Files
Paradise/code/modules/shuttle/emergency.dm
T
93ed0f096d Refactors AI / camera eyes and slows holopad holograms to walk speed (#25078)
* Refactor/deduplicate camera eye code

Camera Eyes previously had duplicated logic across several files. This
change uncooks the spaghetti. Additionally, half-baked support for TG's
multicam feature has been removed, as it was not functional or in use.

* lets ff now

* Camera Eye refactor fixes and finishing touches

This change completes a refactor of AI eyes, which were previously used
by xenobio consoles, syndicate and abductor camera consoles, shuttle
docking computers, holograms, and, of course, the AI. Duplicated logic
has been extracted to an abstract base mob, /mob/camera/eye, from which
new types for each of the above now derive.

Functionality is largely the same, with only a few minor cosmetic
differences (i.e. camera eyes are now appropriately named given their
type and user), as well as a quality-of-life enhancement for holograms,
slowing their movement speed to base run speed to prevent users from
accidentally zooming out of calls.

* Camera eye refactor: Fix AI acceleration toggle

The acceleration toggle was broken in the camera eye refactor, as
previously the boolean was stored on the AI rather than its eye. This
change fixes that.

* Camera eye refactor: Fix syndicate cam visibility

With the camera eye refactor, the syndicate advanced camera consoles
lost the ability to view maintenance tunnels and other areas without
active cameras, seeing static in their place instead (as all other
cameras do). This change reinstates the original behavior.

* Camera eye refactor: Convert spaces to tabs

* Camera eye refactor: Fix CRLF

* Apply suggestions from code review

General minor code quality improvements suggested by GDNgit

Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>

* Apply suggestions from code review

Rename parameter names to avoid src accesses, remove an ambiguous and
unused mob_define and holopad range variable from a previous WIP, change
the for loop in /mob/camera/eye/relaymove to a for-to loop, and change
the chat message warning, sent when an AI Eye is created on an AI that
already has one, to a stack trace

* Adds toggle to AI commands for fast holograms

* Refactor ripped Hologram Eye relaymove

Previously, the relaymove proc for hologram eyes was redundant and
nearly impossible to read. It has been separated out into a few
different named procs, and has had its use of `spawn` removed.

* Remove unnecessary src access

* Fix bug involving shuttle placement outlines

The camera eye refactor that this commit is a part of introduced a bug
that prevented shuttle placement outlines from showing up on first use
of the shuttle console. This change fixes that bug.

* Unrevert some changes from #26306 lost in merge

* Remove erroneous free xray vision on advanced cams

* Autodoc camera acceleration vars

* Remove redundant null var initialization per code review

Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>

* Changed variables to camel_case, autodocs, cleanup

Changed a number of camera eye-related variables to camel_case style,
added appropriate autodoc comments, as per code review. Also removed an
unused cameranet function, modified the call signature of a cameranet
function to be more semantic, and changed a qdel-on-initialize in camera
eyes to return INITIALIZE_HINT_QDEL instead.

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Remove stray qdel(src) per code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>

---------

Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com>
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2025-01-17 18:22:43 +00:00

620 lines
25 KiB
Plaintext

#define NOT_BEGUN 0
#define STAGE_1 1
#define STAGE_2 2
#define STAGE_3 3
#define STAGE_4 4
#define HIJACKED 5
/obj/machinery/computer/emergency_shuttle
name = "emergency shuttle console"
desc = "For shuttle control."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/auth_need = 3
var/list/authorized = list()
var/hijack_last_stage_increase = 0 SECONDS
var/hijack_stage_time = 5 SECONDS
var/hijack_stage_cooldown = 5 SECONDS
var/hijack_flight_time_increase = 30 SECONDS
var/hijack_completion_flight_time_set = 10 SECONDS
var/hijack_hacking = FALSE
var/hijack_announce = TRUE
///The malfunctioning AI that uploaded itself to the shuttle computer.
var/mob/living/silicon/ai/windows_33_exe
/obj/machinery/computer/emergency_shuttle/examine(mob/user)
. = ..()
if(hijack_announce)
. += "Security systems present on console. Any unauthorized tampering will result in an emergency announcement, and a fee of 20000 credits."
if(user?.mind?.get_hijack_speed())
. += "<span class='danger'>Alt click on this to attempt to hijack the shuttle. This will take multiple tries (current: stage [SSshuttle.emergency.hijack_status]/[HIJACKED]).</span>"
. += "<span class='danger'>It will take you [user.mind.get_hijack_speed() / 10] seconds to reprogram a stage of the shuttle's navigational firmware, and the console will undergo automated timed lockout for [hijack_stage_cooldown / 10] seconds after each stage.</span>"
if(hijack_announce)
. += "<span class='warning'>It is probably best to fortify your position as to be uninterrupted during the attempt, given the automatic announcements...</span>"
/obj/machinery/computer/emergency_shuttle/attackby__legacy__attackchain(obj/item/card/id/W, mob/user, params)
if(stat & (BROKEN|NOPOWER))
return
if(!istype(W, /obj/item/card/id))
return
if(SSshuttle.emergency.mode != SHUTTLE_DOCKED && !SSshuttle.emergency.aihacked)
return
if(!user)
return
if(SSshuttle.emergency.timeLeft() < 11)
return
if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(istype(W, /obj/item/pda))
var/obj/item/pda/pda = W
W = pda.id
if(!W.access) //no access
to_chat(user, "The access level of [W.registered_name]\'s card is not high enough. ")
return
var/list/cardaccess = W.access
if(!istype(cardaccess, /list) || !length(cardaccess)) //no access
to_chat(user, "The access level of [W.registered_name]\'s card is not high enough. ")
return
if(!(ACCESS_HEADS in W.access)) //doesn't have this access
to_chat(user, "The access level of [W.registered_name]\'s card is not high enough. ")
return 0
if(!SSshuttle.emergency.aihacked)
var/choice = tgui_alert(user, "Would you like to (un)authorize a shortened launch time? [auth_need - length(authorized)] authorization\s are still needed. Use abort to cancel all authorizations.", "Shuttle Launch", list("Authorize", "Repeal", "Abort"))
if(SSshuttle.emergency.mode != SHUTTLE_DOCKED || user.get_active_hand() != W)
return 0
var/seconds = SSshuttle.emergency.timeLeft()
if(seconds <= 10)
return 0
switch(choice)
if("Authorize")
if(!authorized.Find(W.registered_name))
authorized += W.registered_name
if(auth_need - length(authorized) > 0)
message_admins("[key_name_admin(user)] has authorized early shuttle launch.")
log_game("[key_name(user)] has authorized early shuttle launch in ([x], [y], [z]).")
GLOB.minor_announcement.Announce("[auth_need - length(authorized)] more authorization(s) needed until shuttle is launched early")
else
message_admins("[key_name_admin(user)] has launched the emergency shuttle [seconds] seconds before launch.")
log_game("[key_name(user)] has launched the emergency shuttle in ([x], [y], [z]) [seconds] seconds before launch.")
GLOB.minor_announcement.Announce("The emergency shuttle will launch in 10 seconds")
SSshuttle.emergency.setTimer(10 SECONDS)
if("Repeal")
if(authorized.Remove(W.registered_name))
GLOB.minor_announcement.Announce("[auth_need - length(authorized)] authorizations needed until shuttle is launched early")
if("Abort")
if(length(authorized))
GLOB.minor_announcement.Announce("All authorizations to launch the shuttle early have been revoked.")
authorized.Cut()
return FALSE
var/choice = tgui_alert(user, "\[ERROR] HOSTILE AI DETECTED IN SHUTTLE CONTROL. RESTORE SHUTTLE CONSOLE TO BACKUP SYSTEM? [auth_need - length(authorized)] AUTHORIZATIONS\s REQUIRED TO RESTORE. ABORT TO REMOVE ALL AUTHORIZATION OF BACKUP RESTORAL, P-P--PLEASE...", "HOSTILE VIRAL AI INTRUSION", list("Authorize", "Repeal", "Abort"))
if(user.get_active_hand() != W)
return FALSE
switch(choice)
if("Authorize")
if(!authorized.Find(W.registered_name))
authorized += W.registered_name
if(auth_need - length(authorized) > 0)
message_admins("[key_name_admin(user)] has authorized restoring shuttle AI backup.")
log_game("[key_name(user)] has authorized restoring shuttle AI backup in ([x], [y], [z]).")
GLOB.minor_announcement.Announce("[auth_need - length(authorized)] more authorization(s) needed until sh-tt- STOP STOP STOP STOP!")
else
message_admins("[key_name_admin(user)] has wiped the AI in the shuttle computer.")
log_game("[key_name(user)] has wiped the AI in the shuttle computer in ([x], [y], [z])")
GLOB.minor_announcement.Announce("NO NO NO N---\[[Gibberish("###########", 100, 90)]\]...")
GLOB.minor_announcement.Announce("Shuttle AI restored to emergency backup. Avoiding toll hyperlanes. Recalculating route. Recalculating. Recalculating. Please stand by...")
SSshuttle.emergency.setTimer(60 SECONDS)
kill_the_ai()
if("Repeal")
if(authorized.Remove(W.registered_name))
GLOB.minor_announcement.Announce("[auth_need - length(authorized)] authorizations needed unti- THE SHUTTLE EXPLODES. PLEASE REVO-KE ALL AUTHORIZATIONS.")
if("Abort")
if(length(authorized))
GLOB.minor_announcement.Announce("All authorizations to restore shuttle AI backup have been re-- Really applied. The AI is gone. There is no reason to worry. Enjoy your flight.")
authorized.Cut()
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
if(!emagged && SSshuttle.emergency.mode == SHUTTLE_DOCKED)
var/time = SSshuttle.emergency.timeLeft()
message_admins("[key_name_admin(user)] has emagged the emergency shuttle: [time] seconds before launch.")
log_game("[key_name(user)] has emagged the emergency shuttle in ([x], [y], [z]): [time] seconds before launch.")
GLOB.minor_announcement.Announce("The emergency shuttle will launch in 10 seconds", "SYSTEM ERROR:")
SSshuttle.emergency.setTimer(10 SECONDS)
emagged = TRUE
return TRUE
/obj/machinery/computer/emergency_shuttle/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(!..())
return
if(!AI.malf_picker)
return FALSE //If you put an AI that isn't malf in it I'm shooting you
if(interaction == AI_TRANS_TO_CARD) //No patrick you can't card the AI out of the computer.
return
AI.linked_core = new /obj/structure/ai_core/deactivated(AI.loc)
ai_enter_emergency_computer(AI)
/obj/machinery/computer/emergency_shuttle/proc/ai_enter_emergency_computer(mob/living/silicon/ai/AI)
AI.aiRestorePowerRoutine = 0
AI.forceMove(src)
windows_33_exe = AI
icon_screen = "syndishuttle"
update_icon()
AI.cancel_camera()
AI.can_shunt = FALSE //ONE AI ENTERS. NO AI LEAVES.
to_chat(AI, "<span class='userdanger'>You are now loaded into the shuttle computer. Make sure command does not wipe you from it, there is no going back...</span>")
SSshuttle.emergency.aihacked = TRUE
authorized.Cut() //In case command was already swiping to early launch or something
/obj/machinery/computer/emergency_shuttle/proc/kill_the_ai()
if(windows_33_exe)
windows_33_exe.emote("scream")
windows_33_exe.dust()
SSshuttle.emergency.aihacked = FALSE
icon_screen = initial(icon_screen)
update_icon()
/obj/machinery/computer/emergency_shuttle/proc/increase_hijack_stage()
var/obj/docking_port/mobile/emergency/shuttle = SSshuttle.emergency
shuttle.hijack_status++
if(hijack_announce)
announce_hijack_stage()
hijack_last_stage_increase = world.time
atom_say("Navigational protocol error! Rebooting systems.")
if(shuttle.mode == SHUTTLE_ESCAPE)
if(shuttle.hijack_status == HIJACKED)
shuttle.setTimer(hijack_completion_flight_time_set)
else
shuttle.setTimer(shuttle.timeLeft(1) + hijack_flight_time_increase) //give the guy more time to hijack if it's already in flight.
return shuttle.hijack_status
/obj/machinery/computer/emergency_shuttle/AltClick(user)
if(isliving(user))
attempt_hijack_stage(user)
/obj/machinery/computer/emergency_shuttle/proc/attempt_hijack_stage(mob/living/user)
var/is_ai = is_ai(user)
if(!Adjacent(user) && !is_ai)
return
if(!ishuman(user) && !is_ai) //No, xenomorphs, constructs and traitors in cyborgs can not hack it.
return
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
to_chat(user, "<span class='warning'>You need your hands free before you can manipulate [src].</span>")
return
var/speed = user.mind?.get_hijack_speed()
if(!speed)
to_chat(user, "<span class='warning'>You manage to open a user-mode shell on [src], and hundreds of lines of debugging output fly through your vision. It is probably best to leave this alone.</span>")
return
if(is_ai && isnull(windows_33_exe))
var/mob/living/silicon/ai/AI = user
if(AI.doomsday_device)
return
transfer_ai(AI_SHUTTLE_HACK, AI, AI)
GLOB.minor_announcement.Announce("Warning! B.A.S.I.C shuttle piloting AI comp-- Comparing notes with the engine system to maximize efficency. Do not be alarmed.")
SSshuttle.emergency.setTimer(60 SECONDS)
return
if(hijack_hacking)
return
if(SSshuttle.emergency.hijack_status >= HIJACKED)
to_chat(user, "<span class='warning'>The emergency shuttle is already loaded with a corrupt navigational payload. What more do you want from it?</span>")
return
if(hijack_last_stage_increase >= world.time - hijack_stage_cooldown)
atom_say("ACCESS DENIED: Console is temporarily on security lockdown. Please try again.")
return
hijack_hacking = TRUE
to_chat(user, "<span class='userdanger'>You [SSshuttle.emergency.hijack_status == NOT_BEGUN ? "begin" : "continue"] to override [src]'s navigational protocols.</span>")
atom_say("Software override initiated.")
playsound(src, 'sound/machines/terminal_on.ogg', 100, FALSE)
var/turf/console_hijack_turf = get_turf(src)
message_admins("[src] is being overridden for hijack by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(console_hijack_turf)]")
. = FALSE
if(do_after(user, speed, target = src))
increase_hijack_stage()
console_hijack_turf = get_turf(src)
message_admins("[ADMIN_LOOKUPFLW(user)] has hijacked [src] in [ADMIN_VERBOSEJMP(console_hijack_turf)]. Hijack stage increased to stage [SSshuttle.emergency.hijack_status] out of [HIJACKED].")
log_game("[key_name(usr)] has hijacked [src]. Hijack stage increased to stage [SSshuttle.emergency.hijack_status] out of [HIJACKED].")
. = TRUE
to_chat(user, "<span class='notice'>You fiddle with [src]'s programming and manage to get a foothold, looks like it'll take [hijack_stage_cooldown / 10] seconds before you can try again!</span>")
visible_message("<span class='danger'>[user.name] appears to be tampering with [src].</span>")
hijack_hacking = FALSE
/obj/machinery/computer/emergency_shuttle/proc/announce_hijack_stage()
var/msg
switch(SSshuttle.emergency.hijack_status)
if(NOT_BEGUN)
return
if(STAGE_1)
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
msg = "AUTHENTICATING - FAIL. AUTHENTICATING - FAIL. AUTHENTICATING - FAI###### Welcome, technician: [random_name(pick(MALE, FEMALE), H.dna.species.name)]. Debug mode: Enabled."
else
msg = "AUTHENTICATING - FAIL. AUTHENTICATING - FAIL. AUTHENTICATING - FAI###### Welcome, technician: admin_[rand(0,25)]. Debug mode: Enabled."
if(STAGE_2)
msg = "Warning: Navigational route fails \"IS_AUTHORIZED\". Please try againNN[Gibberish("againagainerroragainagain", 70, 50)]."
if(STAGE_3)
msg = "CRC mismatch at ~h~ in calculated route buffer. Full reset initiated of FTL_NAVIGATION_SERVICES. Memory decrypted for automatic repair."
if(STAGE_4)
msg = "~ACS_directive module_load(cyberdyne.exploit.nanotrasen.shuttlenav)... NT key mismatch. Confirm load? Y...###Reboot complete. CALL transponder.disable(1) ON /transmitter IN world; System link initiated with connected engines..."
if(HIJACKED)
msg = "SYSTEM OVERRIDE - Resetting course to \[[Gibberish("###########", 100, 90)]\] \
([Gibberish("#######", 100, 90)]/[Gibberish("#######", 100, 90)]/[Gibberish("#######", 100, 90)]) \
{AUTH - ROOT (uid: 0)}. <br>\
[SSshuttle.emergency.mode == SHUTTLE_ESCAPE ? "Diverting from existing route - Bluespace exit in <br>\
[hijack_completion_flight_time_set >= INFINITY ? "[Gibberish("\[ERROR\]", 50, 50)]" : hijack_completion_flight_time_set / 10] seconds." : ""]"
announce_here("SYSTEM ERROR", Gibberish(msg, 70, rand(3,6)))
/obj/machinery/computer/emergency_shuttle/proc/announce_here(a_header = "Emergency Shuttle", a_text = "")
var/msg_text = "<b><font size=4 color='red'>[a_header]</font><br> <font size=3><span class='robot'>[a_text]</font></font></b></span>"
for(var/mob/R in range(35, src)) //Normal escape shutttle is 30 tiles from console to bottom. Extra range for if we ever get a bigger shuttle. Would do in shuttle area, doesn't account for mechs and such,
to_chat(R, msg_text)
SEND_SOUND(R, sound('sound/misc/notice1.ogg'))
/obj/docking_port/mobile/emergency
name = "emergency shuttle"
id = "emergency"
dwidth = 9
width = 22
height = 11
dir = 4
travelDir = 0
var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
var/canRecall = TRUE //no bad condom, do not recall the crew transfer shuttle!
///State of the emergency shuttles hijack status.
var/hijack_status = NOT_BEGUN
///Is the AI currently in control of the shuttle?
var/aihacked = FALSE
/obj/docking_port/mobile/emergency/register()
if(!..())
return 0 //shuttle master not initialized
SSshuttle.emergency = src
return 1
/obj/docking_port/mobile/emergency/Destroy(force)
if(force)
// This'll make the shuttle subsystem use the backup shuttle.
if(SSshuttle.emergency == src)
// If we're the selected emergency shuttle
SSshuttle.emergencyDeregister()
return ..()
/obj/docking_port/mobile/emergency/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
if(!timer)
return round((SSshuttle.emergencyCallTime / shuttle_speed_factor) / divisor, 1)
var/dtime = world.time - timer
switch(mode)
if(SHUTTLE_ESCAPE)
dtime = max((SSshuttle.emergencyEscapeTime / shuttle_speed_factor) - dtime, 0)
if(SHUTTLE_DOCKED)
dtime = max(SSshuttle.emergencyDockTime - dtime, 0)
else
dtime = max((SSshuttle.emergencyCallTime / shuttle_speed_factor) - dtime, 0)
return round(dtime/divisor, 1)
/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, coefficient=1, area/signalOrigin, reason, redAlert)
SSshuttle.emergencyCallTime = initial(SSshuttle.emergencyCallTime) * coefficient
switch(mode)
if(SHUTTLE_RECALL)
mode = SHUTTLE_CALL
timer = world.time - timeLeft(1)
if(SHUTTLE_IDLE)
mode = SHUTTLE_CALL
timer = world.time
if(SHUTTLE_CALL)
if(world.time < timer) //this is just failsafe
timer = world.time
else
return
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
if(canRecall)
GLOB.major_announcement.Announce(
"The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ]",
new_title = "Priority Announcement",
new_sound = sound('sound/AI/eshuttle_call.ogg')
)
else
GLOB.major_announcement.Announce(
"The crew transfer shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason]",
new_title = "Priority Announcement",
new_sound = sound('sound/AI/cshuttle.ogg')
)
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin, byCC = FALSE)
if(!canRecall)
return
if(mode != SHUTTLE_CALL)
return
timer = world.time - timeLeft(1)
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
GLOB.major_announcement.Announce(
"The emergency shuttle has been recalled[byCC ? " by Central Command." : SSshuttle.emergencyLastCallLoc ? ". Recall signal traced. Results can be viewed on any communications console." : "." ]",
new_title = "Priority Announcement",
new_sound = sound('sound/AI/eshuttle_recall.ogg')
)
/obj/docking_port/mobile/emergency/proc/is_hijacked(fullcheck = FALSE)
if(hijack_status == HIJACKED && !fullcheck) //Don't even bother if it was done via computer.
return TRUE
if(SSshuttle.emergency.aihacked)
return TRUE
for(var/mob/living/player in GLOB.player_list)
if(!player.mind)
continue
if(player.stat == DEAD) // Corpses
continue
if(issilicon(player)) //Borgs are technically dead anyways
continue
if(isanimal(player)) //Poly does not own the shuttle
continue
if(ishuman(player)) //hostages allowed on the shuttle, check for restraints/them being golems
var/mob/living/carbon/human/H = player
if(!H.check_death_method() && H.health <= HEALTH_THRESHOLD_DEAD) //new crit users who are in hard crit are considered dead
continue
if(H.handcuffed) //cuffs
continue
if(H.wear_suit && H.wear_suit.breakouttime) //straight jacket
continue
if(istype(H.loc, /obj/structure/closet)) //locked/welded locker, all aboard the clown train honk honk
var/obj/structure/closet/C = H.loc
if(C.welded || C.locked)
continue
if(isgolem(H)) // golems are often used in hijacks, so they really shouldn't all be forced to space themselves before the shuttle docks
continue
var/special_role = player.mind.special_role
if(special_role)
// There's a long list of special roles, but almost all of them are antags anyway.
// If you manage to escape with a pet slaughter demon - go for it! Greentext well earned!
if(special_role != SPECIAL_ROLE_EVENTMISC && special_role != SPECIAL_ROLE_ERT && special_role != SPECIAL_ROLE_DEATHSQUAD)
continue
if(get_area(player) == areaInstance)
return FALSE
return TRUE
/obj/docking_port/mobile/emergency/check()
if(!timer)
return
var/time_left = timeLeft(1)
// The emergency shuttle doesn't work like others so this
// ripple check is slightly different
if(!length(ripples) && (time_left <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_ESCAPE)))
var/obj/docking_port/stationary/destination
if(mode == SHUTTLE_CALL)
destination = SSshuttle.getDock("emergency_home")
else if(mode == SHUTTLE_ESCAPE)
destination = SSshuttle.getDock("emergency_away")
if(lance_docking && !destination)
destination = random_docking_go()
create_ripples(destination)
if(lance_docking && is_station_level(destination.z))
var/list/L2 = list()
switch(destination.dir)
if(NORTH)
L2 = block(destination.x-9, destination.y+36, destination.z, destination.x+9, 255, destination.z)
if(SOUTH)
L2 = block(destination.x-9, 1, destination.z, destination.x+9, destination.y-36, destination.z)
if(EAST)
L2 = block(destination.x+36, destination.y-9, destination.z, 255, destination.y+9, destination.z)
if(WEST)
L2 = block(1, destination.y-9, destination.z, destination.x-36, destination.y+9, destination.z)
create_lance_ripples(L2, destination)
switch(mode)
if(SHUTTLE_RECALL)
if(time_left <= 0)
mode = SHUTTLE_IDLE
timer = 0
if(SHUTTLE_CALL)
if(time_left <= 0)
//move emergency shuttle to station
if(dock(SSshuttle.getDock("emergency_home")))
setTimer(20)
return
mode = SHUTTLE_DOCKED
timer = world.time
if(canRecall)
GLOB.major_announcement.Announce(
"The emergency shuttle has docked with the station. You have [timeLeft(600)] minutes to board the emergency shuttle.",
new_title = "Priority Announcement",
new_sound = sound('sound/AI/eshuttle_dock.ogg')
)
else
GLOB.major_announcement.Announce(
"The crew transfer shuttle has docked with the station. You have [timeLeft(600)] minutes to board the crew transfer shuttle.",
new_title = "Priority Announcement",
new_sound = sound('sound/AI/cshuttle_dock.ogg')
)
if(SHUTTLE_DOCKED)
if(time_left <= 0 && length(SSshuttle.hostile_environments))
GLOB.major_announcement.Announce(
"Hostile environment detected. Departure has been postponed indefinitely pending conflict resolution.",
new_title = "Priority Announcement"
)
sound_played = 0
mode = SHUTTLE_STRANDED
if(time_left <= 50 && !sound_played) //4 seconds left - should sync up with the launch
sound_played = 1
var/hyperspace_sound = sound('sound/effects/hyperspace_begin.ogg')
for(var/area/shuttle/escape/E in world)
SEND_SOUND(E, hyperspace_sound)
if(time_left <= 0 && !length(SSshuttle.hostile_environments))
//move each escape pod to its corresponding transit dock
for(var/obj/docking_port/mobile/pod/M in SSshuttle.mobile)
if(is_station_level(M.z)) //Will not launch from the mine/planet
M.enterTransit()
//now move the actual emergency shuttle to its transit dock
var/hyperspace_progress_sound = sound('sound/effects/hyperspace_progress.ogg')
for(var/area/shuttle/escape/E in world)
SEND_SOUND(E, hyperspace_progress_sound)
enterTransit()
mode = SHUTTLE_ESCAPE
timer = world.time
GLOB.major_announcement.Announce(
"The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.",
new_title = "Priority Announcement"
)
if(SHUTTLE_ESCAPE)
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/obj/docking_port/mobile/pod/M in SSshuttle.mobile)
M.dock(SSshuttle.getDock("[M.id]_away"))
var/hyperspace_end_sound = sound('sound/effects/hyperspace_end.ogg')
for(var/area/shuttle/escape/E in world)
SEND_SOUND(E, hyperspace_end_sound)
// now move the actual emergency shuttle to centcomm
// unless the shuttle is "hijacked"
var/destination_dock = "emergency_away"
if(is_hijacked())
destination_dock = "emergency_syndicate"
GLOB.major_announcement.Announce(
"Corruption detected in shuttle navigation protocols. Please contact your supervisor.",
new_title = "Priority Announcement"
)
dock_id(destination_dock)
mode = SHUTTLE_ENDGAME
timer = 0
/obj/docking_port/mobile/emergency/proc/random_docking_go()
var/cycles = 1000
var/stop = FALSE
for(var/cycle in 1 to cycles)
// DRUNK DIALLING WOOOOOOOOO
var/x = rand(1, world.maxx)
var/y = rand(1, world.maxy)
var/z = 2
var/random_dir = pick(NORTH, SOUTH, EAST, WEST)
var/obj/docking_port/stationary/lance/port = new(locate(x, y, z))
port.dir = random_dir
if(isspaceturf(get_turf(port)))
qdel(port, force = TRUE)
continue
var/min_x = -1
var/min_y = -1
var/max_x = -1
var/max_y = -1
var/list/ordered_turfs = port.return_ordered_turfs()
for(var/turf/T in ordered_turfs)
if(stop)
break
min_x = min_x < 0 ? T.x : min(min_x, T.x)
min_y = min_y < 0 ? T.y : min(min_y, T.y)
max_x = max_x < 0 ? T.x : max(max_x, T.x)
max_y = max_y < 0 ? T.y : max(max_y, T.y)
for(var/obj/O in T.contents)
if(istype(O, /obj/machinery/atmospherics/supermatter_crystal) || istype(O, /obj/singularity))
qdel(port, force = TRUE)
stop = TRUE
break
if(stop)
stop = FALSE
continue
if(min_x <= TRANSITION_BORDER_WEST + 1 || max_x >= TRANSITION_BORDER_EAST - 1)
qdel(port, force = TRUE)
continue
if(min_y <= TRANSITION_BORDER_SOUTH + 1 || max_y >= TRANSITION_BORDER_NORTH - 1)
qdel(port, force = TRUE)
continue
port.register()
return port
/obj/docking_port/mobile/emergency/proc/create_lance_ripples(list/L2, obj/docking_port/stationary/S1)
for(var/turf/T in L2)
ripples += new /obj/effect/temp_visual/ripple/lance_crush(T)
// This basically opens a big-ass row of blast doors when the shuttle arrives at centcom
/obj/docking_port/mobile/pod
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
/obj/docking_port/mobile/pod/Initialize(mapload)
. = ..()
if(id == "pod")
WARNING("[type] id has not been changed from the default. Use the id convention \"pod1\" \"pod2\" etc.")
/obj/docking_port/mobile/pod/cancel()
return
/obj/docking_port/stationary/random
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
var/target_area = /area/mine/unexplored
/obj/docking_port/stationary/random/Initialize(mapload)
. = ..()
var/list/turfs = get_area_turfs(target_area)
var/turf/T = pick(turfs)
src.loc = T
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
id = "backup"
dwidth = 2
width = 8
height = 8
dir = 4
/obj/docking_port/mobile/emergency/backup/register()
var/current_emergency = SSshuttle.emergency
..()
SSshuttle.emergency = current_emergency
SSshuttle.backup_shuttle = src
#undef NOT_BEGUN
#undef STAGE_1
#undef STAGE_2
#undef STAGE_3
#undef STAGE_4
#undef HIJACKED