Files
CHOMPStation2/code/controllers/emergency_shuttle_controller.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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//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/autodock/ferry/emergency/shuttle // Set in shuttle_emergency.dm TODO - is it really?
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/New()
escape_pods = list()
..()
/datum/emergency_shuttle_controller/process()
if (wait_for_launch)
if (evac && 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/EP in escape_pods)
var/datum/shuttle/autodock/ferry/escape_pod/pod
if(istype(escape_pods[EP], /datum/shuttle/autodock/ferry/escape_pod))
pod = escape_pods[EP]
else
continue
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
var/estimated_time = round(estimate_launch_time()/60,1)
if (evac)
emergency_shuttle_docked.Announce(replacetext(replacetext(using_map.emergency_shuttle_docked_message, "%dock_name%", "[using_map.dock_name]"), "%ETD%", "[estimated_time] minute\s"))
else
priority_announcement.Announce(replacetext(replacetext(using_map.shuttle_docked_message, "%dock_name%", "[using_map.dock_name]"), "%ETD%", "[estimated_time] minute\s"))
//arm the escape pods
if (evac)
for (var/EP in escape_pods)
var/datum/shuttle/autodock/ferry/escape_pod/pod
if(istype(escape_pods[EP], /datum/shuttle/autodock/ferry/escape_pod))
pod = escape_pods[EP]
else
continue
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
var/estimated_time = round(estimate_arrival_time()/60,1)
evac = 1
emergency_shuttle_called.Announce(replacetext(using_map.emergency_shuttle_called_message, "%ETA%", "[estimated_time] minute\s"))
for(var/area/A in all_areas)
if(istype(A, /area/hallway))
A.readyalert()
atc.reroute_traffic(yes = 1)
//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
var/estimated_time = round(estimate_arrival_time()/60,1)
priority_announcement.Announce(replacetext(replacetext(using_map.shuttle_called_message, "%dock_name%", "[using_map.dock_name]"), "%ETA%", "[estimated_time] minute\s"))
atc.shift_ending()
//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(using_map.emergency_shuttle_recall_message)
for(var/area/A in all_areas)
if(istype(A, /area/hallway))
A.readyreset()
evac = 0
else
priority_announcement.Announce(using_map.shuttle_recall_message)
/datum/emergency_shuttle_controller/proc/can_call()
if (!universe.OnShuttleCall(null))
return 0
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 && ticker.mode)
return SHUTTLE_PREPTIME * ticker.mode.shuttle_delay
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)
return FALSE
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 && (!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 && (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 = TURF_LAYER
plane = TURF_PLANE
/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)
qdel(src)
return
/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()