initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,726 @@
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//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
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// #define DOCKING_PORT_HIGHLIGHT
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//NORTH default dir
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/obj/docking_port
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invisibility = INVISIBILITY_ABSTRACT
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icon = 'icons/obj/device.dmi'
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//icon = 'icons/dirsquare.dmi'
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icon_state = "pinonfar"
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unacidable = 1
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anchored = 1
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var/id
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dir = NORTH//this should point -away- from the dockingport door, ie towards the ship
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var/width = 0 //size of covered area, perpendicular to dir
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var/height = 0 //size of covered area, paralell to dir
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var/dwidth = 0 //position relative to covered area, perpendicular to dir
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var/dheight = 0 //position relative to covered area, parallel to dir
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//these objects are indestructable
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/obj/docking_port/Destroy(force)
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// unless you assert that you know what you're doing. Horrible things
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// may result.
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if(force)
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..()
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. = QDEL_HINT_HARDDEL_NOW
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else
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return QDEL_HINT_LETMELIVE
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/obj/docking_port/singularity_pull()
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return
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/obj/docking_port/singularity_act()
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return 0
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/obj/docking_port/shuttleRotate()
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return //we don't rotate with shuttles via this code.
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//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
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/obj/docking_port/proc/return_coords(_x, _y, _dir)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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return list(
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_x + (-dwidth*cos) - (-dheight*sin),
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_y + (-dwidth*sin) + (-dheight*cos),
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_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
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_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
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)
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//returns turfs within our projected rectangle in a specific order.
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//this ensures that turfs are copied over in the same order, regardless of any rotation
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/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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if(!_z)
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_z = z
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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. = list()
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var/xi
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var/yi
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for(var/dx=0, dx<width, ++dx)
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for(var/dy=0, dy<height, ++dy)
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xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
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yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
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var/turf/T = locate(xi, yi, _z)
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if(A)
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if(get_area(T) == A)
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. += T
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else
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. += null
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else
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. += T
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#ifdef DOCKING_PORT_HIGHLIGHT
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//Debug proc used to highlight bounding area
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/obj/docking_port/proc/highlight(_color)
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1],L[2],z)
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var/turf/T1 = locate(L[3],L[4],z)
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for(var/turf/T in block(T0,T1))
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T.color = _color
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T.maptext = null
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if(_color)
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var/turf/T = locate(L[1], L[2], z)
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T.color = "#0f0"
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T = locate(L[3], L[4], z)
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T.color = "#00f"
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#endif
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//return first-found touching dockingport
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/obj/docking_port/proc/get_docked()
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return locate(/obj/docking_port/stationary) in loc
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/obj/docking_port/proc/getDockedId()
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var/obj/docking_port/P = get_docked()
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if(P) return P.id
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/obj/docking_port/stationary
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name = "dock"
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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/obj/docking_port/stationary/New()
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..()
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SSshuttle.stationary += src
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if(!id)
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id = "[SSshuttle.stationary.len]"
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if(name == "dock")
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name = "dock[SSshuttle.stationary.len]"
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#f00")
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#endif
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//returns first-found touching shuttleport
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/obj/docking_port/stationary/get_docked()
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. = locate(/obj/docking_port/mobile) in loc
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/*
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for(var/turf/T in return_ordered_turfs())
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. = locate(/obj/docking_port/mobile) in loc
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if(.)
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return .
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*/
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/obj/docking_port/stationary/transit
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name = "In Transit"
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turf_type = /turf/open/space/transit
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/obj/docking_port/stationary/transit/New()
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..()
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SSshuttle.transit += src
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/obj/docking_port/mobile
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icon_state = "mobile"
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name = "shuttle"
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icon_state = "pinonclose"
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var/area/shuttle/areaInstance
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var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
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var/mode = SHUTTLE_IDLE //current shuttle mode (see /__DEFINES/stat.dm)
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var/callTime = 150 //time spent in transit (deciseconds)
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var/roundstart_move //id of port to send shuttle to at roundstart
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var/travelDir = 0 //direction the shuttle would travel in
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var/obj/docking_port/stationary/destination
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var/obj/docking_port/stationary/previous
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var/launch_status = NOLAUNCH
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// A timid shuttle will not register itself with the shuttle subsystem
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// All shuttle templates are timid
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var/timid = FALSE
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var/list/ripples = list()
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/obj/docking_port/mobile/New()
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..()
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if(!timid)
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register()
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/obj/docking_port/mobile/proc/register()
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SSshuttle.mobile += src
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/obj/docking_port/mobile/Destroy(force)
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if(force)
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SSshuttle.mobile -= src
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. = ..()
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/obj/docking_port/mobile/initialize()
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var/area/A = get_area(src)
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if(istype(A, /area/shuttle))
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areaInstance = A
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if(!id)
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id = "[SSshuttle.mobile.len]"
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if(name == "shuttle")
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name = "shuttle[SSshuttle.mobile.len]"
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if(!areaInstance)
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areaInstance = new()
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areaInstance.name = name
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areaInstance.contents += return_ordered_turfs()
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#0f0")
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#endif
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//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
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/obj/docking_port/mobile/proc/canMove()
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return 0 //0 means we can move
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//this is to check if this shuttle can physically dock at dock S
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/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
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if(!istype(S))
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return SHUTTLE_NOT_A_DOCKING_PORT
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if(istype(S, /obj/docking_port/stationary/transit))
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return FALSE
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if(dwidth > S.dwidth)
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return SHUTTLE_DWIDTH_TOO_LARGE
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if(width-dwidth > S.width-S.dwidth)
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return SHUTTLE_WIDTH_TOO_LARGE
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if(dheight > S.dheight)
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return SHUTTLE_DHEIGHT_TOO_LARGE
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if(height-dheight > S.height-S.dheight)
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return SHUTTLE_HEIGHT_TOO_LARGE
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//check the dock isn't occupied
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var/currently_docked = S.get_docked()
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if(currently_docked)
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// by someone other than us
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if(currently_docked != src)
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return SHUTTLE_SOMEONE_ELSE_DOCKED
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else
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// This isn't an error, per se, but we can't let the shuttle code
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// attempt to move us where we currently are, it will get weird.
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return SHUTTLE_ALREADY_DOCKED
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return FALSE
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//call the shuttle to destination S
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/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
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var/status = canDock(S)
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if(status == SHUTTLE_ALREADY_DOCKED)
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// We're already docked there, don't need to do anything.
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// Triggering shuttle movement code in place is weird
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return
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else if(status)
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var/msg = "request(): shuttle [src] cannot dock at [S], \
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error: [status]"
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message_admins(msg)
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throw EXCEPTION(msg)
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switch(mode)
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if(SHUTTLE_CALL)
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if(S == destination)
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if(world.time <= timer)
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timer = world.time
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else
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destination = S
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timer = world.time
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if(SHUTTLE_RECALL)
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if(S == destination)
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timer = world.time - timeLeft(1)
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else
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destination = S
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timer = world.time
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mode = SHUTTLE_CALL
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else
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destination = S
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mode = SHUTTLE_CALL
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timer = world.time
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enterTransit() //hyperspace
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//recall the shuttle to where it was previously
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/obj/docking_port/mobile/proc/cancel()
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if(mode != SHUTTLE_CALL)
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return
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remove_ripples()
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timer = world.time - timeLeft(1)
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mode = SHUTTLE_RECALL
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/obj/docking_port/mobile/proc/enterTransit()
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previous = null
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// if(!destination)
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// return
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var/obj/docking_port/stationary/S0 = get_docked()
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var/obj/docking_port/stationary/S1 = findTransitDock()
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if(S1)
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if(dock(S1))
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WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
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else
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previous = S0
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else
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WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
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//default shuttleRotate
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/atom/proc/shuttleRotate(rotation)
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//rotate our direction
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setDir(angle2dir(rotation+dir2angle(dir)))
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//resmooth if need be.
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if(smooth)
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queue_smooth(src)
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//rotate the pixel offsets too.
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if (pixel_x || pixel_y)
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if (rotation < 0)
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rotation += 360
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for (var/turntimes=rotation/90;turntimes>0;turntimes--)
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var/oldPX = pixel_x
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var/oldPY = pixel_y
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pixel_x = oldPY
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pixel_y = (oldPX*(-1))
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/obj/docking_port/mobile/proc/jumpToNullSpace()
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// Destroys the docking port and the shuttle contents.
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// Not in a fancy way, it just ceases.
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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// If the shuttle is docked to a stationary port, restore its normal
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// "empty" area and turf
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if(S0)
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if(S0.turf_type)
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turf_type = S0.turf_type
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if(S0.area_type)
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area_type = S0.area_type
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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//remove area surrounding docking port
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if(areaInstance.contents.len)
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var/area/A0 = locate("[area_type]")
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if(!A0)
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A0 = new area_type(null)
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for(var/turf/T0 in L0)
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A0.contents += T0
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for(var/i in L0)
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var/turf/T0 =i
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if(!T0)
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continue
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T0.empty(turf_type)
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qdel(src, force=TRUE)
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/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
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var/list/turfs = ripple_area(S1)
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for(var/t in turfs)
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ripples += PoolOrNew(/obj/effect/overlay/temp/ripple, t)
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/obj/docking_port/mobile/proc/remove_ripples()
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for(var/R in ripples)
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qdel(R)
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ripples.Cut()
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/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
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var/list/ripple_turfs = list()
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for(var/i in 1 to L0.len)
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var/turf/T0 = L0[i]
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if(!T0)
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continue
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var/turf/T1 = L1[i]
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if(!T1)
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continue
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if(T0.type != T0.baseturf)
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ripple_turfs += T1
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return ripple_turfs
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//this is the main proc. It instantly moves our mobile port to stationary port S1
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//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
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/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE)
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// Crashing this ship with NO SURVIVORS
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if(!force)
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var/status = canDock(S1)
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if(status == SHUTTLE_ALREADY_DOCKED)
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return status
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else if(status)
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var/msg = "dock(): shuttle [src] cannot dock at [S1], \
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error: [status]"
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message_admins(msg)
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return status
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if(canMove())
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return -1
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closePortDoors()
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// //rotate transit docking ports, so we don't need zillions of variants
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// if(istype(S1, /obj/docking_port/stationary/transit))
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// S1.setDir(turn(NORTH, -travelDir))
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var/obj/docking_port/stationary/S0 = get_docked()
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var/turf_type = /turf/open/space
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var/area_type = /area/space
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if(S0)
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if(S0.turf_type)
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turf_type = S0.turf_type
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if(S0.area_type)
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area_type = S0.area_type
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var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
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var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
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var/rotation = dir2angle(S1.dir)-dir2angle(dir)
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if ((rotation % 90) != 0)
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rotation += (rotation % 90) //diagonal rotations not allowed, round up
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rotation = SimplifyDegrees(rotation)
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//remove area surrounding docking port
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if(areaInstance.contents.len)
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var/area/A0 = locate("[area_type]")
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if(!A0)
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A0 = new area_type(null)
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for(var/turf/T0 in L0)
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A0.contents += T0
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remove_ripples()
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//move or squish anything in the way ship at destination
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roadkill(L0, L1, S1.dir)
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for(var/i in 1 to L0.len)
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var/turf/T0 = L0[i]
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if(!T0)
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continue
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var/turf/T1 = L1[i]
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if(!T1)
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continue
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if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
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||||
T0.copyTurf(T1)
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areaInstance.contents += T1
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||||
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||||
//copy over air
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||||
if(istype(T1, /turf/open))
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var/turf/open/Ts1 = T1
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Ts1.copy_air_with_tile(T0)
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||||
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||||
//move mobile to new location
|
||||
for(var/atom/movable/AM in T0)
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||||
AM.onShuttleMove(T1, rotation)
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||||
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||||
if(rotation)
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||||
T1.shuttleRotate(rotation)
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||||
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||||
//lighting stuff
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||||
T1.redraw_lighting()
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||||
SSair.remove_from_active(T1)
|
||||
T1.CalculateAdjacentTurfs()
|
||||
SSair.add_to_active(T1,1)
|
||||
|
||||
T0.ChangeTurf(turf_type)
|
||||
|
||||
T0.redraw_lighting()
|
||||
SSair.remove_from_active(T0)
|
||||
T0.CalculateAdjacentTurfs()
|
||||
SSair.add_to_active(T0,1)
|
||||
|
||||
loc = S1.loc
|
||||
setDir(S1.dir)
|
||||
|
||||
/atom/movable/proc/onShuttleMove(turf/T1, rotation)
|
||||
if(rotation)
|
||||
shuttleRotate(rotation)
|
||||
loc = T1
|
||||
return 1
|
||||
|
||||
/obj/onShuttleMove()
|
||||
if(invisibility >= INVISIBILITY_ABSTRACT)
|
||||
return 0
|
||||
. = ..()
|
||||
|
||||
/atom/movable/light/onShuttleMove()
|
||||
return 0
|
||||
|
||||
/obj/machinery/door/onShuttleMove()
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
addtimer(src, "close", 0)
|
||||
|
||||
/mob/onShuttleMove()
|
||||
if(!move_on_shuttle)
|
||||
return 0
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
if(client)
|
||||
if(buckled)
|
||||
shake_camera(src, 2, 1) // turn it down a bit come on
|
||||
else
|
||||
shake_camera(src, 7, 1)
|
||||
|
||||
/mob/living/carbon/onShuttleMove()
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
if(!buckled)
|
||||
Weaken(3)
|
||||
|
||||
/*
|
||||
if(istype(S1, /obj/docking_port/stationary/transit))
|
||||
var/d = turn(dir, 180 + travelDir)
|
||||
for(var/turf/open/space/transit/T in S1.return_ordered_turfs())
|
||||
T.pushdirection = d
|
||||
T.update_icon()
|
||||
*/
|
||||
|
||||
|
||||
|
||||
/obj/docking_port/mobile/proc/findTransitDock()
|
||||
var/obj/docking_port/stationary/transit/T = SSshuttle.getDock("[id]_transit")
|
||||
if(T && !canDock(T))
|
||||
return T
|
||||
|
||||
/obj/docking_port/mobile/proc/findRoundstartDock()
|
||||
var/obj/docking_port/stationary/D
|
||||
D = SSshuttle.getDock(roundstart_move)
|
||||
|
||||
if(D)
|
||||
return D
|
||||
|
||||
/obj/docking_port/mobile/proc/dockRoundstart()
|
||||
// Instead of spending a lot of time trying to work out where to place
|
||||
// our shuttle, just create it somewhere empty and send it to where
|
||||
// it should go
|
||||
var/obj/docking_port/stationary/D = findRoundstartDock()
|
||||
return dock(D)
|
||||
|
||||
/obj/effect/landmark/shuttle_import
|
||||
name = "Shuttle Import"
|
||||
|
||||
/* commented out due to issues with rotation
|
||||
for(var/obj/docking_port/stationary/transit/S in SSshuttle.transit)
|
||||
if(S.id)
|
||||
continue
|
||||
if(!canDock(S))
|
||||
return S
|
||||
*/
|
||||
|
||||
|
||||
//shuttle-door closing is handled in the dock() proc whilst looping through turfs
|
||||
//this one closes the door where we are docked at, if there is one there.
|
||||
/obj/docking_port/mobile/proc/closePortDoors()
|
||||
var/turf/T = get_step(loc, turn(dir,180))
|
||||
if(T)
|
||||
var/obj/machinery/door/Door = locate() in T
|
||||
if(Door)
|
||||
addtimer(Door, "close", 0)
|
||||
|
||||
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
|
||||
var/list/hurt_mobs = list()
|
||||
for(var/i in 1 to L0.len)
|
||||
var/turf/T0 = L0[i]
|
||||
var/turf/T1 = L1[i]
|
||||
if(!T0 || !T1)
|
||||
continue
|
||||
if(T0.type == T0.baseturf)
|
||||
continue
|
||||
// The corresponding tile will not be changed, so no roadkill
|
||||
|
||||
for(var/atom/movable/AM in T1)
|
||||
if(isliving(AM) && (!(AM in hurt_mobs)))
|
||||
hurt_mobs |= AM
|
||||
var/mob/living/M = AM
|
||||
if(M.buckled)
|
||||
M.buckled.unbuckle_mob(M, 1)
|
||||
if(M.pulledby)
|
||||
M.pulledby.stop_pulling()
|
||||
M.stop_pulling()
|
||||
M.visible_message("<span class='warning'>[M] is hit by \
|
||||
a hyperspace ripple[M.anchored ? "":" and is thrown clear"]!</span>",
|
||||
"<span class='userdanger'>You feel an immense \
|
||||
crushing pressure as the space around you ripples.</span>")
|
||||
if(M.anchored)
|
||||
M.gib()
|
||||
else
|
||||
M.Paralyse(10)
|
||||
M.ex_act(2)
|
||||
step(M, dir)
|
||||
continue
|
||||
|
||||
if(!AM.anchored)
|
||||
step(AM, dir)
|
||||
else
|
||||
qdel(AM)
|
||||
/*
|
||||
//used to check if atom/A is within the shuttle's bounding box
|
||||
/obj/docking_port/mobile/proc/onShuttleCheck(atom/A)
|
||||
var/turf/T = get_turf(A)
|
||||
if(!T)
|
||||
return 0
|
||||
|
||||
var/list/L = return_coords()
|
||||
if(L[1] > L[3])
|
||||
L.Swap(1,3)
|
||||
if(L[2] > L[4])
|
||||
L.Swap(2,4)
|
||||
|
||||
if(L[1] <= T.x && T.x <= L[3])
|
||||
if(L[2] <= T.y && T.y <= L[4])
|
||||
return 1
|
||||
return 0
|
||||
*/
|
||||
//used by shuttle subsystem to check timers
|
||||
/obj/docking_port/mobile/proc/check()
|
||||
var/timeLeft = timeLeft(1)
|
||||
if(!ripples.len && (timeLeft <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL)))
|
||||
create_ripples(destination)
|
||||
|
||||
if(timeLeft <= 0)
|
||||
switch(mode)
|
||||
if(SHUTTLE_CALL)
|
||||
if(dock(destination))
|
||||
setTimer(20) //can't dock for some reason, try again in 2 seconds
|
||||
return
|
||||
if(SHUTTLE_RECALL)
|
||||
if(dock(previous))
|
||||
setTimer(20) //can't dock for some reason, try again in 2 seconds
|
||||
return
|
||||
mode = SHUTTLE_IDLE
|
||||
timer = 0
|
||||
destination = null
|
||||
|
||||
|
||||
/obj/docking_port/mobile/proc/setTimer(wait)
|
||||
if(timer <= 0)
|
||||
timer = world.time
|
||||
timer += wait - timeLeft(1)
|
||||
|
||||
//returns timeLeft
|
||||
/obj/docking_port/mobile/proc/timeLeft(divisor)
|
||||
if(divisor <= 0)
|
||||
divisor = 10
|
||||
if(!timer)
|
||||
return round(callTime/divisor, 1)
|
||||
return max( round((timer+callTime-world.time)/divisor,1), 0 )
|
||||
|
||||
// returns 3-letter mode string, used by status screens and mob status panel
|
||||
/obj/docking_port/mobile/proc/getModeStr()
|
||||
switch(mode)
|
||||
if(SHUTTLE_RECALL)
|
||||
return "RCL"
|
||||
if(SHUTTLE_CALL)
|
||||
return "ETA"
|
||||
if(SHUTTLE_DOCKED)
|
||||
return "ETD"
|
||||
if(SHUTTLE_ESCAPE)
|
||||
return "ESC"
|
||||
if(SHUTTLE_STRANDED)
|
||||
return "ERR"
|
||||
return ""
|
||||
|
||||
// returns 5-letter timer string, used by status screens and mob status panel
|
||||
/obj/docking_port/mobile/proc/getTimerStr()
|
||||
if(mode == SHUTTLE_STRANDED)
|
||||
return "--:--"
|
||||
|
||||
var/timeleft = timeLeft()
|
||||
if(timeleft > 0)
|
||||
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
|
||||
else
|
||||
return "00:00"
|
||||
|
||||
|
||||
/obj/docking_port/mobile/proc/getStatusText()
|
||||
var/obj/docking_port/stationary/dockedAt = get_docked()
|
||||
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
|
||||
if(istype(dockedAt, /obj/docking_port/stationary/transit))
|
||||
var/obj/docking_port/stationary/dst
|
||||
if(mode == SHUTTLE_RECALL)
|
||||
dst = previous
|
||||
else
|
||||
dst = destination
|
||||
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)] minutes)"
|
||||
#undef DOCKING_PORT_HIGHLIGHT
|
||||
|
||||
|
||||
/turf/proc/copyTurf(turf/T)
|
||||
if(T.type != type)
|
||||
var/obj/O
|
||||
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
|
||||
O = new()
|
||||
O.underlays.Add(T)
|
||||
T.ChangeTurf(type)
|
||||
if(underlays.len)
|
||||
T.underlays = O.underlays
|
||||
if(T.icon_state != icon_state)
|
||||
T.icon_state = icon_state
|
||||
if(T.icon != icon)
|
||||
T.icon = icon
|
||||
if(T.color != color)
|
||||
T.color = color
|
||||
if(T.dir != dir)
|
||||
T.setDir(dir)
|
||||
return T
|
||||
Reference in New Issue
Block a user