mirror of
https://github.com/fulpstation/fulpstation.git
synced 2025-12-10 01:57:01 +00:00
-Centcom announcement proc merged with generic priority announcement proc -Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement -Captain Announcements will automatically generate a newscaster article -Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue -Communications consoles will display who is currently logged in
242 lines
7.9 KiB
Plaintext
242 lines
7.9 KiB
Plaintext
//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) |