mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Removes a very large amount of world loops. Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically. Cleans up some commented out code.
245 lines
7.9 KiB
Plaintext
245 lines
7.9 KiB
Plaintext
/obj/machinery/computer/shuttle_control/specops
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name = "special operations shuttle console"
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shuttle_tag = "Special Operations"
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req_access = list(access_cent_specops)
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/obj/machinery/computer/shuttle_control/specops/attack_ai(user as mob)
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user << "<font color='red'>Access Denied.</font>"
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return 1
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//for shuttles that may use a different docking port at each location
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/datum/shuttle/ferry/multidock
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var/docking_controller_tag_station
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var/docking_controller_tag_offsite
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var/datum/computer/file/embedded_program/docking/docking_controller_station
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var/datum/computer/file/embedded_program/docking/docking_controller_offsite
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category = /datum/shuttle/ferry/multidock
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/datum/shuttle/ferry/multidock/init_docking_controllers()
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if(docking_controller_tag_station)
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docking_controller_station = locate(docking_controller_tag_station)
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if(!istype(docking_controller_station))
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warning("warning: shuttle with docking tag [docking_controller_station] could not find it's controller!")
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if(docking_controller_tag_offsite)
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docking_controller_offsite = locate(docking_controller_tag_offsite)
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if(!istype(docking_controller_offsite))
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warning("warning: shuttle with docking tag [docking_controller_offsite] could not find it's controller!")
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if (!location)
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docking_controller = docking_controller_station
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else
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docking_controller = docking_controller_offsite
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/datum/shuttle/ferry/multidock/move(var/area/origin,var/area/destination)
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..(origin, destination)
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if (!location)
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docking_controller = docking_controller_station
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else
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docking_controller = docking_controller_offsite
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/datum/shuttle/ferry/multidock/specops
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var/specops_return_delay = 6000 //After moving, the amount of time that must pass before the shuttle may move again
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var/specops_countdown_time = 600 //Length of the countdown when moving the shuttle
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var/obj/item/device/radio/intercom/announcer = null
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var/reset_time = 0 //the world.time at which the shuttle will be ready to move again.
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var/launch_prep = 0
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var/cancel_countdown = 0
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category = /datum/shuttle/ferry/multidock/specops
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/datum/shuttle/ferry/multidock/specops/New()
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..()
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announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
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announcer.config(list("Response Team" = 0))
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/datum/shuttle/ferry/multidock/specops/proc/radio_announce(var/message)
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if(announcer)
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announcer.autosay(message, "A.L.I.C.E.", "Response Team")
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/datum/shuttle/ferry/multidock/specops/launch(var/user)
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if (!can_launch())
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return
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if (istype(user, /obj/machinery/computer))
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var/obj/machinery/computer/C = user
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if(world.time <= reset_time)
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C.visible_message("<font color='blue'>[using_map.boss_name] will not allow the Special Operations shuttle to launch yet.</font>")
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if (((world.time - reset_time)/10) > 60)
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C.visible_message("<font color='blue'>[-((world.time - reset_time)/10)/60] minutes remain!</font>")
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else
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C.visible_message("<font color='blue'>[-(world.time - reset_time)/10] seconds remain!</font>")
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return
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C.visible_message("<font color='blue'>The Special Operations shuttle will depart in [(specops_countdown_time/10)] seconds.</font>")
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if (location) //returning
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radio_announce("THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN")
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else
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radio_announce("THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH")
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sleep_until_launch()
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if (location)
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var/obj/machinery/light/small/readylight/light = locate() in get_location_area()
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if(light) light.set_state(0)
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//launch
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radio_announce("ALERT: INITIATING LAUNCH SEQUENCE")
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..(user)
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/datum/shuttle/ferry/multidock/specops/move(var/area/origin,var/area/destination)
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..(origin, destination)
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spawn(20)
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if (!location) //just arrived home
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "<span class='danger'>You have arrived at [using_map.boss_name]. Operation has ended!</span>"
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else //just left for the station
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launch_mauraders()
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for(var/turf/T in get_area_turfs(destination))
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var/mob/M = locate(/mob) in T
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M << "<span class='danger'>You have arrived at [station_name()]. Commence operation!</span>"
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var/obj/machinery/light/small/readylight/light = locate() in T
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if(light) light.set_state(1)
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/datum/shuttle/ferry/multidock/specops/cancel_launch()
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if (!can_cancel())
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return
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cancel_countdown = 1
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radio_announce("ALERT: LAUNCH SEQUENCE ABORTED")
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if (istype(in_use, /obj/machinery/computer))
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var/obj/machinery/computer/C = in_use
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C.visible_message("<font color='red'>Launch sequence aborted.</font>")
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..()
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/datum/shuttle/ferry/multidock/specops/can_launch()
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if(launch_prep)
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return 0
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return ..()
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//should be fine to allow forcing. process_state only becomes WAIT_LAUNCH after the countdown is over.
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///datum/shuttle/ferry/multidock/specops/can_force()
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// return 0
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/datum/shuttle/ferry/multidock/specops/can_cancel()
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if(launch_prep)
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return 1
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return ..()
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/datum/shuttle/ferry/multidock/specops/proc/sleep_until_launch()
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var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
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var/launch_time = world.time + specops_countdown_time
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var/time_until_launch
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cancel_countdown = 0
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launch_prep = 1
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while(!cancel_countdown && (launch_time - world.time) > 0)
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var/ticksleft = launch_time - world.time
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//if(ticksleft > 1e5)
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// launch_time = world.timeofday + 10 // midnight rollover
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time_until_launch = (ticksleft / 10)
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//All this does is announce the time before launch.
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var/rounded_time_left = round(time_until_launch)//Round time so that it will report only once, not in fractions.
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if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
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radio_announce("ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN")
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message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
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//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
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sleep(5)
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launch_prep = 0
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/proc/launch_mauraders()
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var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
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//Begin Marauder launchpad.
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spawn(0)//So it parallel processes it.
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for(var/obj/machinery/door/blast/M in special_ops)
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switch(M.id)
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if("ASSAULT0")
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spawn(10)//1 second delay between each.
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M.open()
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if("ASSAULT1")
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spawn(20)
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M.open()
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if("ASSAULT2")
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spawn(30)
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M.open()
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if("ASSAULT3")
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spawn(40)
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M.open()
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sleep(10)
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var/spawn_marauder[] = new()
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "Marauder Entry")
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spawn_marauder.Add(L)
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "Marauder Exit")
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var/obj/effect/portal/P = new(L.loc)
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P.invisibility = 101//So it is not seen by anyone.
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P.failchance = 0//So it has no fail chance when teleporting.
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P.target = pick(spawn_marauder)//Where the marauder will arrive.
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spawn_marauder.Remove(P.target)
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sleep(10)
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for(var/obj/machinery/mass_driver/M in special_ops)
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switch(M.id)
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if("ASSAULT0")
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spawn(10)
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M.drive()
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if("ASSAULT1")
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spawn(20)
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M.drive()
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if("ASSAULT2")
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spawn(30)
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M.drive()
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if("ASSAULT3")
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spawn(40)
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M.drive()
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sleep(50)//Doors remain open for 5 seconds.
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for(var/obj/machinery/door/blast/M in special_ops)
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switch(M.id)//Doors close at the same time.
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if("ASSAULT0")
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spawn(0)
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M.close()
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if("ASSAULT1")
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spawn(0)
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M.close()
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if("ASSAULT2")
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spawn(0)
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M.close()
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if("ASSAULT3")
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spawn(0)
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M.close()
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special_ops.readyreset()//Reset firealarm after the team launched.
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//End Marauder launchpad.
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/obj/machinery/light/small/readylight
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brightness_range = 5
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brightness_power = 1
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brightness_color = "#DA0205"
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var/state = 0
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/obj/machinery/light/small/readylight/proc/set_state(var/new_state)
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state = new_state
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if(state)
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brightness_color = "00FF00"
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else
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brightness_color = initial(brightness_color)
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update()
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