Files
CHOMPStation2/code/controllers/shuttle_controller.dm
Cael_Aislinn bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00

471 lines
14 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Controls the emergency shuttle
// these define the time taken for the shuttle to get to SS13
// and the time before it leaves again
#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
datum/shuttle_controller
var/alert = 0 //0 = emergency, 1 = crew cycle
var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
var/online = 0
var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
var/endtime // timeofday that shuttle arrives
var/timelimit //important when the shuttle gets called for more than shuttlearrivetime
//timeleft = 360 //600
var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
var/always_fake_recall = 0
var/deny_shuttle = 0 //for admins not allowing it to be called.
var/departed = 0
// call the shuttle
// if not called before, set the endtime to T+600 seconds
// otherwise if outgoing, switch to incoming
proc/incall(coeff = 1)
if(deny_shuttle && alert == 1) //crew transfer shuttle does not gets recalled by gamemode
return
if(endtime)
if(direction == -1)
setdirection(1)
else
settimeleft(SHUTTLEARRIVETIME*coeff)
online = 1
if(always_fake_recall)
fake_recall = rand(300,500) //turning on the red lights in hallways
if(alert == 0)
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyalert()
proc/shuttlealert(var/X)
alert = X
proc/recall()
if(direction == 1)
var/timeleft = timeleft()
if(alert == 0)
if(timeleft >= 600)
return
captain_announce("The emergency shuttle has been recalled.")
world << sound('sound/AI/shuttlerecalled.ogg')
setdirection(-1)
online = 1
for(var/area/A in world)
if(istype(A, /area/hallway))
A.readyreset()
return
else //makes it possible to send shuttle back.
captain_announce("The shuttle has been recalled.")
setdirection(-1)
online = 1
return
// returns the time (in seconds) before shuttle arrival
// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
proc/timeleft()
if(online)
var/timeleft = round((endtime - world.timeofday)/10 ,1)
if(direction == 1 || direction == 2)
return timeleft
else
return SHUTTLEARRIVETIME-timeleft
else
return SHUTTLEARRIVETIME
// sets the time left to a given delay (in seconds)
proc/settimeleft(var/delay)
endtime = world.timeofday + delay * 10
timelimit = delay
// sets the shuttle direction
// 1 = towards SS13, -1 = back to centcom
proc/setdirection(var/dirn)
if(direction == dirn)
return
direction = dirn
// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
var/ticksleft = endtime - world.timeofday
endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
return
proc/process()
emergency_shuttle
process()
if(!online)
return
var/timeleft = timeleft()
if(timeleft > 1e5) // midnight rollover protection
timeleft = 0
switch(location)
if(0)
/* --- Shuttle is in transit to Central Command from SS13 --- */
if(direction == 2)
if(timeleft>0)
return 0
/* --- Shuttle has arrived at Centrcal Command --- */
else
// turn off the star spawners
/*
for(var/obj/effect/starspawner/S in world)
S.spawning = 0
*/
location = 2
//main shuttle
var/area/start_location = locate(/area/shuttle/escape/transit)
var/area/end_location = locate(/area/shuttle/escape/centcom)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in world)
if( get_area(D) == end_location )
spawn(0)
D.open()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
//pods
start_location = locate(/area/shuttle/escape_pod1/transit)
end_location = locate(/area/shuttle/escape_pod1/centcom)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in world)
if( get_area(D) == end_location )
spawn(0)
D.open()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod2/transit)
end_location = locate(/area/shuttle/escape_pod2/centcom)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in world)
if( get_area(D) == end_location )
spawn(0)
D.open()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod3/transit)
end_location = locate(/area/shuttle/escape_pod3/centcom)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in world)
if( get_area(D) == end_location )
spawn(0)
D.open()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod5/transit)
end_location = locate(/area/shuttle/escape_pod5/centcom)
start_location.move_contents_to(end_location, null, EAST)
for(var/obj/machinery/door/D in world)
if( get_area(D) == end_location )
spawn(0)
D.open()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
online = 0
return 1
/* --- Shuttle has docked centcom after being recalled --- */
if(timeleft>timelimit)
online = 0
direction = 1
endtime = null
return 0
else if((fake_recall != 0) && (timeleft <= fake_recall))
recall()
fake_recall = 0
return 0
/* --- Shuttle has docked with the station - begin countdown to transit --- */
else if(timeleft <= 0)
location = 1
var/area/start_location = locate(/area/shuttle/escape/centcom)
var/area/end_location = locate(/area/shuttle/escape/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
// NOTE: Commenting this out to avoid recreating mass driver glitch
/*
spawn(0)
AM.throw_at(E, 1, 1)
return
*/
if(istype(T, /turf/simulated))
del(T)
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
bug.gib()
start_location.move_contents_to(end_location)
settimeleft(SHUTTLELEAVETIME)
send2irc("Server", "The Emergency Shuttle has docked with the station.")
captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
world << sound('sound/AI/shuttledock.ogg')
return 1
if(1)
// Just before it leaves, close the damn doors!
if(timeleft == 2 || timeleft == 1)
var/area/start_location = locate(/area/shuttle/escape/station)
for(var/obj/machinery/door/D in start_location)
spawn(0)
D.close()
if(timeleft>0)
return 0
/* --- Shuttle leaves the station, enters transit --- */
else
// Turn on the star effects
/* // kinda buggy atm, i'll fix this later
for(var/obj/effect/starspawner/S in world)
if(!S.spawning)
spawn() S.startspawn()
*/
departed = 1 // It's going!
location = 0 // in deep space
direction = 2 // heading to centcom
//main shuttle
var/area/start_location = locate(/area/shuttle/escape/station)
var/area/end_location = locate(/area/shuttle/escape/transit)
settimeleft(SHUTTLETRANSITTIME)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in end_location)
spawn(0)
D.close()
// Some aesthetic turbulance shaking
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
//pods
start_location = locate(/area/shuttle/escape_pod1/station)
end_location = locate(/area/shuttle/escape_pod1/transit)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in end_location)
spawn(0)
D.close()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod2/station)
end_location = locate(/area/shuttle/escape_pod2/transit)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in end_location)
spawn(0)
D.close()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod3/station)
end_location = locate(/area/shuttle/escape_pod3/transit)
start_location.move_contents_to(end_location, null, NORTH)
for(var/obj/machinery/door/D in end_location)
spawn(0)
D.close()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
start_location = locate(/area/shuttle/escape_pod5/station)
end_location = locate(/area/shuttle/escape_pod5/transit)
start_location.move_contents_to(end_location, null, EAST)
for(var/obj/machinery/door/D in end_location)
spawn(0)
D.close()
for(var/mob/M in end_location)
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 4, 1) // buckled, not a lot of shaking
else
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(5)
captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
return 1
else
return 1
/*
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
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)
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
West
spawndir = WEST
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()