//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 // 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((!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 world) if(istype(A, /area/hallway) && !A.lighting_subarea) A.readyalert() proc/shuttlealert(var/X) alert = X proc/force_shutdown() online=0 // Heading to centcomm? Not anymore. if(direction==2) endtime=0 // Immediate (FIXME) setdirection(1) departed=0 proc/recall() 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 world) if(istype(A, /area/hallway) && !A.lighting_subarea) 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 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 proc/process() 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 world) 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(0) if(M.buckled) shake_camera(M, 4, 1) // buckled, not a lot of shaking else shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM if(istype(M, /mob/living/carbon)) if(!M.buckled) M.Weaken(5) emergency_shuttle process() if(!online) 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 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 var/area/start_location = locate(/area/shuttle/escape/centcom) var/area/end_location = locate(/area/shuttle/escape/station) var/list/dstturfs = list() var/throwy = world.maxy for(var/turf/T in end_location) dstturfs += T if(T.y < throwy) throwy = T.y // hey you, get out of the way! for(var/turf/T in dstturfs) // find the turf to move things to var/turf/D = locate(T.x, throwy - 1, 1) //var/turf/E = get_step(D, SOUTH) for(var/atom/A as mob|obj in T) if(ismob(A)) var/mob/M=A M.gib() else if(istype(A,/atom/movable)) var/atom/movable/AM=A AM.Move(D) // Remove windows, grills, lattice, etc. else if(istype(A,/obj/structure) || istype(A,/obj/machinery)) del(A) // NOTE: Commenting this out to avoid recreating mass driver glitch /* spawn(0) AM.throw_at(E, 1, 1) return */ if(istype(T, /turf/simulated) || T.is_catwalk()) del(T) start_location.move_contents_to(end_location) settimeleft(SHUTTLELEAVETIME) send2mainirc("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') return 1 if(1) // Just before it leaves, close the damn doors! if(timeleft == 2 || timeleft == 1) var/area/start_location = locate(/area/shuttle/escape/station) for(var/obj/machinery/door/unpowered/shuttle/D in start_location) 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 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.") 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_y += rand(-2, 30) 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()