Adds shuttle controller

Moves all ferry shuttle processing into one place: the new shuttle
controller.

Also cleans up the emergency shuttle controller a bit more and fixes
multi-shuttle cooldown.
This commit is contained in:
mwerezak
2014-06-23 11:57:32 -04:00
parent 81f0f868b4
commit 9e0562b16c
12 changed files with 542 additions and 543 deletions

View File

@@ -78,6 +78,7 @@
#include "code\controllers\_DynamicAreaLighting_TG.dm"
#include "code\controllers\autotransfer.dm"
#include "code\controllers\configuration.dm"
#include "code\controllers\emergency_shuttle_controller.dm"
#include "code\controllers\failsafe.dm"
#include "code\controllers\hooks-defs.dm"
#include "code\controllers\hooks.dm"

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@@ -0,0 +1,293 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Controls the emergency shuttle
// these define the time taken for the shuttle to get to SS13
// and the time before it leaves again
#define SHUTTLE_PREPTIME 300 // 5 minutes = 300 seconds - after this time, the shuttle cannot be recalled
#define SHUTTLE_LEAVETIME 180 // 3 minutes = 180 seconds - the duration for which the shuttle will wait at the station
#define SHUTTLE_TRANSIT_DURATION 300 // 5 minutes = 300 seconds - how long it takes for the shuttle to get to the station
#define SHUTTLE_TRANSIT_DURATION_RETURN 120 // 2 minutes = 120 seconds - for some reason it takes less time to come back, go figure.
var/global/datum/emergency_shuttle_controller/emergency_shuttle
/datum/emergency_shuttle_controller
var/datum/shuttle/ferry/emergency/shuttle
var/list/escape_pods
var/launch_time //the time at which the shuttle will be launched
var/auto_recall = 0 //if set, the shuttle will be auto-recalled
var/auto_recall_time //the time at which the shuttle will be auto-recalled
var/evac = 0 //1 = emergency evacuation, 0 = crew transfer
var/wait_for_launch = 0 //if the shuttle is waiting to launch
var/deny_shuttle = 0 //allows admins to prevent the shuttle from being called
var/departed = 0 //if the shuttle has left the station at least once
/datum/emergency_shuttle_controller/proc/setup_pods()
escape_pods = list()
var/datum/shuttle/ferry/escape_pod/pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod1/station)
pod.area_offsite = locate(/area/shuttle/escape_pod1/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod1/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod2/station)
pod.area_offsite = locate(/area/shuttle/escape_pod2/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod2/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod3/station)
pod.area_offsite = locate(/area/shuttle/escape_pod3/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod3/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
//There is no pod 4, apparently.
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod5/station)
pod.area_offsite = locate(/area/shuttle/escape_pod5/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod5/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
/datum/emergency_shuttle_controller/proc/process()
if (wait_for_launch)
if (auto_recall && world.time >= auto_recall_time)
recall()
if (world.time >= launch_time) //time to launch the shuttle
stop_launch_countdown()
//set the travel time
if (!shuttle.location) //leaving from the station
//launch the pods!
for (var/datum/shuttle/ferry/escape_pod/pod in escape_pods)
pod.launch(src)
shuttle.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
else
shuttle.travel_time = SHUTTLE_TRANSIT_DURATION
shuttle.launch(src)
//called when the shuttle has arrived.
/datum/emergency_shuttle_controller/proc/shuttle_arrived()
if (!shuttle.location) //at station
set_launch_countdown(SHUTTLE_LEAVETIME) //get ready to return
//begins the launch countdown and sets the amount of time left until launch
//if the launch countdown has already been set then this may reduce the countdown time, but not extend it
//to reset for a later time, just stop the timer first
/datum/emergency_shuttle_controller/proc/set_launch_countdown(var/seconds)
if (wait_for_launch)
launch_time = min(world.time + seconds*10, launch_time)
else
wait_for_launch = 1
launch_time = world.time + seconds*10
/datum/emergency_shuttle_controller/proc/stop_launch_countdown()
wait_for_launch = 0
//calls the shuttle for an emergency evacuation
/datum/emergency_shuttle_controller/proc/call_evac()
if(!can_call()) return
//set the launch timer
set_launch_countdown(get_shuttle_prep_time())
auto_recall_time = rand(world.time + 300, launch_time - 300)
evac = 1
captain_announce("An emergency evacuation shuttle has been called. It will arrive in approximately [round(estimate_arrival_time()/60)] minutes.")
world << sound('sound/AI/shuttlecalled.ogg')
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyalert()
//calls the shuttle for a routine crew transfer
/datum/emergency_shuttle_controller/proc/call_transfer()
if(!can_call()) return
//set the launch timer
set_launch_countdown(get_shuttle_prep_time())
auto_recall_time = rand(world.time + 300, launch_time - 300)
captain_announce("A crew transfer has been initiated. The shuttle has been called. It will arrive in [round(estimate_arrival_time()/60)] minutes.")
//recalls the shuttle
/datum/emergency_shuttle_controller/proc/recall()
if (!can_recall()) return
wait_for_launch = 0
shuttle.cancel_launch(src)
if (evac)
captain_announce("The emergency shuttle has been recalled.")
world << sound('sound/AI/shuttlerecalled.ogg')
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyreset()
evac = 0
else
captain_announce("The scheduled crew transfer has been cancelled.")
/datum/emergency_shuttle_controller/proc/can_call()
if (deny_shuttle)
return 0
if (shuttle.moving_status != SHUTTLE_IDLE || !shuttle.location) //must be idle at centcom
return 0
if (wait_for_launch) //already launching
return 0
return 1
//this only returns 0 if it would absolutely make no sense to recall
//e.g. the shuttle is already at the station or wasn't called to begin with
//other reasons for the shuttle not being recallable should be handled elsewhere
/datum/emergency_shuttle_controller/proc/can_recall()
if (shuttle.moving_status == SHUTTLE_INTRANSIT) //if the shuttle is already in transit then it's too late
return 0
if (!shuttle.location) //already at the station.
return 0
if (!wait_for_launch) //we weren't going anywhere, anyways...
return 0
return 1
/datum/emergency_shuttle_controller/proc/get_shuttle_prep_time()
// During mutiny rounds, the shuttle takes twice as long.
if(ticker && istype(ticker.mode,/datum/game_mode/mutiny))
return SHUTTLE_PREPTIME * 3 //15 minutes
return SHUTTLE_PREPTIME
/*
These procs are not really used by the controller itself, but are for other parts of the
game whose logic depends on the emergency shuttle.
*/
//so we don't have emergency_shuttle.shuttle.location everywhere
/datum/emergency_shuttle_controller/proc/location()
if (!shuttle)
return 1 //if we dont have a shuttle datum, just act like it's at centcom
return shuttle.location
//returns the time left until the shuttle arrives at it's destination, in seconds
/datum/emergency_shuttle_controller/proc/estimate_arrival_time()
var/eta
if (isnull(shuttle.jump_time))
eta = launch_time + shuttle.travel_time
else
eta = shuttle.jump_time + shuttle.travel_time
return (eta - world.time)/10
//returns the time left until the shuttle launches, in seconds
/datum/emergency_shuttle_controller/proc/estimate_launch_time()
return (launch_time - world.time)/10
/datum/emergency_shuttle_controller/proc/has_eta()
return (wait_for_launch || shuttle.moving_status != SHUTTLE_IDLE)
//returns 1 if the shuttle has gone to the station and come back at least once,
//used for game completion checking purposes
/datum/emergency_shuttle_controller/proc/returned()
return (departed && shuttle.moving_status != SHUTTLE_IDLE && shuttle.location) //we've gone to the station at least once, no longer in transit and are idle back at centcom
//returns 1 if the shuttle is not idle at centcom
/datum/emergency_shuttle_controller/proc/online()
if (!shuttle.location) //not at centcom
return 1
if (wait_for_launch || shuttle.moving_status != SHUTTLE_IDLE)
return 1
return 0
//returns 1 if the shuttle is currently in transit (or just leaving) to the station
/datum/emergency_shuttle_controller/proc/going_to_station()
return (!shuttle.direction && shuttle.moving_status != SHUTTLE_IDLE)
//returns 1 if the shuttle is currently in transit (or just leaving) to centcom
/datum/emergency_shuttle_controller/proc/going_to_centcom()
return (shuttle.direction && shuttle.moving_status != SHUTTLE_IDLE)
//returns 1 if the shuttle is docked at the station and waiting to leave
/datum/emergency_shuttle_controller/proc/waiting_to_leave()
if (shuttle.location)
return 0 //not at station
if (!wait_for_launch)
return 0 //not going anywhere
if (shuttle.moving_status != SHUTTLE_IDLE)
return 0 //shuttle is doing stuff
return 1
/*
Some slapped-together star effects for maximum spess immershuns. Basically consists of a
spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
until they reach a starender.
*/
/obj/effect/bgstar
name = "star"
var/speed = 10
var/direction = SOUTH
layer = 2 // TURF_LAYER
/obj/effect/bgstar/New()
..()
pixel_x += rand(-2,30)
pixel_y += rand(-2,30)
var/starnum = pick("1", "1", "1", "2", "3", "4")
icon_state = "star"+starnum
speed = rand(2, 5)
/obj/effect/bgstar/proc/startmove()
while(src)
sleep(speed)
step(src, direction)
for(var/obj/effect/starender/E in loc)
del(src)
/obj/effect/starender
invisibility = 101
/obj/effect/starspawner
invisibility = 101
var/spawndir = SOUTH
var/spawning = 0
/obj/effect/starspawner/West
spawndir = WEST
/obj/effect/starspawner/proc/startspawn()
spawning = 1
while(spawning)
sleep(rand(2, 30))
var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
S.direction = spawndir
spawn()
S.startmove()
#undef SHUTTLE_PREPTIME
#undef SHUTTLE_LEAVETIME
#undef SHUTTLE_TRANSIT_DURATION
#undef SHUTTLE_TRANSIT_DURATION_RETURN

View File

@@ -52,7 +52,8 @@ datum/controller/game_controller/New()
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(!emergency_shuttle) emergency_shuttle = new /datum/emergency_shuttle_controller()
if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
@@ -67,9 +68,6 @@ datum/controller/game_controller/proc/setup()
if(!ticker)
ticker = new /datum/controller/gameticker()
if(!shuttles) setup_shuttles()
shuttle_list = shuttles
setup_objects()
setupgenetics()
setupfactions()
@@ -135,6 +133,7 @@ datum/controller/game_controller/proc/process()
vote.process()
transfer_controller.process()
shuttle_controller.process()
process_newscaster()
//AIR
@@ -230,7 +229,7 @@ datum/controller/game_controller/proc/process()
total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + ticker_cost
var/end_time = world.timeofday
if(end_time < start_time)
if(end_time < start_time) //why not just use world.time instead?
start_time -= 864000 //deciseconds in a day
sleep( round(minimum_ticks - (end_time - start_time),1) )
else

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@@ -1,287 +1,220 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Controls the emergency shuttle
var/global/datum/shuttle_controller/shuttle_controller
// these define the time taken for the shuttle to get to SS13
// and the time before it leaves again
#define SHUTTLE_PREPTIME 300 // 5 minutes = 300 seconds - after this time, the shuttle cannot be recalled
#define SHUTTLE_LEAVETIME 180 // 3 minutes = 180 seconds - the duration for which the shuttle will wait at the station
#define SHUTTLE_TRANSIT_DURATION 300 // 5 minutes = 300 seconds - how long it takes for the shuttle to get to the station
#define SHUTTLE_TRANSIT_DURATION_RETURN 120 // 2 minutes = 120 seconds - for some reason it takes less time to come back, go figure.
/datum/shuttle_controller
var/list/shuttles //maps shuttle tags to shuttle datums, so that they can be looked up.
var/list/process_shuttles //simple list of shuttles, for processing
var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
/datum/shuttle_controller/emergency_shuttle
var/datum/shuttle/ferry/emergency/shuttle
var/list/escape_pods
var/launch_time //the time at which the shuttle will be launched
var/auto_recall = 0 //if set, the shuttle will be auto-recalled
var/auto_recall_time //the time at which the shuttle will be auto-recalled
var/evac = 0 //1 = emergency evacuation, 0 = crew transfer
var/wait_for_launch = 0 //if the shuttle is waiting to launch
var/deny_shuttle = 0 //allows admins to prevent the shuttle from being called
var/departed = 0 //if the shuttle has left the station at least once
/datum/shuttle_controller/emergency_shuttle/proc/setup_pods()
escape_pods = list()
var/datum/shuttle/ferry/escape_pod/pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod1/station)
pod.area_offsite = locate(/area/shuttle/escape_pod1/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod1/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod2/station)
pod.area_offsite = locate(/area/shuttle/escape_pod2/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod2/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod3/station)
pod.area_offsite = locate(/area/shuttle/escape_pod3/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod3/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
//There is no pod 4, apparently.
pod = new()
pod.location = 0
pod.warmup_time = 0
pod.area_station = locate(/area/shuttle/escape_pod5/station)
pod.area_offsite = locate(/area/shuttle/escape_pod5/centcom)
pod.area_transition = locate(/area/shuttle/escape_pod5/transit)
pod.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
escape_pods += pod
/datum/shuttle_controller/emergency_shuttle/proc/process()
if (wait_for_launch)
if (auto_recall && world.time >= auto_recall_time)
recall()
if (world.time >= launch_time) //time to launch the shuttle
wait_for_launch = 0
//set the travel time
if (!shuttle.location) //leaving from the station
//launch the pods!
for (var/datum/shuttle/ferry/escape_pod/pod in escape_pods)
pod.launch(src)
shuttle.travel_time = SHUTTLE_TRANSIT_DURATION_RETURN
else
shuttle.travel_time = SHUTTLE_TRANSIT_DURATION
shuttle.launch(src)
//process the shuttles
/datum/shuttle_controller/proc/process()
//process ferry shuttles
for (var/datum/shuttle/ferry/shuttle in process_shuttles)
if (shuttle.in_use)
shuttle.process_shuttle()
for (var/datum/shuttle/ferry/escape_pod/pod in escape_pods)
if (pod.in_use)
pod.process_shuttle()
//called when the shuttle has arrived.
/datum/shuttle_controller/emergency_shuttle/proc/shuttle_arrived()
if (!shuttle.location) //at station
launch_time = world.time + SHUTTLE_LEAVETIME*10
wait_for_launch = 1 //get ready to return
//so we don't have emergency_shuttle.shuttle.location everywhere
/datum/shuttle_controller/emergency_shuttle/proc/location()
if (!shuttle)
return 1 //if we dont have a shuttle datum, just act like it's at centcom
return shuttle.location
//calls the shuttle for an emergency evacuation
/datum/shuttle_controller/emergency_shuttle/proc/call_evac()
if(!can_call()) return
//set the launch timer
launch_time = world.time + get_shuttle_prep_time()*10
auto_recall_time = rand(world.time + 300, launch_time - 300)
wait_for_launch = 1
evac = 1
captain_announce("An emergency evacuation shuttle has been called. It will arrive in approximately [round(estimate_arrival_time()/60)] minutes.")
world << sound('sound/AI/shuttlecalled.ogg')
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyalert()
//calls the shuttle for a routine crew transfer
/datum/shuttle_controller/emergency_shuttle/proc/call_transfer()
if(!can_call()) return
//set the launch timer
launch_time = world.time + get_shuttle_prep_time()
auto_recall_time = rand(world.time + 300, launch_time - 300)
wait_for_launch = 1
captain_announce("A crew transfer has been initiated. The shuttle has been called. It will arrive in [round(estimate_arrival_time()/60)] minutes.")
//recalls the shuttle
/datum/shuttle_controller/emergency_shuttle/proc/recall()
if (!can_recall()) return
wait_for_launch = 0
shuttle.cancel_launch(src)
if (evac)
captain_announce("The emergency shuttle has been recalled.")
world << sound('sound/AI/shuttlerecalled.ogg')
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyreset()
evac = 0
else
captain_announce("The scheduled crew transfer has been cancelled.")
/datum/shuttle_controller/emergency_shuttle/proc/can_call()
if (deny_shuttle)
return 0
if (shuttle.moving_status != SHUTTLE_IDLE || !shuttle.location) //must be idle at centcom
return 0
if (wait_for_launch) //already launching
return 0
return 1
//this only returns 0 if it would absolutely make no sense to recall
//e.g. the shuttle is already at the station or wasn't called to begin with
//other reasons for the shuttle not being recallable should be handled elsewhere
/datum/shuttle_controller/emergency_shuttle/proc/can_recall()
if (shuttle.moving_status == SHUTTLE_INTRANSIT) //if the shuttle is already in transit then it's too late
return 0
if (!shuttle.location) //already at the station.
return 0
if (!wait_for_launch) //we weren't going anywhere, anyways...
return 0
return 1
/datum/shuttle_controller/emergency_shuttle/proc/get_shuttle_prep_time()
// During mutiny rounds, the shuttle takes twice as long.
if(ticker && istype(ticker.mode,/datum/game_mode/mutiny))
return SHUTTLE_PREPTIME * 3 //15 minutes
return SHUTTLE_PREPTIME
shuttle.process()
/*
These procs are not really used by the controller itself, but are for other parts of the
game whose logic depends on the emergency shuttle.
*/
/datum/shuttle_controller/New()
shuttles = list()
process_shuttles = list()
//returns the time left until the shuttle arrives at it's destination, in seconds
/datum/shuttle_controller/emergency_shuttle/proc/estimate_arrival_time()
var/eta
if (isnull(shuttle.jump_time))
eta = launch_time + shuttle.travel_time
else
eta = shuttle.jump_time + shuttle.travel_time
return (eta - world.time)/10
var/datum/shuttle/ferry/shuttle
//returns the time left until the shuttle launches, in seconds
/datum/shuttle_controller/emergency_shuttle/proc/estimate_launch_time()
return (launch_time - world.time)/10
// Escape shuttle and pods
shuttle = new/datum/shuttle/ferry/emergency()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/escape/centcom)
shuttle.area_station = locate(/area/shuttle/escape/station)
shuttle.area_transition = locate(/area/shuttle/escape/transit)
shuttle.travel_time = 300
//shuttle.docking_controller_tag = "supply_shuttle"
//shuttle.dock_target_station = "cargo_bay"
shuttles["Escape"] = shuttle
process_shuttles += shuttle
/datum/shuttle_controller/emergency_shuttle/proc/has_eta()
return (wait_for_launch || shuttle.moving_status != SHUTTLE_IDLE)
//give the emergency shuttle controller it's shuttle
emergency_shuttle.shuttle = shuttle
emergency_shuttle.setup_pods()
process_shuttles += emergency_shuttle.escape_pods
//returns 1 if the shuttle has gone to the station and come back at least once,
//used for game completion checking purposes
/datum/shuttle_controller/emergency_shuttle/proc/returned()
return (departed && shuttle.moving_status != SHUTTLE_IDLE && shuttle.location) //we've gone to the station at least once, no longer in transit and are idle back at centcom
// Supply shuttle
shuttle = new/datum/shuttle/ferry/supply()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/supply/dock)
shuttle.area_station = locate(/area/supply/station)
shuttle.docking_controller_tag = "supply_shuttle"
shuttle.dock_target_station = "cargo_bay"
shuttles["Supply"] = shuttle
process_shuttles += shuttle
//returns 1 if the shuttle is not idle at centcom
/datum/shuttle_controller/emergency_shuttle/proc/online()
if (!shuttle.location) //not at centcom
return 1
if (wait_for_launch || shuttle.moving_status != SHUTTLE_IDLE)
return 1
return 0
supply_controller.shuttle = shuttle
//returns 1 if the shuttle is currently in transit (or just leaving) to the station
/datum/shuttle_controller/emergency_shuttle/proc/going_to_station()
return (!shuttle.direction && shuttle.moving_status != SHUTTLE_IDLE)
// Admin shuttles.
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/transport1/centcom)
shuttle.area_station = locate(/area/shuttle/transport1/station)
shuttle.docking_controller_tag = "centcom_shuttle"
shuttle.dock_target_station = "centcom_shuttle_dock_airlock"
shuttle.dock_target_offsite = "centcom_shuttle_bay"
shuttles["Centcom"] = shuttle
process_shuttles += shuttle
//returns 1 if the shuttle is currently in transit (or just leaving) to centcom
/datum/shuttle_controller/emergency_shuttle/proc/going_to_centcom()
return (shuttle.direction && shuttle.moving_status != SHUTTLE_IDLE)
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10 //want some warmup time so people can cancel.
shuttle.area_offsite = locate(/area/shuttle/administration/centcom)
shuttle.area_station = locate(/area/shuttle/administration/station)
shuttle.docking_controller_tag = "admin_shuttle"
shuttle.dock_target_station = "admin_shuttle_dock_airlock"
shuttle.dock_target_offsite = "admin_shuttle_bay"
shuttles["Administration"] = shuttle
process_shuttles += shuttle
//returns 1 if the shuttle is docked at the station and waiting to leave
/datum/shuttle_controller/emergency_shuttle/proc/waiting_to_leave()
if (shuttle.location)
return 0 //not at station
if (!wait_for_launch)
return 0 //not going anywhere
if (shuttle.moving_status != SHUTTLE_IDLE)
return 0 //shuttle is doing stuff
return 1
shuttle = new()
shuttle.area_offsite = locate(/area/shuttle/alien/base)
shuttle.area_station = locate(/area/shuttle/alien/mine)
shuttles["Alien"] = shuttle
//process_shuttles += shuttle //don't need to process this. It can only be moved using admin magic anyways.
/*
Some slapped-together star effects for maximum spess immershuns. Basically consists of a
spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
until they reach a starender.
*/
// Public shuttles
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/constructionsite/site)
shuttle.area_station = locate(/area/shuttle/constructionsite/station)
shuttle.docking_controller_tag = "engineering_shuttle"
shuttle.dock_target_station = "engineering_dock_airlock"
shuttle.dock_target_offsite = "engineering_station_airlock"
shuttles["Engineering"] = shuttle
process_shuttles += shuttle
/obj/effect/bgstar
name = "star"
var/speed = 10
var/direction = SOUTH
layer = 2 // TURF_LAYER
shuttle = new()
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/mining/outpost)
shuttle.area_station = locate(/area/shuttle/mining/station)
shuttle.docking_controller_tag = "mining_shuttle"
shuttle.dock_target_station = "mining_dock_airlock"
shuttle.dock_target_offsite = "mining_outpost_airlock"
shuttles["Mining"] = shuttle
process_shuttles += shuttle
/obj/effect/bgstar/New()
..()
pixel_x += rand(-2,30)
pixel_y += rand(-2,30)
var/starnum = pick("1", "1", "1", "2", "3", "4")
shuttle = new()
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/research/outpost)
shuttle.area_station = locate(/area/shuttle/research/station)
shuttle.docking_controller_tag = "research_shuttle"
shuttle.dock_target_station = "research_dock_airlock"
shuttle.dock_target_offsite = "research_outpost_dock"
shuttles["Research"] = shuttle
process_shuttles += shuttle
icon_state = "star"+starnum
// ERT Shuttle
var/datum/shuttle/ferry/multidock/specops/ERT = new()
ERT.location = 0
ERT.warmup_time = 10
ERT.area_offsite = locate(/area/shuttle/specops/station) //centcom is the home station, the Exodus is offsite
ERT.area_station = locate(/area/shuttle/specops/centcom)
ERT.docking_controller_tag = "specops_shuttle_port"
ERT.docking_controller_tag_station = "specops_shuttle_port"
ERT.docking_controller_tag_offsite = "specops_shuttle_fore"
ERT.dock_target_station = "specops_centcom_dock"
ERT.dock_target_offsite = "specops_dock_airlock"
shuttles["Special Operations"] = ERT
process_shuttles += ERT
speed = rand(2, 5)
//Vox Shuttle.
var/datum/shuttle/multi_shuttle/VS = new/datum/shuttle/multi_shuttle()
VS.origin = /area/shuttle/vox/station
/obj/effect/bgstar/proc/startmove()
VS.destinations = list(
"Fore Starboard Solars" = /area/vox_station/northeast_solars,
"Fore Port Solars" = /area/vox_station/northwest_solars,
"Aft Starboard Solars" = /area/vox_station/southeast_solars,
"Aft Port Solars" = /area/vox_station/southwest_solars,
"Mining asteroid" = /area/vox_station/mining
)
while(src)
sleep(speed)
step(src, direction)
for(var/obj/effect/starender/E in loc)
del(src)
VS.announcer = "NSV Icarus"
VS.arrival_message = "Attention, Exodus, we just tracked a small target bypassing our defensive perimeter. Can't fire on it without hitting the station - you've got incoming visitors, like it or not."
VS.departure_message = "Your guests are pulling away, Exodus - moving too fast for us to draw a bead on them. Looks like they're heading out of the system at a rapid clip."
VS.interim = /area/vox_station/transit
VS.warmup_time = 10
shuttles["Vox Skipjack"] = VS
//Nuke Ops shuttle.
var/datum/shuttle/multi_shuttle/MS = new/datum/shuttle/multi_shuttle()
MS.origin = /area/syndicate_station/start
MS.destinations = list(
"Northwest of the station" = /area/syndicate_station/northwest,
"North of the station" = /area/syndicate_station/north,
"Northeast of the station" = /area/syndicate_station/northeast,
"Southwest of the station" = /area/syndicate_station/southwest,
"South of the station" = /area/syndicate_station/south,
"Southeast of the station" = /area/syndicate_station/southeast,
"Telecomms Satellite" = /area/syndicate_station/commssat,
"Mining Asteroid" = /area/syndicate_station/mining
)
MS.announcer = "NSV Icarus"
MS.arrival_message = "Attention, Exodus, you have a large signature approaching the station - looks unarmed to surface scans. We're too far out to intercept - brace for visitors."
MS.departure_message = "Your visitors are on their way out of the system, Exodus, burning delta-v like it's nothing. Good riddance."
MS.interim = /area/syndicate_station/transit
MS.warmup_time = 10
shuttles["Syndicate"] = MS
/obj/effect/starender
invisibility = 101
//This is called by gameticker after all the machines and radio frequencies have been properly initialized
/datum/shuttle_controller/proc/setup_shuttle_docks()
var/datum/shuttle/shuttle
var/datum/shuttle/ferry/multidock/multidock
var/list/dock_controller_map = list() //so we only have to iterate once through each list
/obj/effect/starspawner
invisibility = 101
var/spawndir = SOUTH
var/spawning = 0
//multidock shuttles
var/list/dock_controller_map_station = list()
var/list/dock_controller_map_offsite = list()
/obj/effect/starspawner/West
spawndir = WEST
for (var/shuttle_tag in shuttles)
shuttle = shuttles[shuttle_tag]
if (shuttle.docking_controller_tag)
dock_controller_map[shuttle.docking_controller_tag] = shuttle
if (istype(shuttle, /datum/shuttle/ferry/multidock))
multidock = shuttle
dock_controller_map_station[multidock.docking_controller_tag_station] = multidock
dock_controller_map_offsite[multidock.docking_controller_tag_offsite] = multidock
/obj/effect/starspawner/proc/startspawn()
spawning = 1
while(spawning)
sleep(rand(2, 30))
var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
S.direction = spawndir
spawn()
S.startmove()
//search for the controllers, if we have one.
if (dock_controller_map.len)
for (var/obj/machinery/embedded_controller/radio/C in machines) //only radio controllers are supported at the moment
if (istype(C.program, /datum/computer/file/embedded_program/docking))
if (C.id_tag in dock_controller_map)
shuttle = dock_controller_map[C.id_tag]
shuttle.docking_controller = C.program
dock_controller_map -= C.id_tag
if (C.id_tag in dock_controller_map_station)
multidock = dock_controller_map_station[C.id_tag]
if (istype(multidock))
multidock.docking_controller_station = C.program
dock_controller_map_station -= C.id_tag
if (C.id_tag in dock_controller_map_offsite)
multidock = dock_controller_map_offsite[C.id_tag]
if (istype(multidock))
multidock.docking_controller_offsite = C.program
dock_controller_map_offsite -= C.id_tag
//sanity check
if (dock_controller_map.len || dock_controller_map_station.len || dock_controller_map_offsite.len)
var/dat = ""
for (var/dock_tag in dock_controller_map + dock_controller_map_station + dock_controller_map_offsite)
dat += "\"[dock_tag]\", "
world << "/red /b warning: shuttles with docking tags [dat] could not find their controllers!"
//makes all shuttles docked to something at round start go into the docked state
for (var/shuttle_tag in shuttles)
shuttle = shuttles[shuttle_tag]
shuttle.dock()

View File

@@ -27,8 +27,7 @@
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
return
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller"))
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
@@ -62,6 +61,9 @@
if("Supply")
debug_variables(supply_controller)
feedback_add_details("admin_verb","DSupply")
if("Shuttles")
debug_variables(shuttle_controller)
feedback_add_details("admin_verb","DShuttles")
if("Emergency Shuttle")
debug_variables(emergency_shuttle)
feedback_add_details("admin_verb","DEmergency")

View File

@@ -130,7 +130,7 @@ var/global/datum/controller/gameticker/ticker
//here to initialize the random events nicely at round start
setup_economy()
setup_shuttle_docks()
shuttle_controller.setup_shuttle_docks()
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()

View File

@@ -41,7 +41,7 @@
message_admins("[key_name_admin(user)] has launched the shuttle")
log_game("[user.ckey] has launched the shuttle early")
world << "\blue <B>Alert: Shuttle launch time shortened to 10 seconds!</B>"
emergency_shuttle.launch_time = min(world.time + 100, emergency_shuttle.launch_time)
emergency_shuttle.set_launch_countdown(10)
//src.authorized = null
del(src.authorized)
src.authorized = list( )
@@ -62,7 +62,7 @@
switch(choice)
if("Launch")
world << "\blue <B>Alert: Shuttle launch time shortened to 10 seconds!</B>"
emergency_shuttle.launch_time = min(world.time + 100, emergency_shuttle.launch_time)
emergency_shuttle.set_launch_countdown(10)
emagged = 1
if("Cancel")
return

View File

@@ -163,15 +163,6 @@ var/list/mechtoys = list(
sleep(processing_interval)
spawn(0)
set background = 1
while(1)
if(processing)
if (shuttle.in_use)
shuttle.process_shuttle()
sleep(10)
//To stop things being sent to centcomm which should not be sent to centcomm. Recursively checks for these types.
proc/forbidden_atoms_check(atom/A)
if(istype(A,/mob/living))

View File

@@ -1924,15 +1924,15 @@
if("moveshuttle")
if(!shuttles) return // Something is very wrong, the global shuttle list has not been created.
if(!shuttle_controller) return // Something is very wrong, the shuttle controller has not been created.
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","ShA")
var/shuttle_tag = input("Which shuttle do you want to call?") as null|anything in shuttles
var/shuttle_tag = input("Which shuttle do you want to call?") as null|anything in shuttle_controller.shuttles
if(shuttle_tag)
var/datum/shuttle/S = shuttles[shuttle_tag]
var/datum/shuttle/S = shuttle_controller.shuttles[shuttle_tag]
if(istype(S) && S.moving_status == 0)
S.move()
message_admins("\blue [key_name_admin(usr)] moved the [shuttle_tag] shuttle", 1)

View File

@@ -3,14 +3,12 @@
//shuttle moving state defines are in setup.dm
var/global/list/shuttles
/datum/shuttle
var/warmup_time = 0
var/moving_status = SHUTTLE_IDLE //prevents people from doing things they shouldn't when the shuttle is in transit
var/moving_status = SHUTTLE_IDLE
var/docking_controller_tag //tag of the controller used to coordinate docking
var/datum/computer/file/embedded_program/docking/docking_controller //the controller itself
var/datum/computer/file/embedded_program/docking/docking_controller //the controller itself. (micro-controller, not game controller)
/datum/shuttle/proc/short_jump(var/area/origin,var/area/destination)
if(moving_status != SHUTTLE_IDLE) return
@@ -35,7 +33,7 @@ var/global/list/shuttles
move(locate(departing),locate(interim))
sleep(travel_time)
sleep(travel_time*10)
move(locate(interim),locate(destination))
@@ -117,199 +115,3 @@ var/global/list/shuttles
M.Weaken(3)
return
/proc/setup_shuttles()
shuttles = list()
var/datum/shuttle/ferry/shuttle
// Escape shuttle and pods
shuttle = new/datum/shuttle/ferry/emergency()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/escape/centcom)
shuttle.area_station = locate(/area/shuttle/escape/station)
shuttle.area_transition = locate(/area/shuttle/escape/transit)
shuttle.travel_time = SHUTTLE_TRANSIT_DURATION
//shuttle.docking_controller_tag = "supply_shuttle"
//shuttle.dock_target_station = "cargo_bay"
shuttles["Escape"] = shuttle
emergency_shuttle.shuttle = shuttle
emergency_shuttle.setup_pods()
// Supply shuttle
shuttle = new/datum/shuttle/ferry/supply()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/supply/dock)
shuttle.area_station = locate(/area/supply/station)
shuttle.docking_controller_tag = "supply_shuttle"
shuttle.dock_target_station = "cargo_bay"
shuttles["Supply"] = shuttle
supply_controller.shuttle = shuttle
// Admin shuttles.
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/transport1/centcom)
shuttle.area_station = locate(/area/shuttle/transport1/station)
shuttle.docking_controller_tag = "centcom_shuttle"
shuttle.dock_target_station = "centcom_shuttle_dock_airlock"
shuttle.dock_target_offsite = "centcom_shuttle_bay"
shuttles["Centcom"] = shuttle
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10 //want some warmup time so people can cancel.
shuttle.area_offsite = locate(/area/shuttle/administration/centcom)
shuttle.area_station = locate(/area/shuttle/administration/station)
shuttle.docking_controller_tag = "admin_shuttle"
shuttle.dock_target_station = "admin_shuttle_dock_airlock"
shuttle.dock_target_offsite = "admin_shuttle_bay"
shuttles["Administration"] = shuttle
shuttle = new()
shuttle.area_offsite = locate(/area/shuttle/alien/base)
shuttle.area_station = locate(/area/shuttle/alien/mine)
shuttles["Alien"] = shuttle
// Public shuttles
shuttle = new()
shuttle.location = 1
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/constructionsite/site)
shuttle.area_station = locate(/area/shuttle/constructionsite/station)
shuttle.docking_controller_tag = "engineering_shuttle"
shuttle.dock_target_station = "engineering_dock_airlock"
shuttle.dock_target_offsite = "engineering_station_airlock"
shuttles["Engineering"] = shuttle
shuttle = new()
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/mining/outpost)
shuttle.area_station = locate(/area/shuttle/mining/station)
shuttle.docking_controller_tag = "mining_shuttle"
shuttle.dock_target_station = "mining_dock_airlock"
shuttle.dock_target_offsite = "mining_outpost_airlock"
shuttles["Mining"] = shuttle
shuttle = new()
shuttle.warmup_time = 10
shuttle.area_offsite = locate(/area/shuttle/research/outpost)
shuttle.area_station = locate(/area/shuttle/research/station)
shuttle.docking_controller_tag = "research_shuttle"
shuttle.dock_target_station = "research_dock_airlock"
shuttle.dock_target_offsite = "research_outpost_dock"
shuttles["Research"] = shuttle
// ERT Shuttle
var/datum/shuttle/ferry/multidock/specops/ERT = new()
ERT.location = 0
ERT.warmup_time = 10
ERT.area_offsite = locate(/area/shuttle/specops/station) //centcom is the home station, the Exodus is offsite
ERT.area_station = locate(/area/shuttle/specops/centcom)
ERT.docking_controller_tag = "specops_shuttle_port"
ERT.docking_controller_tag_station = "specops_shuttle_port"
ERT.docking_controller_tag_offsite = "specops_shuttle_fore"
ERT.dock_target_station = "specops_centcom_dock"
ERT.dock_target_offsite = "specops_dock_airlock"
shuttles["Special Operations"] = ERT
//Vox Shuttle.
var/datum/shuttle/multi_shuttle/VS = new/datum/shuttle/multi_shuttle()
VS.origin = /area/shuttle/vox/station
VS.destinations = list(
"Fore Starboard Solars" = /area/vox_station/northeast_solars,
"Fore Port Solars" = /area/vox_station/northwest_solars,
"Aft Starboard Solars" = /area/vox_station/southeast_solars,
"Aft Port Solars" = /area/vox_station/southwest_solars,
"Mining asteroid" = /area/vox_station/mining
)
VS.announcer = "NSV Icarus"
VS.arrival_message = "Attention, Exodus, we just tracked a small target bypassing our defensive perimeter. Can't fire on it without hitting the station - you've got incoming visitors, like it or not."
VS.departure_message = "Your guests are pulling away, Exodus - moving too fast for us to draw a bead on them. Looks like they're heading out of the system at a rapid clip."
VS.interim = /area/vox_station/transit
VS.warmup_time = 10
shuttles["Vox Skipjack"] = VS
//Nuke Ops shuttle.
var/datum/shuttle/multi_shuttle/MS = new/datum/shuttle/multi_shuttle()
MS.origin = /area/syndicate_station/start
MS.destinations = list(
"Northwest of the station" = /area/syndicate_station/northwest,
"North of the station" = /area/syndicate_station/north,
"Northeast of the station" = /area/syndicate_station/northeast,
"Southwest of the station" = /area/syndicate_station/southwest,
"South of the station" = /area/syndicate_station/south,
"Southeast of the station" = /area/syndicate_station/southeast,
"Telecomms Satellite" = /area/syndicate_station/commssat,
"Mining Asteroid" = /area/syndicate_station/mining
)
MS.announcer = "NSV Icarus"
MS.arrival_message = "Attention, Exodus, you have a large signature approaching the station - looks unarmed to surface scans. We're too far out to intercept - brace for visitors."
MS.departure_message = "Your visitors are on their way out of the system, Exodus, burning delta-v like it's nothing. Good riddance."
MS.interim = /area/syndicate_station/transit
MS.warmup_time = 10
shuttles["Syndicate"] = MS
/proc/setup_shuttle_docks()
var/datum/shuttle/shuttle
var/datum/shuttle/ferry/multidock/multidock
var/list/dock_controller_map = list() //so we only have to iterate once through each list
//multidock shuttles
var/list/dock_controller_map_station = list()
var/list/dock_controller_map_offsite = list()
for (var/shuttle_tag in shuttles)
shuttle = shuttles[shuttle_tag]
if (shuttle.docking_controller_tag)
dock_controller_map[shuttle.docking_controller_tag] = shuttle
if (istype(shuttle, /datum/shuttle/ferry/multidock))
multidock = shuttle
dock_controller_map_station[multidock.docking_controller_tag_station] = multidock
dock_controller_map_offsite[multidock.docking_controller_tag_offsite] = multidock
//search for the controllers, if we have one.
if (dock_controller_map.len)
for (var/obj/machinery/embedded_controller/radio/C in machines) //only radio controllers are supported at the moment
if (istype(C.program, /datum/computer/file/embedded_program/docking))
if (C.id_tag in dock_controller_map)
shuttle = dock_controller_map[C.id_tag]
shuttle.docking_controller = C.program
dock_controller_map -= C.id_tag
if (C.id_tag in dock_controller_map_station)
multidock = dock_controller_map_station[C.id_tag]
if (istype(multidock))
multidock.docking_controller_station = C.program
dock_controller_map_station -= C.id_tag
if (C.id_tag in dock_controller_map_offsite)
multidock = dock_controller_map_offsite[C.id_tag]
if (istype(multidock))
multidock.docking_controller_offsite = C.program
dock_controller_map_offsite -= C.id_tag
//sanity check
if (dock_controller_map.len || dock_controller_map_station.len || dock_controller_map_offsite.len)
var/dat = ""
for (var/dock_tag in dock_controller_map + dock_controller_map_station + dock_controller_map_offsite)
dat += "\"[dock_tag]\", "
world << "/red /b warning: shuttles with docking tags [dat] could not find their controllers!"
//makes all shuttles docked to something at round start go into the docked state
for (var/shuttle_tag in shuttles)
shuttle = shuttles[shuttle_tag]
shuttle.dock()

View File

@@ -9,8 +9,7 @@
var/direction = 0 //0 = going to station, 1 = going to offsite.
var/process_state = IDLE_STATE
//this mutex ensures that only one console is processing the shuttle's controls at a time
var/obj/machinery/computer/shuttle_control/in_use = null //this doesn't have to be a console...
var/in_use = null //tells the controller whether this shuttle needs processing
var/area_transition
var/travel_time = 0
@@ -68,7 +67,7 @@
return area_station
return area_offsite
/datum/shuttle/ferry/proc/process_shuttle()
/datum/shuttle/ferry/proc/process()
switch(process_state)
if (WAIT_LAUNCH)
if (skip_docking_checks() || docking_controller.can_launch())
@@ -98,7 +97,7 @@
return dock_target
/datum/shuttle/ferry/proc/launch(var/obj/machinery/computer/shuttle_control/user)
/datum/shuttle/ferry/proc/launch(var/user)
if (!can_launch()) return
in_use = user //obtain an exclusive lock on the shuttle
@@ -106,11 +105,14 @@
process_state = WAIT_LAUNCH
undock()
/datum/shuttle/ferry/proc/force_launch(var/obj/machinery/computer/shuttle_control/user)
/datum/shuttle/ferry/proc/force_launch(var/user)
if (!can_force()) return
in_use = user //obtain an exclusive lock on the shuttle
if (travel_time && area_transition)
long_jump(null, null, area_transition, travel_time)
else
short_jump()
process_state = WAIT_ARRIVE
@@ -166,27 +168,6 @@
var/launch_override = 0
//TODO move this stuff into the shuttle datum itself, instead of manipulating the shuttle's members
/obj/machinery/computer/shuttle_control/process()
if (!shuttles || !(shuttle_tag in shuttles))
return
var/datum/shuttle/ferry/shuttle = shuttles[shuttle_tag]
if (!istype(shuttle))
return
if (shuttle.in_use == src)
shuttle.process_shuttle()
/obj/machinery/computer/shuttle_control/Del()
var/datum/shuttle/ferry/shuttle = shuttles[shuttle_tag]
if (!istype(shuttle))
return
if (shuttle.in_use == src)
shuttle.in_use = null //shuttle may not dock properly if this gets deleted while in transit, but its not a big deal
/obj/machinery/computer/shuttle_control/attack_hand(user as mob)
if(..(user))
return
@@ -196,7 +177,7 @@
/obj/machinery/computer/shuttle_control/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
var/data[0]
var/datum/shuttle/ferry/shuttle = shuttles[shuttle_tag]
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
if (!istype(shuttle))
return
@@ -241,7 +222,6 @@
ui.open()
ui.set_auto_update(1)
//TODO: Canceling launches, dock overrides using the console, forcing dock/undock
/obj/machinery/computer/shuttle_control/Topic(href, href_list)
if(..())
return
@@ -249,7 +229,7 @@
usr.set_machine(src)
src.add_fingerprint(usr)
var/datum/shuttle/ferry/shuttle = shuttles[shuttle_tag]
var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
if (!istype(shuttle))
return
@@ -260,11 +240,11 @@
else if(href_list["cancel"])
shuttle.cancel_launch()
/obj/machinery/computer/shuttle_control/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/emag))
src.req_access = list()
src.req_one_access = list()
hacked = 1
usr << "You short out the console's ID checking system. It's now available to everyone!"
else
@@ -273,8 +253,3 @@
/obj/machinery/computer/shuttle_control/bullet_act(var/obj/item/projectile/Proj)
visible_message("[Proj] ricochets off [src]!")
#undef IDLE_STATE
#undef WAIT_LAUNCH
#undef WAIT_ARRIVE
#undef WAIT_FINISH

View File

@@ -4,8 +4,8 @@
var/cloaked = 1
var/at_origin = 1
var/move_time = 240
var/cooldown = 200
var/last_move = 0
var/cooldown = 20
var/last_move = 0 //the time at which we last moved
var/announcer
var/arrival_message
@@ -21,6 +21,10 @@
..()
if(origin) last_departed = origin
/datum/shuttle/multi_shuttle/move()
..()
last_move = world.time
/datum/shuttle/multi_shuttle/proc/announce_departure()
if(cloaked || isnull(departure_message))
@@ -44,7 +48,7 @@
return
src.add_fingerprint(user)
var/datum/shuttle/multi_shuttle/MS = shuttles[shuttle_tag]
var/datum/shuttle/multi_shuttle/MS = shuttle_controller.shuttles[shuttle_tag]
if(!istype(MS)) return
var/dat
@@ -57,7 +61,7 @@
var/area/areacheck = get_area(src)
dat += "Location: [areacheck.name]<br>"
if((MS.last_move + MS.cooldown) > world.time)
if((MS.last_move + MS.cooldown*10) > world.time)
dat += "<font color='red'>Engines charging.</font><br>"
else
dat += "<font color='green'>Engines ready.</font><br>"
@@ -76,17 +80,13 @@
usr.set_machine(src)
src.add_fingerprint(usr)
var/datum/shuttle/multi_shuttle/MS = shuttles[shuttle_tag]
var/datum/shuttle/multi_shuttle/MS = shuttle_controller.shuttles[shuttle_tag]
if(!istype(MS)) return
if (MS.moving_status != SHUTTLE_IDLE)
usr << "\blue [shuttle_tag] vessel is moving."
return
if((MS.last_move + MS.cooldown) > world.time)
usr << "\red The ship is inoperable while the engines are charging."
return
if(href_list["start"])
if(MS.at_origin)
@@ -109,6 +109,9 @@
usr << "\red Ship stealth systems have been [(MS.cloaked ? "activated. The station will not" : "deactivated. The station will")] be warned of our arrival."
if(href_list["move_multi"])
if((MS.last_move + MS.cooldown) > world.time)
usr << "\red The ship's drive is inoperable while the engines are charging."
return
var/choice = input("Select a destination.") as null|anything in MS.destinations
if(!choice) return