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Polaris/code/modules/overmap/ships/ship.dm

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#define SHIP_MOVE_RESOLUTION 0.00001
#define MOVING(speed) abs(speed) >= min_speed
#define SANITIZE_SPEED(speed) SIGN(speed) * CLAMP(abs(speed), 0, max_speed)
#define CHANGE_SPEED_BY(speed_var, v_diff) \
v_diff = SANITIZE_SPEED(v_diff);\
if(!MOVING(speed_var + v_diff)) \
{speed_var = 0};\
else \
{speed_var = SANITIZE_SPEED((speed_var + v_diff)/(1 + speed_var*v_diff/(max_speed ** 2)))}
// Uses Lorentzian dynamics to avoid going too fast.
/obj/effect/overmap/visitable/ship
name = "generic ship"
desc = "Space faring vessel."
dir = NORTH
icon_state = "ship"
appearance_flags = TILE_BOUND|KEEP_TOGETHER|LONG_GLIDE
var/moving_state = "ship_moving"
var/vessel_mass = 10000 //tonnes, arbitrary number, affects acceleration provided by engines
var/vessel_size = SHIP_SIZE_LARGE //arbitrary number, affects how likely are we to evade meteors
var/max_speed = 1/(1 SECOND) //"speed of light" for the ship, in turfs/decisecond.
var/min_speed = 1/(2 MINUTES) // Below this, we round speed to 0 to avoid math errors.
var/position_x // Pixel coordinates in the world
var/position_y // Pixel coordinates in the world.
var/list/speed = list(0,0) //speed in x,y direction
var/last_burn = 0 //worldtime when ship last acceleated
var/burn_delay = 1 SECOND //how often ship can do burns
var/fore_dir = NORTH //what dir ship flies towards for purpose of moving stars effect procs
var/list/engines = list()
var/engines_state = 0 //global on/off toggle for all engines
var/thrust_limit = 1 //global thrust limit for all engines, 0..1
var/halted = 0 //admin halt or other stop.
var/skill_needed = SKILL_ADEPT //piloting skill needed to steer it without going in random dir
var/operator_skill
/obj/effect/overmap/visitable/ship/Initialize()
. = ..()
min_speed = round(min_speed, SHIP_MOVE_RESOLUTION)
max_speed = round(max_speed, SHIP_MOVE_RESOLUTION)
SSshuttles.ships += src
position_x = ((loc.x - 1) * WORLD_ICON_SIZE) + (WORLD_ICON_SIZE/2) + pixel_x + 1
position_y = ((loc.y - 1) * WORLD_ICON_SIZE) + (WORLD_ICON_SIZE/2) + pixel_y + 1
/obj/effect/overmap/visitable/ship/Destroy()
STOP_PROCESSING(SSprocessing, src)
SSshuttles.ships -= src
. = ..()
/obj/effect/overmap/visitable/ship/relaymove(mob/user, direction, accel_limit)
accelerate(direction, accel_limit)
operator_skill = user.get_skill_value(/datum/skill/pilot)
/obj/effect/overmap/visitable/ship/proc/is_still()
return !MOVING(speed[1]) && !MOVING(speed[2])
/obj/effect/overmap/visitable/ship/get_scan_data(mob/user)
. = ..()
if(!is_still())
. += "<br>Heading: [get_heading_degrees()], speed [get_speed() * 1000]"
//Projected acceleration based on information from engines
/obj/effect/overmap/visitable/ship/proc/get_acceleration()
return round(get_total_thrust()/get_vessel_mass(), SHIP_MOVE_RESOLUTION)
//Does actual burn and returns the resulting acceleration
/obj/effect/overmap/visitable/ship/proc/get_burn_acceleration()
return round(burn() / get_vessel_mass(), SHIP_MOVE_RESOLUTION)
/obj/effect/overmap/visitable/ship/proc/get_vessel_mass()
. = vessel_mass
for(var/obj/effect/overmap/visitable/ship/ship in src)
. += ship.get_vessel_mass()
/obj/effect/overmap/visitable/ship/proc/get_speed()
return round(sqrt(speed[1] ** 2 + speed[2] ** 2), SHIP_MOVE_RESOLUTION)
// Get heading in BYOND dir bits
/obj/effect/overmap/visitable/ship/proc/get_heading()
var/res = 0
if(MOVING(speed[1]))
if(speed[1] > 0)
res |= EAST
else
res |= WEST
if(MOVING(speed[2]))
if(speed[2] > 0)
res |= NORTH
else
res |= SOUTH
return res
// Get heading in degrees (like a compass heading)
/obj/effect/overmap/visitable/ship/proc/get_heading_degrees()
return (ATAN2(speed[2], speed[1]) + 360) % 360 // Yes ATAN2(y, x) is correct to get clockwise degrees
/obj/effect/overmap/visitable/ship/proc/adjust_speed(n_x, n_y)
var/old_still = is_still()
CHANGE_SPEED_BY(speed[1], n_x)
CHANGE_SPEED_BY(speed[2], n_y)
update_icon()
var/still = is_still()
if(still == old_still)
return
else if(still)
STOP_PROCESSING(SSprocessing, src)
for(var/zz in map_z)
toggle_move_stars(zz)
else
START_PROCESSING(SSprocessing, src)
glide_size = WORLD_ICON_SIZE/max(DS2TICKS(SSprocessing.wait), 1) //Down to whatever decimal
for(var/zz in map_z)
toggle_move_stars(zz, fore_dir)
/obj/effect/overmap/visitable/ship/proc/get_brake_path()
if(!get_acceleration())
return INFINITY
if(is_still())
return 0
if(!burn_delay)
return 0
if(!get_speed())
return 0
var/num_burns = get_speed()/get_acceleration() + 2 //some padding in case acceleration drops form fuel usage
var/burns_per_grid = 1/ (burn_delay * get_speed())
return round(num_burns/burns_per_grid)
/obj/effect/overmap/visitable/ship/proc/decelerate()
if(((speed[1]) || (speed[2])) && can_burn())
if (speed[1])
adjust_speed(-SIGN(speed[1]) * min(get_burn_acceleration(),abs(speed[1])), 0)
if (speed[2])
adjust_speed(0, -SIGN(speed[2]) * min(get_burn_acceleration(),abs(speed[2])))
last_burn = world.time
/obj/effect/overmap/visitable/ship/proc/accelerate(direction, accel_limit)
if(can_burn())
last_burn = world.time
var/acceleration = min(get_burn_acceleration(), accel_limit)
if(direction & EAST)
adjust_speed(acceleration, 0)
if(direction & WEST)
adjust_speed(-acceleration, 0)
if(direction & NORTH)
adjust_speed(0, acceleration)
if(direction & SOUTH)
adjust_speed(0, -acceleration)
/obj/effect/overmap/visitable/ship/process(wait)
var/new_position_x = position_x + (speed[1] * WORLD_ICON_SIZE * wait)
var/new_position_y = position_y + (speed[2] * WORLD_ICON_SIZE * wait)
// For simplicity we assume that you can't travel more than one turf per tick. That would be hella-fast.
var/new_turf_x = CEILING(new_position_x / WORLD_ICON_SIZE, 1)
var/new_turf_y = CEILING(new_position_y / WORLD_ICON_SIZE, 1)
var/new_pixel_x = MODULUS(new_position_x, WORLD_ICON_SIZE) - (WORLD_ICON_SIZE/2) - 1
var/new_pixel_y = MODULUS(new_position_y, WORLD_ICON_SIZE) - (WORLD_ICON_SIZE/2) - 1
var/new_loc = locate(new_turf_x, new_turf_y, z)
position_x = new_position_x
position_y = new_position_y
if(new_loc != loc)
var/turf/old_loc = loc
Move(new_loc, NORTH, wait)
if(get_dist(old_loc, loc) > 1)
pixel_x = new_pixel_x
pixel_y = new_pixel_y
return
animate(src, pixel_x = new_pixel_x, pixel_y = new_pixel_y, time = wait, flags = ANIMATION_END_NOW)
// If we get moved, update our internal tracking to account for it
/obj/effect/overmap/visitable/ship/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
// If moving out of another sector start off centered in the turf.
if(!isturf(old_loc))
position_x = (WORLD_ICON_SIZE/2) + 1
position_y = (WORLD_ICON_SIZE/2) + 1
pixel_x = 0
pixel_y = 0
position_x = ((loc.x - 1) * WORLD_ICON_SIZE) + MODULUS(position_x, WORLD_ICON_SIZE)
position_y = ((loc.y - 1) * WORLD_ICON_SIZE) + MODULUS(position_y, WORLD_ICON_SIZE)
/obj/effect/overmap/visitable/ship/update_icon()
if(!is_still())
icon_state = moving_state
transform = matrix().Turn(get_heading_degrees())
else
icon_state = initial(icon_state)
transform = null
..()
/obj/effect/overmap/visitable/ship/set_dir(new_dir)
return ..(NORTH) // NO! We always face north.
/obj/effect/overmap/visitable/ship/proc/burn()
for(var/datum/ship_engine/E in engines)
. += E.burn()
/obj/effect/overmap/visitable/ship/proc/get_total_thrust()
for(var/datum/ship_engine/E in engines)
. += E.get_thrust()
/obj/effect/overmap/visitable/ship/proc/can_burn()
if(halted)
return 0
if (world.time < last_burn + burn_delay)
return 0
for(var/datum/ship_engine/E in engines)
. |= E.can_burn()
//deciseconds to next step
/obj/effect/overmap/visitable/ship/proc/ETA()
. = INFINITY
if(MOVING(speed[1]))
var/offset = MODULUS(position_x, WORLD_ICON_SIZE)
var/dist_to_go = (speed[1] > 0) ? (WORLD_ICON_SIZE - offset) : offset
. = min(., (dist_to_go / abs(speed[1])) * (1/WORLD_ICON_SIZE))
if(MOVING(speed[2]))
var/offset = MODULUS(position_y, WORLD_ICON_SIZE)
var/dist_to_go = (speed[2] > 0) ? (WORLD_ICON_SIZE - offset) : offset
. = min(., (dist_to_go / abs(speed[2])) * (1/WORLD_ICON_SIZE))
. = max(., 0)
/obj/effect/overmap/visitable/ship/proc/halt()
adjust_speed(-speed[1], -speed[2])
halted = 1
/obj/effect/overmap/visitable/ship/proc/unhalt()
if(!SSshuttles.overmap_halted)
halted = 0
/obj/effect/overmap/visitable/ship/proc/get_helm_skill()//delete this mover operator skill to overmap obj
return operator_skill
/obj/effect/overmap/visitable/ship/populate_sector_objects()
..()
for(var/datum/ship_engine/E in ship_engines)
if(check_ownership(E.holder))
engines |= E
/obj/effect/overmap/visitable/ship/proc/get_landed_info()
return "This ship cannot land."
#undef MOVING
#undef SANITIZE_SPEED
#undef CHANGE_SPEED_BY