Files
vgstation13/code/game/syndicate_specops_shuttle.dm
VivianFoxfoot@gmail.com dd27131ce9 Adds a message to corpses that have had their ghosts leave the server/become something else
Readds the ablative vest's reflect chance at a considerably lower percentage
Fixes a bug where ghosts couldn't examine human bodies.  
Fixes a bug where tensioner-spawned deathsquads would be braindead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3314 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-17 00:28:41 +00:00

256 lines
9.0 KiB
Plaintext

//Config stuff
#define SYNDICATE_ELITE_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SYNDICATE_ELITE_STATION_AREATYPE "/area/shuttle/syndicate_elite/station" //Type of the spec ops shuttle area for station
#define SYNDICATE_ELITE_DOCK_AREATYPE "/area/shuttle/syndicate_elite/mothership" //Type of the spec ops shuttle area for dock
var/syndicate_elite_shuttle_moving_to_station = 0
var/syndicate_elite_shuttle_moving_to_mothership = 0
var/syndicate_elite_shuttle_at_station = 0
var/syndicate_elite_shuttle_can_send = 1
var/syndicate_elite_shuttle_time = 0
var/syndicate_elite_shuttle_timeleft = 0
/obj/machinery/computer/syndicate_elite_shuttle
name = "Elite Syndicate Squad Shuttle Console"
icon = 'computer.dmi'
icon_state = "syndishuttle"
req_access = list(access_cent_specops)
var/temp = null
var/hacked = 0
var/allowedtocall = 0
/proc/syndicate_elite_process()
var/area/syndicate_mothership/control/syndicate_ship = locate()//To find announcer. This area should exist for this proc to work.
var/area/syndicate_mothership/elite_squad/elite_squad = locate()//Where is the specops area located?
var/mob/living/silicon/decoy/announcer = locate() in syndicate_ship//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "THE SYNDICATE ELITE SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown.
if(announcer)
announcer.say(message)
// message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
// announcer.say(message)
while(syndicate_elite_shuttle_time - world.timeofday > 0)
var/ticksleft = syndicate_elite_shuttle_time - world.timeofday
if(ticksleft > 1e5)
syndicate_elite_shuttle_time = world.timeofday // midnight rollover
syndicate_elite_shuttle_timeleft = (ticksleft / 10)
//All this does is announce the time before launch.
if(announcer)
var/rounded_time_left = round(syndicate_elite_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN"
if(rounded_time_left==0)
message = "ALERT: TAKEOFF"
announcer.say(message)
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
syndicate_elite_shuttle_moving_to_station = 0
syndicate_elite_shuttle_moving_to_mothership = 0
syndicate_elite_shuttle_at_station = 1
if (syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return
if (!syndicate_elite_can_move())
usr << "\red The Syndicate Elite shuttle is unable to leave."
return
sleep(600)
/*
//Begin Marauder launchpad.
spawn(0)//So it parallel processes it.
for(var/obj/machinery/door/poddoor/M in elite_squad)
switch(M.id)
if("ASSAULT0")
spawn(10)//1 second delay between each.
M.open()
if("ASSAULT1")
spawn(20)
M.open()
if("ASSAULT2")
spawn(30)
M.open()
if("ASSAULT3")
spawn(40)
M.open()
sleep(10)
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.invisibility = 101//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.target = pick(spawn_marauder)//Where the marauder will arrive.
spawn_marauder.Remove(P.target)
sleep(10)
for(var/obj/machinery/mass_driver/M in elite_squad)
switch(M.id)
if("ASSAULT0")
spawn(10)
M.drive()
if("ASSAULT1")
spawn(20)
M.drive()
if("ASSAULT2")
spawn(30)
M.drive()
if("ASSAULT3")
spawn(40)
M.drive()
sleep(50)//Doors remain open for 5 seconds.
for(var/obj/machinery/door/poddoor/M in elite_squad)
switch(M.id)//Doors close at the same time.
if("ASSAULT0")
spawn(0)
M.close()
if("ASSAULT1")
spawn(0)
M.close()
if("ASSAULT2")
spawn(0)
M.close()
if("ASSAULT3")
spawn(0)
M.close()
*/
elite_squad.readyreset()//Reset firealarm after the team launched.
//End Marauder launchpad.
/*
var/obj/explosionmarker = locate("Syndicate Breach Area")
if(explosionmarker)
var/turf/simulated/T = explosionmarker.loc
if(T)
explosion(T,4,6,8,10,0)
sleep(40)
// proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
*/
var/area/start_location = locate(/area/shuttle/syndicate_elite/mothership)
var/area/end_location = locate(/area/shuttle/syndicate_elite/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)
for(var/turf/T in get_area_turfs(end_location) )
var/mob/M = locate(/mob) in T
M << "\red You have arrived to [station_name]. Commence operation!"
/proc/syndicate_elite_can_move()
if(syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return 0
else return 1
/obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob)
return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag))
user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."
else
return attack_hand(user)
/obj/machinery/computer/syndicate_elite_shuttle/attack_hand(var/mob/user as mob)
if(!allowed(user))
user << "\red Access Denied."
return
// if (sent_syndicate_strike_team == 0)
// usr << "\red The strike team has not yet deployed."
// return
if(..())
return
user.machine = src
var/dat
if (temp)
dat = temp
else
dat = {"<BR><B>Special Operations Shuttle</B><HR>
\nLocation: [syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership ? "Departing for [station_name] in ([syndicate_elite_shuttle_timeleft] seconds.)":syndicate_elite_shuttle_at_station ? "Station":"Dock"]<BR>
[syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership ? "\n*The Syndicate Elite shuttle is already leaving.*<BR>\n<BR>":syndicate_elite_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Shuttle Offline</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Depart to [station_name]</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
/obj/machinery/computer/syndicate_elite_shuttle/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtodock"])
if(!syndicate_elite_shuttle_at_station|| syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return
usr << "\blue The Syndicate will not allow the Elite Squad shuttle to return."
return
else if (href_list["sendtostation"])
if(syndicate_elite_shuttle_at_station || syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return
if (!specops_can_move())
usr << "\red The Syndicate Elite shuttle is unable to leave."
return
usr << "\blue The Syndicate Elite shuttle will arrive on [station_name] in [(SYNDICATE_ELITE_MOVETIME/10)] seconds."
temp = "Shuttle departing.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
updateUsrDialog()
var/area/syndicate_mothership/elite_squad/elite_squad = locate()
if(elite_squad)
elite_squad.readyalert()//Trigger alarm for the spec ops area.
syndicate_elite_shuttle_moving_to_station = 1
syndicate_elite_shuttle_time = world.timeofday + SYNDICATE_ELITE_MOVETIME
spawn(0)
syndicate_elite_process()
else if (href_list["mainmenu"])
temp = null
add_fingerprint(usr)
updateUsrDialog()
return