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358 lines
11 KiB
Plaintext
358 lines
11 KiB
Plaintext
//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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// 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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datum/shuttle_controller
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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/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/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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//timeleft = 360 //600
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var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
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var/always_fake_recall = 0
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var/deny_shuttle = 0 //for admins not allowing it to be called.
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var/departed = 0
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var/shutdown = 0 // Completely shut down.
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var/can_recall = 1
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var/datum/shuttle/shuttle
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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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if(shutdown) 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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else
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settimeleft(SHUTTLEARRIVETIME*coeff)
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online = 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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if(alert == 0)
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for(var/area/A in areas)
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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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if(shutdown) 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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if(shutdown) return
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if(!can_recall) return
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if(direction == 1)
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var/timeleft = timeleft()
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if(alert == 0)
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if(timeleft >= 600)
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return
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captain_announce("The emergency shuttle has been recalled.")
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to_chat(world, sound('sound/AI/shuttlerecalled.ogg'))
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setdirection(-1)
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online = 1
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for(var/area/A in areas)
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if(istype(A, /area/hallway))
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A.readyreset()
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return
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else //makes it possible to send shuttle back.
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captain_announce("The shuttle has been recalled.")
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setdirection(-1)
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online = 1
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return
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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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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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return timeleft
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else
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return SHUTTLEARRIVETIME-timeleft
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else
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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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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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return
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direction = dirn
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
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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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var/area/start_location=locate(start_type)
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var/area/end_location=locate(end_type)
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start_location.move_contents_to(end_location, null, direction)
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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(open_doors)
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D.open()
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else
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D.close()
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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.Weaken(5)
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datum/shuttle_controller/emergency_shuttle
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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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//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_station, 0, E.dir)) //Throw everything forward
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message_admins("WARNING: THE EMERGENCY SHUTTLE FAILED TO FIND THE STATION! 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/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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online = 0
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datum/shuttle_controller/emergency_shuttle/process()
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if(!online || shutdown)
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return
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var/timeleft = timeleft()
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if(timeleft > 1e5) // midnight rollover protection
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timeleft = 0
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if(timeleft < 0) // Sanity
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timeleft = 0
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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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if(direction == 2)
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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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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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//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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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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endtime = null
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return 0
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else if((fake_recall != 0) && (timeleft <= fake_recall))
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recall()
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fake_recall = 0
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return 0
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/* --- Shuttle has docked with the station - begin countdown to transit --- */
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else if(timeleft <= 0)
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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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settimeleft(SHUTTLELEAVETIME)
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send2mainirc("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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to_chat(world, sound('sound/AI/shuttledock.ogg'))
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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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return 1
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if(1)
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// Just before it leaves, close the damn doors!
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if(timeleft == 2 || timeleft == 1)
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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(timeleft>0)
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return 0
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/* --- Shuttle leaves the station, enters transit --- */
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else
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// Turn on the star effects
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/* // kinda buggy atm, i'll fix this later
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for(var/obj/effect/starspawner/S in world)
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if(!S.spawning)
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spawn() S.startspawn()
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*/
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departed = 1 // It's going!
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location = 0 // in deep space
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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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//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.close_all_doors()
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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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//move_pod(/area/shuttle/escape/station,/area/shuttle/escape/transit,NORTH,0)
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//pods
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move_pod(/area/shuttle/escape_pod1/station,/area/shuttle/escape_pod1/transit,NORTH,0)
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move_pod(/area/shuttle/escape_pod2/station,/area/shuttle/escape_pod2/transit,NORTH,0)
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move_pod(/area/shuttle/escape_pod3/station,/area/shuttle/escape_pod3/transit,NORTH,0)
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move_pod(/area/shuttle/escape_pod5/station,/area/shuttle/escape_pod5/transit,EAST,0)
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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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return 1
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else
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return 1
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/*
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Some slapped-together star effects for maximum spess immershuns. Basically consists of a
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spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
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until they reach a starender.
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*/
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/obj/effect/bgstar
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name = "star"
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var/speed
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var/direction = SOUTH
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layer = TURF_LAYER
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/obj/effect/bgstar/New()
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. = ..()
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pixel_x += rand(-2, 30)
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pixel_y += rand(-2, 30)
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icon_state = "star" + pick("1", "1", "1", "2", "3", "4")
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speed = rand(2, 5)
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/obj/effect/bgstar/proc/startmove()
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while (src)
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sleep(speed)
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step(src, direction)
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for (var/obj/effect/starender/E in loc)
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qdel(src)
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/obj/effect/starender
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invisibility = 101
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/obj/effect/starspawner
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invisibility = 101
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var/spawndir = SOUTH
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var/spawning = 0
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West
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spawndir = WEST
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proc/startspawn()
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spawning = 1
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while(spawning)
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sleep(rand(2, 30))
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var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
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S.direction = spawndir
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spawn()
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S.startmove()
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