Files
Paradise/code/modules/shuttle/shuttle.dm
Tigercat2000 863595a512 krausy wai
2016-07-11 15:50:15 -07:00

846 lines
23 KiB
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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
//#define DOCKING_PORT_HIGHLIGHT
//NORTH default dir
/obj/docking_port
invisibility = 101
icon = 'icons/obj/device.dmi'
//icon = 'icons/dirsquare.dmi'
icon_state = "pinonfar"
unacidable = 1
anchored = 1
var/id
dir = NORTH //this should point -away- from the dockingport door, ie towards the ship
var/width = 0 //size of covered area, perpendicular to dir
var/height = 0 //size of covered area, paralell to dir
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
//these objects are indestructable
/obj/docking_port/Destroy()
return QDEL_HINT_LETMELIVE
/obj/docking_port/singularity_pull()
return
/obj/docking_port/singularity_act()
return 0
/obj/docking_port/shuttleRotate()
return //we don't rotate with shuttles via this code.
//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
/obj/docking_port/proc/return_coords(_x, _y, _dir)
if(!_dir)
_dir = dir
if(!_x)
_x = x
if(!_y)
_y = y
//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
return list(
_x + (-dwidth*cos) - (-dheight*sin),
_y + (-dwidth*sin) + (-dheight*cos),
_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
)
//returns turfs within our projected rectangle in a specific order.
//this ensures that turfs are copied over in the same order, regardless of any rotation
/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
if(!_dir)
_dir = dir
if(!_x)
_x = x
if(!_y)
_y = y
if(!_z)
_z = z
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
. = list()
var/xi
var/yi
for(var/dx=0, dx<width, ++dx)
for(var/dy=0, dy<height, ++dy)
xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
var/turf/T = locate(xi, yi, _z)
if(A)
if(get_area(T) == A)
. += T
else
. += null
else
. += T
#ifdef DOCKING_PORT_HIGHLIGHT
//Debug proc used to highlight bounding area
/obj/docking_port/proc/highlight(_color)
var/list/L = return_coords()
var/turf/T0 = locate(L[1],L[2],z)
var/turf/T1 = locate(L[3],L[4],z)
for(var/turf/T in block(T0,T1))
T.color = _color
T.maptext = null
if(_color)
var/turf/T = locate(L[1], L[2], z)
T.color = "#0f0"
T = locate(L[3], L[4], z)
T.color = "#00f"
#endif
//return first-found touching dockingport
/obj/docking_port/proc/get_docked()
return locate(/obj/docking_port/stationary) in loc
/obj/docking_port/proc/getDockedId()
var/obj/docking_port/P = get_docked()
if(P) return P.id
/obj/docking_port/proc/register()
return 0
/obj/docking_port/stationary
name = "dock"
var/turf_type = /turf/space
var/area_type = /area/space
var/lock_shuttle_doors = 0
/obj/docking_port/stationary/register()
if(!shuttle_master)
throw EXCEPTION("docking port [src] could not initialize.")
return 0
shuttle_master.stationary += src
if(!id)
id = "[shuttle_master.stationary.len]"
if(name == "dock")
name = "dock[shuttle_master.stationary.len]"
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#f00")
#endif
return 1
//returns first-found touching shuttleport
/obj/docking_port/stationary/get_docked()
return locate(/obj/docking_port/mobile) in loc
/*
for(var/turf/T in return_ordered_turfs())
. = locate(/obj/docking_port/mobile) in loc
if(.)
return .
*/
/obj/docking_port/stationary/transit
name = "In Transit"
turf_type = /turf/space/transit
lock_shuttle_doors = 1
/obj/docking_port/stationary/transit/register()
if(!..())
return 0
name = "In Transit" //This looks weird, but- it means that the on-map instances can be named something actually usable to search for, but still appear correctly in terminals.
shuttle_master.transit += src
return 1
/obj/docking_port/mobile
icon_state = "mobile"
name = "shuttle"
icon_state = "pinonclose"
var/area/shuttle/areaInstance
var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
var/mode = SHUTTLE_IDLE //current shuttle mode (see global defines)
var/callTime = 50 //time spent in transit (deciseconds)
var/roundstart_move //id of port to send shuttle to at roundstart
var/travelDir = 0 //direction the shuttle would travel in
var/rebuildable = 0 //can build new shuttle consoles for this one
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
/obj/docking_port/mobile/New()
..()
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
areaInstance = A
if(!areaInstance)
areaInstance = new()
areaInstance.name = name
areaInstance.contents += return_ordered_turfs()
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#0f0")
#endif
/obj/docking_port/mobile/register()
if(!shuttle_master)
throw EXCEPTION("docking port [src] could not initialize.")
return 0
shuttle_master.mobile += src
if(!id)
id = "[shuttle_master.mobile.len]"
if(name == "shuttle")
name = "shuttle[shuttle_master.mobile.len]"
return 1
//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
/obj/docking_port/mobile/proc/canMove()
return 0 //0 means we can move
//this is to check if this shuttle can physically dock at dock S
/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
if(!istype(S))
return 1
if(istype(S, /obj/docking_port/stationary/transit))
return 0
//check dock is big enough to contain us
if(dwidth > S.dwidth)
return 2
if(width-dwidth > S.width-S.dwidth)
return 3
if(dheight > S.dheight)
return 4
if(height-dheight > S.height-S.dheight)
return 5
//check the dock isn't occupied
if(S.get_docked())
return 6
return 0 //0 means we can dock
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(canDock(S))
. = 1
throw EXCEPTION("request(): shuttle cannot dock")
return 1 //we can't dock at S
switch(mode)
if(SHUTTLE_CALL)
if(S == destination)
if(world.time <= timer)
timer = world.time
else
destination = S
timer = world.time
if(SHUTTLE_RECALL)
if(S == destination)
timer = world.time - timeLeft(1)
else
destination = S
timer = world.time
mode = SHUTTLE_CALL
else
destination = S
mode = SHUTTLE_CALL
timer = world.time
enterTransit() //hyperspace
//recall the shuttle to where it was previously
/obj/docking_port/mobile/proc/cancel()
if(mode != SHUTTLE_CALL)
return
timer = world.time - timeLeft(1)
mode = SHUTTLE_RECALL
/obj/docking_port/mobile/proc/enterTransit()
previous = null
// if(!destination)
// return
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = findTransitDock()
if(S1)
if(dock(S1))
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
else
previous = S0
else
WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
//default shuttleRotate
/atom/proc/shuttleRotate(rotation)
//rotate our direction
dir = angle2dir(rotation+dir2angle(dir))
//rotate the pixel offsets too.
if(pixel_x || pixel_y)
if(rotation < 0)
rotation += 360
for(var/turntimes=rotation/90;turntimes>0;turntimes--)
var/oldPX = pixel_x
var/oldPY = pixel_y
pixel_x = oldPY
pixel_y = (oldPX*(-1))
/atom/proc/postDock()
if(smooth)
smooth_icon(src)
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1)
. = canDock(S1)
if(.)
throw EXCEPTION("dock(): shuttle cannot dock")
return .
if(canMove())
return -1
// //rotate transit docking ports, so we don't need zillions of variants
// if(istype(S1, /obj/docking_port/stationary/transit))
// S1.dir = turn(NORTH, -travelDir)
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/space
var/area_type = /area/space
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
//close and lock the dock's airlocks
closePortDoors(S0)
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/rotation = dir2angle(S1.dir)-dir2angle(dir)
if((rotation % 90) != 0)
rotation += (rotation % 90) //diagonal rotations not allowed, round up
rotation = SimplifyDegrees(rotation)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
//move or squish anything in the way ship at destination
roadkill(L1, S1.dir)
var/list/door_unlock_list = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
T0.copyTurf(T1)
areaInstance.contents += T1
//copy over air
if(istype(T1, /turf/simulated))
var/turf/simulated/Ts1 = T1
Ts1.copy_air_with_tile(T0)
//move mobile to new location
for(var/atom/movable/AM in T0)
if(rotation)
AM.shuttleRotate(rotation)
if(istype(AM,/obj))
var/obj/O = AM
if(istype(O, /obj/docking_port/stationary))
continue
O.forceMove(T1)
//close open doors
if(istype(O, /obj/machinery/door))
var/obj/machinery/door/Door = O
spawn(-1)
if(Door)
if(istype(Door, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = Door
A.close(0,1)
if(A.id_tag == "s_docking_airlock")
A.lock()
door_unlock_list += A
else
Door.close()
else if(istype(AM,/mob))
var/mob/M = AM
if(!M.move_on_shuttle)
continue
M.forceMove(T1)
//docking turbulence
if(M.client)
spawn(0)
if(M.buckled)
shake_camera(M, 2, 1) // turn it down a bit come on
else
shake_camera(M, 7, 1)
if(istype(M, /mob/living/carbon))
if(!M.buckled)
M.Weaken(3)
if(rotation)
T1.shuttleRotate(rotation)
//lighting stuff
air_master.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
air_master.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
air_master.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
air_master.add_to_active(T0,1)
for(var/A1 in L1)
var/turf/T1 = A1
T1.postDock()
for(var/atom/movable/M in T1)
M.postDock()
loc = S1.loc
dir = S1.dir
unlockPortDoors(S1)
if(S1 && !S1.lock_shuttle_doors)
for(var/obj/machinery/door/airlock/A in door_unlock_list)
spawn(-1)
A.unlock()
/*
if(istype(S1, /obj/docking_port/stationary/transit))
var/d = turn(dir, 180 + travelDir)
for(var/turf/space/transit/T in S1.return_ordered_turfs())
T.pushdirection = d
T.update_icon()
*/
/obj/docking_port/mobile/proc/findTransitDock()
var/obj/docking_port/stationary/transit/T = shuttle_master.getDock("[id]_transit")
if(T && !canDock(T))
return T
/* commented out due to issues with rotation
for(var/obj/docking_port/stationary/transit/S in shuttle_master.transit)
if(S.id)
continue
if(!canDock(S))
return S
*/
//shuttle-door closing is handled in the dock() proc whilst looping through turfs
//this one closes the door where we are docked at, if there is one there.
/obj/docking_port/mobile/proc/closePortDoors(obj/docking_port/stationary/S0)
if(!istype(S0))
return 1
for(var/obj/machinery/door/airlock/A in airlocks)
if(A.id_tag == S0.id)
spawn(-1)
A.close()
A.lock()
/obj/docking_port/mobile/proc/unlockPortDoors(obj/docking_port/stationary/S1)
if(!istype(S1))
return 0
for(var/obj/machinery/door/airlock/A in airlocks)
if(A.id_tag == S1.id)
spawn(-1)
if(A.locked)
A.unlock()
/obj/docking_port/mobile/proc/roadkill(list/L, dir, x, y)
for(var/turf/T in L)
for(var/atom/movable/AM in T)
if(ismob(AM))
if(istype(AM, /mob/living))
var/mob/living/M = AM
M.Paralyse(10)
M.take_organ_damage(80)
M.anchored = 0
else
continue
if(!AM.anchored)
step(AM, dir)
else
if(AM.simulated) //lighting overlays are static
qdel(AM)
/*
//used to check if atom/A is within the shuttle's bounding box
/obj/docking_port/mobile/proc/onShuttleCheck(atom/A)
var/turf/T = get_turf(A)
if(!T)
return 0
var/list/L = return_coords()
if(L[1] > L[3])
L.Swap(1,3)
if(L[2] > L[4])
L.Swap(2,4)
if(L[1] <= T.x && T.x <= L[3])
if(L[2] <= T.y && T.y <= L[4])
return 1
return 0
*/
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
var/timeLeft = timeLeft(1)
if(timeLeft <= 0)
switch(mode)
if(SHUTTLE_CALL)
if(dock(destination))
setTimer(20) //can't dock for some reason, try again in 2 seconds
return
if(SHUTTLE_RECALL)
if(dock(previous))
setTimer(20) //can't dock for some reason, try again in 2 seconds
return
mode = SHUTTLE_IDLE
timer = 0
destination = null
/obj/docking_port/mobile/proc/setTimer(wait)
if(timer <= 0)
timer = world.time
timer += wait - timeLeft(1)
//returns timeLeft
/obj/docking_port/mobile/proc/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
if(!timer)
return round(callTime/divisor, 1)
return max( round((timer+callTime-world.time)/divisor,1), 0 )
// returns 3-letter mode string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getModeStr()
switch(mode)
if(SHUTTLE_RECALL)
return "RCL"
if(SHUTTLE_CALL)
return "ETA"
if(SHUTTLE_DOCKED)
return "ETD"
if(SHUTTLE_ESCAPE)
return "ESC"
if(SHUTTLE_STRANDED)
return "ERR"
return ""
// returns 5-letter timer string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getTimerStr()
if(mode == SHUTTLE_STRANDED)
return "--:--"
var/timeleft = timeLeft()
if(timeleft > 0)
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
else
return "00:00"
/obj/docking_port/mobile/proc/getStatusText()
var/obj/docking_port/stationary/dockedAt = get_docked()
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
if(istype(dockedAt, /obj/docking_port/stationary/transit))
var/obj/docking_port/stationary/dst
if(mode == SHUTTLE_RECALL)
dst = previous
else
dst = destination
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)]mins)"
/obj/machinery/computer/shuttle
name = "Shuttle Console"
icon_screen = "shuttle"
icon_keyboard = "tech_key"
req_access = list( )
circuit = /obj/item/weapon/circuitboard/shuttle
var/shuttleId
var/possible_destinations = ""
var/admin_controlled
var/max_connect_range = 7
var/docking_request = 0
/obj/machinery/computer/shuttle/New(location, obj/item/weapon/circuitboard/shuttle/C)
..()
if(istype(C))
possible_destinations = C.possible_destinations
shuttleId = C.shuttleId
connect()
/obj/machinery/computer/shuttle/proc/connect()
var/obj/docking_port/mobile/M
if(!shuttleId)
// find close shuttle that is ok to mess with
if(!shuttle_master) //intentionally mapping shuttle consoles without actual shuttles IS POSSIBLE OH MY GOD WHO KNEW *glare*
return
for(var/obj/docking_port/mobile/D in shuttle_master.mobile)
if(get_dist(src, D) <= max_connect_range && D.rebuildable)
M = D
shuttleId = M.id
break
else if(!possible_destinations && shuttle_master) //possible destinations should **not** always exist; so, if it's specifically set to null, don't make it exist
M = shuttle_master.getShuttle(shuttleId)
if(M && !possible_destinations)
// find perfect fits
possible_destinations = ""
for(var/obj/docking_port/stationary/S in shuttle_master.stationary)
if(!istype(S, /obj/docking_port/stationary/transit) && S.width == M.width && S.height == M.height && S.dwidth == M.dwidth && S.dheight == M.dheight && findtext(S.id, M.id))
possible_destinations += "[possible_destinations ? ";" : ""][S.id]"
/obj/machinery/computer/shuttle/attack_hand(mob/user)
if(..(user))
return
if(!shuttleId)
return
src.add_fingerprint(usr)
connect()
var/list/options = params2list(possible_destinations)
var/obj/docking_port/mobile/M = shuttle_master.getShuttle(shuttleId)
var/dat = "Status: [M ? M.getStatusText() : "*Missing*"]<br><br>"
if(M)
var/destination_found
for(var/obj/docking_port/stationary/S in shuttle_master.stationary)
if(!options.Find(S.id))
continue
if(M.canDock(S))
continue
destination_found = 1
dat += "<A href='?src=\ref[src];move=[S.id]'>Send to [S.name]</A><br>"
if(!destination_found)
dat += "<B>Shuttle Locked</B><br>"
if(admin_controlled)
dat += "Authorized personnel only<br>"
dat += "<A href='?src=\ref[src];request=1]'>Request Authorization</A><br>"
if(docking_request)
dat += "<A href='?src=\ref[src];request=1]'>Request docking at NSS Cyberiad</A><br>"
dat += "<a href='?src=\ref[user];mach_close=computer'>Close</a>"
var/datum/browser/popup = new(user, "computer", M ? M.name : "shuttle", 300, 200)
popup.set_content("<center>[dat]</center>")
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/shuttle/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(!allowed(usr))
to_chat(usr, "<span class='danger'>Access denied.</span>")
return
var/list/options = params2list(possible_destinations)
if(href_list["move"])
if(!options.Find(href_list["move"])) //I see you're trying Href exploits, I see you're failing, I SEE ADMIN WARNING.
// Seriously, though, NEVER trust a Topic with something like this. Ever.
message_admins("move HREF ([src] attempted to move to: [href_list["move"]]) exploit attempted by [key_name_admin(usr)] on [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
return
switch(shuttle_master.moveShuttle(shuttleId, href_list["move"], 1))
if(0)
to_chat(usr, "<span class='notice'>Shuttle received message and will be sent shortly.</span>")
if(1)
to_chat(usr, "<span class='warning'>Invalid shuttle requested.</span>")
else
to_chat(usr, "<span class='notice'>Unable to comply.</span>")
updateUsrDialog()
/obj/machinery/computer/shuttle/emag_act(mob/user)
if(!emagged)
src.req_access = list()
emagged = 1
to_chat(user, "<span class='notice'>You fried the consoles ID checking system.</span>")
/obj/machinery/computer/shuttle/ferry
name = "transport ferry console"
circuit = /obj/item/weapon/circuitboard/ferry
shuttleId = "ferry"
possible_destinations = "ferry_home;ferry_away"
/obj/machinery/computer/shuttle/ferry/request
name = "ferry console"
circuit = /obj/item/weapon/circuitboard/ferry/request
var/cooldown //prevents spamming admins
possible_destinations = "ferry_home"
admin_controlled = 1
/obj/machinery/computer/shuttle/ferry/request/Topic(href, href_list)
if(..())
return 1
if(href_list["request"])
if(cooldown)
return
cooldown = 1
to_chat(usr, "<span class='notice'>Your request has been recieved by Centcom.</span>")
to_chat(admins, "<b>FERRY: <font color='blue'>[key_name_admin(usr)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) (<A HREF='?_src_=holder;secretsfun=moveferry'>Move Ferry</a>)</b> is requesting to move the transport ferry to Centcom.</font>")
spawn(600) //One minute cooldown
cooldown = 0
/obj/machinery/computer/shuttle/ert
name = "specops shuttle console"
//circuit = /obj/item/weapon/circuitboard/ert
shuttleId = "specops"
possible_destinations = "specops_home;specops_away"
/obj/machinery/computer/shuttle/white_ship
name = "White Ship Console"
desc = "Used to control the White Ship."
circuit = /obj/item/weapon/circuitboard/white_ship
shuttleId = "whiteship"
possible_destinations = "whiteship_away;whiteship_home;whiteship_z4"
/obj/machinery/computer/shuttle/vox
name = "skipjack control console"
req_access = list(access_vox)
shuttleId = "skipjack"
possible_destinations = "skipjack_away;skipjack_ne;skipjack_nw;skipjack_se;skipjack_sw;skipjack_z5"
/obj/machinery/computer/shuttle/engineering
name = "Engineering Shuttle Console"
desc = "Used to call and send the engineering shuttle."
shuttleId = "engineering"
possible_destinations = "engineering_home;engineering_away"
/obj/machinery/computer/shuttle/science
name = "Science Shuttle Console"
desc = "Used to call and send the science shuttle."
shuttleId = "science"
possible_destinations = "science_home;science_away"
/obj/machinery/computer/shuttle/admin
name = "Administration Shuttle Console"
desc = "Used to call and send the administration shuttle."
shuttleId = "admin"
possible_destinations = "admin_home;admin_away"
/obj/machinery/computer/shuttle/sst
name = "Syndicate Strike Time Shuttle Console"
desc = "Used to call and send the SST shuttle."
shuttleId = "sst"
possible_destinations = "sst_home;sst_away"
var/global/trade_dock_timelimit = 0
var/global/trade_dockrequest_timelimit = 0
/obj/machinery/computer/shuttle/trade
name = "Freighter Console"
docking_request = 1
var/possible_destinations_dock
var/possible_destinations_nodock
var/docking_request_message = "A trading ship has requested docking aboard the NSS Cyberiad for trading. This request can be accepted or denied using a communications console."
/obj/machinery/computer/shuttle/trade/attack_hand(mob/user)
if(world.time < trade_dock_timelimit)
possible_destinations = possible_destinations_dock
else
possible_destinations = possible_destinations_nodock
docking_request = (world.time > trade_dockrequest_timelimit && world.time > trade_dock_timelimit)
..(user)
/obj/machinery/computer/shuttle/trade/Topic(href, href_list)
if(..())
return 1
if(href_list["request"])
if(world.time < trade_dockrequest_timelimit || world.time < trade_dock_timelimit)
return
to_chat(usr, "<span class='notice'>Request sent.</span>")
command_announcement.Announce(docking_request_message, "Docking Request")
trade_dockrequest_timelimit = world.time + 1200 // They have 2 minutes to approve the request.
/obj/machinery/computer/shuttle/trade/sol
req_access = list(access_trade_sol)
possible_destinations_dock = "trade_sol_base;trade_sol_offstation;trade_dock"
possible_destinations_nodock = "trade_sol_base;trade_sol_offstation"
shuttleId = "trade_sol"
docking_request_message = "A trading ship of Sol origin has requested docking aboard the NSS Cyberiad for trading. This request can be accepted or denied using a communications console."
#undef DOCKING_PORT_HIGHLIGHT
/turf/proc/copyTurf(turf/T)
if(T.type != type)
var/obj/O
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
O = new()
O.underlays.Add(T)
T.ChangeTurf(type)
if(underlays.len)
T.underlays = O.underlays
if(T.icon_state != icon_state)
T.icon_state = icon_state
if(T.icon != icon)
T.icon = icon
if(T.color != color)
T.color = color
if(T.dir != dir)
T.dir = dir
return T