Files
CHOMPStation2/code/modules/shuttles/shuttle_specops.dm
Leshana c837078105 Replaced "area" shuttles with "landmark" shuttles.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.

 - Shuttles no longer require a separate area for each location they jump to.
   Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
   This means that more than one shuttle could use the same docking port (not at the same time of course).
 - Enhanced shuttle control computers to use nanoui if they didn't.
 - Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
 - Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
 - Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests

This all required a bit of infrastructure improvements.

 - ChangeArea proc, for changing the area of a turf.
 - Fixed lighting overlays actually being able to be destroyed.
 - Added a few utility macros and procs.
 - Added "turf translation" procs which are like move_contents_to but more flexible.
2020-03-05 10:29:08 -05:00

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