//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE) #ifdef TESTING #define DOCKING_PORT_HIGHLIGHT #endif //NORTH default dir /obj/docking_port invisibility = INVISIBILITY_ABSTRACT icon = 'icons/obj/device.dmi' icon_state = "pinonfar" resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF anchored = TRUE /// The identifier of the port or ship. /// This will be used in numerous other places like the console, /// stationary ports and whatnot to tell them your ship's mobile /// port can be used in these places, or the docking port is compatible, etc. var/id ///Common standard is for this to point -away- from the dockingport door, ie towards the ship dir = NORTH ///size of covered area, perpendicular to dir. You shouldn't modify this for mobile dockingports, set automatically. var/width = 0 ///size of covered area, parallel to dir. You shouldn't modify this for mobile dockingports, set automatically. var/height = 0 ///position relative to covered area, perpendicular to dir. You shouldn't modify this for mobile dockingports, set automatically. var/dwidth = 0 ///position relative to covered area, parallel to dir. You shouldn't modify this for mobile dockingports, set automatically. var/dheight = 0 var/area_type ///are we invisible to shuttle navigation computers? var/hidden = FALSE ///Delete this port after ship fly off. var/delete_after = FALSE //these objects are indestructible /obj/docking_port/Destroy(force) // unless you assert that you know what you're doing. Horrible things // may result. if(force) ..() . = QDEL_HINT_QUEUE else return QDEL_HINT_LETMELIVE /obj/docking_port/has_gravity(turf/T) return FALSE /obj/docking_port/take_damage() return /obj/docking_port/singularity_pull() return /obj/docking_port/singularity_act() return 0 /obj/docking_port/shuttleRotate() return //we don't rotate with shuttles via this code. //returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle /obj/docking_port/proc/return_coords(_x, _y, _dir) if(_dir == null) _dir = dir if(_x == null) _x = x if(_y == null) _y = y //byond's sin and cos functions are inaccurate. This is faster and perfectly accurate var/cos = 1 var/sin = 0 switch(_dir) if(WEST) cos = 0 sin = 1 if(SOUTH) cos = -1 sin = 0 if(EAST) cos = 0 sin = -1 return list( _x + (-dwidth*cos) - (-dheight*sin), _y + (-dwidth*sin) + (-dheight*cos), _x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin, _y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos ) //returns turfs within our projected rectangle in no particular order /obj/docking_port/proc/return_turfs() var/list/L = return_coords() var/turf/T0 = locate(L[1],L[2],z) var/turf/T1 = locate(L[3],L[4],z) return block(T0,T1) //returns turfs within our projected rectangle in a specific order. //this ensures that turfs are copied over in the same order, regardless of any rotation /obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir) var/cos = 1 var/sin = 0 switch(_dir) if(WEST) cos = 0 sin = 1 if(SOUTH) cos = -1 sin = 0 if(EAST) cos = 0 sin = -1 . = list() for(var/dx in 0 to width-1) var/compX = dx-dwidth for(var/dy in 0 to height-1) var/compY = dy-dheight // realX = _x + compX*cos - compY*sin // realY = _y + compY*cos - compX*sin // locate(realX, realY, _z) var/turf/T = locate(_x + compX*cos - compY*sin, _y + compY*cos + compX*sin, _z) .[T] = NONE #ifdef DOCKING_PORT_HIGHLIGHT //Debug proc used to highlight bounding area /obj/docking_port/proc/highlight(_color) var/list/L = return_coords() var/turf/T0 = locate(L[1],L[2],z) var/turf/T1 = locate(L[3],L[4],z) for(var/turf/T in block(T0,T1)) T.color = _color LAZYINITLIST(T.atom_colours) T.maptext = null if(_color) var/turf/T = locate(L[1], L[2], z) T.color = "#0f0" T = locate(L[3], L[4], z) T.color = "#00f" #endif //return first-found touching dockingport /obj/docking_port/proc/get_docked() return locate(/obj/docking_port/stationary) in loc /obj/docking_port/proc/getDockedId() var/obj/docking_port/P = get_docked() if(P) return P.id /obj/docking_port/proc/is_in_shuttle_bounds(atom/A) var/turf/T = get_turf(A) if(T.z != z) return FALSE var/list/bounds = return_coords() var/x0 = bounds[1] var/y0 = bounds[2] var/x1 = bounds[3] var/y1 = bounds[4] if(!ISINRANGE(T.x, min(x0, x1), max(x0, x1))) return FALSE if(!ISINRANGE(T.y, min(y0, y1), max(y0, y1))) return FALSE return TRUE /obj/docking_port/stationary name = "dock" var/last_dock_time var/datum/map_template/shuttle/roundstart_template var/json_key /obj/docking_port/stationary/Initialize(mapload) . = ..() SSshuttle.stationary += src if(!id) id = "[SSshuttle.stationary.len]" if(name == "dock") name = "dock[SSshuttle.stationary.len]" if(!area_type) var/area/place = get_area(src) area_type = place?.type // We might be created in nullspace if(mapload) for(var/turf/T in return_turfs()) T.flags_1 |= NO_RUINS_1 #ifdef DOCKING_PORT_HIGHLIGHT highlight("#f00") #endif /obj/docking_port/stationary/Destroy(force) if(force) SSshuttle.stationary -= src . = ..() /obj/docking_port/stationary/Moved(atom/oldloc, dir, forced) . = ..() if(area_type) // We already have one return var/area/newarea = get_area(src) area_type = newarea?.type /obj/docking_port/stationary/proc/load_roundstart() if(json_key) var/sid = SSmapping.config.shuttles[json_key] roundstart_template = SSmapping.shuttle_templates[sid] if(!roundstart_template) CRASH("json_key:[json_key] value \[[sid]\] resulted in a null shuttle template for [src]") else if(roundstart_template) // passed a PATH var/sid = "[initial(roundstart_template.port_id)]_[initial(roundstart_template.suffix)]" roundstart_template = SSmapping.shuttle_templates[sid] if(!roundstart_template) CRASH("Invalid path ([roundstart_template]) passed to docking port.") if(roundstart_template) SSshuttle.action_load(roundstart_template, src) //returns first-found touching shuttleport /obj/docking_port/stationary/get_docked() . = locate(/obj/docking_port/mobile) in loc /obj/docking_port/stationary/transit name = "In Transit" /// The turf reservation returned by the transit area request var/datum/turf_reservation/reserved_area /// The area created during the transit area reservation var/area/shuttle/transit/assigned_area /// The mobile port that owns this transit port var/obj/docking_port/mobile/owner /obj/docking_port/stationary/transit/Initialize() . = ..() SSshuttle.transit += src /obj/docking_port/stationary/transit/Destroy(force=FALSE) if(force) if(get_docked()) log_world("A transit dock was destroyed while something was docked to it.") SSshuttle.transit -= src if(owner) if(owner.assigned_transit == src) owner.assigned_transit = null owner = null if(!QDELETED(reserved_area)) qdel(reserved_area) reserved_area = null return ..() /obj/docking_port/mobile name = "shuttle" icon_state = "pinonclose" area_type = SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE var/list/shuttle_areas ///used as a timer (if you want time left to complete move, use timeLeft proc) var/timer var/last_timer_length ///current shuttle mode var/mode = SHUTTLE_IDLE ///time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples. var/callTime = 100 /// time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles. var/ignitionTime = 55 /// time spent after arrival before being able to begin ignition var/rechargeTime = 0 /// time spent after transit 'landing' before actually arriving var/prearrivalTime = 0 /// The direction the shuttle prefers to travel in, ie what direction /// the animation will cause it to appear to be traveling in var/preferred_direction = NORTH /// relative direction of the docking port from the front of the shuttle /// NORTH is towards front, EAST would be starboard side, WEST port, etc. var/port_direction = NORTH var/obj/docking_port/stationary/destination var/obj/docking_port/stationary/previous var/obj/docking_port/stationary/transit/assigned_transit var/launch_status = NOLAUNCH ///Whether or not you want your ship to knock people down, and also whether it will throw them several tiles upon launching. var/list/movement_force = list("KNOCKDOWN" = 3, "THROW" = 0) var/list/ripples = list() var/engine_coeff = 1 var/current_engines = 0 var/initial_engines = 0 var/list/engine_list = list() ///if this shuttle can move docking ports other than the one it is docked at var/can_move_docking_ports = FALSE var/list/hidden_turfs = list() /obj/docking_port/mobile/proc/register() SSshuttle.mobile += src /obj/docking_port/mobile/Destroy(force) if(force) SSshuttle.mobile -= src destination = null previous = null QDEL_NULL(assigned_transit) //don't need it where we're goin'! shuttle_areas = null remove_ripples() . = ..() /obj/docking_port/mobile/Initialize(mapload) . = ..() if(!id) id = "[SSshuttle.mobile.len]" if(name == "shuttle") name = "shuttle[SSshuttle.mobile.len]" shuttle_areas = list() var/list/all_turfs = return_ordered_turfs(x, y, z, dir) for(var/i in 1 to all_turfs.len) var/turf/curT = all_turfs[i] var/area/cur_area = curT.loc if(istype(cur_area, area_type)) shuttle_areas[cur_area] = TRUE initial_engines = count_engines() current_engines = initial_engines #ifdef DOCKING_PORT_HIGHLIGHT highlight("#0f0") #endif // Called after the shuttle is loaded from template /obj/docking_port/mobile/proc/linkup(datum/map_template/shuttle/template, obj/docking_port/stationary/dock) var/list/static/shuttle_id = list() var/idnum = ++shuttle_id[template] if(idnum > 1) if(id == initial(id)) id = "[id][idnum]" if(name == initial(name)) name = "[name] [idnum]" for(var/place in shuttle_areas) var/area/area = place area.connect_to_shuttle(src, dock, idnum, FALSE) for(var/each in place) var/atom/atom = each atom.connect_to_shuttle(src, dock, idnum, FALSE) //this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact /obj/docking_port/mobile/proc/canMove() return TRUE //this is to check if this shuttle can physically dock at dock S /obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S) if(!istype(S)) return SHUTTLE_NOT_A_DOCKING_PORT if(istype(S, /obj/docking_port/stationary/transit)) return SHUTTLE_CAN_DOCK if(dwidth > S.dwidth) return SHUTTLE_DWIDTH_TOO_LARGE if(width-dwidth > S.width-S.dwidth) return SHUTTLE_WIDTH_TOO_LARGE if(dheight > S.dheight) return SHUTTLE_DHEIGHT_TOO_LARGE if(height-dheight > S.height-S.dheight) return SHUTTLE_HEIGHT_TOO_LARGE //check the dock isn't occupied var/currently_docked = S.get_docked() if(currently_docked) // by someone other than us if(currently_docked != src) return SHUTTLE_SOMEONE_ELSE_DOCKED else // This isn't an error, per se, but we can't let the shuttle code // attempt to move us where we currently are, it will get weird. return SHUTTLE_ALREADY_DOCKED return SHUTTLE_CAN_DOCK /obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S, silent=FALSE) var/status = canDock(S) if(status == SHUTTLE_CAN_DOCK) return TRUE else if(status != SHUTTLE_ALREADY_DOCKED && !silent) // SHUTTLE_ALREADY_DOCKED is no cause for error var/msg = "Shuttle [src] cannot dock at [S], error: [status]" message_admins(msg) // We're already docked there, don't need to do anything. // Triggering shuttle movement code in place is weird return FALSE /obj/docking_port/mobile/proc/transit_failure() message_admins("Shuttle [src] repeatedly failed to create transit zone.") //call the shuttle to destination S /obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S) if(!check_dock(S)) testing("check_dock failed on request for [src]") return if(mode == SHUTTLE_IGNITING && destination == S) return switch(mode) if(SHUTTLE_CALL) if(S == destination) if(timeLeft(1) < callTime * engine_coeff) setTimer(callTime * engine_coeff) else destination = S setTimer(callTime * engine_coeff) if(SHUTTLE_RECALL) if(S == destination) setTimer(callTime * engine_coeff - timeLeft(1)) else destination = S setTimer(callTime * engine_coeff) mode = SHUTTLE_CALL if(SHUTTLE_IDLE, SHUTTLE_IGNITING) destination = S mode = SHUTTLE_IGNITING setTimer(ignitionTime) //recall the shuttle to where it was previously /obj/docking_port/mobile/proc/cancel() if(mode != SHUTTLE_CALL) return remove_ripples() invertTimer() mode = SHUTTLE_RECALL /obj/docking_port/mobile/proc/enterTransit() if((SSshuttle.lockdown && is_station_level(z)) || !canMove()) //emp went off, no escape mode = SHUTTLE_IDLE return previous = null if(!destination) // sent to transit with no destination -> unlimited timer timer = INFINITY var/obj/docking_port/stationary/S0 = get_docked() var/obj/docking_port/stationary/S1 = assigned_transit if(S1) if(initiate_docking(S1) != DOCKING_SUCCESS) WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].") else if(S0) if(S0.delete_after) qdel(S0, TRUE) else previous = S0 else WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]") /obj/docking_port/mobile/proc/jumpToNullSpace() // Destroys the docking port and the shuttle contents. // Not in a fancy way, it just ceases. var/obj/docking_port/stationary/current_dock = get_docked() var/underlying_area_type = SHUTTLE_DEFAULT_UNDERLYING_AREA // If the shuttle is docked to a stationary port, restore its normal // "empty" area and turf if(current_dock && current_dock.area_type) underlying_area_type = current_dock.area_type var/list/old_turfs = return_ordered_turfs(x, y, z, dir) var/area/underlying_area = GLOB.areas_by_type[underlying_area_type] if(!underlying_area) underlying_area = new underlying_area_type(null) for(var/i in 1 to old_turfs.len) var/turf/oldT = old_turfs[i] if(!oldT || !istype(oldT.loc, area_type)) continue var/area/old_area = oldT.loc old_area.turfs_to_uncontain += oldT underlying_area.contents += oldT underlying_area.contained_turfs += oldT oldT.change_area(old_area, underlying_area) oldT.empty(FALSE) // Here we locate the bottomost shuttle boundary and remove all turfs above it var/list/baseturf_cache = oldT.baseturfs for(var/k in 1 to length(baseturf_cache)) if(ispath(baseturf_cache[k], /turf/baseturf_skipover/shuttle)) oldT.ScrapeAway(baseturf_cache.len - k + 1) break qdel(src, force=TRUE) /obj/docking_port/mobile/proc/intoTheSunset() // Loop over mobs for(var/t in return_turfs()) var/turf/T = t for(var/mob/living/M in T.get_all_contents()) // If they have a mind and they're not in the brig, they escaped if(M.mind && !istype(t, /turf/open/floor/plasteel/shuttle/red) && !istype(t, /turf/open/floor/mineral/plastitanium/red/brig)) M.mind.force_escaped = TRUE // Ghostize them and put them in nullspace stasis (for stat & possession checks) M.notransform = TRUE M.ghostize(FALSE) M.moveToNullspace() // Now that mobs are stowed, delete the shuttle jumpToNullSpace() /obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1, animate_time) var/list/turfs = ripple_area(S1) for(var/t in turfs) ripples += new /obj/effect/abstract/ripple(t, animate_time) /obj/docking_port/mobile/proc/remove_ripples() QDEL_LIST(ripples) /obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1) var/list/L0 = return_ordered_turfs(x, y, z, dir) var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir) var/list/ripple_turfs = list() for(var/i in 1 to L0.len) var/turf/T0 = L0[i] var/turf/T1 = L1[i] if(!T0 || !T1) continue // out of bounds if(T0.type == T0.baseturfs) continue // indestructible if(!istype(T0.loc, area_type) || istype(T0.loc, /area/shuttle/transit)) continue // not part of the shuttle ripple_turfs += T1 return ripple_turfs /obj/docking_port/mobile/proc/check_poddoors() for(var/obj/machinery/door/poddoor/shuttledock/pod in GLOB.airlocks) pod.check() /obj/docking_port/mobile/proc/dock_id(id) var/port = SSshuttle.getDock(id) if(port) . = initiate_docking(port) else . = null /obj/effect/landmark/shuttle_import name = "Shuttle Import" // Never move the shuttle import landmark, otherwise things get WEIRD /obj/effect/landmark/shuttle_import/onShuttleMove() return FALSE //used by shuttle subsystem to check timers /obj/docking_port/mobile/proc/check() check_effects() if(mode == SHUTTLE_IGNITING) check_transit_zone() if(timeLeft(1) > 0) return // If we can't dock or we don't have a transit slot, wait for 20 ds, // then try again switch(mode) if(SHUTTLE_CALL, SHUTTLE_PREARRIVAL) if(prearrivalTime && mode != SHUTTLE_PREARRIVAL) mode = SHUTTLE_PREARRIVAL setTimer(prearrivalTime) return var/error = initiate_docking(destination, preferred_direction) if(error && error & (DOCKING_NULL_DESTINATION | DOCKING_NULL_SOURCE)) var/msg = "A mobile dock in transit exited initiate_docking() with an error. This is most likely a mapping problem: Error: [error], ([src]) ([previous][ADMIN_JMP(previous)] -> [destination][ADMIN_JMP(destination)])" WARNING(msg) message_admins(msg) mode = SHUTTLE_IDLE return else if(error) setTimer(20) return if(rechargeTime) mode = SHUTTLE_RECHARGING setTimer(rechargeTime) return if(SHUTTLE_RECALL) if(initiate_docking(previous) != DOCKING_SUCCESS) setTimer(20) return if(SHUTTLE_IGNITING) if(check_transit_zone() != TRANSIT_READY) setTimer(20) return else mode = SHUTTLE_CALL setTimer(callTime * engine_coeff) enterTransit() return mode = SHUTTLE_IDLE timer = 0 destination = null /obj/docking_port/mobile/proc/check_effects() if(!ripples.len) if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL)) var/tl = timeLeft(1) if(tl <= SHUTTLE_RIPPLE_TIME) create_ripples(destination, tl) var/obj/docking_port/stationary/S0 = get_docked() if(istype(S0, /obj/docking_port/stationary/transit) && timeLeft(1) <= PARALLAX_LOOP_TIME) for(var/place in shuttle_areas) var/area/shuttle/shuttle_area = place if(shuttle_area.parallax_movedir) parallax_slowdown() /obj/docking_port/mobile/proc/parallax_slowdown() for(var/place in shuttle_areas) var/area/shuttle/shuttle_area = place shuttle_area.parallax_movedir = FALSE if(assigned_transit && assigned_transit.assigned_area) assigned_transit.assigned_area.parallax_movedir = FALSE var/list/L0 = return_ordered_turfs(x, y, z, dir) for (var/thing in L0) var/turf/T = thing if(!T || !istype(T.loc, area_type)) continue for (var/thing2 in T) var/atom/movable/AM = thing2 if (length(AM.client_mobs_in_contents)) AM.update_parallax_contents() /obj/docking_port/mobile/proc/check_transit_zone() if(assigned_transit) return TRANSIT_READY else SSshuttle.request_transit_dock(src) /obj/docking_port/mobile/proc/setTimer(wait) timer = world.time + wait last_timer_length = wait /obj/docking_port/mobile/proc/modTimer(multiple) var/time_remaining = timer - world.time if(time_remaining < 0 || !last_timer_length) return time_remaining *= multiple last_timer_length *= multiple setTimer(time_remaining) /obj/docking_port/mobile/proc/invertTimer() if(!last_timer_length) return var/time_remaining = timer - world.time if(time_remaining > 0) var/time_passed = last_timer_length - time_remaining setTimer(time_passed) //returns timeLeft /obj/docking_port/mobile/proc/timeLeft(divisor) if(divisor <= 0) divisor = 10 var/ds_remaining if(!timer) ds_remaining = callTime * engine_coeff else ds_remaining = max(0, timer - world.time) . = round(ds_remaining / divisor, 1) // returns 3-letter mode string, used by status screens and mob status panel /obj/docking_port/mobile/proc/getModeStr() switch(mode) if(SHUTTLE_IGNITING) return "IGN" if(SHUTTLE_RECALL) return "RCL" if(SHUTTLE_CALL) return "ETA" if(SHUTTLE_DOCKED) return "ETD" if(SHUTTLE_ESCAPE) return "ESC" if(SHUTTLE_STRANDED) return "ERR" if(SHUTTLE_RECHARGING) return "RCH" if(SHUTTLE_PREARRIVAL) return "LDN" return "" // returns 5-letter timer string, used by status screens and mob status panel /obj/docking_port/mobile/proc/getTimerStr() if(mode == SHUTTLE_STRANDED) return "--:--" var/timeleft = timeLeft() if(timeleft > 1 HOURS) return "--:--" else if(timeleft > 0) return "[add_leading(num2text((timeleft / 60) % 60), 2, "0")]:[add_leading(num2text(timeleft % 60), 2, "0")]" else return "00:00" /** * Gets shuttle location status in a form of string for tgui interfaces */ /obj/docking_port/mobile/proc/get_status_text_tgui() var/obj/docking_port/stationary/dockedAt = get_docked() var/docked_at = dockedAt?.name || "Unknown" if(istype(dockedAt, /obj/docking_port/stationary/transit)) if(timeLeft() > 1 HOURS) return "Hyperspace" else var/obj/docking_port/stationary/dst if(mode == SHUTTLE_RECALL) dst = previous else dst = destination return "In transit to [dst?.name || "unknown location"]" else return docked_at /obj/docking_port/mobile/proc/getStatusText() var/obj/docking_port/stationary/dockedAt = get_docked() var/docked_at = dockedAt?.name || "unknown" if(istype(dockedAt, /obj/docking_port/stationary/transit)) if (timeLeft() > 1 HOURS) return "hyperspace" else var/obj/docking_port/stationary/dst if(mode == SHUTTLE_RECALL) dst = previous else dst = destination . = "In transit towards [dst?.name || "unknown location"] ([getTimerStr()])" else if(mode == SHUTTLE_RECHARGING) return "[docked_at], recharging [getTimerStr()]" else return docked_at /obj/docking_port/mobile/proc/getDbgStatusText() var/obj/docking_port/stationary/dockedAt = get_docked() . = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown" if(istype(dockedAt, /obj/docking_port/stationary/transit)) var/obj/docking_port/stationary/dst if(mode == SHUTTLE_RECALL) dst = previous else dst = destination if(dst) . = "(transit to) [dst.name || dst.id]" else . = "(transit to) nowhere" else if(dockedAt) . = dockedAt.name || dockedAt.id else . = "unknown" // attempts to locate /obj/machinery/computer/shuttle with matching ID inside the shuttle /obj/docking_port/mobile/proc/getControlConsole() for(var/place in shuttle_areas) var/area/shuttle/shuttle_area = place for(var/obj/machinery/computer/shuttle/S in shuttle_area) if(S.shuttleId == id) return S return null /obj/docking_port/mobile/proc/hyperspace_sound(phase, list/areas) var/selected_sound switch(phase) if(HYPERSPACE_WARMUP) selected_sound = "hyperspace_begin" if(HYPERSPACE_LAUNCH) selected_sound = "hyperspace_progress" if(HYPERSPACE_END) selected_sound = "hyperspace_end" else CRASH("Invalid hyperspace sound phase: [phase]") // This previously was played from each door at max volume, and was one of the worst things I had ever seen. // Now it's instead played from the nearest engine if close, or the first engine in the list if far since it doesn't really matter. // Or a door if for some reason the shuttle has no engine, fuck oh hi daniel fuck it var/range = (engine_coeff * max(width, height)) var/long_range = range * 2.5 var/atom/distant_source if(engine_list[1]) distant_source = engine_list[1] else for(var/A in areas) distant_source = locate(/obj/machinery/door) in A if(distant_source) break if(distant_source) for(var/mob/M in SSmobs.clients_by_zlevel[z]) var/dist_far = get_dist(M, distant_source) if(dist_far <= long_range && dist_far > range) M.playsound_local(distant_source, "sound/effects/[selected_sound]_distance.ogg", 100, falloff = 20) else if(dist_far <= range) var/source if(engine_list.len == 0) source = distant_source else var/closest_dist = 10000 for(var/obj/O in engine_list) var/dist_near = get_dist(M, O) if(dist_near < closest_dist) source = O closest_dist = dist_near M.playsound_local(source, "sound/effects/[selected_sound].ogg", 100, falloff = range / 2) // Losing all initial engines should get you 2 // Adding another set of engines at 0.5 time /obj/docking_port/mobile/proc/alter_engines(mod) if(mod == 0) return var/old_coeff = engine_coeff engine_coeff = get_engine_coeff(current_engines,mod) current_engines = max(0,current_engines + mod) if(in_flight()) var/delta_coeff = engine_coeff / old_coeff modTimer(delta_coeff) /obj/docking_port/mobile/proc/count_engines() . = 0 engine_list.Cut() for(var/thing in shuttle_areas) var/area/shuttle/areaInstance = thing for(var/obj/structure/shuttle/engine/E in areaInstance.contents) if(!QDELETED(E)) engine_list += E . += E.engine_power for(var/obj/machinery/shuttle/engine/E in areaInstance.contents) if(!QDELETED(E)) engine_list += E . += E.thruster_active ? 1 : 0 // Double initial engines to get to 0.5 minimum // Lose all initial engines to get to 2 //For 0 engine shuttles like BYOS 5 engines to get to doublespeed /obj/docking_port/mobile/proc/get_engine_coeff(current,engine_mod) var/new_value = max(0,current + engine_mod) if(new_value == initial_engines) return 1 if(new_value > initial_engines) var/delta = new_value - initial_engines var/change_per_engine = (1 - ENGINE_COEFF_MIN) / ENGINE_DEFAULT_MAXSPEED_ENGINES // 5 by default if(initial_engines > 0) change_per_engine = (1 - ENGINE_COEFF_MIN) / initial_engines // or however many it had return clamp(1 - delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX) if(new_value < initial_engines) var/delta = initial_engines - new_value var/change_per_engine = 1 //doesn't really matter should not be happening for 0 engine shuttles if(initial_engines > 0) change_per_engine = (ENGINE_COEFF_MAX - 1) / initial_engines //just linear drop to max delay return clamp(1 + delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX) /obj/docking_port/mobile/proc/in_flight() switch(mode) if(SHUTTLE_CALL,SHUTTLE_RECALL,SHUTTLE_PREARRIVAL) return TRUE if(SHUTTLE_IDLE,SHUTTLE_IGNITING) return FALSE else return FALSE // hmm /obj/docking_port/mobile/emergency/in_flight() switch(mode) if(SHUTTLE_ESCAPE) return TRUE if(SHUTTLE_STRANDED,SHUTTLE_ENDGAME) return FALSE else return ..() //Called when emergency shuttle leaves the station /obj/docking_port/mobile/proc/on_emergency_launch() if(launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to. launch_status = ENDGAME_LAUNCHED enterTransit() /obj/docking_port/mobile/emergency/on_emergency_launch() return //Called when emergency shuttle docks at centcom /obj/docking_port/mobile/proc/on_emergency_dock() //Mapping a new docking point for each ship mappers could potentially want docking with centcom would take up lots of space, just let them keep flying off into the sunset for their greentext if(launch_status == ENDGAME_LAUNCHED) launch_status = ENDGAME_TRANSIT /obj/docking_port/mobile/pod/on_emergency_dock() if(launch_status == ENDGAME_LAUNCHED) initiate_docking(SSshuttle.getDock("[id]_away")) //Escape pods dock at centcom mode = SHUTTLE_ENDGAME /obj/docking_port/mobile/emergency/on_emergency_dock() return