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Adds BS12 dismemberment. Not all features of it are implemented yet, but it should be equal to our previous system. Adds greater changeling code, but doesn't change the genome count yet on it. Renames registered to registered_name on IDs because bs12 had it and it seemed like a good idea to do last night. For some reason. Adds an afterattack to mobs that can be used. (In fairness, lots of shit in attack_hand should be in there instead, like stungloves and stuff, to minimize duplicated code) Revision: r3537 Author: VivianFoxfoot
335 lines
9.8 KiB
Plaintext
335 lines
9.8 KiB
Plaintext
// Controls the emergency shuttle
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// these define the time taken for the shuttle to get to SS13
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// and the time before it leaves again
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#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
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#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
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#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
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var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
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datum/shuttle_controller
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var
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location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
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online = 0
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direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
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endtime // timeofday that shuttle arrives
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timelimit //important when the shuttle gets called for more than shuttlearrivetime
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//timeleft = 360 //600
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fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
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deny_shuttle = 0 //for admins not allowing it to be called.
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departed = 0
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// sound_siren = 1 //if siren should go off //People hat it :(
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// call the shuttle
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// if not called before, set the endtime to T+600 seconds
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// otherwise if outgoing, switch to incoming
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proc/incall(coeff = 1)
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if(deny_shuttle)
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return
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if(endtime)
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if(direction == -1)
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setdirection(1)
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else
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settimeleft(SHUTTLEARRIVETIME*coeff)
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online = 1
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//turning on the red lights in hallways and siren
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for(var/area/A in world)
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if(istype(A, /area/hallway))
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A.readyalert()
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//sound_siren = 1
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proc/recall()
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if(direction == 1)
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var/timeleft = timeleft()
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if(timeleft >= 600)
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return
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captain_announce("The emergency shuttle has been recalled.")
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world << sound('shuttlerecalled.ogg')
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setdirection(-1)
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online = 1
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//turning off the red lights in hallways and siren
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for(var/area/A in world)
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if(istype(A, /area/hallway))
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A.readyreset()
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// sound_siren = 0
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// returns the time (in seconds) before shuttle arrival
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// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
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proc/timeleft()
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if(online)
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var/timeleft = round((endtime - world.timeofday)/10 ,1)
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if(direction == 1 || direction == 2)
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return timeleft
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else
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return SHUTTLEARRIVETIME-timeleft
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else
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return SHUTTLEARRIVETIME
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// sets the time left to a given delay (in seconds)
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proc/settimeleft(var/delay)
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endtime = world.timeofday + delay * 10
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timelimit = delay
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// sets the shuttle direction
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// 1 = towards SS13, -1 = back to centcom
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proc/setdirection(var/dirn)
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if(direction == dirn)
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return
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direction = dirn
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
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var/ticksleft = endtime - world.timeofday
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endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
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return
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proc/process()
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emergency_shuttle
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process()
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if(!online)
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return
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var/timeleft = timeleft()
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if(timeleft > 1e5) // midnight rollover protection
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timeleft = 0
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// if (sound_siren && (direction == 1)) //playing siren every 90 seconds
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// sound_siren = 0 //No siren, people hat it
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// world << sound('siren.ogg')
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// spawn(900)
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// sound_siren = 1
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switch(location)
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if(0)
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/* --- Shuttle is in transit to Central Command from SS13 --- */
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if(direction == 2)
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if(timeleft>0)
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return 0
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/* --- Shuttle has arrived at Centrcal Command --- */
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else
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// turn off the star spawners
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/*
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for(var/obj/effect/starspawner/S in world)
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S.spawning = 0
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*/
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location = 2
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/transit)
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var/area/end_location = locate(/area/shuttle/escape/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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//pods
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start_location = locate(/area/shuttle/escape_pod1/transit)
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end_location = locate(/area/shuttle/escape_pod1/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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start_location = locate(/area/shuttle/escape_pod2/transit)
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end_location = locate(/area/shuttle/escape_pod2/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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start_location = locate(/area/shuttle/escape_pod3/transit)
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end_location = locate(/area/shuttle/escape_pod3/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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start_location = locate(/area/shuttle/escape_pod5/transit)
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end_location = locate(/area/shuttle/escape_pod5/centcom)
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start_location.move_contents_to(end_location, null, EAST)
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online = 0
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return 1
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/* --- Shuttle has docked centcom after being recalled --- */
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if(timeleft>timelimit)
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online = 0
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direction = 1
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endtime = null
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return 0
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else if((fake_recall != 0) && (timeleft <= fake_recall))
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recall()
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return 0
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/* --- Shuttle has docked with the station - begin countdown to transit --- */
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else if(timeleft <= 0)
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location = 1
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var/area/start_location = locate(/area/shuttle/escape/centcom)
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var/area/end_location = locate(/area/shuttle/escape/station)
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var/list/dstturfs = list()
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var/throwy = world.maxy
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for(var/turf/T in end_location)
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dstturfs += T
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if(T.y < throwy)
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throwy = T.y
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// hey you, get out of the way!
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for(var/turf/T in dstturfs)
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// find the turf to move things to
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var/turf/D = locate(T.x, throwy - 1, 1)
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//var/turf/E = get_step(D, SOUTH)
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for(var/atom/movable/AM as mob|obj in T)
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AM.Move(D)
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// NOTE: Commenting this out to avoid recreating mass driver glitch
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/*
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spawn(0)
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AM.throw_at(E, 1, 1)
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return
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*/
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if(istype(T, /turf/simulated))
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del(T)
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for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
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bug.gib()
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start_location.move_contents_to(end_location)
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settimeleft(SHUTTLELEAVETIME)
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captain_announce("The Emergency Shuttle has docked with the station. You have [timeleft()/60] minutes to board the Emergency Shuttle.")
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world << sound('shuttledock.ogg')
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return 1
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if(1)
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if(timeleft>0)
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return 0
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/* --- Shuttle leaves the station, enters transit --- */
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else
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// Turn on the star effects
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/* // kinda buggy atm, i'll fix this later
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for(var/obj/effect/starspawner/S in world)
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if(!S.spawning)
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spawn() S.startspawn()
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*/
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departed = 1 // It's going!
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location = 0 // in deep space
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direction = 2 // heading to centcom
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/station)
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var/area/end_location = locate(/area/shuttle/escape/transit)
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settimeleft(SHUTTLETRANSITTIME)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.close()
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//pods
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start_location = locate(/area/shuttle/escape_pod1/station)
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end_location = locate(/area/shuttle/escape_pod1/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.close()
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start_location = locate(/area/shuttle/escape_pod2/station)
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end_location = locate(/area/shuttle/escape_pod2/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.close()
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start_location = locate(/area/shuttle/escape_pod3/station)
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end_location = locate(/area/shuttle/escape_pod3/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.close()
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start_location = locate(/area/shuttle/escape_pod5/station)
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end_location = locate(/area/shuttle/escape_pod5/transit)
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start_location.move_contents_to(end_location, null, EAST)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.close()
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captain_announce("The Emergency Shuttle has left the station. Estimate [timeleft()/60] minutes until the shuttle docks at Central Command.")
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// Some aesthetic turbulance shaking
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for(var/mob/M in end_location)
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if(M.client)
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spawn()
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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return 1
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else
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return 1
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/*
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Some slapped-together star effects for maximum spess immershuns. Basically consists of a
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spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
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until they reach a starender.
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*/
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/obj/effect/bgstar
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name = "star"
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var/speed = 10
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var/direction = SOUTH
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layer = 2 // TURF_LAYER
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New()
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..()
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pixel_x += rand(-2,30)
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pixel_y += rand(-2,30)
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var/starnum = pick("1", "1", "1", "2", "3", "4")
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icon_state = "star"+starnum
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speed = rand(2, 5)
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proc/startmove()
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while(src)
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sleep(speed)
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step(src, direction)
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for(var/obj/effect/starender/E in loc)
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del(src)
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/obj/effect/starender
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invisibility = 101
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/obj/effect/starspawner
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invisibility = 101
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var/spawndir = SOUTH
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var/spawning = 0
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West
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spawndir = WEST
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proc/startspawn()
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spawning = 1
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while(spawning)
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sleep(rand(2, 30))
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var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
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S.direction = spawndir
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spawn()
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S.startmove()
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