//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 = 'icons/dirsquare.dmi' icon_state = "pinonfar" resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF anchored = TRUE // 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/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 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_type) 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 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 /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 && z == ZLEVEL_STATION) //emp went off, no escape return 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/current_dock = get_docked() var/turf_type = /turf/open/space var/baseturf_type = /turf/open/space var/underlying_area_type = /area/space // If the shuttle is docked to a stationary port, restore its normal // "empty" area and turf if(current_dock) if(current_dock.turf_type) turf_type = current_dock.turf_type if(current_dock.baseturf_type) baseturf_type = current_dock.baseturf_type if(current_dock.area_type) underlying_area_type = current_dock.area_type var/list/old_turfs = return_ordered_turfs(x, y, z, dir, area_type) var/area/underlying_area = locate(underlying_area_type) in GLOB.sortedAreas 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) continue var/area/old_area = oldT.loc underlying_area.contents += oldT oldT.change_area(old_area, underlying_area) oldT.empty(turf_type, baseturf_type) qdel(src, force=TRUE) /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/temp_visual/ripple(t, animate_time) /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, area_type) 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 GLOB.airlocks) pod.check() //this is the main proc. It instantly moves our mobile port to stationary port new_dock /obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/new_dock, movement_direction, force=FALSE) // Crashing this ship with NO SURVIVORS if(new_dock.get_docked() == src) remove_ripples() return DOCKING_COMPLETE if(!force) if(!check_dock(new_dock)) return DOCKING_BLOCKED if(!canMove()) return DOCKING_IMMOBILIZED var/obj/docking_port/stationary/old_dock = get_docked() var/turf_type = /turf/open/space //The turf that gets placed under where the shuttle moved from var/baseturf_type = /turf/open/space //The baseturf that the gets assigned to the turf_type above var/area_type = /area/space //The area that gets placed under where the shuttle moved from if(old_dock) //Dock overwrites if(old_dock.turf_type) turf_type = old_dock.turf_type if(old_dock.baseturf_type) baseturf_type = old_dock.baseturf_type if(old_dock.area_type) area_type = old_dock.area_type var/list/old_turfs = return_ordered_turfs(x, y, z, dir) var/list/new_turfs = return_ordered_turfs(new_dock.x, new_dock.y, new_dock.z, new_dock.dir) var/list/old_contents = list() //Lists of turfs to only move contents and area but not move the turf var/list/new_contents = list() //For structures etc that act attached to the ship var/area/underlying_old_area = locate("[area_type]") if(!underlying_old_area) underlying_old_area = new area_type(null) var/rotation = 0 if(new_dock.dir != dir) //Even when the dirs are the same rotation is coming out as not 0 for some reason rotation = dir2angle(new_dock.dir)-dir2angle(dir) if ((rotation % 90) != 0) rotation += (rotation % 90) //diagonal rotations not allowed, round up rotation = SimplifyDegrees(rotation) if(!movement_direction) movement_direction = turn(preferred_direction, 180) remove_ripples() var/list/moved_atoms = list() //Everything not a turf that gets moved in the shuttle var/list/areas_to_move = list() //unique assoc list of areas on turfs being moved /****************************************All beforeShuttleMove procs*****************************************/ var/index = 1 while(index <= old_turfs.len) var/turf/oldT = old_turfs[index] var/turf/newT = new_turfs[index] var/area/old_area = oldT.loc var/move_turf = TRUE //Should this turf be moved, if false remove from the turf list if(!(shuttle_areas[old_area])) move_turf = FALSE if(move_turf) move_turf = oldT.fromShuttleMove(newT, turf_type, baseturf_type) //turf if(move_turf) //Only call toShuttleMove if the source turf is willing to move move_turf = newT.toShuttleMove(oldT, dir) //turf for(var/ii in 1 to oldT.contents.len) var/atom/movable/moving_atom = oldT.contents[ii] if(moving_atom.beforeShuttleMove(newT, rotation) && !move_turf) //atoms old_contents += oldT new_contents += newT if(!move_turf) old_turfs.Cut(index,index+1) new_turfs.Cut(index,index+1) continue areas_to_move[old_area] = TRUE index++ for(var/thing in areas_to_move) var/area/internal_area = thing internal_area.beforeShuttleMove() //areas if(!old_turfs.len && !old_contents.len) //This should only happen if no shuttle area has been specified return DOCKING_AREA_EMPTY /*******************************************All onShuttleMove procs******************************************/ for(var/i in 1 to old_turfs.len) var/turf/oldT = old_turfs[i] var/turf/newT = new_turfs[i] if(!oldT || !newT) //This really shouldn't happen continue for(var/thing in oldT) //Needs to be this kind of loop in case, because of shuttle rotation shenanigans, the destination turf is the same as the source turf var/atom/movable/moving_atom = thing moving_atom.onShuttleMove(newT, oldT, rotation, movement_force, movement_direction) //atoms moved_atoms += moving_atom oldT.onShuttleMove(newT, turf_type, baseturf_type, rotation, movement_force, movement_direction) //turfs var/area/shuttle_area = oldT.loc shuttle_area.onShuttleMove(oldT, newT, underlying_old_area) //areas for(var/i in 1 to old_contents.len) //This is for moving atoms that need to move without their turf var/turf/oldT = old_contents[i] //I'll figure out a way of merging these loops eventualy, probably var/turf/newT = new_contents[i] if(!oldT || !newT) continue for(var/thing in oldT) var/atom/movable/moving_atom = thing moving_atom.onShuttleMove(newT, oldT, rotation, movement_force, movement_direction) //atoms moved_atoms += moving_atom /******************************************All afterShuttleMove procs****************************************/ for(var/i in 1 to new_turfs.len) var/turf/oldT = old_turfs[i] var/turf/newT = new_turfs[i] newT.afterShuttleMove(oldT) //turfs for(var/i in 1 to moved_atoms.len) var/atom/movable/moved_object = moved_atoms[i] moved_object.afterShuttleMove(movement_force, dir, preferred_direction, movement_direction) //atoms underlying_old_area.afterShuttleMove() for(var/thing in areas_to_move) var/area/internal_area = thing internal_area.afterShuttleMove() //areas check_poddoors() new_dock.last_dock_time = world.time setDir(new_dock.dir) return DOCKING_SUCCESS /obj/docking_port/mobile/proc/findRoundstartDock() return SSshuttle.getDock(roundstart_move) /obj/docking_port/mobile/proc/dockRoundstart() . = dock_id(roundstart_move) /obj/docking_port/mobile/proc/dock_id(id) var/port = SSshuttle.getDock(id) if(port) . = dock(port) else . = null /obj/effect/landmark/shuttle_import name = "Shuttle Import" //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) if(dock(destination, preferred_direction)) 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 * 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, area_type) for (var/thing in L0) var/turf/T = thing 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" 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)" // 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/s switch(phase) if(HYPERSPACE_WARMUP) s = 'sound/effects/hyperspace_begin.ogg' if(HYPERSPACE_LAUNCH) s = 'sound/effects/hyperspace_progress.ogg' if(HYPERSPACE_END) s = 'sound/effects/hyperspace_end.ogg' else CRASH("Invalid hyperspace sound phase: [phase]") for(var/A in areas) for(var/obj/machinery/door/E in A) //dumb, I know, but playing it on the engines doesn't do it justice playsound(E, s, 100, FALSE, max(width, height) - world.view) /obj/docking_port/mobile/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/turf/T0 = locate(bounds[1],bounds[2],z) var/turf/T1 = locate(bounds[3],bounds[4],z) if(T in block(T0,T1)) return TRUE return FALSE // 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 for(var/thing in shuttle_areas) var/area/shuttle/areaInstance = thing for(var/obj/structure/shuttle/engine/E in areaInstance.contents) if(!QDELETED(E)) . += E.engine_power // 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) 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) dock(SSshuttle.getDock("[id]_away")) //Escape pods dock at centcom mode = SHUTTLE_ENDGAME /obj/docking_port/mobile/emergency/on_emergency_dock() return #undef DOCKING_PORT_HIGHLIGHT