Added a vox shuttle, maptool shenanigans.

This commit is contained in:
Zuhayr
2013-07-27 07:37:43 -07:00
parent 3227f669b1
commit 084b6cdfa3
6 changed files with 11408 additions and 11235 deletions
+1 -1
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@@ -11,7 +11,7 @@ Click [here](https://github.com/Baystation12/Baystation12/archive/master.zip) to
The more complicated and easier to update method is using git. You'll need to download git or some client from [here](http://git-scm.com/). When that's installed, right click in any folder and click on "Git Bash". When that opens, type in:
git clone git@github.com:Baystation12/Baystation12.git
git clone https://github.com/Baystation12/Baystation12.git
(hint: hold down ctrl and press insert to paste into git bash)
+2
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@@ -22,6 +22,7 @@
#define FILE_DIR "icons/misc"
#define FILE_DIR "icons/mob"
#define FILE_DIR "icons/mob/human_races"
#define FILE_DIR "icons/NTOS"
#define FILE_DIR "icons/obj"
#define FILE_DIR "icons/obj/assemblies"
#define FILE_DIR "icons/obj/atmospherics"
@@ -380,6 +381,7 @@
#include "code\game\machinery\computer\station_alert.dm"
#include "code\game\machinery\computer\syndicate_shuttle.dm"
#include "code\game\machinery\computer\syndicate_specops_shuttle.dm"
#include "code\game\machinery\computer\vox_shuttle.dm"
#include "code\game\machinery\doors\airlock.dm"
#include "code\game\machinery\doors\airlock_electronics.dm"
#include "code\game\machinery\doors\alarmlock.dm"
@@ -0,0 +1,97 @@
#define VOX_SHUTTLE_MOVE_TIME 60
#define VOX_SHUTTLE_COOLDOWN 200
//Copied from Syndicate shuttle.
/obj/machinery/computer/vox_station
name = "vox skipjack terminal"
icon = 'icons/obj/computer.dmi'
icon_state = "syndishuttle"
req_access = list(access_syndicate)
var/area/curr_location
var/moving = 0
var/lastMove = 0
/obj/machinery/computer/vox_station/New()
curr_location= locate(/area/shuttle/vox/station)
/obj/machinery/computer/vox_station/proc/vox_move_to(area/destination as area)
if(moving) return
if(lastMove + VOX_SHUTTLE_COOLDOWN > world.time) return
var/area/dest_location = locate(destination)
if(curr_location == dest_location) return
moving = 1
lastMove = world.time
if(curr_location.z != dest_location.z)
var/area/transit_location = locate(/area/vox_station/transit)
curr_location.move_contents_to(transit_location)
curr_location = transit_location
sleep(VOX_SHUTTLE_MOVE_TIME)
curr_location.move_contents_to(dest_location)
curr_location = dest_location
moving = 0
return 1
/obj/machinery/computer/vox_station/attackby(obj/item/I as obj, mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/vox_station/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/vox_station/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/vox_station/attack_hand(mob/user as mob)
if(!allowed(user))
user << "\red Access Denied"
return
user.set_machine(src)
var/dat = {"Location: [curr_location]<br>
Ready to move[max(lastMove + VOX_SHUTTLE_COOLDOWN - world.time, 0) ? " in [max(round((lastMove + VOX_SHUTTLE_COOLDOWN - world.time) * 0.1), 0)] seconds" : ": now"]<br>
<a href='?src=\ref[src];start=1'>Dark space</a><br>
<a href='?src=\ref[src];solars_fore_port=1'>Fore port solar</a> |
<a href='?src=\ref[src];solars_aft_port=1'>Aft port solar</a> |
<a href='?src=\ref[src];solars_fore_starboard=1'>Fore starboard solar</a><br>
<a href='?src=\ref[src];solars_aft_starboard=1'>Aft starboard solar</a> |
<a href='?src=\ref[src];mining=1'>Mining Asteroid</a><br>
<a href='?src=\ref[user];mach_close=computer'>Close</a>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/vox_station/Topic(href, href_list)
if(!isliving(usr)) return
var/mob/living/user = usr
if(in_range(src, user) || istype(user, /mob/living/silicon))
user.set_machine(src)
if(href_list["start"])
vox_move_to(/area/shuttle/vox/station)
else if(href_list["solars_fore_starboard"])
vox_move_to(/area/vox_station/northeast_solars)
else if(href_list["solars_fore_port"])
vox_move_to(/area/vox_station/northwest_solars)
else if(href_list["solars_aft_starboard"])
vox_move_to(/area/vox_station/southeast_solars)
else if(href_list["solars_aft_port"])
vox_move_to(/area/vox_station/southwest_solars)
else if(href_list["mining"])
vox_move_to(/area/vox_station/mining)
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/vox_station/bullet_act(var/obj/item/projectile/Proj)
visible_message("[Proj] ricochets off [src]!")
+223 -158
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@@ -17,222 +17,287 @@
anchored = 1.0 // can't pick it up
density = 0 // can walk through it.
var/id = null // id of door it controls.
var/releasetime = 0 // when world.time reaches it - release the prisoneer
var/releasetime = 0 // when world.timeofday reaches it - release the prisoner
var/timing = 1 // boolean, true/1 timer is on, false/0 means it's not timing
var/picture_state // icon_state of alert picture, if not displaying text/numbers
var/list/obj/machinery/targets = list()
var/timetoset = 0 // Used to set releasetime upon starting the timer
New()
..()
/obj/machinery/door_timer/New()
..()
pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32))
pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0))
pixel_x = ((src.dir & 3)? (0) : (src.dir == 4 ? 32 : -32))
pixel_y = ((src.dir & 3)? (src.dir ==1 ? 24 : -32) : (0))
spawn(20)
for(var/obj/machinery/door/window/brigdoor/M in world)
if (M.id == src.id)
targets += M
spawn(20)
for(var/obj/machinery/door/window/brigdoor/M in world)
if (M.id == src.id)
targets += M
for(var/obj/machinery/flasher/F in world)
if(F.id == src.id)
targets += F
for(var/obj/machinery/flasher/F in world)
if(F.id == src.id)
targets += F
for(var/obj/structure/closet/secure_closet/brig/C in world)
if(C.id == src.id)
targets += C
for(var/obj/structure/closet/secure_closet/brig/C in world)
if(C.id == src.id)
targets += C
if(targets.len==0)
stat |= BROKEN
update_icon()
return
if(targets.len==0)
stat |= BROKEN
update_icon()
return
return
//Main door timer loop, if it's timing and time is >0 reduce time by 1.
// if it's less than 0, open door, reset timer
// update the door_timer window and the icon
process()
if(stat & (NOPOWER|BROKEN)) return
if(src.timing)
if(world.time > src.releasetime)
src.timer_end() // open doors, reset timer, clear status screen
src.timing = 0
src.updateUsrDialog()
src.update_icon()
else
timer_end()
return
/obj/machinery/door_timer/process()
if(stat & (NOPOWER|BROKEN)) return
if(src.timing)
// poorly done midnight rollover
// (no seriously there's gotta be a better way to do this)
var/timeleft = timeleft()
if(timeleft > 1e5)
src.releasetime = 0
// has the door power sitatuation changed, if so update icon.
power_change()
..()
update_icon()
return
if(world.timeofday > src.releasetime)
src.timer_end() // open doors, reset timer, clear status screen
src.timing = 0
src.updateUsrDialog()
src.update_icon()
else
timer_end()
return
// has the door power situation changed, if so update icon.
/obj/machinery/door_timer/power_change()
..()
update_icon()
return
// open/closedoor checks if door_timer has power, if so it checks if the
// linked door is open/closed (by density) then opens it/closes it.
proc/timer_start()
if(stat & (NOPOWER|BROKEN)) return 0
for(var/obj/machinery/door/window/brigdoor/door in targets)
if(door.density) continue
spawn(0)
door.close()
// Closes and locks doors, power check
/obj/machinery/door_timer/proc/timer_start()
if(stat & (NOPOWER|BROKEN)) return 0
for(var/obj/structure/closet/secure_closet/brig/C in targets)
if(C.broken) continue
if(C.opened && !C.close()) continue
C.locked = 1
C.icon_state = C.icon_locked
return 1
// Set releasetime
releasetime = world.timeofday + timetoset
for(var/obj/machinery/door/window/brigdoor/door in targets)
if(door.density) continue
spawn(0)
door.close()
for(var/obj/structure/closet/secure_closet/brig/C in targets)
if(C.broken) continue
if(C.opened && !C.close()) continue
C.locked = 1
C.icon_state = C.icon_locked
return 1
proc/timer_end()
if(stat & (NOPOWER|BROKEN)) return 0
// Opens and unlocks doors, power check
/obj/machinery/door_timer/proc/timer_end()
if(stat & (NOPOWER|BROKEN)) return 0
for(var/obj/machinery/door/window/brigdoor/door in targets)
if(!door.density) continue
spawn(0)
door.open()
// Reset releasetime
releasetime = 0
for(var/obj/structure/closet/secure_closet/brig/C in targets)
if(C.broken) continue
if(C.opened) continue
C.locked = 0
C.icon_state = C.icon_closed
for(var/obj/machinery/door/window/brigdoor/door in targets)
if(!door.density) continue
spawn(0)
door.open()
return 1
for(var/obj/structure/closet/secure_closet/brig/C in targets)
if(C.broken) continue
if(C.opened) continue
C.locked = 0
C.icon_state = C.icon_closed
return 1
proc/timeleft()
. = (releasetime-world.time)/10
if(. < 0)
. = 0
// Check for releasetime timeleft
/obj/machinery/door_timer/proc/timeleft()
. = (releasetime - world.timeofday)/10
if(. < 0)
. = 0
// Set timetoset
/obj/machinery/door_timer/proc/timeset(var/seconds)
timetoset = seconds * 10
proc/timeset(var/seconds)
releasetime=world.time+seconds*10
return
if(timetoset <= 0)
timetoset = 0
return
//Allows AIs to use door_timer, see human attack_hand function below
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/door_timer/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
//Allows humans to use door_timer
//Opens dialog window when someone clicks on door timer
// Allows altering timer and the timing boolean.
// Flasher activation limited to 150 seconds
attack_hand(var/mob/user as mob)
if(..())
return
var/second = round(timeleft() % 60)
var/minute = round((timeleft() - second) / 60)
user.set_machine(src)
var/dat = "<HTML><BODY><TT>"
dat += "<HR>Timer System:</hr>"
dat += "<b>Door [src.id] controls</b><br/>"
if (src.timing)
dat += "<a href='?src=\ref[src];timing=0'>Stop Timer and open door</a><br/>"
else
dat += "<a href='?src=\ref[src];timing=1'>Activate Timer and close door</a><br/>"
dat += "Time Left: [(minute ? text("[minute]:") : null)][second] <br/>"
dat += "<a href='?src=\ref[src];tp=-60'>-</a> <a href='?src=\ref[src];tp=-1'>-</a> <a href='?src=\ref[src];tp=1'>+</a> <A href='?src=\ref[src];tp=60'>+</a><br/>"
for(var/obj/machinery/flasher/F in targets)
if(F.last_flash && (F.last_flash + 150) > world.time)
dat += "<br/><A href='?src=\ref[src];fc=1'>Flash Charging</A>"
else
dat += "<br/><A href='?src=\ref[src];fc=1'>Activate Flash</A>"
dat += "<br/><br/><a href='?src=\ref[user];mach_close=computer'>Close</a>"
dat += "</TT></BODY></HTML>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
/obj/machinery/door_timer/attack_hand(var/mob/user as mob)
if(..())
return
// Used for the 'time left' display
var/second = round(timeleft() % 60)
var/minute = round((timeleft() - second) / 60)
// Used for 'set timer'
var/setsecond = round((timetoset / 10) % 60)
var/setminute = round(((timetoset / 10) - setsecond) / 60)
user.set_machine(src)
// dat
var/dat = "<HTML><BODY><TT>"
dat += "<HR>Timer System:</hr>"
dat += " <b>Door [src.id] controls</b><br/>"
// Start/Stop timer
if (src.timing)
dat += "<a href='?src=\ref[src];timing=0'>Stop Timer and open door</a><br/>"
else
dat += "<a href='?src=\ref[src];timing=1'>Activate Timer and close door</a><br/>"
// Time Left display (uses releasetime)
dat += "Time Left: [(minute ? text("[minute]:") : null)][second] <br/>"
dat += "<br/>"
// Set Timer display (uses timetoset)
if(src.timing)
dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond] <a href='?src=\ref[src];change=1'>Set</a><br/>"
else
dat += "Set Timer: [(setminute ? text("[setminute]:") : null)][setsecond]<br/>"
// Controls
dat += "<a href='?src=\ref[src];tp=-60'>-</a> <a href='?src=\ref[src];tp=-1'>-</a> <a href='?src=\ref[src];tp=1'>+</a> <A href='?src=\ref[src];tp=60'>+</a><br/>"
// Mounted flash controls
for(var/obj/machinery/flasher/F in targets)
if(F.last_flash && (F.last_flash + 150) > world.time)
dat += "<br/><A href='?src=\ref[src];fc=1'>Flash Charging</A>"
else
dat += "<br/><A href='?src=\ref[src];fc=1'>Activate Flash</A>"
dat += "<br/><br/><a href='?src=\ref[user];mach_close=computer'>Close</a>"
dat += "</TT></BODY></HTML>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
//Function for using door_timer dialog input, checks if user has permission
// href_list to
// "timing" turns on timer
// "tp" value to modify timer
// "fc" activates flasher
// "change" resets the timer to the timetoset amount while the timer is counting down
// Also updates dialog window and timer icon
Topic(href, href_list)
if(..())
return
if(!src.allowed(usr))
return
/obj/machinery/door_timer/Topic(href, href_list)
if(..())
return
if(!src.allowed(usr))
return
usr.set_machine(src)
if(href_list["timing"])
src.timing = text2num(href_list["timing"])
usr.set_machine(src)
if(href_list["timing"])
src.timing = text2num(href_list["timing"])
else
if(href_list["tp"]) //adjust timer, close door if not already closed
var/tp = text2num(href_list["tp"])
var/timeleft = timeleft()
timeleft += tp
timeleft = min(max(round(timeleft), 0), 3600)
timeset(timeleft)
//src.timing = 1
//src.closedoor()
if(href_list["fc"])
for(var/obj/machinery/flasher/F in targets)
F.flash()
src.add_fingerprint(usr)
src.updateUsrDialog()
src.update_icon()
if(src.timing)
src.timer_start()
else
src.timer_end()
return
else
if(href_list["tp"]) //adjust timer, close door if not already closed
var/tp = text2num(href_list["tp"])
var/addtime = (timetoset / 10)
addtime += tp
addtime = min(max(round(addtime), 0), 3600)
timeset(addtime)
if(href_list["fc"])
for(var/obj/machinery/flasher/F in targets)
F.flash()
if(href_list["change"])
src.timer_start()
src.add_fingerprint(usr)
src.updateUsrDialog()
src.update_icon()
/* if(src.timing)
src.timer_start()
else
src.timer_end() */
return
//icon update function
// if NOPOWER, display blank
// if BROKEN, display blue screen of death icon AI uses
// if timing=true, run update display function
update_icon()
if(stat & (NOPOWER))
icon_state = "frame"
return
if(stat & (BROKEN))
set_picture("ai_bsod")
return
if(src.timing)
var/disp1 = uppertext(id)
var/timeleft = timeleft()
var/disp2 = "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
spawn( 5 )
update_display(disp1, disp2)
else
update_display("SET","TIME")
/obj/machinery/door_timer/update_icon()
if(stat & (NOPOWER))
icon_state = "frame"
return
if(stat & (BROKEN))
set_picture("ai_bsod")
return
if(src.timing)
var/disp1 = uppertext(id)
var/timeleft = timeleft()
var/disp2 = "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
spawn( 5 )
update_display(disp1, disp2)
else
update_display("SET","TIME")
return
// Adds an icon in case the screen is broken/off, stolen from status_display.dm
proc/set_picture(var/state)
picture_state = state
overlays.Cut()
overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
/obj/machinery/door_timer/proc/set_picture(var/state)
picture_state = state
overlays.Cut()
overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
//Checks to see if there's 1 line or 2, adds text-icons-numbers/letters over display
// Stolen from status_display
proc/update_display(var/line1, var/line2)
if(line2 == null) // single line display
overlays.Cut()
overlays += texticon(line1, 23, -13)
else // dual line display
overlays.Cut()
overlays += texticon(line1, 23, -9)
overlays += texticon(line2, 23, -17)
/obj/machinery/door_timer/proc/update_display(var/line1, var/line2)
if(line2 == null) // single line display
overlays.Cut()
overlays += texticon(line1, 23, -13)
else // dual line display
overlays.Cut()
overlays += texticon(line1, 23, -9)
overlays += texticon(line2, 23, -17)
// return an icon of a time text string (tn)
// valid characters are 0-9 and :
// px, py are pixel offsets
@@ -240,19 +305,19 @@
//Actual string input to icon display for loop, with 5 pixel x offsets for each letter.
//Stolen from status_display
proc/texticon(var/tn, var/px = 0, var/py = 0)
var/image/I = image('icons/obj/status_display.dmi', "blank")
var/len = lentext(tn)
/obj/machinery/door_timer/proc/texticon(var/tn, var/px = 0, var/py = 0)
var/image/I = image('icons/obj/status_display.dmi', "blank")
var/len = lentext(tn)
for(var/d = 1 to len)
var/char = copytext(tn, len-d+1, len-d+2)
if(char == " ")
continue
var/image/ID = image('icons/obj/status_display.dmi', icon_state=char)
ID.pixel_x = -(d-1)*5 + px
ID.pixel_y = py
I.overlays += ID
return I
for(var/d = 1 to len)
var/char = copytext(tn, len-d+1, len-d+2)
if(char == " ")
continue
var/image/ID = image('icons/obj/status_display.dmi', icon_state=char)
ID.pixel_x = -(d-1)*5 + px
ID.pixel_y = py
I.overlays += ID
return I
/obj/machinery/door_timer/cell_1
+8
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@@ -56,6 +56,14 @@ Changelog Section
Stuff which is in development and not yet visible to players or just code related
(ie. code improvements for expandability, etc.) should not be listed here. They
should be listed in the changelog upon commit though. Thanks. -->
<div class="commit sansserif">
<h2 class="date">26.07.2013</h2>
<h3 class="author">Kilakk updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Brig cell timers will no longer start counting down automatically.</li>
<li class="tweak">Separated the actual countdown timer from the timer controls. Pressing "Set" while the timer is counting down will reset the countdown timer to the time selected.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">2013-11-07</h2>
<h3 class="author">Chinsky updated:</h3>
+11077 -11076
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