//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31 // Controls the emergency shuttle // these define the time taken for the shuttle to get to SS13 // and the time before it leaves again #define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds #define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds #define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds #define SHUTTLEAUTOCALLTIMER 2.5 // 25 minutes #define UNDOCKED 0 //Shuttle is always this until the shuttle has reached the station. #define DOCKED -1 //Shuttle is at the station #define TRANSIT 1 //Shuttle is coming to centcom from the station #define ENDGAME 2 //It's what game tickers check for for the purposes of round completion, I'm not touching it. var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle datum/shuttle_controller var/location = UNDOCKED // var/online = 0 var/direction = 1 //-1 = going back to central command, 1 = going to SS13. Only important for recalling var/recall_count = 0 var/area/last_call_loc = null // Stores where the last shuttle call/recall was made from var/endtime // timeofday that shuttle arrives var/timelimit //important when the shuttle gets called for more than shuttlearrivetime //timeleft = 360 //600 var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED" var/always_fake_recall = 0 var/pods = list("escape", "pod1", "pod2", "pod3", "pod4") // call the shuttle // if not called before, set the endtime to T+600 seconds // otherwise if outgoing, switch to incoming proc/incall(coeff = 1, var/signal_origin) if(endtime) if(direction == -1) setdirection(1) else if(signal_origin && prob(60)) //40% chance the signal tracing will fail last_call_loc = signal_origin else last_call_loc = null settimeleft(SHUTTLEARRIVETIME*coeff) online = 1 if(always_fake_recall) if ((seclevel2num(get_security_level()) == SEC_LEVEL_RED)) fake_recall = rand(SHUTTLEARRIVETIME / 4, SHUTTLEARRIVETIME - 100 / 2) else fake_recall = rand(SHUTTLEARRIVETIME / 2, SHUTTLEARRIVETIME - 100) proc/recall(var/signal_origin) if(direction == 1) var/timeleft = timeleft() if(timeleft >= SHUTTLEARRIVETIME) online = 0 direction = 1 endtime = null return recall_count ++ if(recall_count > 2 && signal_origin && prob(60)) //40% chance the signal tracing will fail last_call_loc = signal_origin else last_call_loc = null if(recall_count == 2) priority_announce("The emergency shuttle has been recalled.\n\nExcessive number of emergency shuttle calls detected. We will attempt to trace any further signals to their source. Results may be viewed on any communications console.", null, 'sound/AI/shuttlerecalled.ogg') else priority_announce("The emergency shuttle has been recalled.", null, 'sound/AI/shuttlerecalled.ogg', "Priority") setdirection(-1) online = 1 // returns the time (in seconds) before shuttle arrival // note if direction = -1, gives a count-up to SHUTTLEARRIVETIME proc/timeleft() if(online) var/timeleft = round((endtime - world.timeofday)/10 ,1) if(direction == 1 || direction == 2) return timeleft else return SHUTTLEARRIVETIME-timeleft else return SHUTTLEARRIVETIME // sets the time left to a given delay (in seconds) proc/settimeleft(var/delay) endtime = world.timeofday + delay * 10 timelimit = delay // sets the shuttle direction // 1 = towards SS13, -1 = back to centcom proc/setdirection(var/dirn) if(direction == dirn) return direction = dirn // if changing direction, flip the timeleft by SHUTTLEARRIVETIME var/ticksleft = endtime - world.timeofday endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft) return //calls the shuttle if there's no AI or comms console, proc/autoshuttlecall() var/callshuttle = 1 for(var/SC in shuttle_caller_list) if(istype(SC,/mob/living/silicon/ai)) var/mob/living/silicon/ai/AI = SC if(AI.stat || !AI.client) continue var/turf/T = get_turf(SC) if(T && T.z == 1) callshuttle = 0 //if there's an alive AI or a communication console on the station z level, we don't call the shuttle break if(ticker && ticker.mode && (ticker.mode.name == "revolution" || ticker.mode.name == "AI malfunction")) callshuttle = 0 if(callshuttle) if(!online && direction == 1) //we don't call the shuttle if it's already coming incall(SHUTTLEAUTOCALLTIMER) //X minutes! If they want to recall, they have X-(X-5) minutes to do so log_game("All the communications consoles were destroyed and all AIs are inactive. Shuttle called.") message_admins("All the communications consoles were destroyed and all AIs are inactive. Shuttle called.", 1) priority_announce("The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.", null, 'sound/AI/shuttlecalled.ogg', "Priority") proc/move_shuttles() var/datum/shuttle_manager/s for(var/t in pods) s = shuttles[t] s.move_shuttle() proc/process() emergency_shuttle process() if(!online) return var/timeleft = timeleft() if(timeleft > 1e5) // midnight rollover protection timeleft = 0 if(location == UNDOCKED) if(direction == -1) if(timeleft >= timelimit) online = 0 direction = 1 endtime = null return 0 else if(fake_recall && (timeleft <= fake_recall)) recall() fake_recall = 0 return 0 else if(timeleft <= 0) var/datum/shuttle_manager/s = shuttles["escape"] s.move_shuttle() location = DOCKED settimeleft(SHUTTLELEAVETIME) send2irc("Server", "The Emergency Shuttle has docked with the station.") priority_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.", null, 'sound/AI/shuttledock.ogg', "Priority") else if(timeleft <= 0) //Nothing happens if time's not up and the ship's docked or later if(location == DOCKED) move_shuttles() location = TRANSIT settimeleft(SHUTTLETRANSITTIME) priority_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.", null, null, "Priority") else if(location == TRANSIT) move_shuttles() //message_admins("Shuttles have attempted to move to Centcom") location = ENDGAME online = 0 endtime = null return 1 return 0 /* Some slapped-together star effects for maximum spess immershuns. Basically consists of a spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction until they reach a starender. */ /obj/effect/bgstar name = "star" var/speed = 10 var/direction = SOUTH layer = 2 // TURF_LAYER New() ..() pixel_x += rand(-2,30) pixel_y += rand(-2,30) var/starnum = pick("1", "1", "1", "2", "3", "4") icon_state = "star"+starnum speed = rand(2, 5) proc/startmove() while(src) sleep(speed) step(src, direction) for(var/obj/effect/starender/E in loc) qdel(src) /obj/effect/starender invisibility = 101 /obj/effect/starspawner invisibility = 101 var/spawndir = SOUTH var/spawning = 0 West spawndir = WEST proc/startspawn() spawning = 1 while(spawning) sleep(rand(2, 30)) var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z)) S.direction = spawndir spawn() S.startmove() /proc/push_mob_back(var/mob/living/L, var/dir) if(iscarbon(L) && isturf(L.loc)) if(prob(88)) var/turf/T = get_step(L, dir) if(T) for(var/obj/O in T) // For doors and such (kinda ugly but we can't have people opening doors) if(!O.CanPass(L, L.loc, 1, 0)) return L.Move(get_step(L, dir), dir)