUTION 0.00001
#define MOVING(speed) abs(speed) >= min_speed
#define SANITIZE_SPEED(speed) SIGN(speed) * CLAMP(abs(speed), 0, max_speed)
#define CHANGE_SPEED_BY(speed_var, v_diff) \
v_diff = SANITIZE_SPEED(v_diff);\
if(!MOVING(speed_var + v_diff)) \
{speed_var = 0};\
else \
{speed_var = SANITIZE_SPEED((speed_var + v_diff)/(1 + speed_var*v_diff/(max_speed ** 2)))}
// Uses Lorentzian dynamics to avoid going too fast.
/obj/effect/overmap/visitable/ship
name = "generic ship"
desc = "Space faring vessel."
icon_state = "sheet-sandstone"
var/vessel_mass = 9000 //tonnes, random number
var/default_delay = 60
var/list/speed = list(0,0)
var/last_burn = 0
var/list/last_movement = list(0,0)
var/fore_dir = NORTH
var/rotate = 1 //For proc rotate
icon_state = "ship"
var/moving_state = "ship_moving"
var/obj/effect/map/current_sector
var/obj/machinery/computer/helm/nav_control
var/obj/machinery/computer/engines/eng_control
var/vessel_mass = 10000 //tonnes, arbitrary number, affects acceleration provided by engines
var/vessel_size = SHIP_SIZE_LARGE //arbitrary number, affects how likely are we to evade meteors
var/max_speed = 1/(1 SECOND) //"speed of light" for the ship, in turfs/tick.
var/min_speed = 1/(2 MINUTES) // Below this, we round speed to 0 to avoid math errors.
/obj/effect/map/ship/Initialize()
var/list/speed = list(0,0) //speed in x,y direction
var/last_burn = 0 //worldtime when ship last acceleated
var/burn_delay = 1 SECOND //how often ship can do burns
var/list/last_movement = list(0,0) //worldtime when ship last moved in x,y direction
var/fore_dir = NORTH //what dir ship flies towards for purpose of moving stars effect procs
var/list/engines = list()
var/engines_state = 0 //global on/off toggle for all engines
var/thrust_limit = 1 //global thrust limit for all engines, 0..1
var/halted = 0 //admin halt or other stop.
var/skill_needed = SKILL_ADEPT //piloting skill needed to steer it without going in random dir
var/operator_skill
/obj/effect/overmap/visitable/ship/Initialize()
. = ..()
for(var/obj/machinery/computer/engines/E in machines)
if (E.z == map_z)
eng_control = E
break
for(var/obj/machinery/computer/helm/H in machines)
if (H.z == map_z)
nav_control = H
break
min_speed = round(min_speed, SHIP_MOVE_RESOLUTION)
max_speed = round(max_speed, SHIP_MOVE_RESOLUTION)
SSshuttles.ships += src
START_PROCESSING(SSobj, src)
/obj/effect/map/ship/relaymove(mob/user, direction)
accelerate(direction)
/obj/effect/overmap/visitable/ship/Destroy()
STOP_PROCESSING(SSobj, src)
SSshuttles.ships -= src
. = ..()
/obj/effect/map/ship/proc/is_still()
return !(speed[1] || speed[2])
/obj/effect/overmap/visitable/ship/relaymove(mob/user, direction, accel_limit)
accelerate(direction, accel_limit)
operator_skill = user.get_skill_value(/datum/skill/pilot)
/obj/effect/map/ship/proc/get_acceleration()
return eng_control.get_total_thrust()/vessel_mass
/obj/effect/overmap/visitable/ship/proc/is_still()
return !MOVING(speed[1]) && !MOVING(speed[2])
/obj/effect/map/ship/proc/get_speed()
return round(sqrt(speed[1]*speed[1] + speed[2]*speed[2]))
/obj/effect/overmap/visitable/ship/get_scan_data(mob/user)
. = ..()
if(!is_still())
. += "<br>Heading: [get_heading_degrees()], speed [get_speed() * 1000]"
/obj/effect/map/ship/proc/get_heading()
//Projected acceleration based on information from engines
/obj/effect/overmap/visitable/ship/proc/get_acceleration()
return round(get_total_thrust()/get_vessel_mass(), SHIP_MOVE_RESOLUTION)
//Does actual burn and returns the resulting acceleration
/obj/effect/overmap/visitable/ship/proc/get_burn_acceleration()
return round(burn() / get_vessel_mass(), SHIP_MOVE_RESOLUTION)
/obj/effect/overmap/visitable/ship/proc/get_vessel_mass()
. = vessel_mass
for(var/obj/effect/overmap/visitable/ship/ship in src)
. += ship.get_vessel_mass()
/obj/effect/overmap/visitable/ship/proc/get_speed()
return round(sqrt(speed[1] ** 2 + speed[2] ** 2), SHIP_MOVE_RESOLUTION)
// Get heading in BYOND dir bits
/obj/effect/overmap/visitable/ship/proc/get_heading()
var/res = 0
if(speed[1])
if(MOVING(speed[1]))
if(speed[1] > 0)
res |= EAST
else
res |= WEST
if(speed[2])
if(MOVING(speed[2]))
if(speed[2] > 0)
res |= NORTH
else
res |= SOUTH
return res
/obj/effect/map/ship/proc/adjust_speed(n_x, n_y)
speed[1] = CLAMP(speed[1] + n_x, -default_delay, default_delay)
speed[2] = CLAMP(speed[2] + n_y, -default_delay, default_delay)
if(is_still())
toggle_move_stars(map_z)
else
toggle_move_stars(map_z, fore_dir)
// Get heading in degrees (like a compass heading)
/obj/effect/overmap/visitable/ship/proc/get_heading_degrees()
return (ATAN2(speed[2], speed[1]) + 360) % 360 // Yes ATAN2(y, x) is correct to get clockwise degrees
/obj/effect/map/ship/proc/can_burn()
if (!eng_control)
return 0
if (world.time < last_burn + 10)
return 0
if (!eng_control.burn())
return 0
return 1
/obj/effect/overmap/visitable/ship/proc/adjust_speed(n_x, n_y)
CHANGE_SPEED_BY(speed[1], n_x)
CHANGE_SPEED_BY(speed[2], n_y)
for(var/zz in map_z)
if(is_still())
toggle_move_stars(zz)
else
toggle_move_stars(zz, fore_dir)
update_icon()
/obj/effect/map/ship/proc/get_brake_path()
/obj/effect/overmap/visitable/ship/proc/get_brake_path()
if(!get_acceleration())
return INFINITY
return get_speed()/get_acceleration()
if(is_still())
return 0
if(!burn_delay)
return 0
if(!get_speed())
return 0
var/num_burns = get_speed()/get_acceleration() + 2 //some padding in case acceleration drops form fuel usage
var/burns_per_grid = 1/ (burn_delay * get_speed())
return round(num_burns/burns_per_grid)
#define SIGN(X) (X == 0 ? 0 : (X > 0 ? 1 : -1))
/obj/effect/map/ship/proc/decelerate()
if(!is_still() && can_burn())
/obj/effect/overmap/visitable/ship/proc/decelerate()
if(((speed[1]) || (speed[2])) && can_burn())
if (speed[1])
adjust_speed(-SIGN(speed[1]) * min(get_acceleration(),abs(speed[1])), 0)
adjust_speed(-SIGN(speed[1]) * min(get_burn_acceleration(),abs(speed[1])), 0)
if (speed[2])
adjust_speed(0, -SIGN(speed[2]) * min(get_acceleration(),abs(speed[2])))
adjust_speed(0, -SIGN(speed[2]) * min(get_burn_acceleration(),abs(speed[2])))
last_burn = world.time
/obj/effect/map/ship/proc/accelerate(direction)
/obj/effect/overmap/visitable/ship/proc/accelerate(direction, accel_limit)
if(can_burn())
last_burn = world.time
var/acceleration = min(get_burn_acceleration(), accel_limit)
if(direction & EAST)
adjust_speed(get_acceleration(), 0)
adjust_speed(acceleration, 0)
if(direction & WEST)
adjust_speed(-get_acceleration(), 0)
adjust_speed(-acceleration, 0)
if(direction & NORTH)
adjust_speed(0, get_acceleration())
adjust_speed(0, acceleration)
if(direction & SOUTH)
adjust_speed(0, -get_acceleration())
adjust_speed(0, -acceleration)
/obj/effect/map/ship/proc/rotate(var/direction)
var/matrix/M = matrix()
M.Turn(dir2angle(direction))
src.transform = M //Rotate ship
/obj/effect/map/ship/process()
if(!is_still())
/obj/effect/overmap/visitable/ship/process()
if(!halted && !is_still())
var/list/deltas = list(0,0)
for(var/i=1, i<=2, i++)
if(speed[i] && world.time > last_movement[i] + default_delay - abs(speed[i]))
deltas[i] = speed[i] > 0 ? 1 : -1
if(MOVING(speed[i]) && world.time > last_movement[i] + 1/abs(speed[i]))
deltas[i] = SIGN(speed[i])
last_movement[i] = world.time
var/turf/newloc = locate(x + deltas[1], y + deltas[2], z)
if(newloc)
Move(newloc)
if(rotate)
rotate(get_heading())
handle_wraparound()
update_icon()
/obj/effect/overmap/visitable/ship/update_icon()
if(!is_still())
icon_state = moving_state
dir = get_heading()
else
icon_state = initial(icon_state)
..()
/obj/effect/overmap/visitable/ship/proc/burn()
for(var/datum/ship_engine/E in engines)
. += E.burn()
/obj/effect/overmap/visitable/ship/proc/get_total_thrust()
for(var/datum/ship_engine/E in engines)
. += E.get_thrust()
/obj/effect/overmap/visitable/ship/proc/can_burn()
if(halted)
return 0
if (world.time < last_burn + burn_delay)
return 0
for(var/datum/ship_engine/E in engines)
. |= E.can_burn()
//deciseconds to next step
/obj/effect/overmap/visitable/ship/proc/ETA()
. = INFINITY
for(var/i=1, i<=2, i++)
if(MOVING(speed[i]))
. = min(last_movement[i] - world.time + 1/abs(speed[i]), .)
. = max(.,0)
/obj/effect/overmap/visitable/ship/proc/handle_wraparound()
var/nx = x
var/ny = y
var/low_edge = 1
var/high_edge = global.using_map.overmap_size - 1
if((dir & WEST) && x == low_edge)
nx = high_edge
else if((dir & EAST) && x == high_edge)
nx = low_edge
if((dir & SOUTH) && y == low_edge)
ny = high_edge
else if((dir & NORTH) && y == high_edge)
ny = low_edge
if((x == nx) && (y == ny))
return //we're not flying off anywhere
var/turf/T = locate(nx,ny,z)
if(T)
forceMove(T)
/obj/effect/overmap/visitable/ship/proc/halt()
adjust_speed(-speed[1], -speed[2])
halted = 1
/obj/effect/overmap/visitable/ship/proc/unhalt()
if(!SSshuttles.overmap_halted)
halted = 0
/obj/effect/overmap/visitable/ship/Bump(var/atom/A)
if(istype(A,/turf/unsimulated/map/edge))
handle_wraparound()
..()
/obj/effect/overmap/visitable/ship/proc/get_helm_skill()//delete this mover operator skill to overmap obj
return operator_skill
/obj/effect/overmap/visitable/ship/populate_sector_objects()
..()
for(var/obj/machinery/computer/ship/S in global.machines)
S.attempt_hook_up(src)
for(var/datum/ship_engine/E in ship_engines)
if(check_ownership(E.holder))
engines |= E
/obj/effect/overmap/visitable/ship/proc/get_landed_info()
return "This ship cannot land."
#undef MOVING
#undef SANITIZE_SPEED
#undef CHANGE_SPEED_BY