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Yogstation/code/modules/shuttle/shuttle.dm

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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
// #define DOCKING_PORT_HIGHLIGHT
//NORTH default dir
/obj/docking_port
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
//icon = 'icons/dirsquare.dmi'
icon_state = "pinonfar"
unacidable = 1
anchored = 1
var/id
// this should point -away- from the dockingport door, ie towards the ship
dir = NORTH
var/width = 0 //size of covered area, perpendicular to dir
var/height = 0 //size of covered area, parallel to dir
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
//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_HARDDEL_NOW
else
return QDEL_HINT_LETMELIVE
/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 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, area/A)
if(!_dir)
_dir = dir
if(!_x)
_x = x
if(!_y)
_y = y
if(!_z)
_z = z
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()
var/xi
var/yi
for(var/dx=0, dx<width, ++dx)
for(var/dy=0, dy<height, ++dy)
xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
var/turf/T = locate(xi, yi, _z)
if(A)
if(get_area(T) == A)
. += T
else
. += null
else
. += T
#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
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/stationary
name = "dock"
var/turf_type = /turf/open/space
var/area_type = /area/space
var/last_dock_time
/obj/docking_port/stationary/New()
..()
SSshuttle.stationary += src
if(!id)
id = "[SSshuttle.stationary.len]"
if(name == "dock")
name = "dock[SSshuttle.stationary.len]"
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#f00")
#endif
//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"
turf_type = /turf/open/space/transit
var/list/turf/assigned_turfs = list()
var/obj/docking_port/mobile/owner
/obj/docking_port/stationary/transit/New()
..()
SSshuttle.transit += src
/obj/docking_port/stationary/transit/proc/dezone()
for(var/i in assigned_turfs)
var/turf/T = i
if(T.type == turf_type)
T.ChangeTurf(/turf/open/space)
T.flags |= UNUSED_TRANSIT_TURF
/obj/docking_port/stationary/transit/Destroy(force=FALSE)
if(force)
SSshuttle.transit -= src
if(owner)
owner = null
if(assigned_turfs)
dezone()
assigned_turfs.Cut()
assigned_turfs = null
. = ..()
/obj/docking_port/mobile
icon_state = "mobile"
name = "shuttle"
icon_state = "pinonclose"
var/area/shuttle/areaInstance
var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
var/last_timer_length
var/mode = SHUTTLE_IDLE //current shuttle mode
var/callTime = 100 //time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
var/ignitionTime = 55 // time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
var/roundstart_move //id of port to send shuttle to at roundstart
// The direction the shuttle prefers to travel in
var/preferred_direction = NORTH
// And the angle from the front of the shuttle to the port
var/port_angle = 0 // used to be travelDir
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
var/obj/docking_port/stationary/transit/assigned_transit
var/launch_status = NOLAUNCH
// A timid shuttle will not register itself with the shuttle subsystem
// All shuttle templates are timid
var/timid = FALSE
var/list/ripples = list()
/obj/docking_port/mobile/New()
..()
if(!timid)
register()
/obj/docking_port/mobile/proc/register()
SSshuttle.mobile += src
/obj/docking_port/mobile/Destroy(force)
if(force)
SSshuttle.mobile -= src
destination = null
previous = null
assigned_transit = null
areaInstance = null
. = ..()
/obj/docking_port/mobile/initialize()
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
areaInstance = A
if(!id)
id = "[SSshuttle.mobile.len]"
if(name == "shuttle")
name = "shuttle[SSshuttle.mobile.len]"
if(!areaInstance)
areaInstance = new()
areaInstance.name = name
areaInstance.contents += return_ordered_turfs()
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#0f0")
#endif
//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)
var/status = canDock(S)
if(status == SHUTTLE_CAN_DOCK)
return TRUE
else if(status == SHUTTLE_ALREADY_DOCKED)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return FALSE
else
var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
message_admins(msg)
return FALSE
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
return
switch(mode)
if(SHUTTLE_CALL)
if(S == destination)
if(timeLeft(1) < callTime)
setTimer(callTime)
else
destination = S
setTimer(callTime)
if(SHUTTLE_RECALL)
if(S == destination)
setTimer(callTime - timeLeft(1))
else
destination = S
setTimer(callTime)
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()
previous = null
// if(!destination)
// return
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = assigned_transit
if(S1)
if(dock(S1))
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
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/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
// If the shuttle is docked to a stationary port, restore its normal
// "empty" area and turf
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
for(var/i in L0)
var/turf/T0 =i
if(!T0)
continue
T0.empty(turf_type)
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
var/list/turfs = ripple_area(S1)
for(var/t in turfs)
ripples += PoolOrNew(/obj/effect/overlay/temp/ripple, t)
/obj/docking_port/mobile/proc/remove_ripples()
for(var/R in ripples)
qdel(R)
ripples.Cut()
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf)
ripple_turfs += T1
return ripple_turfs
/obj/docking_port/mobile/proc/check_poddoors()
for(var/obj/machinery/door/poddoor/shuttledock/pod in airlocks)
pod.check()
//this is the main proc. It instantly moves our mobile port to stationary port S1
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
// Crashing this ship with NO SURVIVORS
if(!force)
if(!check_dock(S1))
return -1
if(!canMove())
return -1
var/obj/docking_port/stationary/S0 = get_docked()
var/turf_type = /turf/open/space
var/area_type = /area/space
if(S0)
if(S0.turf_type)
turf_type = S0.turf_type
if(S0.area_type)
area_type = S0.area_type
var/destination_turf_type = S1.turf_type
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/rotation = dir2angle(S1.dir)-dir2angle(dir)
if ((rotation % 90) != 0)
rotation += (rotation % 90) //diagonal rotations not allowed, round up
rotation = SimplifyDegrees(rotation)
//remove area surrounding docking port
if(areaInstance.contents.len)
var/area/A0 = locate("[area_type]")
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
A0.contents += T0
remove_ripples()
//move or squish anything in the way ship at destination
roadkill(L0, L1, S1.dir)
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
if(!T0)
continue
var/turf/T1 = L1[i]
if(!T1)
continue
if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
T0.copyTurf(T1)
T1.baseturf = destination_turf_type
areaInstance.contents += T1
//copy over air
if(istype(T1, /turf/open))
var/turf/open/Ts1 = T1
Ts1.copy_air_with_tile(T0)
//move mobile to new location
for(var/atom/movable/AM in T0)
AM.onShuttleMove(T1, rotation)
if(rotation)
T1.shuttleRotate(rotation)
//lighting stuff
T1.redraw_lighting()
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
SSair.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
T0.redraw_lighting()
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
check_poddoors()
S1.last_dock_time = world.time
loc = S1.loc
setDir(S1.dir)
/obj/docking_port/mobile/proc/findRoundstartDock()
return SSshuttle.getDock(roundstart_move)
/obj/docking_port/mobile/proc/dockRoundstart()
var/port = findRoundstartDock()
if(port)
return dock(port)
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
var/list/hurt_mobs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
var/turf/T1 = L1[i]
if(!T0 || !T1)
continue
if(T0.type == T0.baseturf)
continue
// The corresponding tile will not be changed, so no roadkill
for(var/atom/movable/AM in T1)
if(ismob(AM))
if(isliving(AM) && !(AM in hurt_mobs))
hurt_mobs |= AM
var/mob/living/M = AM
if(M.buckled)
M.buckled.unbuckle_mob(M, 1)
if(M.pulledby)
M.pulledby.stop_pulling()
M.stop_pulling()
M.visible_message("<span class='warning'>[M] is hit by \
a hyperspace ripple[M.anchored ? "":" and is thrown clear"]!</span>",
"<span class='userdanger'>You feel an immense \
crushing pressure as the space around you ripples.</span>")
if(M.anchored)
M.gib()
else
step(M, dir)
M.Paralyse(10)
M.ex_act(2)
else //non-living mobs shouldn't be affected by shuttles, which is why this is an else
if(istype(AM, /obj/singularity) && !istype(AM, /obj/singularity/narsie)) //it's a singularity but not a god, ignore it.
continue
if(!AM.anchored)
step(AM, dir)
else
qdel(AM)
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
check_ripples()
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)
if(dock(destination))
setTimer(20)
return
if(SHUTTLE_RECALL)
if(dock(previous))
setTimer(20)
return
if(SHUTTLE_IGNITING)
if(check_transit_zone() != TRANSIT_READY)
setTimer(20)
return
else
mode = SHUTTLE_CALL
setTimer(callTime)
enterTransit()
return
mode = SHUTTLE_IDLE
timer = 0
destination = null
/obj/docking_port/mobile/proc/check_ripples()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
if(timeLeft(1) <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination)
/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/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
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"
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 > 0)
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
else
return "00:00"
/obj/docking_port/mobile/proc/getStatusText()
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
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)] minutes)"
#undef DOCKING_PORT_HIGHLIGHT
/turf/proc/copyTurf(turf/T)
if(T.type != type)
var/obj/O
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
O = new()
O.underlays.Add(T)
T.ChangeTurf(type)
if(underlays.len)
T.underlays = O.underlays
if(T.icon_state != icon_state)
T.icon_state = icon_state
if(T.icon != icon)
T.icon = icon
if(T.color != color)
T.color = color
if(T.dir != dir)
T.setDir(dir)
return T