Files
Paradise/code/modules/shuttle
Charlie Nolan e6f99049f6 MILLA phase 2 (#27659)
* MILLA phase 2

* Lint.

* Build Rust library

* Assorted bugfixes and tweaks

* Simplify fire mechanics and make hotspot sending to DM more reliable.

* Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary.

* SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements.

* Review fixes.

* Build Rust library

* Unbalanced icon.

* Rebalance immovable rods.

* Unbalanced has alerts, can fight airflow (but get slowed)

* Build Rust library

* Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix.

* Build Rust library

* Tweaks to avoid merge conflict

* Oops.

* Build Rust library

* Rebalance wind.

* Rebalance temperature flow and space cooling.

* Fix gas flamethrower.

* Build Rust library

* Make air push slowdown directional, so you don't get slowed while moving with the air.

* Variable name cleanup.

* Reduce the speed of wind pushes.

* Prevent wind pushes from breaking your pull.

* Prevent swaps during wind push.

* Made supermatter crytals reliably run last in atmos machinery.

* Sped up plasmafire burning, but dropped the minimum burn amount.

* Rebalanced SM heat output.

* Rebalanced pyro anomaly.

* Build Rust library

* Lint

* Build Rust library

* Uncap fuel burnt readout.

* Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE.

* Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE

* Added a list of areas not in Filtering to atmos alert computer.

* Increase pressure gradient and vent output, especially at low distro pressure.

* Changed Immovable Rod from Moderate to Major.

* Lint

* Build Rust library

* More lint!

* Build Rust library

* Magboots, scaled slowdown, and nukie borg immunity

* Wind image

* Wind v2

* Wind v3

* pngcrush

* pngcrush again

* Moved hotspot removal into SSair, add wind effect.

* Lint

* Build Rust library

* Fix hotspots.

* Hotspot visual based on gas burnt

* Build Rust library

* Scaled wind to gas amount, stopped first wind push while moving.

* Made Rust panic logging safer.

* Made MILLA full tick and sleep timers more honest.

* Pressure overlay, ghost mode, atmos goggles.

* Build Rust library

* Lint

* Build Rust library

* More lint-y stuff.

* Build Rust library

* Repair pressure overlay if it loses its loc.

* Bind pressure overlays to their tile better.

* Build Rust library

* Make the pressure overlay work on z=1 and not proliferate effects.

* Don't block the supply shuttle.

* Don't fine for special effects.

* Maybe don't fine for ghosts, either.

* Build Rust library

* Make pressure overlay play nice with shuttles.

* Build Rust library

* Pressure scanning for borgs.

* Build Rust library

* Lint

* Build Rust library

* Made explosions not generate so much wind.

* Removed an old and non-functional proc.

* Clientless mobs can get pushed again.

* Build Rust library

* cargo fmt

* Build Rust library

* Don't divide by zero.

* Plasmafire generator for the Shadow

* Update shadow to use plasmafire generators

* Fix shadow's plasmafire generators going out on depart.

* Prevent heat2color from runtiming at absolute zero.

* Better nanofrost

* Build Rust library

* Singularity immunity

* Build Rust library

* Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM

* Build Rust library

* Dump panic outputs into data/ instead.

* Build Rust library

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>

* Saner handling of MILLA crash.

* Build Rust library

---------

Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2025-01-01 20:12:05 +00:00
..
2025-01-01 20:12:05 +00:00

Important note:

The following readme was last updated during Late 2015. The changes between Paradise & TG's shuttle system has diverged greatly since then. Do not take the documentation here's description of differences between tg & paradise seriously without double checking.

Shuttle system

Introduction

This folder belongs to the "shuttle" system. The shuttle system is used to control the "Shuttles" on the map, which are, at their core, a rectangular area of turfs that "move".

The shuttle system is comprised of two primary files. shuttle.dm, which contains the primary code, and shuttles.dm which contains the back-end controller system. There are a few other files, but it isn't worth noting on.

Shuttles are used for many purposes, including the end of rounds, so it's important to understand them.

Docking ports

obj docking_port

The /obj/docking_port type is the primary component of the shuttle system. Almost all of the shuttle system is controlled by the docking ports, the only thing that isn't, really, is the shuttle manager, which manages, you guessed it, the docking ports.

Docking ports are split into two main types: /obj/docking_port/stationary, and /obj/docking_port/mobile, but they share a few variables and procs defined at the /obj/docking_port level.

Variables

id: This variable is used for any plain-text references to the docking port. It should always be lowercase.

width, height: The width and height variables are absolute value variables which define the bounding box of the docking port. It is very important to note that these are different from the dwidth and dheight in terms of how they are counted. As they are absolute representations of the size of the bounding box, they need to be equal to the amount of turfs on the side of the bounding box. An easy way to think of it is, if you start at the very corner piece, you would start the count at 1 from that corner piece, IE, you move 1 turf in any direction, it would be 2.

A crude ASCII example:

||D|||

Would be classed by the values width = 6, height = 1.

It is important to note that bounding boxes are always rectangular. However, shuttles are allowed to be any shape they so wish, as anything that matches the turf_type of stationary docking ports will not be moved with the shuttle- by default, this is equal to /turf/space. Another quick example of this:

  |||
  |||
  |||
 |||||
||||||D
|||||||
||| |||

This, even though it is not exactly a rectangle, would be classified by the values width = 7, height = 7.

dwidth, dheight: The relative offset of the docking port to the bounding box. These values are calculated relative to the bounding box. The values are counted from the bottom left corner of the bounding box, relative to the direction of the docking port. The "bottom left corner" changes depending on the direction of the docking port object. so a docking port facing north that looks something like this:

|||  
|||  
|||D|  
|||||

Would have a dwidth value of 3, and a dheight value of 1. A docking port facing south that looks like this:

||||||
|||D||
 ||||

Would have a dwidth value of 2, and a dheight value of 1

/obj/docking_port/mobile

/obj/docking_port/mobile, or, "Mobile" docking ports are used to define and control the movement of the shuttle chunks. The "Mobile" docking port moves with the shuttle, and is essentially attached to it. A "Mobile" docking port only moves to predefined positions on the map, referred to as "Stationary" docking ports.

/obj/docking_port/mobile

/obj/docking_port/stationary, or "Stationary" docking ports are used as predefined references for where "Mobile" docking ports may move. "Stationary" docking ports do not move unless something has gone horribly wrong. They are essentially static points in space. Going into details, whenever a "Mobile" docking port "moves", it registers with the stationary docking port that it was requested to move to, and moves itself to it. It is important to note that docking ports will switch direction on the fly, and a "Stationary" docking port not matching the initial direction of the "Mobile" docking port will cause the entire shuttle to be rotated in order for the "Mobile" docking port to face the same direction as the "Stationary" docking port.

Modifications

There are three main differences between -tg-station13's shuttle system and the one in use on Paradise, and none are very complex.

Airlocks

The biggest modification comes in the form of how docking ports interact with airlocks. With -tg-station13's base code, any door on the shuttle will be closed, and any door directly next to the mobile docking port will be closed off of the shuttle.

In Paradise, however, when a mobile docking port undocks from the stationary docking port, it will look for any door in the machine list who's id_tag variable matches the stationary docking port's id variable. When it finds these doors, it will close and bolt the doors shut. Any airlocks on the shuttle will be closed as per usual, but any airlocks within the shuttle with the id_tag of s_docking_airlock will also be bolted, and will stay bolted until the shuttle has exited transit space.

Initialization

In -tg-station13's shuttle system, all docking ports register with the shuttle controller on New(). However, as Paradise uses a different system for the shuttle controller, it is not yet created when New() is called.

To fix this issue, all docking ports will not initialize automatically on New(). Instead, they are manually initialized by the shuttle controller when it is created, via a proc called initialize().