mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 02:16:05 +00:00
shuttlepanel
This commit is contained in:
@@ -1,22 +1,20 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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// Controls the emergency shuttle
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// these define the time taken for the shuttle to get to SS13
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// these define the time taken for the shuttle to get to the station
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// and the time before it leaves again
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#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
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#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
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#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
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var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
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var/global/datum/emergency_shuttle/emergency_shuttle
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datum/shuttle_controller
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datum/emergency_shuttle
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var/alert = 0 //0 = emergency, 1 = crew cycle
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var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
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var/location = 0 //0 = in transit (or on standby), 1 = at the station, 2 = at centcom
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var/online = 0
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var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
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var/direction = 0 //-1 = going back to centcom (recalled), 0 = on standby, 1 = going to the station, 2 = in transit to centcom (not recalled)
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var/endtime // timeofday that shuttle arrives
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var/timelimit //important when the shuttle gets called for more than shuttlearrivetime
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@@ -33,21 +31,31 @@ datum/shuttle_controller
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var/datum/shuttle/shuttle
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var/list/escape_pods = list()
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// call the shuttle
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// if not called before, set the endtime to T+600 seconds
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// otherwise if outgoing, switch to incoming
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datum/shuttle_controller/proc/incall(coeff = 1)
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datum/emergency_shuttle/proc/init()
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var/list/pods_to_test = list ("1","2","3","5")//ADD NEW PODS HERE
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for (var/i in pods_to_test)
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var/area/pod_test = locate(text2path("/area/shuttle/escape_pod[i]/station"))
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if (area_in_map(pod_test))
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escape_pods[i] = "station"
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datum/emergency_shuttle/proc/incall(coeff = 1)
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if(shutdown)
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return
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if((!universe.OnShuttleCall(null) || deny_shuttle) && alert == 1) //crew transfer shuttle does not gets recalled by gamemode
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return
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if(endtime)
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if(direction == -1)
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setdirection(1)
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setdirection(1)
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else
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settimeleft(SHUTTLEARRIVETIME*coeff)
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online = 1
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setdirection(1)
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if(always_fake_recall)
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fake_recall = rand(300,500)
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//turning on the red lights in hallways
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@@ -56,19 +64,13 @@ datum/shuttle_controller/proc/incall(coeff = 1)
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if(istype(A, /area/hallway))
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A.readyalert()
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datum/shuttle_controller/proc/shuttlealert(var/X)
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datum/emergency_shuttle/proc/shuttlealert(var/X)
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if(shutdown)
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return
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alert = X
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datum/shuttle_controller/proc/force_shutdown()
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online=0
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shutdown=1
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datum/shuttle_controller/proc/recall()
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datum/emergency_shuttle/proc/recall()
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if(shutdown)
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return
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if(!can_recall)
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@@ -94,12 +96,10 @@ datum/shuttle_controller/proc/recall()
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// returns the time (in seconds) before shuttle arrival
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// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
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datum/shuttle_controller/proc/timeleft()
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datum/emergency_shuttle/proc/timeleft()
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if(online)
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var/timeleft = round((endtime - world.timeofday)/10 ,1)
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if(direction == 1 || direction == 2)
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if(direction >= 0)
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return timeleft
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else
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return SHUTTLEARRIVETIME-timeleft
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@@ -107,24 +107,23 @@ datum/shuttle_controller/proc/timeleft()
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return SHUTTLEARRIVETIME
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// sets the time left to a given delay (in seconds)
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datum/shuttle_controller/proc/settimeleft(var/delay)
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datum/emergency_shuttle/proc/settimeleft(var/delay)
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endtime = world.timeofday + delay * 10
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timelimit = delay
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// sets the shuttle direction
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// 1 = towards SS13, -1 = back to centcom
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datum/shuttle_controller/proc/setdirection(var/dirn)
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if(direction == dirn)
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datum/emergency_shuttle/proc/setdirection(var/dirn)
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if(direction == dirn || !direction || !dirn)
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direction = dirn
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return
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direction = dirn
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME, unless changing from/to 0
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var/ticksleft = endtime - world.timeofday
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endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
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return
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datum/shuttle_controller/proc/process()
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datum/shuttle_controller/proc/move_pod(var/start_type,var/end_type,var/direction,var/open_doors)
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/*
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datum/emergency_shuttle/proc/move_pod(var/start_type,var/end_type,var/direction,var/open_doors)
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var/area/start_location=locate(start_type)
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var/area/end_location=locate(end_type)
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@@ -152,12 +151,44 @@ datum/shuttle_controller/proc/move_pod(var/start_type,var/end_type,var/direction
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if(istype(M, /mob/living/carbon))
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if(!M.locked_to)
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M.Knockdown(5)
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*/
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datum/emergency_shuttle/proc/move_pod(var/pod,var/destination)
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if (!pod || !destination)
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return
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var/area/start_location=locate(text2path("/area/shuttle/escape_pod[pod]/[escape_pods[pod]]"))
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var/area/end_location=locate(text2path("/area/shuttle/escape_pod[pod]/[destination]"))
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for(var/obj/structure/shuttle/engine/propulsion/P in start_location)
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spawn()
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P.shoot_exhaust()
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datum/shuttle_controller/emergency_shuttle
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start_location.move_contents_to(end_location, null, NORTH)
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escape_pods[pod] = destination
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for(var/obj/machinery/door/D in all_doors)
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if (get_area(D) == end_location)
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spawn(0)
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if(destination == "transit")
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D.close()
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else
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D.open()
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for(var/mob/M in end_location)
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if (M.client)
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spawn()
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if (M.locked_to)
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shake_camera(M, 4, 1) // locked_to, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unlocked_to, HOLY SHIT SHAKE THE ROOM
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if (istype(M, /mob/living/carbon))
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if (!M.locked_to)
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M.Knockdown(5)
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datum/emergency_shuttle/proc/force_shutdown()
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online=0
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shutdown=1
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datum/shuttle_controller/emergency_shuttle/force_shutdown()
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..()
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if(direction == 2)
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location = 1
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@@ -172,14 +203,93 @@ datum/shuttle_controller/emergency_shuttle/force_shutdown()
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//move_pod(/area/shuttle/escape/transit,/area/shuttle/escape/station,NORTH,1)
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//pods
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move_pod(/area/shuttle/escape_pod1/transit,/area/shuttle/escape_pod1/station, NORTH,1)
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move_pod(/area/shuttle/escape_pod2/transit,/area/shuttle/escape_pod2/station, NORTH,1)
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move_pod(/area/shuttle/escape_pod3/transit,/area/shuttle/escape_pod3/station, NORTH,1)
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move_pod(/area/shuttle/escape_pod5/transit,/area/shuttle/escape_pod5/station, NORTH,1)
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for (var/pod in escape_pods)
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move_pod(pod, "station")
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online = 0
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datum/shuttle_controller/emergency_shuttle/process()
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datum/emergency_shuttle/proc/shuttle_phase(var/phase, var/casual = 1)
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switch (phase)
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if ("station")
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location = 1
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if(shuttle && istype(shuttle,/datum/shuttle/escape))
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var/datum/shuttle/escape/E = shuttle
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E.open_all_doors()
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if(!E.move_to_dock(E.dock_station, 0, E.dir)) //Throw everything forward, on chance that there's anybody in the shuttle
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message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND THE STATION! PANIC PANIC PANIC")
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if (!casual)
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settimeleft(SHUTTLELEAVETIME)
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send2mainirc("The Emergency Shuttle has docked with the station.")
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send2maindiscord("The **Emergency Shuttle** has docked with the station.")
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captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
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world << sound('sound/AI/shuttledock.ogg')
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/*
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if(universe.name == "Hell Rising")
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to_chat(world, "___________________________________________________________________")
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to_chat(world, "<span class='sinister' style='font-size:3'> A vile force of darkness is making its way toward the escape shuttle.</span>")
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*/
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if ("transit")
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location = 0 // in deep space
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for(var/obj/machinery/door/unpowered/shuttle/D in shuttle.linked_area)
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spawn(0)
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D.close()
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D.locked = 1
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if (casual)
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direction = 1
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else
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departed = 1 // It's going!
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direction = 2 // heading to centcom
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settimeleft(SHUTTLETRANSITTIME)
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// Shuttle Radio
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CallHook("EmergencyShuttleDeparture", list())
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captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
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if(shuttle && istype(shuttle,/datum/shuttle/escape))
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var/datum/shuttle/escape/E = shuttle
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E.close_all_doors()
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for(var/obj/structure/shuttle/engine/propulsion/P in E.linked_area)
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spawn()
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P.shoot_exhaust(backward = 3)
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if(!E.move_to_dock(E.transit_port, 0, turn(E.dir,180))) //Throw everything backwards
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message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND TRANSIT! PANIC PANIC PANIC")
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else
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message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC")
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// "preload" the assets for when they're needed for the map vote.
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if(config.map_voting && vote)
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for(var/client/C in clients)
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spawn
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vote.interface.sendAssets(C)
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if ("centcom")
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if (casual)
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location = 0
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direction = 0
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else
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location = 2
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if(shuttle && istype(shuttle,/datum/shuttle/escape))
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var/datum/shuttle/escape/E = shuttle
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E.open_all_doors()
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if(!E.move_to_dock(E.dock_centcom, 0, E.dir)) //Throw everything forward
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message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND CENTCOMM! PANIC PANIC PANIC")
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else
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message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC")
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online = 0
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datum/emergency_shuttle/proc/process()
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if(!online || shutdown)
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return
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@@ -191,7 +301,7 @@ datum/shuttle_controller/emergency_shuttle/process()
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switch(location)
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if(0)
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/* --- Shuttle is in transit to Central Command from SS13 --- */
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/* --- Shuttle is in transit toward centcom --- */
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if(direction == 2)
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for(var/obj/structure/shuttle/engine/propulsion/P in shuttle.linked_area)
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spawn()
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@@ -199,40 +309,25 @@ datum/shuttle_controller/emergency_shuttle/process()
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if(timeleft>0)
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return 0
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/* --- Shuttle has arrived at Centrcal Command --- */
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/* --- Shuttle has arrived at centcom --- */
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else
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// turn off the star spawners
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/*
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for(var/obj/effect/starspawner/S in world)
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S.spawning = 0
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*/
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location = 2
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//main shuttle
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if(shuttle && istype(shuttle,/datum/shuttle/escape))
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var/datum/shuttle/escape/E = shuttle
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E.open_all_doors()
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if(!E.move_to_dock(E.dock_centcom, 0, E.dir)) //Throw everything forward
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message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND CENTCOMM! PANIC PANIC PANIC")
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else
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message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC")
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//move_pod(/area/shuttle/escape/transit,/area/shuttle/escape/centcom,NORTH,1)
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shuttle_phase("centcom",0)
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//pods
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move_pod(/area/shuttle/escape_pod1/transit,/area/shuttle/escape_pod1/centcom, NORTH,1)
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move_pod(/area/shuttle/escape_pod2/transit,/area/shuttle/escape_pod2/centcom, NORTH,1)
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move_pod(/area/shuttle/escape_pod3/transit,/area/shuttle/escape_pod3/centcom, NORTH,1)
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move_pod(/area/shuttle/escape_pod5/transit,/area/shuttle/escape_pod5/centcom, NORTH,1)
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for (var/pod in escape_pods)
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move_pod(pod, "centcom")
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online = 0
|
||||
|
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return 1
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/* --- Shuttle has docked centcom after being recalled --- */
|
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if(timeleft>timelimit)
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online = 0
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||||
direction = 1
|
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direction = 0
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endtime = null
|
||||
|
||||
return 0
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@@ -244,24 +339,7 @@ datum/shuttle_controller/emergency_shuttle/process()
|
||||
|
||||
/* --- Shuttle has docked with the station - begin countdown to transit --- */
|
||||
else if(timeleft <= 0)
|
||||
location = 1
|
||||
|
||||
if(shuttle && istype(shuttle,/datum/shuttle/escape))
|
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var/datum/shuttle/escape/E = shuttle
|
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E.open_all_doors()
|
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if(!E.move_to_dock(E.dock_station, 0, E.dir)) //Throw everything forward, on chance that there's anybody in the shuttle
|
||||
message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND THE STATION! PANIC PANIC PANIC")
|
||||
|
||||
settimeleft(SHUTTLELEAVETIME)
|
||||
send2mainirc("The Emergency Shuttle has docked with the station.")
|
||||
send2maindiscord("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')
|
||||
|
||||
if(universe.name == "Hell Rising")
|
||||
to_chat(world, "___________________________________________________________________")
|
||||
to_chat(world, "<span class='sinister' style='font-size:3'> A vile force of darkness is making its way toward the escape shuttle.</span>")
|
||||
|
||||
shuttle_phase("station",0)
|
||||
return 1
|
||||
|
||||
if(1)
|
||||
@@ -282,103 +360,15 @@ datum/shuttle_controller/emergency_shuttle/process()
|
||||
/* --- Shuttle leaves the station, enters transit --- */
|
||||
else
|
||||
|
||||
// Turn on the star effects
|
||||
|
||||
/* // kinda buggy atm, i'll fix this later
|
||||
for(var/obj/effect/starspawner/S in world)
|
||||
if(!S.spawning)
|
||||
spawn() S.startspawn()
|
||||
*/
|
||||
|
||||
departed = 1 // It's going!
|
||||
location = 0 // in deep space
|
||||
direction = 2 // heading to centcom
|
||||
|
||||
settimeleft(SHUTTLETRANSITTIME)
|
||||
|
||||
// Shuttle Radio
|
||||
CallHook("EmergencyShuttleDeparture", list())
|
||||
|
||||
//main shuttle
|
||||
if(shuttle && istype(shuttle,/datum/shuttle/escape))
|
||||
var/datum/shuttle/escape/E = shuttle
|
||||
E.close_all_doors()
|
||||
|
||||
for(var/obj/structure/shuttle/engine/propulsion/P in E.linked_area)
|
||||
spawn()
|
||||
P.shoot_exhaust(backward = 3)
|
||||
|
||||
if(!E.move_to_dock(E.transit_port, 0, turn(E.dir,180))) //Throw everything backwards
|
||||
message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND TRANSIT! PANIC PANIC PANIC")
|
||||
else
|
||||
message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC")
|
||||
//move_pod(/area/shuttle/escape/station,/area/shuttle/escape/transit,NORTH,0)
|
||||
shuttle_phase ("transit",0)
|
||||
|
||||
//pods
|
||||
move_pod(/area/shuttle/escape_pod1/station,/area/shuttle/escape_pod1/transit,NORTH,0)
|
||||
move_pod(/area/shuttle/escape_pod2/station,/area/shuttle/escape_pod2/transit,NORTH,0)
|
||||
move_pod(/area/shuttle/escape_pod3/station,/area/shuttle/escape_pod3/transit,NORTH,0)
|
||||
|
||||
move_pod(/area/shuttle/escape_pod5/station,/area/shuttle/escape_pod5/transit,EAST,0)
|
||||
|
||||
captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
|
||||
|
||||
// "preload" the assets for when they're needed for the map vote.
|
||||
if(config.map_voting && vote)
|
||||
for(var/client/C in clients)
|
||||
spawn
|
||||
vote.interface.sendAssets(C)
|
||||
for (var/pod in escape_pods)
|
||||
move_pod(pod, "transit")
|
||||
|
||||
|
||||
return 1
|
||||
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/*
|
||||
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
|
||||
var/direction = SOUTH
|
||||
layer = TURF_LAYER
|
||||
|
||||
/obj/effect/bgstar/New()
|
||||
. = ..()
|
||||
pixel_x += rand(-2, 30) * PIXEL_MULTIPLIER
|
||||
pixel_y += rand(-2, 30) * PIXEL_MULTIPLIER
|
||||
icon_state = "star" + pick("1", "1", "1", "2", "3", "4")
|
||||
speed = rand(2, 5)
|
||||
|
||||
/obj/effect/bgstar/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()
|
||||
|
||||
Reference in New Issue
Block a user