Files
Paradise/code/modules/shuttle/shuttle.dm
datlo 912c6b0b9e asteroid claim improvements, golem ship security
Add plating over asteroid tiles if you've claimed them

Asteroid walls can now be used to define rooms (still must be airtight)

Add golem check to the free golem ship
2019-02-03 15:59:04 +00:00

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24 KiB
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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
// also uncomment the #undef at the bottom of the file
//#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
// A timid shuttle will not register itself with the shuttle subsystem
// All shuttle templates are timid
var/timid = FALSE
var/list/ripples = list()
//these objects are indestructable
/obj/docking_port/Destroy(force)
if(force)
..()
. = QDEL_HINT_HARDDEL_NOW
else
return QDEL_HINT_LETMELIVE
/obj/docking_port/take_damage()
return
/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(!SSshuttle)
throw EXCEPTION("docking port [src] could not initialize.")
return 0
SSshuttle.stationary += src
if(!id)
id = "[SSshuttle.stationary.len]"
if(name == "dock")
name = "dock[SSshuttle.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.
SSshuttle.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/Initialize()
if(!timid)
register()
..()
/obj/docking_port/mobile/register()
if(!SSshuttle)
throw EXCEPTION("docking port [src] could not initialize.")
return 0
SSshuttle.mobile += src
if(!id)
id = "[SSshuttle.mobile.len]"
if(name == "shuttle")
name = "shuttle[SSshuttle.mobile.len]"
return 1
/obj/docking_port/mobile/Destroy(force)
if(force)
SSshuttle.mobile -= src
areaInstance = null
destination = null
previous = null
return ..()
//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 SHUTTLE_NOT_A_DOCKING_PORT
if(istype(S, /obj/docking_port/stationary/transit))
return SHUTTLE_CAN_DOCK
//check dock is big enough to contain us
if(dwidth > S.dwidth)
return SHUTTLE_DWIDTH_TOO_LARGE
if(width-dwidth > S.width-S.dwidth)
return SHUTTLE_WIDTH_TOO_LARGE
if(dheight > S.dheight)
return SHUTTLE_DHEIGHT_TOO_LARGE
if(height-dheight > S.height-S.dheight)
return SHUTTLE_HEIGHT_TOO_LARGE
//check the dock isn't occupied
var/currently_docked = S.get_docked()
if(currently_docked)
// by someone other than us
if(currently_docked != src)
return SHUTTLE_SOMEONE_ELSE_DOCKED
else
// This isn't an error, per se, but we can't let the shuttle code
// attempt to move us where we currently are, it will get weird.
return SHUTTLE_ALREADY_DOCKED
return SHUTTLE_CAN_DOCK
/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
var/status = canDock(S)
if(status == SHUTTLE_CAN_DOCK)
return TRUE
else if(status == SHUTTLE_ALREADY_DOCKED)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return FALSE
else
var/msg = "check_dock(): shuttle [src] cannot dock at [S], error: [status]"
message_admins(msg)
throw EXCEPTION(msg)
return FALSE
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
return
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"]")
/obj/docking_port/mobile/proc/jumpToNullSpace()
// Destroys the docking port and the shuttle contents.
// Not in a fancy way, it just ceases.
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
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
//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
for(var/i in L0)
var/turf/T0 = i
if(!T0)
continue
T0.empty(turf_type)
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
var/list/turfs = ripple_area(S1)
for(var/i in turfs)
ripples += new /obj/effect/temp_visual/ripple(i)
/obj/docking_port/mobile/proc/remove_ripples()
if(ripples.len)
for(var/i in ripples)
qdel(i)
ripples.Cut()
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
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/list/ripple_turfs = 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
if(T0.type != T0.baseturf)
ripple_turfs += T1
return ripple_turfs
//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, force=FALSE)
// Crashing this ship with NO SURVIVORS
if(S1.get_docked() == src)
remove_ripples()
return
if(!force)
if(!check_dock(S1))
return -1
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
// Removes ripples
remove_ripples()
//move or squish anything in the way ship at destination
roadkill(L0, L1, S1.dir)
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)
AM.onShuttleMove(T1, rotation)
if(rotation)
T1.shuttleRotate(rotation)
//lighting stuff
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
SSair.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
for(var/A1 in L1)
var/turf/T1 = A1
T1.postDock(S1)
for(var/atom/movable/M in T1)
M.postDock(S1)
loc = S1.loc
dir = S1.dir
unlockPortDoors(S1)
/obj/docking_port/mobile/proc/findTransitDock()
var/obj/docking_port/stationary/transit/T = SSshuttle.getDock("[id]_transit")
if(T && check_dock(T))
return T
/obj/docking_port/mobile/proc/findRoundstartDock()
var/obj/docking_port/stationary/D
D = SSshuttle.getDock(roundstart_move)
if(D)
return D
/obj/docking_port/mobile/proc/dockRoundstart()
// Instead of spending a lot of time trying to work out where to place
// our shuttle, just create it somewhere empty and send it to where
// it should go
. = dock_id(roundstart_move)
/obj/docking_port/mobile/proc/dock_id(id)
var/port = SSshuttle.getDock(id)
if(port)
. = dock(port)
else
. = null
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
//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 GLOB.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 GLOB.airlocks)
if(A.id_tag == S1.id)
spawn(-1)
if(A.locked)
A.unlock()
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
var/list/hurt_mobs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
var/turf/T1 = L1[i]
if(!T0 || !T1)
continue
for(var/atom/movable/AM in T1)
if(AM.pulledby)
AM.pulledby.stop_pulling()
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
M.buckled.unbuckle_mob(M, 1)
if(isliving(AM))
var/mob/living/L = AM
L.stop_pulling()
if(L.anchored)
L.gib()
else
if(!(L in hurt_mobs))
hurt_mobs |= L
L.visible_message("<span class='warning'>[L] is hit by \
a hyperspace ripple[L.anchored ? "":" and is thrown clear"]!</span>",
"<span class='userdanger'>You feel an immense \
crushing pressure as the space around you ripples.</span>")
L.Paralyse(10)
L.ex_act(2)
// Move unanchored atoms
if(!AM.anchored)
step(AM, dir)
else
if(AM.simulated) // Don't qdel lighting overlays, they are static
qdel(AM)
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
check_effects()
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/check_effects()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
var/tl = timeLeft(1)
if(tl <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination)
/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/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/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(!SSshuttle) //intentionally mapping shuttle consoles without actual shuttles IS POSSIBLE OH MY GOD WHO KNEW *glare*
return
for(var/obj/docking_port/mobile/D in SSshuttle.mobile)
if(get_dist(src, D) <= max_connect_range && D.rebuildable)
M = D
shuttleId = M.id
break
else if(!possible_destinations && SSshuttle) //possible destinations should **not** always exist; so, if it's specifically set to null, don't make it exist
M = SSshuttle.getShuttle(shuttleId)
if(M && !possible_destinations)
// find perfect fits
possible_destinations = ""
for(var/obj/docking_port/stationary/S in SSshuttle.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
connect()
add_fingerprint(user)
ui_interact(user)
/obj/machinery/computer/shuttle/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "shuttle_console.tmpl", M ? M.name : "shuttle", 300, 200)
ui.open()
/obj/machinery/computer/shuttle/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
var/data[0]
var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId)
data["status"] = M ? M.getStatusText() : null
if(M)
data["shuttle"] = 1
var/list/docking_ports = list()
data["docking_ports"] = docking_ports
var/list/options = params2list(possible_destinations)
for(var/obj/docking_port/stationary/S in SSshuttle.stationary)
if(!options.Find(S.id))
continue
if(!M.check_dock(S))
continue
docking_ports[++docking_ports.len] = list("name" = S.name, "id" = S.id)
data["docking_ports_len"] = docking_ports.len
data["admin_controlled"] = admin_controlled
data["docking_request"] = docking_request
return data
/obj/machinery/computer/shuttle/Topic(href, href_list)
if(..())
return 1
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(SSshuttle.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>")
return 1
/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/circuitboard/ferry
shuttleId = "ferry"
possible_destinations = "ferry_home;ferry_away"
/obj/machinery/computer/shuttle/ferry/request
name = "ferry console"
circuit = /obj/item/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>")
log_admin("[key_name(usr)] requested to move the transport ferry to Centcom.")
message_admins("<b>FERRY: <font color='blue'>[key_name_admin(usr)] (<A HREF='?_src_=holder;secretsfun=moveferry'>Move Ferry</a>)</b> is requesting to move the transport ferry to Centcom.</font>")
. = 1
SSnanoui.update_uis(src)
spawn(600) //One minute cooldown
cooldown = 0
/obj/machinery/computer/shuttle/ert
name = "specops shuttle console"
//circuit = /obj/item/circuitboard/ert
req_access = list(access_cent_general)
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/circuitboard/white_ship
shuttleId = "whiteship"
possible_destinations = "whiteship_away;whiteship_home;whiteship_z4"
/obj/machinery/computer/shuttle/golem_ship
name = "Golem Ship Console"
desc = "Used to control the Golem Ship."
circuit = /obj/item/circuitboard/golem_ship
shuttleId = "freegolem"
possible_destinations = "freegolem_z3;freegolem_z5;freegolem_z1;freegolem_z6"
/obj/machinery/computer/shuttle/golem_ship/attack_hand(mob/user)
if(!isgolem(user))
to_chat(user, "<span class='warning'>Access denied.</span>")
return
..()
/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."
icon_keyboard = "syndie_key"
icon_screen = "syndishuttle"
req_access = list(access_syndicate)
shuttleId = "sst"
possible_destinations = "sst_home;sst_away"
/obj/machinery/computer/shuttle/sit
name = "Syndicate Infiltration Team Shuttle Console"
desc = "Used to call and send the SIT shuttle."
icon_keyboard = "syndie_key"
icon_screen = "syndishuttle"
req_access = list(access_syndicate)
shuttleId = "sit"
possible_destinations = "sit_arrivals;sit_engshuttle;sit_away"
/obj/machinery/computer/shuttle/trade
name = "Freighter Console"
/obj/machinery/computer/shuttle/trade/sol
req_access = list(access_trade_sol)
possible_destinations = "trade_sol_base;trade_dock"
shuttleId = "trade_sol"
//#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