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CHOMPStation2/code/modules/awaymissions/gateway.dm
Leshana 2cd88ab4ca Issue #23 - Fixed the Gateway
* Ported gateway compatibilty with runtime z-level loading from old codebase.
* Built a new Gateway room next to EVA on the map.
* Fixed the beach level to not crash.
2016-05-16 00:00:51 -04:00

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/obj/machinery/gateway
name = "gateway"
desc = "A mysterious gateway built by unknown hands. It allows for faster than light travel to far-flung locations and even alternate realities."
icon = 'icons/obj/machines/gateway.dmi'
icon_state = "off"
density = 1
anchored = 1
var/active = 0
/obj/machinery/gateway/initialize()
update_icon()
if(dir == 2 || dir == 6 || dir == 10)
density = 0
/obj/machinery/gateway/New() // Doesn't initialize in generated maps which is bad.
update_icon()
if(dir == 2 || dir == 6 || dir == 10)
density = 0
/obj/machinery/gateway/update_icon()
if(active)
icon_state = "on"
return
icon_state = "off"
//this is da important part wot makes things go
/obj/machinery/gateway/centerstation
density = 1
icon_state = "offcenter"
use_power = 1
//warping vars
var/list/linked = list()
var/ready = 0 //have we got all the parts for a gateway?
var/wait = 0 //this just grabs world.time at world start
var/obj/machinery/gateway/centeraway/awaygate = null
/obj/machinery/gateway/centerstation/initialize()
update_icon()
wait = world.time + config.gateway_delay //+ thirty minutes default
awaygate = locate(/obj/machinery/gateway/centeraway)
/obj/machinery/gateway/centerstation/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
/obj/machinery/gateway/centerstation/New()
density = 1
obj/machinery/gateway/centerstation/process()
if(stat & (NOPOWER))
if(active) toggleoff()
return
if(active)
use_power(5000)
/obj/machinery/gateway/centerstation/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centerstation/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(!powered()) return
if(!awaygate)
user << "<span class='notice'>Error: No destination found. Please program gateway.</span>"
return
if(world.time < wait)
user << "<span class='notice'>Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
/obj/machinery/gateway/centerstation/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
/obj/machinery/gateway/centerstation/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
//okay, here's the good teleporting stuff
/obj/machinery/gateway/centerstation/Bumped(atom/movable/M as mob|obj)
if(!ready) return
if(!active) return
if(!awaygate) return
use_power(5000)
M << 'sound/effects/phasein.ogg'
playsound(src, 'sound/effects/phasein.ogg', 100, 1)
if(awaygate.calibrated)
M.forceMove(get_step(awaygate.loc, SOUTH))
M.set_dir(SOUTH)
return
else
var/obj/effect/landmark/dest = pick(awaydestinations)
if(dest)
M.forceMove(dest.loc)
M.set_dir(SOUTH)
return
/obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/multitool))
if(!awaygate)
awaygate = locate(/obj/machinery/gateway/centeraway)
if(!awaygate) // We still can't find the damn thing because there is no destination.
user << "<span class='notice'>Error: Programming failed. No destination found.</span>"
return
user << "<span class='notice'><b>Startup programming successful!</b></span>: A destination in another point of space and time has been detected."
else
user << "The gate is already programmed, there is no work for you to do here."
return
/////////////////////////////////////Away////////////////////////
/obj/machinery/gateway/centeraway
density = 1
icon_state = "offcenter"
use_power = 0
var/calibrated = 1
var/list/linked = list() //a list of the connected gateway chunks
var/ready = 0
var/obj/machinery/gateway/centeraway/stationgate = null
/obj/machinery/gateway/centeraway/initialize()
update_icon()
stationgate = locate(/obj/machinery/gateway/centerstation)
/obj/machinery/gateway/centeraway/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
/obj/machinery/gateway/centeraway/New()
density = 1
/obj/machinery/gateway/centeraway/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centeraway/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(!stationgate)
user << "<span class='notice'>Error: No destination found. Please calibrate gateway.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
/obj/machinery/gateway/centeraway/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
/obj/machinery/gateway/centeraway/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
/obj/machinery/gateway/centeraway/Bumped(atom/movable/M as mob|obj)
if(!ready) return
if(!active) return
if(istype(M, /mob/living/carbon))
for(var/obj/item/weapon/implant/exile/E in M)//Checking that there is an exile implant in the contents
if(E.imp_in == M)//Checking that it's actually implanted vs just in their pocket
M << "\black The station gate has detected your exile implant and is blocking your entry."
return
M.forceMove(get_step(stationgate.loc, SOUTH))
M.set_dir(SOUTH)
M << 'sound/effects/phasein.ogg'
playsound(src, 'sound/effects/phasein.ogg', 100, 1)
/obj/machinery/gateway/centeraway/attackby(obj/item/device/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/multitool))
if(calibrated && stationgate)
user << "The gate is already calibrated, there is no work for you to do here."
return
else
stationgate = locate(/obj/machinery/gateway/centerstation)
if(!stationgate)
user << "<span class='notice'>Error: Recalibration failed. No destination found... That can't be good.</span>"
return
else
user << "<spanc class='notice'><b>Recalibration successful!</b>:</span> This gate's systems have been fine tuned. Travel to this gate will now be on target."
calibrated = 1
return