Files
fulpstation/code/controllers/shuttle_controller.dm
MrPerson 6930283efc Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/gamemodes/changeling/changeling_mutations.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/objects/items/weapons/tanks/watertank.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/research/server.dm
2014-03-21 03:05:39 -07:00

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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/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)
if(endtime)
if(direction == -1)
setdirection(1)
else
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()
if(direction == 1)
var/timeleft = timeleft()
if(timeleft >= SHUTTLEARRIVETIME)
online = 0
direction = 1
endtime = null
return
captain_announce("The emergency shuttle has been recalled.")
world << sound('sound/AI/shuttlerecalled.ogg')
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)
captain_announce("The emergency shuttle has been called. It will arrive in [round(emergency_shuttle.timeleft()/60)] minutes.")
world << sound('sound/AI/shuttlecalled.ogg')
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.")
captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
world << sound('sound/AI/shuttledock.ogg')
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)
captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
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)