Files
CHOMPStation2/code/controllers/emergency_shuttle_controller.dm
PsiOmega 68bf885e6b Announcement system refactoring.
Turns announcements into a datum based system to allow a variety of configurations.
Current configuration options include:
Admin logging
Which sound that should play when announced, if any
If the announcement should be stored as a newscast

Request console/standard announcements currently match priority announcements, but have a smaller style/footprint.
Player announcements now include the assignment and name of the person (or the id rather) who made it.

Have currently only updated the request console and all announcements which previously used captain_announce().
Affected automated announcements, such as shuttle messages, should be exactly the same as before.
2014-08-21 06:34:41 +02:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Controls the emergency shuttle
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/autopilot = 1 //set to 0 to disable the shuttle automatically launching
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
var/datum/announcement/priority/emergency_shuttle_docked = new(0, new_sound = sound('sound/AI/shuttledock.ogg'))
var/datum/announcement/priority/emergency_shuttle_called = new(0, new_sound = sound('sound/AI/shuttlecalled.ogg'))
var/datum/announcement/priority/emergency_shuttle_recalled = new(0, new_sound = sound('sound/AI/shuttlerecalled.ogg'))
/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()
if (!shuttle.location) //leaving from the station
//launch the pods!
for (var/datum/shuttle/ferry/escape_pod/pod in escape_pods)
if (!pod.arming_controller || pod.arming_controller.armed)
pod.launch(src)
if (autopilot)
shuttle.launch(src)
//called when the shuttle has arrived.
/datum/emergency_shuttle_controller/proc/shuttle_arrived()
if (!shuttle.location) //at station
if (autopilot)
set_launch_countdown(SHUTTLE_LEAVETIME) //get ready to return
if (evac)
emergency_shuttle_docked.Announce("The Emergency Shuttle has docked with the station. You have approximately [round(estimate_launch_time()/60,1)] minutes to board the Emergency Shuttle.")
else
priority_announcement.Announce("The scheduled Crew Transfer Shuttle has docked with the station. It will depart in approximately [round(emergency_shuttle.estimate_launch_time()/60,1)] minutes.")
//arm the escape pods
if (evac)
for (var/datum/shuttle/ferry/escape_pod/pod in escape_pods)
if (pod.arming_controller)
pod.arming_controller.arm()
//begins the launch countdown and sets the amount of time left until launch
/datum/emergency_shuttle_controller/proc/set_launch_countdown(var/seconds)
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
autopilot = 1
set_launch_countdown(get_shuttle_prep_time())
auto_recall_time = rand(world.time + 300, launch_time - 300)
//reset the shuttle transit time if we need to
shuttle.move_time = SHUTTLE_TRANSIT_DURATION
evac = 1
emergency_shuttle_called.Announce("An emergency evacuation shuttle has been called. It will arrive in approximately [round(estimate_arrival_time()/60)] minutes.")
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
autopilot = 1
set_launch_countdown(get_shuttle_prep_time())
auto_recall_time = rand(world.time + 300, launch_time - 300)
//reset the shuttle transit time if we need to
shuttle.move_time = SHUTTLE_TRANSIT_DURATION
priority_announcement.Announce("A crew transfer has been scheduled. The shuttle has been called. It will arrive in approximately [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)
emergency_shuttle_recalled.Announce("The emergency shuttle has been recalled.")
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyreset()
evac = 0
else
priority_announcement.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.
*/
//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
return (wait_for_launch || shuttle.moving_status != SHUTTLE_INTRANSIT)
//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 (shuttle.has_arrive_time())
//we are in transition and can get an accurate ETA
eta = shuttle.arrive_time
else
//otherwise we need to estimate the arrival time using the scheduled launch time
eta = launch_time + shuttle.move_time*10 + shuttle.warmup_time*10
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)
/datum/emergency_shuttle_controller/proc/get_status_panel_eta()
if (online())
if (shuttle.has_arrive_time())
var/timeleft = emergency_shuttle.estimate_arrival_time()
return "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]"
if (waiting_to_leave())
if (shuttle.moving_status == SHUTTLE_WARMUP)
return "Departing..."
var/timeleft = emergency_shuttle.estimate_launch_time()
return "ETD-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]"
return ""
/*
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()