//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 var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle datum/shuttle_controller var/alert = 0 //0 = emergency, 1 = crew cycle var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13 var/online = 0 var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled) 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/deny_shuttle = 0 //for admins not allowing it to be called. var/departed = 0 var/shutdown = 0 // Completely shut down. var/can_recall = 1 var/datum/shuttle/shuttle // call the shuttle // if not called before, set the endtime to T+600 seconds // otherwise if outgoing, switch to incoming datum/shuttle_controller/proc/incall(coeff = 1) if(shutdown) return if((!universe.OnShuttleCall(null) || deny_shuttle) && alert == 1) //crew transfer shuttle does not gets recalled by gamemode return if(endtime) if(direction == -1) setdirection(1) else settimeleft(SHUTTLEARRIVETIME*coeff) online = 1 if(always_fake_recall) fake_recall = rand(300,500) //turning on the red lights in hallways if(alert == 0) for(var/area/A in areas) if(istype(A, /area/hallway)) A.readyalert() datum/shuttle_controller/proc/shuttlealert(var/X) if(shutdown) return alert = X datum/shuttle_controller/proc/force_shutdown() online=0 shutdown=1 datum/shuttle_controller/proc/recall() if(shutdown) return if(!can_recall) return if(direction == 1) var/timeleft = timeleft() if(alert == 0) if(timeleft >= 600) return captain_announce("The emergency shuttle has been recalled.") world << sound('sound/AI/shuttlerecalled.ogg') setdirection(-1) online = 1 for(var/area/A in areas) if(istype(A, /area/hallway)) A.readyreset() return else //makes it possible to send shuttle back. captain_announce("The shuttle has been recalled.") setdirection(-1) online = 1 return // returns the time (in seconds) before shuttle arrival // note if direction = -1, gives a count-up to SHUTTLEARRIVETIME datum/shuttle_controller/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) datum/shuttle_controller/proc/settimeleft(var/delay) endtime = world.timeofday + delay * 10 timelimit = delay // sets the shuttle direction // 1 = towards SS13, -1 = back to centcom datum/shuttle_controller/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 datum/shuttle_controller/proc/process() datum/shuttle_controller/proc/move_pod(var/start_type,var/end_type,var/direction,var/open_doors) var/area/start_location=locate(start_type) var/area/end_location=locate(end_type) start_location.move_contents_to(end_location, null, direction) for(var/obj/machinery/door/D in all_doors) if( get_area(D) == end_location ) spawn(0) if(open_doors) D.open() else D.close() for(var/mob/M in end_location) if(M.client) spawn() if(M.locked_to) shake_camera(M, 4, 1) // locked_to, not a lot of shaking else shake_camera(M, 10, 2) // unlocked_to, HOLY SHIT SHAKE THE ROOM if(istype(M, /mob/living/carbon)) if(!M.locked_to) M.Knockdown(5) datum/shuttle_controller/emergency_shuttle datum/shuttle_controller/emergency_shuttle/force_shutdown() ..() if(direction == 2) location = 1 //main shuttle if(shuttle && istype(shuttle,/datum/shuttle/escape)) var/datum/shuttle/escape/E = shuttle E.open_all_doors() if(!E.move_to_dock(E.dock_station, 0, E.dir)) //Throw everything forward message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND THE STATION! PANIC PANIC PANIC") else message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC") //move_pod(/area/shuttle/escape/transit,/area/shuttle/escape/station,NORTH,1) //pods move_pod(/area/shuttle/escape_pod1/transit,/area/shuttle/escape_pod1/station, NORTH,1) move_pod(/area/shuttle/escape_pod2/transit,/area/shuttle/escape_pod2/station, NORTH,1) move_pod(/area/shuttle/escape_pod3/transit,/area/shuttle/escape_pod3/station, NORTH,1) move_pod(/area/shuttle/escape_pod5/transit,/area/shuttle/escape_pod5/station, NORTH,1) online = 0 datum/shuttle_controller/emergency_shuttle/process() if(!online || shutdown) return var/timeleft = timeleft() if(timeleft > 1e5) // midnight rollover protection timeleft = 0 if(timeleft < 0) // Sanity timeleft = 0 switch(location) if(0) /* --- Shuttle is in transit to Central Command from SS13 --- */ if(direction == 2) if(timeleft>0) return 0 /* --- Shuttle has arrived at Centrcal Command --- */ else // turn off the star spawners /* for(var/obj/effect/starspawner/S in world) S.spawning = 0 */ location = 2 //main shuttle if(shuttle && istype(shuttle,/datum/shuttle/escape)) var/datum/shuttle/escape/E = shuttle E.open_all_doors() if(!E.move_to_dock(E.dock_centcom, 0, E.dir)) //Throw everything forward message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND CENTCOMM! PANIC PANIC PANIC") else message_admins("WARNING: THERE IS NO EMERGENCY SHUTTLE! PANIC") //move_pod(/area/shuttle/escape/transit,/area/shuttle/escape/centcom,NORTH,1) //pods move_pod(/area/shuttle/escape_pod1/transit,/area/shuttle/escape_pod1/centcom, NORTH,1) move_pod(/area/shuttle/escape_pod2/transit,/area/shuttle/escape_pod2/centcom, NORTH,1) move_pod(/area/shuttle/escape_pod3/transit,/area/shuttle/escape_pod3/centcom, NORTH,1) move_pod(/area/shuttle/escape_pod5/transit,/area/shuttle/escape_pod5/centcom, NORTH,1) online = 0 return 1 /* --- Shuttle has docked centcom after being recalled --- */ if(timeleft>timelimit) online = 0 direction = 1 endtime = null return 0 else if((fake_recall != 0) && (timeleft <= fake_recall)) recall() fake_recall = 0 return 0 /* --- Shuttle has docked with the station - begin countdown to transit --- */ else if(timeleft <= 0) location = 1 if(shuttle && istype(shuttle,/datum/shuttle/escape)) var/datum/shuttle/escape/E = shuttle E.open_all_doors() 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, " A vile force of darkness is making its way toward the escape shuttle.") return 1 if(1) // Just before it leaves, close the damn doors! if(timeleft == 2 || timeleft == 1) for(var/obj/machinery/door/unpowered/shuttle/D in shuttle.linked_area) spawn(0) D.close() D.locked = 1 if(timeleft>0) return 0 /* --- 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() 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) //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) 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()