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Paradise/code/game/objects/structures/transit_tubes/transit_tube_pod.dm
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/obj/structure/transit_tube_pod
icon = 'icons/obj/pipes/transit_tube_pod.dmi'
icon_state = "pod"
animate_movement = FORWARD_STEPS
anchored = TRUE
density = TRUE
var/moving = FALSE
var/datum/gas_mixture/air_contents = new()
/obj/structure/transit_tube_pod/New(loc)
..(loc)
air_contents.oxygen = MOLES_O2STANDARD * 2
air_contents.nitrogen = MOLES_N2STANDARD
air_contents.temperature = T20C
// Give auto tubes time to align before trying to start moving
spawn(5)
follow_tube()
/obj/structure/transit_tube_pod/Destroy()
for(var/atom/movable/AM in contents)
AM.forceMove(get_turf(src))
return ..()
/obj/structure/transit_tube_pod/Process_Spacemove()
if(moving) //No drifting while moving in the tubes
return TRUE
else return ..()
/obj/structure/transit_tube_pod/proc/follow_tube(reverse_launch)
if(moving)
return
moving = TRUE
spawn()
var/obj/structure/transit_tube/current_tube = null
var/next_dir
var/next_loc
var/last_delay = 0
var/exit_delay
if(reverse_launch)
dir = turn(dir, 180) // Back it up
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
current_tube = tube
break
while(current_tube)
next_dir = current_tube.get_exit(dir)
if(!next_dir)
break
exit_delay = current_tube.exit_delay(src, dir)
last_delay += exit_delay
sleep(exit_delay)
next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
if(current_tube == null)
setDir(next_dir)
Move(get_step(loc, dir), dir) // Allow collisions when leaving the tubes.
break
last_delay = current_tube.enter_delay(src, next_dir)
sleep(last_delay)
setDir(next_dir)
forceMove(next_loc) // When moving from one tube to another, skip collision and such.
density = current_tube.density
if(current_tube && current_tube.should_stop_pod(src, next_dir))
current_tube.pod_stopped(src, dir)
break
density = TRUE
moving = FALSE
// Should I return a copy here? If the caller edits or qdel()s the returned
// datum, there might be problems if I don't...
/obj/structure/transit_tube_pod/return_air()
var/datum/gas_mixture/GM = new()
GM.copy_from(air_contents)
return GM
// For now, copying what I found in an unused FEA file (and almost identical in a
// used ZAS file). Means that assume_air and remove_air don't actually alter the
// air contents.
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
return air_contents.merge(giver)
/obj/structure/transit_tube_pod/remove_air(amount)
return air_contents.remove(amount)
// Called when a pod arrives at, and before a pod departs from a station,
// giving it a chance to mix its internal air supply with the turf it is
// currently on.
/obj/structure/transit_tube_pod/proc/mix_air()
var/datum/gas_mixture/environment = loc.return_air()
var/env_pressure = environment.return_pressure()
var/int_pressure = air_contents.return_pressure()
var/total_pressure = env_pressure + int_pressure
if(total_pressure == 0)
return
// Math here: Completely made up, not based on realistic equasions.
// Goal is to balance towards equal pressure, but ensure some gas
// transfer in both directions regardless.
// Feel free to rip this out and replace it with something better,
// I don't really know muhch about how gas transfer rates work in
// SS13.
var/transfer_in = max(0.1, 0.5 * (env_pressure - int_pressure) / total_pressure)
var/transfer_out = max(0.1, 0.3 * (int_pressure - env_pressure) / total_pressure)
var/datum/gas_mixture/from_env = loc.remove_air(environment.total_moles() * transfer_in)
var/datum/gas_mixture/from_int = air_contents.remove(air_contents.total_moles() * transfer_out)
loc.assume_air(from_int)
air_contents.merge(from_env)
// When the player moves, check if the pos is currently stopped at a station.
// if it is, check the direction. If the direction matches the direction of
// the station, try to exit. If the direction matches one of the station's
// tube directions, launch the pod in that direction.
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
if(istype(mob) && mob.client)
// If the pod is not in a tube at all, you can get out at any time.
if(!(locate(/obj/structure/transit_tube) in loc))
eject(mob, direction)
return
//if(moving && istype(loc, /turf/space))
// Todo: If you get out of a moving pod in space, you should move as well.
// Same direction as pod? Direcion you moved? Halfway between?
if(!moving)
for(var/obj/structure/transit_tube/station/station in loc)
if(dir in station.directions())
if(!station.pod_moving)
if(direction == station.dir)
if(station.hatch_state == TRANSIT_TUBE_OPEN)
eject(mob, direction)
else
station.open_hatch()
else if(direction in station.directions())
setDir(direction)
station.launch_pod()
return
for(var/obj/structure/transit_tube/tube in loc)
if(dir in tube.directions())
if(tube.has_exit(direction))
setDir(direction)
return
/obj/structure/transit_tube_pod/proc/move_into(atom/movable/A)
icon_state = "pod_occupied"
A.forceMove(src)
/obj/structure/transit_tube_pod/proc/eject_mindless(direction)
for(var/atom/movable/A in contents)
if(ismob(A))
var/mob/M = A
if(M.mind) // Only eject mindless mobs
continue
eject(A, direction)
A.Move(get_step(loc, direction), direction)
/obj/structure/transit_tube_pod/proc/eject(atom/movable/A, direction)
icon_state = "pod"
A.forceMove(loc)
A.Move(get_step(loc, direction), direction)
if(ismob(A))
var/mob/M = A
M.reset_perspective(null)