Files
CHOMPStation2/code/modules/shuttles/shuttle_specops.dm
2025-04-27 20:53:07 +02:00

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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_warning("Access Denied."))
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/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/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list(CHANNEL_RESPONSE_TEAM = 0))
/datum/shuttle/autodock/ferry/specops/proc/radio_announce(var/message)
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", CHANNEL_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_notice("[global.using_map.boss_name] will not allow the Special Operations shuttle to launch yet."))
if (((world.time - reset_time)/10) > 60)
C.visible_message(span_notice("[-((world.time - reset_time)/10)/60] minutes remain!"))
else
C.visible_message(span_notice("[-(world.time - reset_time)/10] seconds remain!"))
return
C.visible_message(span_notice("The Special Operations shuttle will depart in [(specops_countdown_time/10)] seconds."))
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_danger("You have arrived at [using_map.boss_name]. Operation has ended!"))
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_danger("You have arrived at [station_name()]. Commence operation!"))
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_warning("Launch sequence aborted."))
..()
/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 = INVISIBILITY_ABSTRACT //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()