var/obj/machinery/gateway/centerstation/the_gateway = null /obj/machinery/gateway name = "gateway" desc = "A mysterious gateway built by unknown hands, it allows for faster than light travel to far-flung locations." icon = 'icons/obj/machines/gateway.dmi' icon_state = "off" density = 1 anchored = 1 unacidable = 1 var/active = 0 /obj/machinery/gateway/New() if(!the_gateway) the_gateway = src spawn(25) update_icon() if(dir == 2) 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/New() if(!the_gateway) the_gateway = src spawn(25) update_icon() wait = world.time + config.gateway_delay //+ thirty minutes default awaygate = locate(/obj/machinery/gateway/centeraway) in world /obj/machinery/gateway/centerstation/Destroy() if(the_gateway == src) the_gateway = null return ..() /obj/machinery/gateway/centerstation/update_icon() if(active) icon_state = "oncenter" return icon_state = "offcenter" 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) awaygate = locate(/obj/machinery/gateway/centeraway) in world if(!awaygate) to_chat(user, "Error: No destination found.") return if(world.time < wait) to_chat(user, "Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.") 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 if(awaygate.calibrated) M.forceMove(get_step(awaygate.loc, SOUTH)) M.dir = SOUTH return else var/obj/effect/landmark/dest = pick(awaydestinations) if(dest) M.forceMove(dest.loc) M.dir = SOUTH use_power(5000) return /obj/machinery/gateway/centerstation/attackby(obj/item/device/W as obj, mob/user as mob, params) if(istype(W,/obj/item/device/multitool)) to_chat(user, "The gate is already calibrated, 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/New() spawn(25) update_icon() stationgate = locate(/obj/machinery/gateway/centerstation) in world /obj/machinery/gateway/centeraway/update_icon() if(active) icon_state = "oncenter" return icon_state = "offcenter" /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) stationgate = locate(/obj/machinery/gateway/centerstation) in world if(!stationgate) to_chat(user, "Error: No destination found.") 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)) if(exilecheck(M)) return if(istype(M, /obj)) for(var/mob/living/carbon/F in M) if(exilecheck(F)) return M.forceMove(get_step(stationgate.loc, SOUTH)) M.dir = SOUTH /obj/machinery/gateway/centeraway/proc/exilecheck(var/mob/living/carbon/M) 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 to_chat(M, "The station gate has detected your exile implant and is blocking your entry.") return 1 return 0 /obj/machinery/gateway/centeraway/attackby(obj/item/device/W as obj, mob/user as mob, params) if(istype(W,/obj/item/device/multitool)) if(calibrated) to_chat(user, "The gate is already calibrated, there is no work for you to do here.") return else to_chat(user, "Recalibration successful!: This gate's systems have been fine tuned. Travel to this gate will now be on target.") calibrated = 1 return