mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
368 lines
11 KiB
Plaintext
368 lines
11 KiB
Plaintext
/obj/machinery/gateway
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name = "gateway"
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desc = "A mysterious gateway built by unknown hands. It allows for faster than light travel to far-flung locations and even alternate realities." //VOREStation Edit
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icon = 'icons/obj/machines/gateway.dmi'
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icon_state = "off"
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density = TRUE
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anchored = TRUE
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unacidable = TRUE
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var/active = 0
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/obj/machinery/gateway/Initialize()
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update_icon()
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if(dir == SOUTH)
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density = FALSE
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. = ..()
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/obj/machinery/gateway/update_icon()
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if(active)
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icon_state = "on"
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return
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icon_state = "off"
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//this is da important part wot makes things go
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GLOBAL_DATUM(gateway_station, /obj/machinery/gateway/centerstation)
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/obj/machinery/gateway/centerstation
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density = TRUE
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icon_state = "offcenter"
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use_power = USE_POWER_IDLE
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//warping vars
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var/list/linked = list()
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var/ready = 0 //have we got all the parts for a gateway?
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var/wait = 0 //this just grabs world.time at world start
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var/obj/machinery/gateway/centeraway/awaygate = null
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/obj/machinery/gateway/centerstation/Initialize()
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if(GLOB.gateway_station)
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warning("[src] at [x],[y],[z] appears to be an additional station-gateway")
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else
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GLOB.gateway_station = src
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update_icon()
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wait = world.time + CONFIG_GET(number/gateway_delay) //+ thirty minutes default
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if(GLOB.gateway_away)
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awaygate = GLOB.gateway_away
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else
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awaygate = locate(/obj/machinery/gateway/centeraway)
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. = ..()
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density = TRUE //VOREStation Add
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/obj/machinery/gateway/centerstation/Destroy()
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if(awaygate?.stationgate == src)
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awaygate.stationgate = null
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if(GLOB.gateway_station == src)
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GLOB.gateway_station = null
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return ..()
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/obj/machinery/gateway/centerstation/update_icon()
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if(active)
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icon_state = "oncenter"
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return
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icon_state = "offcenter"
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/* VOREStation Removal - Doesn't do anything
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/obj/machinery/gateway/centerstation/New()
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density = TRUE
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*/ //VOREStation Removal End
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/obj/machinery/gateway/centerstation/process()
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if(stat & (NOPOWER))
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if(active) toggleoff()
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return
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if(active)
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use_power(5000)
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/obj/machinery/gateway/centerstation/proc/detect()
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linked = list() //clear the list
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var/turf/T = loc
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for(var/i in alldirs)
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T = get_step(loc, i)
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var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
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if(G)
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linked.Add(G)
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continue
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//this is only done if we fail to find a part
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ready = 0
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toggleoff()
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break
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if(linked.len == 8)
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ready = 1
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/obj/machinery/gateway/centerstation/proc/toggleon(mob/user as mob)
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if(!ready) return
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if(linked.len != 8) return
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if(!powered()) return
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if(!awaygate)
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to_chat(user, span_notice("Error: No destination found. Please program gateway."))
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return
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if(world.time < wait)
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to_chat(user, span_notice("Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes."))
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return
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if(!awaygate.calibrated && !LAZYLEN(awaydestinations)) //VOREStation Edit
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to_chat(user, span_notice("Error: Destination gate uncalibrated. Gateway unsafe to use without far-end calibration update."))
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return
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for(var/obj/machinery/gateway/G in linked)
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G.active = 1
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G.update_icon()
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active = 1
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update_icon()
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/obj/machinery/gateway/centerstation/proc/toggleoff()
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for(var/obj/machinery/gateway/G in linked)
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G.active = 0
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G.update_icon()
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active = 0
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update_icon()
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/obj/machinery/gateway/centerstation/attack_hand(mob/user as mob)
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if(!ready)
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detect()
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return
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if(!active)
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toggleon(user)
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return
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toggleoff()
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//okay, here's the good teleporting stuff
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/obj/machinery/gateway/centerstation/Bumped(atom/movable/M as mob|obj)
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if(!ready) return
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if(!active) return
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if(!awaygate) return
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use_power(5000)
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M << 'sound/effects/phasein.ogg'
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playsound(src, 'sound/effects/phasein.ogg', 100, 1)
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if(awaygate.calibrated)
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M.forceMove(get_step(awaygate.loc, SOUTH))
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M.set_dir(SOUTH)
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return
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else
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//VOREStation Addition Start: Prevent abuse
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if(istype(M, /obj/item/uav))
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var/obj/item/uav/L = M
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L.power_down()
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if(isliving(M))
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var/mob/living/L = M
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if(LAZYLEN(L.buckled_mobs))
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var/datum/riding/R = L.riding_datum
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for(var/rider in L.buckled_mobs)
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R.force_dismount(rider)
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//VOREStation Addition End: Prevent abuse
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var/obj/effect/landmark/dest = pick(awaydestinations)
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if(dest)
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M.forceMove(dest.loc)
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M.set_dir(SOUTH)
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//VOREStation Addition Start: Mcguffin time!
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.client)
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awaygate.entrydetect()
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//VOREStation Addition End: Mcguffin time!
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//VOREStation Addition Start: Abduction!
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if(isliving(M) && dest.abductor)
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var/mob/living/L = M
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if(L.nutrition > 500)
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L.nutrition = 500 //If the aim is to negate people overpreparing, then they shouldn't be able to stuff themselves full of food either.
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//Situations to get the mob out of
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if(L.buckled)
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L.buckled.unbuckle_mob()
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if(istype(L.loc,/obj/mecha))
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var/obj/mecha/ME = L.loc
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ME.go_out()
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else if(istype(L.loc,/obj/machinery/sleeper))
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var/obj/machinery/sleeper/SL = L.loc
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SL.go_out()
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else if(istype(L.loc,/obj/machinery/recharge_station))
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var/obj/machinery/recharge_station/RS = L.loc
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RS.go_out()
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if(!issilicon(L)) //Don't drop borg modules...
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var/list/mob_contents = list() //Things which are actually drained as a result of the above not being null.
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mob_contents |= L // The recursive check below does not add the object being checked to its list.
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mob_contents |= recursive_content_check(L, mob_contents, recursion_limit = 3, client_check = 0, sight_check = 0, include_mobs = 1, include_objects = 1, ignore_show_messages = 1)
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for(var/obj/item/holder/I in mob_contents)
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var/obj/item/holder/H = I
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var/mob/living/MI = H.held_mob
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MI.forceMove(get_turf(H))
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if(!issilicon(MI)) //Don't drop borg modules...
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for(var/obj/item/II in MI)
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if(istype(II,/obj/item/implant) || istype(II,/obj/item/nif))
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continue
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MI.drop_from_inventory(II, dest.loc)
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var/obj/effect/landmark/finaldest = pick(awayabductors)
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MI.forceMove(finaldest.loc)
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sleep(1)
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MI.Paralyse(10)
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MI << 'sound/effects/bamf.ogg'
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to_chat(MI,span_warning("You're starting to come to. You feel like you've been out for a few minutes, at least..."))
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for(var/obj/item/I in L)
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if(istype(I,/obj/item/implant) || istype(I,/obj/item/nif))
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continue
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L.drop_from_inventory(I, dest.loc)
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var/obj/effect/landmark/finaldest = pick(awayabductors)
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L.forceMove(finaldest.loc)
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sleep(1)
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L.Paralyse(10)
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L << 'sound/effects/bamf.ogg'
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to_chat(L,span_warning("You're starting to come to. You feel like you've been out for a few minutes, at least..."))
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//VOREStation Addition End
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return
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/obj/machinery/gateway/centerstation/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/multitool))
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if(!awaygate)
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if(GLOB.gateway_away)
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awaygate = GLOB.gateway_away
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else
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awaygate = locate(/obj/machinery/gateway/centeraway)
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if(!awaygate) // We still can't find the damn thing because there is no destination.
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to_chat(user, span_notice("Error: Programming failed. No destination found."))
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return
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to_chat(user, span_boldnotice("Startup programming successful!") + ": A destination in another point of space and time has been detected.")
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else
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to_chat(user, span_black("The gate is already calibrated, there is no work for you to do here."))
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return
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/////////////////////////////////////Away////////////////////////
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GLOBAL_DATUM(gateway_away, /obj/machinery/gateway/centeraway)
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/obj/machinery/gateway/centeraway
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density = TRUE
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icon_state = "offcenter"
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use_power = USE_POWER_OFF
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var/calibrated = 1
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var/list/linked = list() //a list of the connected gateway chunks
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var/ready = 0
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var/obj/machinery/gateway/centerstation/stationgate = null
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/obj/machinery/gateway/centeraway/New()
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density = TRUE
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/obj/machinery/gateway/centeraway/Initialize()
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if(GLOB.gateway_away)
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warning("[src] at [x],[y],[z] appears to be an additional away-gateway")
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else
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GLOB.gateway_away = src
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update_icon()
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if(GLOB.gateway_station)
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stationgate = GLOB.gateway_station
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else
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stationgate = locate(/obj/machinery/gateway/centerstation)
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. = ..()
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density = TRUE //VOREStation Add
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/obj/machinery/gateway/centeraway/Destroy()
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if(stationgate?.awaygate == src)
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stationgate.awaygate = null
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if(GLOB.gateway_away == src)
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GLOB.gateway_away = null
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return ..()
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/obj/machinery/gateway/centeraway/update_icon()
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if(active)
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icon_state = "oncenter"
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return
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icon_state = "offcenter"
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/obj/machinery/gateway/centeraway/proc/detect()
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linked = list() //clear the list
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var/turf/T = loc
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for(var/i in alldirs)
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T = get_step(loc, i)
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var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
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if(G)
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linked.Add(G)
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continue
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//this is only done if we fail to find a part
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ready = 0
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toggleoff()
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break
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if(linked.len == 8)
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ready = 1
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/obj/machinery/gateway/centeraway/proc/toggleon(mob/user as mob)
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if(!ready) return
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if(linked.len != 8) return
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if(!stationgate || !calibrated) // Vorestation edit. Not like Polaris ever touches this anyway.
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to_chat(user, span_notice("Error: No destination found. Please calibrate gateway."))
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return
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for(var/obj/machinery/gateway/G in linked)
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G.active = 1
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G.update_icon()
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active = 1
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update_icon()
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/obj/machinery/gateway/centeraway/proc/toggleoff()
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for(var/obj/machinery/gateway/G in linked)
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G.active = 0
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G.update_icon()
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active = 0
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update_icon()
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/obj/machinery/gateway/centeraway/attack_hand(mob/user as mob)
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if(!ready)
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detect()
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return
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if(!active)
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toggleon(user)
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return
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toggleoff()
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/obj/machinery/gateway/centeraway/Bumped(atom/movable/M as mob|obj)
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if(!ready) return
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if(!active) return
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if(istype(M, /mob/living/carbon))
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for(var/obj/item/implant/exile/E in M)//Checking that there is an exile implant in the contents
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if(E.imp_in == M)//Checking that it's actually implanted vs just in their pocket
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to_chat(M, span_black("The station gate has detected your exile implant and is blocking your entry."))
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return
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M.forceMove(get_step(stationgate.loc, SOUTH))
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M.set_dir(SOUTH)
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M << 'sound/effects/phasein.ogg'
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playsound(src, 'sound/effects/phasein.ogg', 100, 1)
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/obj/machinery/gateway/centeraway/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/multitool))
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if(calibrated && stationgate)
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to_chat(user, span_black("The gate is already calibrated, there is no work for you to do here."))
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return
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else
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// VOREStation Add
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if(GLOB.gateway_station)
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stationgate = GLOB.gateway_station
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else
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stationgate = locate(/obj/machinery/gateway/centerstation)
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if(!stationgate)
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to_chat(user, span_notice("Error: Recalibration failed. No destination found... That can't be good."))
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return
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// VOREStation Add End
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else
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to_chat(user, span_blue(span_bold("Recalibration successful!") + "") + span_black(" This gate's systems have been fine tuned. Travel to this gate will now be on target."))
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calibrated = 1
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return
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