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572 lines
19 KiB
Plaintext
572 lines
19 KiB
Plaintext
#define TIME_LEFT (SSshuttle.emergency.timeLeft())
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#define ENGINES_START_TIME 100
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#define ENGINES_STARTED (SSshuttle.emergency.mode == SHUTTLE_IGNITING)
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#define IS_DOCKED (SSshuttle.emergency.mode == SHUTTLE_DOCKED || (ENGINES_STARTED))
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/obj/machinery/computer/emergency_shuttle
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name = "emergency shuttle console"
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desc = "For shuttle control."
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icon_screen = "shuttle"
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icon_keyboard = "tech_key"
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var/auth_need = 3
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var/list/authorized = list()
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/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
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if(istype(I, /obj/item/weapon/card/id))
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say("Please equip your ID card into your ID slot to authenticate.")
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. = ..()
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/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.human_adjacent_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "emergency_shuttle_console", name,
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400, 400, master_ui, state)
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ui.open()
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/obj/machinery/computer/emergency_shuttle/ui_data()
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var/list/data = list()
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data["timer_str"] = SSshuttle.emergency.getTimerStr()
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data["engines_started"] = ENGINES_STARTED
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data["authorizations_remaining"] = max((auth_need - authorized.len), 0)
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var/list/A = list()
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for(var/i in authorized)
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var/obj/item/weapon/card/id/ID = i
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var/name = ID.registered_name
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var/job = ID.assignment
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if(emagged)
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name = Gibberish(name, 0)
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job = Gibberish(job, 0)
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A += list(list("name" = name, "job" = job))
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data["authorizations"] = A
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data["enabled"] = (IS_DOCKED && !ENGINES_STARTED)
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data["emagged"] = emagged
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return data
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/obj/machinery/computer/emergency_shuttle/ui_act(action, params, datum/tgui/ui)
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if(..())
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return
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if(ENGINES_STARTED) // past the point of no return
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return
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if(!IS_DOCKED) // shuttle computer only has uses when onstation
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return
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var/mob/user = usr
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. = FALSE
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(!ID)
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to_chat(user, "<span class='warning'>You don't have an ID.</span>")
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return
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if(!(GLOB.access_heads in ID.access))
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to_chat(user, "<span class='warning'>The access level of your card is not high enough.</span>")
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return
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var/old_len = authorized.len
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switch(action)
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if("authorize")
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. = authorize(user)
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if("repeal")
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authorized -= ID
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if("abort")
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if(authorized.len)
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// Abort. The action for when heads are fighting over whether
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// to launch early.
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authorized.Cut()
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. = TRUE
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if((old_len != authorized.len) && !ENGINES_STARTED)
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var/alert = (authorized.len > old_len)
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var/repeal = (authorized.len < old_len)
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var/remaining = auth_need - authorized.len
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if(authorized.len && remaining)
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minor_announce("[remaining] authorizations needed until shuttle is launched early", null, alert)
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if(repeal)
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minor_announce("Early launch authorization revoked, [remaining] authorizations needed")
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/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/user, source)
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(ID in authorized)
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return FALSE
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for(var/i in authorized)
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var/obj/item/weapon/card/id/other = i
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if(other.registered_name == ID.registered_name)
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return FALSE // No using IDs with the same name
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authorized += ID
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message_admins("[ADMIN_LOOKUPFLW(user)] has authorized early shuttle launch", 0, 1)
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log_game("[key_name(user)] has authorized early shuttle launch in [COORD(src)]")
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// Now check if we're on our way
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. = TRUE
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process()
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/obj/machinery/computer/emergency_shuttle/process()
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// Launch check is in process in case auth_need changes for some reason
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// probably external.
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. = FALSE
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if(!SSshuttle.emergency)
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return
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if(SSshuttle.emergency.mode == SHUTTLE_STRANDED)
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authorized.Cut()
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emagged = FALSE
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if(ENGINES_STARTED || (!IS_DOCKED))
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return .
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// Check to see if we've reached criteria for early launch
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if((authorized.len >= auth_need) || emagged)
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// shuttle timers use 1/10th seconds internally
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SSshuttle.emergency.setTimer(ENGINES_START_TIME)
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var/system_error = emagged ? "SYSTEM ERROR:" : null
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minor_announce("The emergency shuttle will launch in \
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[TIME_LEFT] seconds", system_error, alert=TRUE)
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. = TRUE
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/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
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// How did you even get on the shuttle before it go to the station?
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if(!IS_DOCKED)
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return
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if(emagged || ENGINES_STARTED) //SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LAUNCH IN 10 SECONDS
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to_chat(user, "<span class='warning'>The shuttle is already about to launch!</span>")
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return
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var/time = TIME_LEFT
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message_admins("[key_name_admin(user.client)] \
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(<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) \
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(<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) \
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has emagged the emergency shuttle [time] seconds before launch.", 0, 1)
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log_game("[key_name(user)] has emagged the emergency shuttle in \
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[COORD(src)] [time] seconds before launch.")
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emagged = TRUE
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var/datum/species/S = new
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for(var/i in 1 to 10)
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// the shuttle system doesn't know who these people are, but they
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// must be important, surely
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var/obj/item/weapon/card/id/ID = new(src)
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var/datum/job/J = pick(SSjob.occupations)
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ID.registered_name = S.random_name(pick(MALE, FEMALE))
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ID.assignment = J.title
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authorized += ID
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process()
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/obj/machinery/computer/emergency_shuttle/Destroy()
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// Our fake IDs that the emag generated are just there for colour
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// They're not supposed to be accessible
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for(var/obj/item/weapon/card/id/ID in src)
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qdel(ID)
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if(authorized && authorized.len)
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authorized.Cut()
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authorized = null
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. = ..()
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/obj/docking_port/mobile/emergency
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name = "emergency shuttle"
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id = "emergency"
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dwidth = 9
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width = 22
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height = 11
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dir = EAST
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port_angle = -90
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roundstart_move = "emergency_away"
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var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
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/obj/docking_port/mobile/emergency/canDock(obj/docking_port/stationary/S)
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return SHUTTLE_CAN_DOCK //If the emergency shuttle can't move, the whole game breaks, so it will force itself to land even if it has to crush a few departments in the process
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/obj/docking_port/mobile/emergency/register()
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. = ..()
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SSshuttle.emergency = src
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/obj/docking_port/mobile/emergency/Destroy(force)
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if(force)
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// This'll make the shuttle subsystem use the backup shuttle.
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if(src == SSshuttle.emergency)
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// If we're the selected emergency shuttle
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SSshuttle.emergencyDeregister()
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. = ..()
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/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, area/signalOrigin, reason, redAlert, set_coefficient=null)
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if(!isnum(set_coefficient))
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var/security_num = seclevel2num(get_security_level())
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switch(security_num)
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if(SEC_LEVEL_GREEN)
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set_coefficient = 2
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if(SEC_LEVEL_BLUE)
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set_coefficient = 1
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else
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set_coefficient = 0.5
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var/call_time = SSshuttle.emergencyCallTime * set_coefficient
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switch(mode)
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// The shuttle can not normally be called while "recalling", so
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// if this proc is called, it's via admin fiat
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if(SHUTTLE_RECALL, SHUTTLE_IDLE, SHUTTLE_CALL)
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mode = SHUTTLE_CALL
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setTimer(call_time)
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else
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return
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SSshuttle.emergencyCallAmount++
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if(prob(70))
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SSshuttle.emergencyLastCallLoc = signalOrigin
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else
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SSshuttle.emergencyLastCallLoc = null
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priority_announce("The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/ai/shuttlecalled.ogg', "Priority")
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/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
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if(mode != SHUTTLE_CALL)
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return
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if(SSshuttle.emergencyNoRecall)
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return
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invertTimer()
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mode = SHUTTLE_RECALL
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if(prob(70))
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SSshuttle.emergencyLastCallLoc = signalOrigin
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else
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SSshuttle.emergencyLastCallLoc = null
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priority_announce("The emergency shuttle has been recalled.[SSshuttle.emergencyLastCallLoc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]", null, 'sound/ai/shuttlerecalled.ogg', "Priority")
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/obj/docking_port/mobile/emergency/proc/is_hijacked()
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var/has_people = FALSE
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for(var/mob/living/player in GLOB.player_list)
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if(player.mind)
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if(player.stat != DEAD)
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if(issilicon(player)) //Borgs are technically dead anyways
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continue
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if(isanimal(player)) //animals don't count
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continue
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if(isbrain(player)) //also technically dead
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continue
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if(get_area(player) == areaInstance)
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has_people = TRUE
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var/location = get_turf(player.mind.current)
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if(!(player.mind.special_role == "traitor" || player.mind.special_role == "Syndicate") && !istype(location, /turf/open/floor/plasteel/shuttle/red) && !istype(location, /turf/open/floor/mineral/plastitanium/brig))
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return FALSE
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return has_people
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/obj/docking_port/mobile/emergency/check()
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if(!timer)
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return
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var/time_left = timeLeft(1)
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// The emergency shuttle doesn't work like others so this
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// ripple check is slightly different
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if(!ripples.len && (time_left <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_ESCAPE)))
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var/destination
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if(mode == SHUTTLE_CALL)
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destination = SSshuttle.getDock("emergency_home")
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else if(mode == SHUTTLE_ESCAPE)
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destination = SSshuttle.getDock("emergency_away")
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create_ripples(destination)
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switch(mode)
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if(SHUTTLE_RECALL)
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if(time_left <= 0)
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mode = SHUTTLE_IDLE
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timer = 0
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if(SHUTTLE_CALL)
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if(time_left <= 0)
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//move emergency shuttle to station
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if(dock(SSshuttle.getDock("emergency_home")))
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setTimer(20)
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return
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mode = SHUTTLE_DOCKED
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setTimer(SSshuttle.emergencyDockTime)
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send2irc("Server", "The Emergency Shuttle has docked with the station.")
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priority_announce("The Emergency Shuttle has docked with the station. You have [timeLeft(600)] minutes to board the Emergency Shuttle.", null, 'sound/ai/shuttledock.ogg', "Priority")
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if(SSdbcore.Connect())
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var/datum/DBQuery/query_round_shuttle_name = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET shuttle_name = '[name]' WHERE id = [GLOB.round_id]")
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query_round_shuttle_name.Execute()
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// Gangs only have one attempt left if the shuttle has
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// docked with the station to prevent suffering from
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// endless dominator delays
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for(var/datum/gang/G in SSticker.mode.gangs)
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if(G.is_dominating)
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G.dom_attempts = 0
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else
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G.dom_attempts = min(1,G.dom_attempts)
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if(SHUTTLE_DOCKED)
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if(time_left <= ENGINES_START_TIME)
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mode = SHUTTLE_IGNITING
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SSshuttle.checkHostileEnvironment()
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if(mode == SHUTTLE_STRANDED)
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return
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
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M.check_transit_zone()
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if(SHUTTLE_IGNITING)
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var/success = TRUE
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SSshuttle.checkHostileEnvironment()
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if(mode == SHUTTLE_STRANDED)
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return
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success &= (check_transit_zone() == TRANSIT_READY)
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == UNLAUNCHED)
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success &= (M.check_transit_zone() == TRANSIT_READY)
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if(!success)
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setTimer(ENGINES_START_TIME)
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if(time_left <= 50 && !sound_played) //4 seconds left:REV UP THOSE ENGINES BOYS. - should sync up with the launch
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sound_played = 1 //Only rev them up once.
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var/list/areas = list()
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for(var/area/shuttle/escape/E in GLOB.sortedAreas)
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areas += E
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hyperspace_sound(HYPERSPACE_WARMUP, areas)
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if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
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//move each escape pod (or applicable spaceship) to its corresponding transit dock
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
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M.launch_status = ENDGAME_LAUNCHED
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M.enterTransit()
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//now move the actual emergency shuttle to its transit dock
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var/list/areas = list()
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for(var/area/shuttle/escape/E in GLOB.sortedAreas)
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areas += E
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hyperspace_sound(HYPERSPACE_LAUNCH, areas)
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enterTransit()
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mode = SHUTTLE_ESCAPE
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launch_status = ENDGAME_LAUNCHED
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setTimer(SSshuttle.emergencyEscapeTime)
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priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
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if(SHUTTLE_STRANDED)
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SSshuttle.checkHostileEnvironment()
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if(SHUTTLE_ESCAPE)
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if(sound_played && time_left <= HYPERSPACE_END_TIME)
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var/list/areas = list()
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for(var/area/shuttle/escape/E in GLOB.sortedAreas)
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areas += E
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hyperspace_sound(HYPERSPACE_END, areas)
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if(areaInstance.parallax_movedir && time_left <= PARALLAX_LOOP_TIME)
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parallax_slowdown()
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_LAUNCHED)
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if(istype(M, /obj/docking_port/mobile/pod))
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M.parallax_slowdown()
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if(time_left <= 0)
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//move each escape pod to its corresponding escape dock
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for(var/A in SSshuttle.mobile)
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var/obj/docking_port/mobile/M = A
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if(M.launch_status == ENDGAME_LAUNCHED)
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if(istype(M, /obj/docking_port/mobile/pod))
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M.dock(SSshuttle.getDock("[M.id]_away")) //Escape pods dock at centcomm
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else
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M.launch_status = ENDGAME_TRANSIT
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//Mapping a new docking point for each ship mappers could potentially want docking with centcomm would take up lots of space, just let them keep flying off into the sunset for their greentext
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// now move the actual emergency shuttle to centcomm
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// unless the shuttle is "hijacked"
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var/destination_dock = "emergency_away"
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if(is_hijacked())
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destination_dock = "emergency_syndicate"
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minor_announce("Corruption detected in \
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shuttle navigation protocols. Please contact your \
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supervisor.", "SYSTEM ERROR:", alert=TRUE)
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dock_id(destination_dock)
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mode = SHUTTLE_ENDGAME
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timer = 0
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/obj/docking_port/mobile/emergency/transit_failure()
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..()
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message_admins("Moving emergency shuttle directly to centcom dock to prevent deadlock.")
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mode = SHUTTLE_ESCAPE
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launch_status = ENDGAME_LAUNCHED
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setTimer(SSshuttle.emergencyEscapeTime)
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priority_announce("The Emergency Shuttle preparing for direct jump. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
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/obj/docking_port/mobile/pod
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name = "escape pod"
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id = "pod"
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dwidth = 1
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width = 3
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height = 4
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launch_status = UNLAUNCHED
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/obj/docking_port/mobile/pod/request()
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var/obj/machinery/computer/shuttle/S = getControlConsole()
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if(GLOB.security_level == SEC_LEVEL_RED || GLOB.security_level == SEC_LEVEL_DELTA || (S && S.emagged))
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if(launch_status == UNLAUNCHED)
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launch_status = EARLY_LAUNCHED
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return ..()
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else
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to_chat(usr, "<span class='warning'>Escape pods will only launch during \"Code Red\" security alert.</span>")
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return 1
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/obj/docking_port/mobile/pod/Initialize()
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. = ..()
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if(id == "pod")
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WARNING("[type] id has not been changed from the default. Use the id convention \"pod1\" \"pod2\" etc.")
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/obj/docking_port/mobile/pod/cancel()
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return
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/obj/machinery/computer/shuttle/pod
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name = "pod control computer"
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admin_controlled = 1
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shuttleId = "pod"
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possible_destinations = "pod_asteroid"
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icon = 'icons/obj/terminals.dmi'
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icon_state = "dorm_available"
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|
light_color = LIGHT_COLOR_BLUE
|
|
density = 0
|
|
clockwork = TRUE //it'd look weird
|
|
|
|
/obj/machinery/computer/shuttle/pod/update_icon()
|
|
return
|
|
|
|
/obj/machinery/computer/shuttle/pod/emag_act(mob/user)
|
|
if(!emagged)
|
|
emagged = TRUE
|
|
to_chat(user, "<span class='warning'>You fry the pod's alert level checking system.</span>")
|
|
|
|
/obj/docking_port/stationary/random
|
|
name = "escape pod"
|
|
id = "pod"
|
|
dwidth = 1
|
|
width = 3
|
|
height = 4
|
|
var/target_area = /area/lavaland/surface/outdoors
|
|
var/edge_distance = 16
|
|
// Minimal distance from the map edge, setting this too low can result in shuttle landing on the edge and getting "sliced"
|
|
|
|
/obj/docking_port/stationary/random/Initialize(mapload)
|
|
. = ..()
|
|
if(!mapload)
|
|
return
|
|
|
|
var/list/turfs = get_area_turfs(target_area)
|
|
var/turf/T = pick(turfs)
|
|
|
|
while(turfs.len)
|
|
if(T.x<edge_distance || T.y<edge_distance || (world.maxx+1-T.x)<edge_distance || (world.maxy+1-T.y)<edge_distance)
|
|
turfs -= T
|
|
T = pick(turfs)
|
|
else
|
|
src.loc = T
|
|
break
|
|
|
|
//Pod suits/pickaxes
|
|
|
|
|
|
/obj/item/clothing/head/helmet/space/orange
|
|
name = "emergency space helmet"
|
|
icon_state = "syndicate-helm-orange"
|
|
item_state = "syndicate-helm-orange"
|
|
|
|
/obj/item/clothing/suit/space/orange
|
|
name = "emergency space suit"
|
|
icon_state = "syndicate-orange"
|
|
item_state = "syndicate-orange"
|
|
slowdown = 3
|
|
|
|
/obj/item/weapon/pickaxe/emergency
|
|
name = "emergency disembarkation tool"
|
|
desc = "For extracting yourself from rough landings."
|
|
|
|
/obj/item/weapon/storage/pod
|
|
name = "emergency space suits"
|
|
desc = "A wall mounted safe containing space suits. Will only open in emergencies."
|
|
anchored = 1
|
|
density = 0
|
|
icon = 'icons/obj/storage.dmi'
|
|
icon_state = "safe"
|
|
var/unlocked = FALSE
|
|
|
|
/obj/item/weapon/storage/pod/PopulateContents()
|
|
new /obj/item/clothing/head/helmet/space/orange(src)
|
|
new /obj/item/clothing/head/helmet/space/orange(src)
|
|
new /obj/item/clothing/suit/space/orange(src)
|
|
new /obj/item/clothing/suit/space/orange(src)
|
|
new /obj/item/clothing/mask/gas(src)
|
|
new /obj/item/clothing/mask/gas(src)
|
|
new /obj/item/weapon/tank/internals/oxygen/red(src)
|
|
new /obj/item/weapon/tank/internals/oxygen/red(src)
|
|
new /obj/item/weapon/pickaxe/emergency(src)
|
|
new /obj/item/weapon/pickaxe/emergency(src)
|
|
new /obj/item/weapon/survivalcapsule(src)
|
|
|
|
/obj/item/weapon/storage/pod/attackby(obj/item/weapon/W, mob/user, params)
|
|
return
|
|
|
|
/obj/item/weapon/storage/pod/MouseDrop(over_object, src_location, over_location)
|
|
if(GLOB.security_level == SEC_LEVEL_RED || GLOB.security_level == SEC_LEVEL_DELTA || unlocked)
|
|
. = ..()
|
|
else
|
|
to_chat(usr, "The storage unit will only unlock during a Red or Delta security alert.")
|
|
|
|
/obj/item/weapon/storage/pod/attack_hand(mob/user)
|
|
return MouseDrop(user)
|
|
|
|
/obj/item/weapon/storage/pod/onShuttleMove()
|
|
unlocked = TRUE
|
|
// If the pod was launched, the storage will always open.
|
|
return ..()
|
|
|
|
|
|
/obj/docking_port/mobile/emergency/backup
|
|
name = "backup shuttle"
|
|
id = "backup"
|
|
dwidth = 2
|
|
width = 8
|
|
height = 8
|
|
dir = EAST
|
|
roundstart_move = "backup_away"
|
|
|
|
/obj/docking_port/mobile/emergency/backup/Initialize()
|
|
// We want to be a valid emergency shuttle
|
|
// but not be the main one, keep whatever's set
|
|
// valid.
|
|
// backup shuttle ignores `timid` because THERE SHOULD BE NO TOUCHING IT
|
|
var/current_emergency = SSshuttle.emergency
|
|
. = ..()
|
|
SSshuttle.emergency = current_emergency
|
|
SSshuttle.backup_shuttle = src
|
|
|
|
#undef UNLAUNCHED
|
|
#undef LAUNCHED
|
|
#undef EARLY_LAUNCHED
|
|
#undef TIMELEFT
|
|
#undef ENGINES_START_TIME
|
|
#undef ENGINES_STARTED
|
|
#undef IS_DOCKED
|