Fixes and additional mapping convenience for landmark shuttles.

- Improvement to web-shuttle: Don't update docking controller until jump() is completed.
  - It is now consistent with autodock behavior (for better or worse)
- Add shuttle process_state to enable processing of web shuttle autopilot.
- Convert Arrivals shuttles to be a subtype of /datum/shuttle/autodock/ferry
- Default shuttle landmarks flags to SLANDMARK_FLAG_AUTOSET
  - Made this safe and backwards compatible by having SLANDMARK_FLAG_AUTOSET not overwrite already specified base_turf or base_area
This commit is contained in:
Leshana
2020-03-13 00:27:30 -04:00
parent 984a0414db
commit 748ea0a98f
6 changed files with 48 additions and 26 deletions
+10 -3
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@@ -7,6 +7,7 @@
unacidable = 1
simulated = 0
invisibility = 101
flags = SLANDMARK_FLAG_AUTOSET // We generally want to use current area/turf as base.
//ID of the landmark
var/landmark_tag
@@ -22,17 +23,23 @@
var/turf/base_turf
//Name of the shuttle, null for generic waypoint
var/shuttle_restricted
// var/flags = 0 - Already defined on /atom ? Is it being used for anything? Can we reuse it safely?
/obj/effect/shuttle_landmark/Initialize()
. = ..()
if(docking_controller)
. = INITIALIZE_HINT_LATELOAD
// Even if this flag is set, hardcoded values take precedence.
if(flags & SLANDMARK_FLAG_AUTOSET)
base_area = get_area(src)
if(ispath(base_area))
var/area/A = locate(base_area)
if(!istype(A))
CRASH("Shuttle landmark \"[landmark_tag]\" couldn't locate area [base_area].")
base_area = A
else
base_area = get_area(src)
var/turf/T = get_turf(src)
if(T)
if(T && !base_turf)
base_turf = T.type
else
base_area = locate(base_area || world.area)
+28 -19
View File
@@ -1,15 +1,18 @@
// The new arrivals shuttle.
/datum/shuttle/ferry/arrivals
/datum/shuttle/autodock/ferry/arrivals
category = /datum/shuttle/autodock/ferry/arrivals
name = "Arrivals"
location = 1
location = FERRY_LOCATION_OFFSITE
warmup_time = 25 // Warmup takes 5 seconds, so 30 total.
always_process = TRUE
var/launch_delay = 3
area_offsite = /area/shuttle/arrival/pre_game // not really 'pre game' but this area is already defined and unused
area_station = /area/shuttle/arrival/station
docking_controller_tag = "arrivals_shuttle"
dock_target_station = "arrivals_dock"
// Maps must implement their own subtype for their arrivals shuttle, and define at least:
// shuttle_area
// landmark_station (Which should define its dock target)
// landmark_offsite
// docking_controller_tag
// For debugging.
/obj/machinery/computer/shuttle_control/arrivals
@@ -18,36 +21,42 @@
shuttle_tag = "Arrivals"
// Unlike most shuttles, the arrivals shuttle is completely automated, so we need to put some additional code here.
// Process the arrivals shuttle even when idle.
/obj/machinery/computer/shuttle_control/arrivals/process()
var/datum/shuttle/autodock/ferry/arrivals/shuttle = SSshuttles.shuttles[shuttle_tag]
if(shuttle && shuttle.process_state == IDLE_STATE)
shuttle.process()
..()
// This proc checks if anyone is on the shuttle.
/datum/shuttle/ferry/arrivals/proc/check_for_passengers(area/A)
for(var/mob/living/L in A)
return TRUE
/datum/shuttle/autodock/ferry/arrivals/proc/check_for_passengers()
for(var/area/A in shuttle_area)
for(var/mob/living/L in A)
return TRUE
return FALSE
// This is to stop the shuttle if someone tries to stow away when its leaving.
/datum/shuttle/ferry/arrivals/post_warmup_checks()
/datum/shuttle/autodock/ferry/arrivals/post_warmup_checks()
if(!location) // If we're at station.
if(check_for_passengers(area_station))
if(check_for_passengers())
return FALSE
return TRUE
/datum/shuttle/ferry/arrivals/process()
/datum/shuttle/autodock/ferry/arrivals/process()
if(process_state == IDLE_STATE)
if(location) // If we're off-station (space).
if(check_for_passengers(area_offsite)) // No point arriving with an empty shuttle.
if(check_for_passengers()) // No point arriving with an empty shuttle.
warmup_time = initial(warmup_time)
launch()
message_passengers(area_offsite, "Arriving at [using_map.station_name] in thirty seconds...")
message_passengers("Arriving at [using_map.station_name] in thirty seconds...")
spawn(10 SECONDS)
message_passengers(area_offsite, "Arriving at [using_map.station_name] in twenty seconds.")
message_passengers("Arriving at [using_map.station_name] in twenty seconds.")
spawn(10 SECONDS)
message_passengers(area_offsite, "Arriving at [using_map.station_name] in ten seconds. Please buckle up.")
message_passengers("Arriving at [using_map.station_name] in ten seconds. Please buckle up.")
else // We are at the station.
if(!check_for_passengers(area_station)) // Don't leave with anyone.
if(!check_for_passengers()) // Don't leave with anyone.
if(launch_delay) // Give some time to get on the docks so people don't get trapped inbetween the dock airlocks.
launch_delay--
else
@@ -58,7 +67,7 @@
..() // Do everything else
/*
/datum/shuttle/ferry/arrivals/current_dock_target()
/datum/shuttle/autodock/ferry/arrivals/current_dock_target()
if(location) // If we're off station.
return null // Nothing to dock to in space.
return ..()
+1 -1
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@@ -217,4 +217,4 @@
return //do nothing for now
/obj/effect/shuttle_landmark/transit
flags = SLANDMARK_FLAG_ZERO_G
flags = SLANDMARK_FLAG_ZERO_G|SLANDMARK_FLAG_AUTOSET
+7 -2
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@@ -22,6 +22,7 @@
build_destinations()
if(autopilot)
flags |= SHUTTLE_FLAGS_PROCESS
process_state = DO_AUTOPILOT
if(autopilot_first_delay)
autopilot_delay = autopilot_first_delay
if(!visible_name)
@@ -43,8 +44,6 @@
/datum/shuttle/autodock/web_shuttle/perform_shuttle_move()
..()
last_move = world.time
active_docking_controller = current_location.docking_controller
update_docking_target(current_location)
/datum/shuttle/autodock/web_shuttle/short_jump()
. = ..()
@@ -61,6 +60,8 @@
/datum/shuttle/autodock/web_shuttle/on_shuttle_arrival()
. = ..()
active_docking_controller = current_location.docking_controller
update_docking_target(current_location)
web_master.on_shuttle_arrival()
update_helmets()
@@ -131,11 +132,15 @@
autopilot = TRUE
autopilot_delay = initial(autopilot_delay)
shuttle_controller.process_shuttles |= src
if(process_state == IDLE_STATE)
process_state = DO_AUTOPILOT
else
if(!autopilot)
return
autopilot = FALSE
shuttle_controller.process_shuttles -= src
if (process_state == DO_AUTOPILOT)
process_state = initial(process_state)
/datum/shuttle/autodock/web_shuttle/proc/autopilot_say(message) // Makes the autopilot 'talk' to the passengers.
var/padded_message = "<span class='game say'><span class='name'>shuttle autopilot</span> states, \"[message]\"</span>"
+1 -1
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@@ -20,7 +20,7 @@ Shuttle destinations are represented by `/obj/effect/shuttle_landmark` objects o
* `base_area` - Type path of the `/area` that should be here when a shuttle is *not* present.
* `base_turf` - Type path of the `/turf` that should be here when a shuttle is *not* present.
* `shuttle_restricted` - If not null, only the named shuttle is allowed to use this landmark. (TODO: Overmap functionality)
* `flags` - Bitfield - defaults to zero, can be any combination of:
* `flags` - Bitfield - defaults to `SLANDMARK_FLAG_AUTOSET`, can be any combination of:
* `SLANDMARK_FLAG_AUTOSET` (1) - If set, will initialize base_area and base_turf to same as where it was spawned at.
* `SLANDMARK_FLAG_ZERO_G` (2) - If set, Zero-G shuttles moved here will lose gravity unless the area has ambient gravity.
* `special_dock_targets` - Used to configure shuttles with multiple docking controllers on the shuttle. Map of shuttle `name` -> `id_tag` of the docking controller it should use for this landmark. (Think of a shuttle with airlocks on both sides, each with their own controller. This would tell it which side to use.)