* Adds Syndicate Infiltration Team
Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.
Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.
Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.
* check_rights, color codes
* Improved Options
- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.
* Minor Improvements
- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.
* Map Area Tweak
* Fixes potential SST exploit with c4-ing mech door
* Tiger
* World's smallest merge/Travis fix
* Renames Officer to Management Consultant
* Removes protected var blocking C4 on poddoors
* Removes emag_immune property for doors
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.
Shuttle Controller
This is a very simple change. On -tg-station13, the shuttle controller is referenced by a
variable named SSShuttle. On Paradise, due to controller naming conventions, it is
instead named shuttle_master.
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().