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vgstation13/code/modules/awaymissions/gateway.dm

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var/global/announced_gateway_activation = 0
/obj/machinery/gateway
name = "gateway"
desc = "A mysterious gateway built by unknown hands, it allows for faster than light travel to far-flung locations."
icon = 'icons/obj/machines/gateway.dmi'
icon_state = "off"
density = 1
anchored = 1
var/active = 0
/obj/machinery/gateway/initialize()
update_icon()
if(dir == 2)
density = 0
/obj/machinery/gateway/update_icon()
if(active)
icon_state = "on"
return
icon_state = "off"
//this is da important part wot makes things go
/obj/machinery/gateway/centerstation
density = 1
icon_state = "offcenter"
use_power = 1
//warping vars
var/list/linked = list()
var/ready = 0 //have we got all the parts for a gateway?
var/wait = 0 //this just grabs world.time at world start
var/obj/machinery/gateway/centeraway/awaygate = null //inb4 this doesnt work at all
/obj/machinery/gateway/centerstation/initialize()
update_icon()
returndestination = get_step(loc, SOUTH)
wait = world.time + 18000 //+ thirty minutes
awaygate = locate(/obj/machinery/gateway/centeraway, world)
/obj/machinery/gateway/centerstation/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
obj/machinery/gateway/centerstation/process()
if(stat & (NOPOWER))
if(active) toggleoff()
return
if(active)
use_power(5000)
if(!announced_gateway_activation && world.time >= wait && awaygate)
Announce()
/obj/machinery/gateway/centerstation/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centerstation/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(!powered()) return
if(awaygate == null)
user << "<span class='notice'>Error: No destination found.</span>"
return
if(world.time < wait)
user << "<span class='notice'>Error: Warpspace triangulation in progress. Estimated time to completion: [round(((wait - world.time) / 10) / 60)] minutes.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
density = 0
/obj/machinery/gateway/centerstation/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
density = 1
/obj/machinery/gateway/centerstation/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
//okay, here's the good teleporting stuff
/obj/machinery/gateway/centerstation/HasEntered(mob/user as mob)
if(!ready) return
if(!active) return
if(awaygate == null) return
if(awaygate.calibrated)
calibrateddestination = get_step(awaygate.loc, SOUTH)
user.loc = calibrateddestination
return
else
var/obj/effect/landmark/dest = pick(awaydestinations)
if(dest)
user.loc = dest.loc
user.dir = SOUTH
use_power(5000)
return
/obj/machinery/gateway/centerstation/proc/Announce()
announced_gateway_activation = 1
for (var/obj/machinery/computer/communications/C in machines)
if(! (C.stat & (BROKEN|NOPOWER) ) )
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( C.loc )
P.name = "'Gateway Systems Update.'"
P.info = "Gateway automated navigation subsystem's triangulation process has been completed and a viable destination address has been loaded into the pattern buffer."
P.update_icon()
C.messagetitle.Add("Gateway Systems Update")
C.messagetext.Add(P.info)
world << "\red New subsystems update available at all communication consoles."
world << sound('commandreport.ogg')
log_admin("The gateway has automatically activated.")
message_admins("The gateway has automatically activated and is ready for use. Warning: some trips may be one way, and others may be EXTREMELY hazardous.", 1)
/////////////////////////////////////Away////////////////////////
/obj/machinery/gateway/centeraway
density = 1
icon_state = "offcenter"
use_power = 0
var/calibrated = 1
var/list/linked = list() //a list of the connected gateway chunks
var/ready = 0
var/stationgate = null
/obj/machinery/gateway/centeraway/initialize()
update_icon()
calibrateddestination = get_step(loc, SOUTH)
stationgate = locate(/obj/machinery/gateway/centerstation, world)
/obj/machinery/gateway/centeraway/update_icon()
if(active)
icon_state = "oncenter"
return
icon_state = "offcenter"
/obj/machinery/gateway/centeraway/proc/detect()
linked = list() //clear the list
var/turf/T = loc
for(var/i in alldirs)
T = get_step(loc, i)
var/obj/machinery/gateway/G = locate(/obj/machinery/gateway) in T
if(G)
linked.Add(G)
continue
//this is only done if we fail to find a part
ready = 0
toggleoff()
break
if(linked.len == 8)
ready = 1
/obj/machinery/gateway/centeraway/proc/toggleon(mob/user as mob)
if(!ready) return
if(linked.len != 8) return
if(stationgate == null)
user << "<span class='notice'>Error: No destination found.</span>"
return
for(var/obj/machinery/gateway/G in linked)
G.active = 1
G.update_icon()
active = 1
update_icon()
density = 0
/obj/machinery/gateway/centeraway/proc/toggleoff()
for(var/obj/machinery/gateway/G in linked)
G.active = 0
G.update_icon()
active = 0
update_icon()
density = 1
/obj/machinery/gateway/centeraway/attack_hand(mob/user as mob)
if(!ready)
detect()
return
if(!active)
toggleon(user)
return
toggleoff()
/obj/machinery/gateway/centeraway/HasEntered(mob/user as mob)
if(!ready) return
if(!active) return
user.loc = returndestination
user.dir = SOUTH
/obj/machinery/gateway/centeraway/attackby(obj/item/device/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/multitool))
if(calibrated == 1)
user << "\black The gate is already calibrated, there is no work for you to do here."
return
else
user << "\blue <b>Recalibration successful!</b>: \black The gates systems have been fine tuned, travel to the gate will now be on target."
calibrated = 1
return