Files
CHOMPStation2/code/modules/overmap/ships/computers/helm.dm
2022-10-02 17:58:34 +00:00

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// LEGACY_RECORD_STRUCTURE(all_waypoints, waypoint)
GLOBAL_LIST_EMPTY(all_waypoints)
/datum/computer_file/data/waypoint
var/list/fields
filetype = "WPT"
/datum/computer_file/data/waypoint/New()
..()
fields = list()
GLOB.all_waypoints.Add(src)
/datum/computer_file/data/waypoint/Destroy()
. = ..()
GLOB.all_waypoints.Remove(src);
// End LEGACY_RECORD_STRUCTURE(all_waypoints, waypoint)
/obj/machinery/computer/ship/helm
name = "helm control console"
icon_keyboard = "teleport_key"
icon_screen = "helm"
light_color = "#7faaff"
circuit = /obj/item/weapon/circuitboard/helm
core_skill = /datum/skill/pilot
var/autopilot = 0
var/autopilot_disabled = TRUE
var/list/known_sectors = list()
var/dx //desitnation
var/dy //coordinates
var/speedlimit = 1/(20 SECONDS) //top speed for autopilot, 5
var/accellimit = 0.001 //manual limiter for acceleration
req_one_access = list(access_pilot) //VOREStation Edit
ai_control = FALSE //VOREStation Edit - AI/Borgs shouldn't really be flying off in ships without crew help
// fancy sprite
/obj/machinery/computer/ship/helm/adv
icon_keyboard = null
icon_state = "adv_helm"
icon_screen = "adv_helm_screen"
light_color = "#70ffa0"
/obj/machinery/computer/ship/helm/Initialize()
. = ..()
get_known_sectors()
/obj/machinery/computer/ship/helm/proc/get_known_sectors()
var/area/overmap/map = locate() in world
for(var/obj/effect/overmap/visitable/sector/S in map)
if(S.known)
var/datum/computer_file/data/waypoint/R = new()
R.fields["name"] = S.name
R.fields["x"] = S.x
R.fields["y"] = S.y
known_sectors[S.name] = R
/obj/machinery/computer/ship/helm/process()
..()
if(autopilot && dx && dy && !autopilot_disabled)
var/turf/T = locate(dx,dy,global.using_map.overmap_z)
if(linked.loc == T)
if(linked.is_still())
autopilot = 0
else
linked.decelerate()
else
var/brake_path = linked.get_brake_path()
var/direction = get_dir(linked.loc, T)
var/acceleration = min(linked.get_acceleration(), accellimit)
var/speed = linked.get_speed()
var/heading = linked.get_heading()
// Destination is current grid or speedlimit is exceeded
if((get_dist(linked.loc, T) <= brake_path) || speed > speedlimit)
linked.decelerate()
// Heading does not match direction
else if(heading & ~direction)
linked.accelerate(turn(heading & ~direction, 180), accellimit)
// All other cases, move toward direction
else if(speed + acceleration <= speedlimit)
linked.accelerate(direction, accellimit)
linked.operator_skill = null//if this is on you can't dodge meteors
return
/obj/machinery/computer/ship/helm/relaymove(var/mob/user, direction)
if(viewing_overmap(user) && linked)
if(prob(user.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
direction = turn(direction,pick(90,-90))
linked.relaymove(user, direction, accellimit)
return 1
/obj/machinery/computer/ship/helm/tgui_interact(mob/user, datum/tgui/ui)
if(!linked)
display_reconnect_dialog(user, "helm")
return
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "OvermapHelm", "[linked.name] Helm Control") // 565, 545
ui.open()
/obj/machinery/computer/ship/helm/tgui_data(mob/user)
var/list/data = ..()
var/turf/T = get_turf(linked)
var/obj/effect/overmap/visitable/sector/current_sector = locate() in T
data["sector"] = current_sector ? current_sector.name : "Deep Space"
data["sector_info"] = current_sector ? current_sector.desc : "Not Available"
data["landed"] = linked.get_landed_info()
data["s_x"] = linked.x
data["s_y"] = linked.y
data["dest"] = dy && dx
data["d_x"] = dx
data["d_y"] = dy
data["speedlimit"] = speedlimit ? speedlimit*1000 : "Halted"
data["accel"] = min(round(linked.get_acceleration()*1000, 0.01),accellimit*1000)
data["heading"] = linked.get_heading_degrees()
data["autopilot_disabled"] = autopilot_disabled
data["autopilot"] = autopilot
data["manual_control"] = viewing_overmap(user)
data["canburn"] = linked.can_burn()
data["accellimit"] = accellimit*1000
var/speed = round(linked.get_speed()*1000, 0.01)
var/speed_color = null
if(linked.get_speed() < SHIP_SPEED_SLOW)
speed_color = "good"
if(linked.get_speed() > SHIP_SPEED_FAST)
speed_color = "average"
data["speed"] = speed
data["speed_color"] = speed_color
if(linked.get_speed())
data["ETAnext"] = "[round(linked.ETA()/10)] seconds"
else
data["ETAnext"] = "N/A"
var/list/locations[0]
for (var/key in known_sectors)
var/datum/computer_file/data/waypoint/R = known_sectors[key]
var/list/rdata[0]
rdata["name"] = R.fields["name"]
rdata["x"] = R.fields["x"]
rdata["y"] = R.fields["y"]
rdata["reference"] = "\ref[R]"
locations.Add(list(rdata))
data["locations"] = locations
return data
/obj/machinery/computer/ship/helm/tgui_act(action, list/params, datum/tgui/ui, datum/tgui_state/state)
if(..())
return TRUE
if(!linked)
return FALSE
switch(action)
if("add")
var/datum/computer_file/data/waypoint/R = new()
var/sec_name = tgui_input_text(usr, "Input navigation entry name", "New navigation entry", "Sector #[known_sectors.len]", MAX_NAME_LEN)
sec_name = sanitize(sec_name,MAX_NAME_LEN)
if(tgui_status(usr, state) != STATUS_INTERACTIVE)
return FALSE
if(!sec_name)
sec_name = "Sector #[known_sectors.len]"
R.fields["name"] = sec_name
if(sec_name in known_sectors)
to_chat(usr, "<span class='warning'>Sector with that name already exists, please input a different name.</span>")
return TRUE
switch(params["add"])
if("current")
R.fields["x"] = linked.x
R.fields["y"] = linked.y
if("new")
var/newx = tgui_input_number(usr, "Input new entry x coordinate", "Coordinate input", linked.x)
if(tgui_status(usr, state) != STATUS_INTERACTIVE)
return TRUE
var/newy = tgui_input_number(usr, "Input new entry y coordinate", "Coordinate input", linked.y)
if(tgui_status(usr, state) != STATUS_INTERACTIVE)
return FALSE
R.fields["x"] = CLAMP(newx, 1, world.maxx)
R.fields["y"] = CLAMP(newy, 1, world.maxy)
known_sectors[sec_name] = R
. = TRUE
if("remove")
var/datum/computer_file/data/waypoint/R = locate(params["remove"])
if(R)
known_sectors.Remove(R.fields["name"])
qdel(R)
. = TRUE
if("setcoord")
if(params["setx"])
var/newx = tgui_input_number(usr, "Input new destiniation x coordinate", "Coordinate input", dx)
if(tgui_status(usr, state) != STATUS_INTERACTIVE)
return
if(newx)
dx = CLAMP(newx, 1, world.maxx)
if(params["sety"])
var/newy = tgui_input_number(usr, "Input new destiniation y coordinate", "Coordinate input", dy)
if(tgui_status(usr, state) != STATUS_INTERACTIVE)
return
if(newy)
dy = CLAMP(newy, 1, world.maxy)
. = TRUE
if("setds")
dx = text2num(params["x"])
dy = text2num(params["y"])
. = TRUE
if("reset")
dx = 0
dy = 0
. = TRUE
if("speedlimit")
var/newlimit = tgui_input_number(usr, "Input new speed limit for autopilot (0 to brake)", "Autopilot speed limit", speedlimit*1000)
if(newlimit)
speedlimit = CLAMP(newlimit/1000, 0, 100)
. = TRUE
if("accellimit")
var/newlimit = tgui_input_number(usr, "Input new acceleration limit", "Acceleration limit", accellimit*1000)
if(newlimit)
accellimit = max(newlimit/1000, 0)
. = TRUE
if("move")
var/ndir = text2num(params["dir"])
if(prob(usr.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
ndir = turn(ndir,pick(90,-90))
linked.relaymove(usr, ndir, accellimit)
. = TRUE
if("brake")
linked.decelerate()
. = TRUE
if("apilot")
if(autopilot_disabled)
autopilot = FALSE
else
autopilot = !autopilot
. = TRUE
if("apilot_lock")
autopilot_disabled = !autopilot_disabled
autopilot = FALSE
. = TRUE
if("manual")
viewing_overmap(usr) ? unlook(usr) : look(usr)
. = TRUE
add_fingerprint(usr)
if(. && !issilicon(usr))
playsound(src, "terminal_type", 50, 1)
/obj/machinery/computer/ship/navigation
name = "navigation console"
icon_keyboard = "generic_key"
icon_screen = "helm"
circuit = /obj/item/weapon/circuitboard/nav
var/datum/tgui_module/ship/nav/nav_tgui
/obj/machinery/computer/ship/navigation/Initialize()
. = ..()
nav_tgui = new(src)
/obj/machinery/computer/ship/navigation/Destroy()
QDEL_NULL(nav_tgui)
. = ..()
/obj/machinery/computer/ship/navigation/sync_linked(user)
return nav_tgui?.sync_linked()
/obj/machinery/computer/ship/navigation/tgui_interact(mob/user, datum/tgui/ui)
return nav_tgui?.tgui_interact(user, ui)
/obj/machinery/computer/ship/navigation/telescreen //little hacky but it's only used on one ship so it should be okay
icon_state = "tele_nav"
layer = ABOVE_WINDOW_LAYER
icon_keyboard = null
icon_screen = null
circuit = /obj/item/weapon/circuitboard/nav/tele
density = FALSE
/obj/machinery/computer/ship/navigation/telescreen/update_icon()
if(stat & NOPOWER || stat & BROKEN)
icon_state = "tele_off"
set_light(0)
else
icon_state = "tele_nav"
set_light(light_range_on, light_power_on)
..()