Files
fulpstation/code/controllers/shuttle_controller.dm
ikarrus a48ba0d256 Priority Announcement Changes
-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
2014-05-05 22:18:57 -06:00

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//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)