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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
204 lines
6.1 KiB
Plaintext
204 lines
6.1 KiB
Plaintext
/obj/docking_port/mobile/arrivals
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name = "arrivals shuttle"
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shuttle_id = "arrivals"
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dir = WEST
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port_direction = SOUTH
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callTime = INFINITY
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ignitionTime = 50
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movement_force = list("KNOCKDOWN" = 3, "THROW" = 0)
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var/sound_played
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var/damaged //too damaged to undock?
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var/list/areas //areas in our shuttle
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var/list/queued_announces //people coming in that we have to announce
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var/obj/machinery/requests_console/console
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var/force_depart = FALSE
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var/perma_docked = FALSE //highlander with RESPAWN??? OH GOD!!!
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var/obj/docking_port/stationary/target_dock // for badminry
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/obj/docking_port/mobile/arrivals/Initialize(mapload)
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. = ..()
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preferred_direction = dir
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return INITIALIZE_HINT_LATELOAD //for latejoin list
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/obj/docking_port/mobile/arrivals/register()
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..()
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if(SSshuttle.arrivals)
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WARNING("More than one arrivals docking_port placed on map! Ignoring duplicates.")
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SSshuttle.arrivals = src
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/obj/docking_port/mobile/arrivals/LateInitialize()
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areas = list()
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var/list/new_latejoin = list()
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for(var/area/shuttle/arrival/A in GLOB.areas)
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for(var/obj/structure/chair/C in A)
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new_latejoin += C
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if(!console)
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console = locate(/obj/machinery/requests_console) in A
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areas += A
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if(SSjob.latejoin_trackers.len)
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WARNING("Map contains predefined latejoin spawn points and an arrivals shuttle. Using the arrivals shuttle.")
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if(!new_latejoin.len)
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WARNING("Arrivals shuttle contains no chairs for spawn points. Reverting to latejoin landmarks.")
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if(!SSjob.latejoin_trackers.len)
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WARNING("No latejoin landmarks exist. Players will spawn unbuckled on the shuttle.")
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return
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SSjob.latejoin_trackers = new_latejoin
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/obj/docking_port/mobile/arrivals/check()
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. = ..()
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if(perma_docked)
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if(mode != SHUTTLE_CALL)
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sound_played = FALSE
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mode = SHUTTLE_IDLE
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else
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SendToStation()
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return
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if(damaged)
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if(!CheckTurfsPressure())
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damaged = FALSE
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if(console)
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console.say("Repairs complete, launching soon.")
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return
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//If this proc is high on the profiler add a cooldown to the stuff after this line
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else if(CheckTurfsPressure())
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damaged = TRUE
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if(console)
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console.say("Alert, hull breach detected!")
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var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
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if(!QDELETED(announcer))
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announcer.announce("ARRIVALS_BROKEN", channels = list())
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if(mode != SHUTTLE_CALL)
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sound_played = FALSE
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mode = SHUTTLE_IDLE
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else
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SendToStation()
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return
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var/found_awake = PersonCheck() || NukeDiskCheck()
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if(mode == SHUTTLE_CALL)
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if(found_awake)
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SendToStation()
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else if(mode == SHUTTLE_IGNITING)
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if(found_awake && !force_depart)
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mode = SHUTTLE_IDLE
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sound_played = FALSE
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else if(!sound_played)
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hyperspace_sound(HYPERSPACE_WARMUP, areas)
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sound_played = TRUE
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else if(!found_awake)
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Launch(FALSE)
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/obj/docking_port/mobile/arrivals/proc/CheckTurfsPressure()
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for(var/I in SSjob.latejoin_trackers)
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var/turf/open/T = get_turf(I)
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var/pressure = T.air.return_pressure()
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if(pressure < HAZARD_LOW_PRESSURE || pressure > HAZARD_HIGH_PRESSURE) //simple safety check
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return TRUE
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return FALSE
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/obj/docking_port/mobile/arrivals/proc/PersonCheck()
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for(var/V in GLOB.player_list)
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var/mob/M = V
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if((get_area(M) in areas) && M.stat != DEAD)
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if(!iscameramob(M))
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return TRUE
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var/mob/camera/C = M
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if(C.move_on_shuttle)
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return TRUE
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return FALSE
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/obj/docking_port/mobile/arrivals/proc/NukeDiskCheck()
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for (var/obj/item/disk/nuclear/N in GLOB.poi_list)
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if (get_area(N) in areas)
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return TRUE
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return FALSE
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/obj/docking_port/mobile/arrivals/proc/SendToStation()
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var/dockTime = CONFIG_GET(number/arrivals_shuttle_dock_window)
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if(mode == SHUTTLE_CALL && timeLeft(1) > dockTime)
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if(console)
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console.say(damaged ? "Initiating emergency docking for repairs!" : "Now approaching: [station_name()].")
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hyperspace_sound(HYPERSPACE_LAUNCH, areas) //for the new guy
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setTimer(dockTime)
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/obj/docking_port/mobile/arrivals/initiate_docking(obj/docking_port/stationary/S1, force=FALSE)
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var/docked = S1 == assigned_transit
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sound_played = FALSE
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if(docked) //about to launch
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if(!force_depart)
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var/cancel_reason
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if(PersonCheck())
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cancel_reason = "lifeform detected on board" // yogs - typo fix
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else if(NukeDiskCheck())
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cancel_reason = "critical station device detected on board"
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if(cancel_reason)
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mode = SHUTTLE_IDLE
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if(console)
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console.say("Launch cancelled, [cancel_reason].")
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return
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force_depart = FALSE
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. = ..()
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if(!. && !docked && !damaged)
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if(console)
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console.say("Welcome to your new life, employees!")
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for(var/L in queued_announces)
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var/datum/callback/C = L
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C.Invoke()
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LAZYCLEARLIST(queued_announces)
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/obj/docking_port/mobile/arrivals/check_effects()
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..()
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if(mode == SHUTTLE_CALL && !sound_played && timeLeft(1) <= HYPERSPACE_END_TIME)
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sound_played = TRUE
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hyperspace_sound(HYPERSPACE_END, areas)
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/obj/docking_port/mobile/arrivals/canDock(obj/docking_port/stationary/S)
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. = ..()
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if(. == SHUTTLE_ALREADY_DOCKED)
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. = SHUTTLE_CAN_DOCK
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/obj/docking_port/mobile/arrivals/proc/Launch(pickingup)
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if(pickingup)
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force_depart = TRUE
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if(mode == SHUTTLE_IDLE)
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if(console)
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console.say(pickingup ? "Departing immediately for new employee pickup." : "Shuttle departing.")
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var/obj/docking_port/stationary/target = target_dock
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if(QDELETED(target))
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target = SSshuttle.getDock("arrivals_stationary")
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request(target) //we will intentionally never return SHUTTLE_ALREADY_DOCKED
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/obj/docking_port/mobile/arrivals/proc/RequireUndocked(mob/user)
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if(mode == SHUTTLE_CALL || damaged)
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return
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Launch(TRUE)
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to_chat(user, span_notice("Calling your shuttle. One moment..."))
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while(mode != SHUTTLE_CALL && !damaged)
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stoplag()
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/obj/docking_port/mobile/arrivals/proc/QueueAnnounce(mob, rank)
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if(mode != SHUTTLE_CALL)
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AnnounceArrival(mob, rank)
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else
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LAZYADD(queued_announces, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(AnnounceArrival), mob, rank))
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/obj/docking_port/mobile/arrivals/vv_edit_var(var_name, var_value)
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switch(var_name)
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if("perma_docked")
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SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("arrivals shuttle", "[var_value ? "stopped" : "started"]"))
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return ..()
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