Files
Yogstation/code/modules/shuttle/shuttle.dm
tattax d91ec4fcbb fixes some more amtag bugs (#19059)
* e

* Update _powers.dm

* e2

* e

* e2
2023-05-31 18:04:53 -05:00

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//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