Files
vgstation13/code/game/prisonshuttle.dm
daniel.cf.hultgren@gmail.com aff56113a4 Made you able to disassemble a few more computers. These are:
* Arcade
 * Prison Shuttle Console
 * Area Air Control
 * Atmos Alert Computer
 * Mining Shuttle Console
If anybody is not okay with this, feel free to comment out the attackby code of that computer. But keep the circuitboard for future reference.
This should make all computers on the station be able to be disassembled.

Fixed some error message for cellchargers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3683 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 13:45:01 +00:00

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//Config stuff
#define PRISON_MOVETIME 150 //Time to station is milliseconds.
#define PRISON_STATION_AREATYPE "/area/shuttle/prison/station" //Type of the prison shuttle area for station
#define PRISON_DOCK_AREATYPE "/area/shuttle/prison/prison" //Type of the prison shuttle area for dock
var/prison_shuttle_moving_to_station = 0
var/prison_shuttle_moving_to_prison = 0
var/prison_shuttle_at_station = 0
var/prison_shuttle_can_send = 1
var/prison_shuttle_time = 0
var/prison_shuttle_timeleft = 0
/obj/machinery/computer/prison_shuttle
name = "Prison Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_security)
circuit = "/obj/item/weapon/circuitboard/prison_shuttle"
var/temp = null
var/hacked = 0
var/allowedtocall = 0
var/prison_break = 0
attackby(I as obj, user as mob)
return src.attack_hand(user)
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
attack_paw(var/mob/user as mob)
return src.attack_hand(user)
attackby(I as obj, user as mob)
if(istype(I, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/weapon/circuitboard/prison_shuttle/M = new /obj/item/weapon/circuitboard/prison_shuttle( A )
for (var/obj/C in src)
C.loc = src.loc
A.circuit = M
A.anchored = 1
if (src.stat & BROKEN)
user << "\blue The broken glass falls out."
new /obj/item/weapon/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
user << "\blue You disconnect the monitor."
A.state = 4
A.icon_state = "4"
del(src)
else if(istype(I,/obj/item/weapon/card/emag) && (!hacked))
hacked = 1
user << "\blue You disable the lock."
else
return src.attack_hand(user)
attack_hand(var/mob/user as mob)
if(!src.allowed(user) && (!hacked))
user << "\red Access Denied."
return
if(prison_break)
user << "\red Unable to locate shuttle."
return
if(..())
return
user.machine = src
post_signal("prison")
var/dat
if (src.temp)
dat = src.temp
else
dat += {"<BR><B>Prison Shuttle</B><HR>
\nLocation: [prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison ? "Moving to station ([prison_shuttle_timeleft] Secs.)":prison_shuttle_at_station ? "Station":"Dock"]<BR>
[prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison ? "\n*Shuttle already called*<BR>\n<BR>":prison_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Send to Dock</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Send to station</A><BR>\n<BR>"]
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtodock"])
if (!prison_can_move())
usr << "\red The prison shuttle is unable to leave."
return
if(!prison_shuttle_at_station|| prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison) return
post_signal("prison")
usr << "\blue The prison shuttle has been called and will arrive in [(PRISON_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
prison_shuttle_moving_to_prison = 1
prison_shuttle_time = world.timeofday + PRISON_MOVETIME
spawn(0)
prison_process()
else if (href_list["sendtostation"])
if (!prison_can_move())
usr << "\red The prison shuttle is unable to leave."
return
if(prison_shuttle_at_station || prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison) return
post_signal("prison")
usr << "\blue The prison shuttle has been called and will arrive in [(PRISON_MOVETIME/10)] seconds."
src.temp += "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
src.updateUsrDialog()
prison_shuttle_moving_to_station = 1
prison_shuttle_time = world.timeofday + PRISON_MOVETIME
spawn(0)
prison_process()
else if (href_list["mainmenu"])
src.temp = null
src.add_fingerprint(usr)
src.updateUsrDialog()
return
proc/prison_can_move()
if(prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison) return 0
else return 1
proc/prison_break()
switch(prison_break)
if (0)
if(!prison_shuttle_at_station || prison_shuttle_moving_to_prison) return
prison_shuttle_moving_to_prison = 1
prison_shuttle_at_station = prison_shuttle_at_station
if (!prison_shuttle_moving_to_prison || !prison_shuttle_moving_to_station)
prison_shuttle_time = world.timeofday + PRISON_MOVETIME
spawn(0)
prison_process()
prison_break = 1
if(1)
prison_break = 0
proc/post_signal(var/command)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(1311)
if(!frequency) return
var/datum/signal/status_signal = new
status_signal.source = src
status_signal.transmission_method = 1
status_signal.data["command"] = command
frequency.post_signal(src, status_signal)
return
proc/prison_process()
while(prison_shuttle_time - world.timeofday > 0)
var/ticksleft = prison_shuttle_time - world.timeofday
if(ticksleft > 1e5)
prison_shuttle_time = world.timeofday + 10 // midnight rollover
prison_shuttle_timeleft = (ticksleft / 10)
sleep(5)
prison_shuttle_moving_to_station = 0
prison_shuttle_moving_to_prison = 0
switch(prison_shuttle_at_station)
if(0)
prison_shuttle_at_station = 1
if (prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison) return
if (!prison_can_move())
usr << "\red The prison shuttle is unable to leave."
return
var/area/start_location = locate(/area/shuttle/prison/prison)
var/area/end_location = locate(/area/shuttle/prison/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/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
if(1)
prison_shuttle_at_station = 0
if (prison_shuttle_moving_to_station || prison_shuttle_moving_to_prison) return
if (!prison_can_move())
usr << "\red The prison shuttle is unable to leave."
return
var/area/start_location = locate(/area/shuttle/prison/station)
var/area/end_location = locate(/area/shuttle/prison/prison)
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/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
return