Revert "Revert "PLASE""

This reverts commit 00601a0c87.
This commit is contained in:
Fermi
2019-11-24 03:04:52 +00:00
parent 25fe5ec14b
commit aeb8606ce0
2145 changed files with 5258 additions and 1387322 deletions
-569
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@@ -1,569 +0,0 @@
#define TIME_LEFT (SSshuttle.emergency.timeLeft())
#define ENGINES_START_TIME 100
#define ENGINES_STARTED (SSshuttle.emergency.mode == SHUTTLE_IGNITING)
#define IS_DOCKED (SSshuttle.emergency.mode == SHUTTLE_DOCKED || (ENGINES_STARTED))
/obj/machinery/computer/emergency_shuttle
name = "emergency shuttle console"
desc = "For shuttle control."
icon_screen = "shuttle"
icon_keyboard = "tech_key"
var/auth_need = 3
var/list/authorized = list()
/obj/machinery/computer/emergency_shuttle/attackby(obj/item/I, mob/user,params)
if(istype(I, /obj/item/card/id))
say("Please equip your ID card into your ID slot to authenticate.")
. = ..()
/obj/machinery/computer/emergency_shuttle/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.human_adjacent_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "emergency_shuttle_console", name,
400, 400, master_ui, state)
ui.open()
/obj/machinery/computer/emergency_shuttle/ui_data()
var/list/data = list()
data["timer_str"] = SSshuttle.emergency.getTimerStr()
data["engines_started"] = ENGINES_STARTED
data["authorizations_remaining"] = max((auth_need - authorized.len), 0)
var/list/A = list()
for(var/i in authorized)
var/obj/item/card/id/ID = i
var/name = ID.registered_name
var/job = ID.assignment
if(obj_flags & EMAGGED)
name = Gibberish(name, 0)
job = Gibberish(job, 0)
A += list(list("name" = name, "job" = job))
data["authorizations"] = A
data["enabled"] = (IS_DOCKED && !ENGINES_STARTED)
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
return data
/obj/machinery/computer/emergency_shuttle/ui_act(action, params, datum/tgui/ui)
if(..())
return
if(ENGINES_STARTED) // past the point of no return
return
if(!IS_DOCKED) // shuttle computer only has uses when onstation
return
var/mob/user = usr
. = FALSE
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(!ID)
to_chat(user, "<span class='warning'>You don't have an ID.</span>")
return
if(!(ACCESS_HEADS in ID.access))
to_chat(user, "<span class='warning'>The access level of your card is not high enough.</span>")
return
var/old_len = authorized.len
switch(action)
if("authorize")
. = authorize(user)
if("repeal")
authorized -= ID
if("abort")
if(authorized.len)
// Abort. The action for when heads are fighting over whether
// to launch early.
authorized.Cut()
. = TRUE
if((old_len != authorized.len) && !ENGINES_STARTED)
var/alert = (authorized.len > old_len)
var/repeal = (authorized.len < old_len)
var/remaining = max(0, auth_need - authorized.len)
if(authorized.len && remaining)
minor_announce("[remaining] authorizations needed until shuttle is launched early", null, alert)
if(repeal)
minor_announce("Early launch authorization revoked, [remaining] authorizations needed")
/obj/machinery/computer/emergency_shuttle/proc/authorize(mob/user, source)
var/obj/item/card/id/ID = user.get_idcard(TRUE)
if(ID in authorized)
return FALSE
for(var/i in authorized)
var/obj/item/card/id/other = i
if(other.registered_name == ID.registered_name)
return FALSE // No using IDs with the same name
authorized += ID
message_admins("[ADMIN_LOOKUPFLW(user)] has authorized early shuttle launch")
log_game("[key_name(user)] has authorized early shuttle launch in [COORD(src)]")
// Now check if we're on our way
. = TRUE
process()
/obj/machinery/computer/emergency_shuttle/process()
// Launch check is in process in case auth_need changes for some reason
// probably external.
. = FALSE
if(!SSshuttle.emergency)
return
if(SSshuttle.emergency.mode == SHUTTLE_STRANDED)
authorized.Cut()
obj_flags &= ~EMAGGED
if(ENGINES_STARTED || (!IS_DOCKED))
return .
// Check to see if we've reached criteria for early launch
if((authorized.len >= auth_need) || (obj_flags & EMAGGED))
// shuttle timers use 1/10th seconds internally
SSshuttle.emergency.setTimer(ENGINES_START_TIME)
var/system_error = obj_flags & EMAGGED ? "SYSTEM ERROR:" : null
minor_announce("The emergency shuttle will launch in \
[TIME_LEFT] seconds", system_error, alert=TRUE)
. = TRUE
/obj/machinery/computer/emergency_shuttle/emag_act(mob/user)
. = ..()
// How did you even get on the shuttle before it go to the station?
if(!IS_DOCKED)
return
if((obj_flags & EMAGGED) || ENGINES_STARTED) //SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LA-SYSTEM ERROR: THE SHUTTLE WILL LAUNCH IN 10 SECONDS
to_chat(user, "<span class='warning'>The shuttle is already about to launch!</span>")
return
var/time = TIME_LEFT
message_admins("[ADMIN_LOOKUPFLW(user.client)] has emagged the emergency shuttle [time] seconds before launch.")
log_game("[key_name(user)] has emagged the emergency shuttle in [COORD(src)] [time] seconds before launch.")
obj_flags |= EMAGGED
SSshuttle.emergency.movement_force = list("KNOCKDOWN" = 60, "THROW" = 20)//YOUR PUNY SEATBELTS can SAVE YOU NOW, MORTAL
var/datum/species/S = new
for(var/i in 1 to 10)
// the shuttle system doesn't know who these people are, but they
// must be important, surely
var/obj/item/card/id/ID = new(src)
var/datum/job/J = pick(SSjob.occupations)
ID.registered_name = S.random_name(pick(MALE, FEMALE))
ID.assignment = J.title
authorized += ID
process()
return TRUE
/obj/machinery/computer/emergency_shuttle/Destroy()
// Our fake IDs that the emag generated are just there for colour
// They're not supposed to be accessible
for(var/obj/item/card/id/ID in src)
qdel(ID)
if(authorized && authorized.len)
authorized.Cut()
authorized = null
. = ..()
/obj/docking_port/mobile/emergency
name = "emergency shuttle"
id = "emergency"
dwidth = 9
width = 22
height = 11
dir = EAST
port_direction = WEST
var/sound_played = 0 //If the launch sound has been sent to all players on the shuttle itself
/obj/docking_port/mobile/emergency/canDock(obj/docking_port/stationary/S)
return SHUTTLE_CAN_DOCK //If the emergency shuttle can't move, the whole game breaks, so it will force itself to land even if it has to crush a few departments in the process
/obj/docking_port/mobile/emergency/register()
. = ..()
SSshuttle.emergency = src
/obj/docking_port/mobile/emergency/Destroy(force)
if(force)
// This'll make the shuttle subsystem use the backup shuttle.
if(src == SSshuttle.emergency)
// If we're the selected emergency shuttle
SSshuttle.emergencyDeregister()
. = ..()
/obj/docking_port/mobile/emergency/request(obj/docking_port/stationary/S, area/signalOrigin, reason, redAlert, set_coefficient=null, silent = FALSE)
if(!isnum(set_coefficient))
var/security_num = seclevel2num(get_security_level())
switch(security_num)
if(SEC_LEVEL_GREEN)
set_coefficient = 2
if(SEC_LEVEL_BLUE)
set_coefficient = 1.2
if(SEC_LEVEL_AMBER)
set_coefficient = 0.8
else
set_coefficient = 0.5
var/call_time = SSshuttle.emergencyCallTime * set_coefficient * engine_coeff
switch(mode)
// The shuttle can not normally be called while "recalling", so
// if this proc is called, it's via admin fiat
if(SHUTTLE_RECALL, SHUTTLE_IDLE, SHUTTLE_CALL)
mode = SHUTTLE_CALL
setTimer(call_time)
else
return
SSshuttle.emergencyCallAmount++
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
if(!silent)
priority_announce("The emergency shuttle has been called. [redAlert ? "Red Alert state confirmed: Dispatching priority shuttle. " : "" ]It will arrive in [timeLeft(600)] minutes.[reason][SSshuttle.emergencyLastCallLoc ? "\n\nCall signal traced. Results can be viewed on any communications console." : "" ]", null, "shuttlecalled", "Priority")
/obj/docking_port/mobile/emergency/cancel(area/signalOrigin)
if(mode != SHUTTLE_CALL)
return
if(SSshuttle.emergencyNoRecall)
return
invertTimer()
mode = SHUTTLE_RECALL
if(prob(70))
SSshuttle.emergencyLastCallLoc = signalOrigin
else
SSshuttle.emergencyLastCallLoc = null
priority_announce("The emergency shuttle has been recalled.[SSshuttle.emergencyLastCallLoc ? " Recall signal traced. Results can be viewed on any communications console." : "" ]", null, "shuttlerecalled", "Priority")
/obj/docking_port/mobile/emergency/proc/is_hijacked()
var/has_people = FALSE
var/hijacker_present = FALSE
for(var/mob/living/player in GLOB.player_list)
if(player.mind)
if(player.stat != DEAD)
if(issilicon(player)) //Borgs are technically dead anyways
continue
if(isanimal(player)) //animals don't count
continue
if(isbrain(player)) //also technically dead
continue
if(shuttle_areas[get_area(player)])
has_people = TRUE
var/location = get_turf(player.mind.current)
//Non-antag present. Can't hijack.
if(!(player.mind.has_antag_datum(/datum/antagonist)) && !istype(location, /turf/open/floor/plasteel/shuttle/red) && !istype(location, /turf/open/floor/mineral/plastitanium/red/brig))
return FALSE
//Antag present, doesn't stop but let's see if we actually want to hijack
var/prevent = FALSE
for(var/datum/antagonist/A in player.mind.antag_datums)
if(A.can_hijack == HIJACK_HIJACKER)
hijacker_present = TRUE
prevent = FALSE
break //If we have both prevent and hijacker antags assume we want to hijack.
else if(A.can_hijack == HIJACK_PREVENT)
prevent = TRUE
if(prevent)
return FALSE
return has_people && hijacker_present
/obj/docking_port/mobile/emergency/proc/ShuttleDBStuff()
set waitfor = FALSE
if(!SSdbcore.Connect())
return
var/datum/DBQuery/query_round_shuttle_name = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET shuttle_name = '[name]' WHERE id = [GLOB.round_id]")
query_round_shuttle_name.Execute()
qdel(query_round_shuttle_name)
/obj/docking_port/mobile/emergency/check()
if(!timer)
return
var/time_left = timeLeft(1)
// The emergency shuttle doesn't work like others so this
// ripple check is slightly different
if(!ripples.len && (time_left <= SHUTTLE_RIPPLE_TIME) && ((mode == SHUTTLE_CALL) || (mode == SHUTTLE_ESCAPE)))
var/destination
if(mode == SHUTTLE_CALL)
destination = SSshuttle.getDock("emergency_home")
else if(mode == SHUTTLE_ESCAPE)
destination = SSshuttle.getDock("emergency_away")
create_ripples(destination)
switch(mode)
if(SHUTTLE_RECALL)
if(time_left <= 0)
mode = SHUTTLE_IDLE
timer = 0
if(SHUTTLE_CALL)
if(time_left <= 0)
//move emergency shuttle to station
if(initiate_docking(SSshuttle.getDock("emergency_home")) != DOCKING_SUCCESS)
setTimer(20)
return
mode = SHUTTLE_DOCKED
setTimer(SSshuttle.emergencyDockTime)
send2irc("Server", "The Emergency Shuttle has docked with the station.")
priority_announce("The Emergency Shuttle has docked with the station. You have [timeLeft(600)] minutes to board the Emergency Shuttle.", null, "shuttledock", "Priority")
ShuttleDBStuff()
if(SHUTTLE_DOCKED)
if(time_left <= ENGINES_START_TIME)
mode = SHUTTLE_IGNITING
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
M.check_transit_zone()
if(SHUTTLE_IGNITING)
var/success = TRUE
SSshuttle.checkHostileEnvironment()
if(mode == SHUTTLE_STRANDED)
return
success &= (check_transit_zone() == TRANSIT_READY)
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == UNLAUNCHED)
success &= (M.check_transit_zone() == TRANSIT_READY)
if(!success)
setTimer(ENGINES_START_TIME)
if(time_left <= 50 && !sound_played) //4 seconds left:REV UP THOSE ENGINES BOYS. - should sync up with the launch
sound_played = 1 //Only rev them up once.
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_WARMUP, areas)
if(time_left <= 0 && !SSshuttle.emergencyNoEscape)
//move each escape pod (or applicable spaceship) to its corresponding transit dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
M.on_emergency_launch()
//now move the actual emergency shuttle to its transit dock
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_LAUNCH, areas)
enterTransit()
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime * engine_coeff)
priority_announce("The Emergency Shuttle has left the station. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
if(SHUTTLE_STRANDED)
SSshuttle.checkHostileEnvironment()
if(SHUTTLE_ESCAPE)
if(sound_played && time_left <= HYPERSPACE_END_TIME)
var/list/areas = list()
for(var/area/shuttle/escape/E in GLOB.sortedAreas)
areas += E
hyperspace_sound(HYPERSPACE_END, areas)
if(time_left <= PARALLAX_LOOP_TIME)
var/area_parallax = FALSE
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
if(shuttle_area.parallax_movedir)
area_parallax = TRUE
break
if(area_parallax)
parallax_slowdown()
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
if(istype(M, /obj/docking_port/mobile/pod))
M.parallax_slowdown()
if(time_left <= 0)
//move each escape pod to its corresponding escape dock
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
M.on_emergency_dock()
// now move the actual emergency shuttle to centcom
// unless the shuttle is "hijacked"
var/destination_dock = "emergency_away"
if(is_hijacked())
destination_dock = "emergency_syndicate"
minor_announce("Corruption detected in \
shuttle navigation protocols. Please contact your \
supervisor.", "SYSTEM ERROR:", alert=TRUE)
dock_id(destination_dock)
mode = SHUTTLE_ENDGAME
timer = 0
/obj/docking_port/mobile/emergency/transit_failure()
..()
message_admins("Moving emergency shuttle directly to centcom dock to prevent deadlock.")
mode = SHUTTLE_ESCAPE
launch_status = ENDGAME_LAUNCHED
setTimer(SSshuttle.emergencyEscapeTime)
priority_announce("The Emergency Shuttle preparing for direct jump. Estimate [timeLeft(600)] minutes until the shuttle docks at Central Command.", null, null, "Priority")
/obj/docking_port/mobile/pod
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
launch_status = UNLAUNCHED
/obj/docking_port/mobile/pod/request(obj/docking_port/stationary/S)
var/obj/machinery/computer/shuttle/C = getControlConsole()
if(!istype(C, /obj/machinery/computer/shuttle/pod))
return ..()
if(GLOB.security_level >= SEC_LEVEL_RED || (C && (C.obj_flags & EMAGGED)))
if(launch_status == UNLAUNCHED)
launch_status = EARLY_LAUNCHED
return ..()
else
to_chat(usr, "<span class='warning'>Escape pods will only launch during \"Code Red\" security alert.</span>")
return TRUE
/obj/docking_port/mobile/pod/cancel()
return
/obj/machinery/computer/shuttle/pod
name = "pod control computer"
admin_controlled = 1
possible_destinations = "pod_asteroid"
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_available"
light_color = LIGHT_COLOR_BLUE
density = FALSE
clockwork = TRUE //it'd look weird
/obj/machinery/computer/shuttle/pod/update_icon()
return
/obj/machinery/computer/shuttle/pod/emag_act(mob/user)
. = SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, "<span class='warning'>You fry the pod's alert level checking system.</span>")
return TRUE
/obj/machinery/computer/shuttle/pod/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
. = ..()
if(possible_destinations == initial(possible_destinations) || override)
possible_destinations = "pod_lavaland[idnum]"
/obj/docking_port/stationary/random
name = "escape pod"
id = "pod"
dwidth = 1
width = 3
height = 4
var/target_area = /area/lavaland/surface/outdoors
var/edge_distance = 16
// Minimal distance from the map edge, setting this too low can result in shuttle landing on the edge and getting "sliced"
/obj/docking_port/stationary/random/Initialize(mapload)
. = ..()
if(!mapload)
return
var/list/turfs = get_area_turfs(target_area)
var/turf/T = pick(turfs)
while(turfs.len)
if(T.x<edge_distance || T.y<edge_distance || (world.maxx+1-T.x)<edge_distance || (world.maxy+1-T.y)<edge_distance)
turfs -= T
T = pick(turfs)
else
forceMove(T)
break
//Pod suits/pickaxes
/obj/item/clothing/head/helmet/space/orange
name = "emergency space helmet"
icon_state = "syndicate-helm-orange"
item_state = "syndicate-helm-orange"
/obj/item/clothing/suit/space/orange
name = "emergency space suit"
icon_state = "syndicate-orange"
item_state = "syndicate-orange"
slowdown = 3
/obj/item/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/obj/item/storage/pod
name = "emergency space suits"
desc = "A wall mounted safe containing space suits. Will only open in emergencies."
anchored = TRUE
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
integrity_failure = 100
component_type = /datum/component/storage/concrete/emergency
/obj/item/storage/pod/PopulateContents()
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/head/helmet/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/suit/space/orange(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/tank/internals/oxygen/red(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/pickaxe/emergency(src)
new /obj/item/survivalcapsule(src)
new /obj/item/storage/toolbox/emergency(src)
/obj/docking_port/mobile/emergency/backup
name = "backup shuttle"
id = "backup"
dwidth = 2
width = 8
height = 8
dir = EAST
/obj/docking_port/mobile/emergency/backup/Initialize()
// We want to be a valid emergency shuttle
// but not be the main one, keep whatever's set
// valid.
// backup shuttle ignores `timid` because THERE SHOULD BE NO TOUCHING IT
var/current_emergency = SSshuttle.emergency
. = ..()
SSshuttle.emergency = current_emergency
SSshuttle.backup_shuttle = src
/obj/docking_port/mobile/emergency/shuttle_build/register()
. = ..()
initiate_docking(SSshuttle.getDock("emergency_home"))
#undef TIME_LEFT
#undef ENGINES_START_TIME
#undef ENGINES_STARTED
#undef IS_DOCKED
-391
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@@ -1,391 +0,0 @@
/*
All ShuttleMove procs go here
*/
/************************************Base procs************************************/
// Called on every turf in the shuttle region, returns a bitflag for allowed movements of that turf
// returns the new move_mode (based on the old)
/turf/proc/fromShuttleMove(turf/newT, move_mode)
if(!(move_mode & MOVE_AREA) || !isshuttleturf(src))
return move_mode
return move_mode | MOVE_TURF | MOVE_CONTENTS
// Called from the new turf before anything has been moved
// Only gets called if fromShuttleMove returns true first
// returns the new move_mode (based on the old)
/turf/proc/toShuttleMove(turf/oldT, move_mode, obj/docking_port/mobile/shuttle)
. = move_mode
if(!(. & MOVE_TURF))
return
var/shuttle_dir = shuttle.dir
for(var/i in contents)
var/atom/movable/thing = i
if(ismob(thing))
if(isliving(thing))
var/mob/living/M = thing
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'>[shuttle] slams into [M]!</span>")
SSblackbox.record_feedback("tally", "shuttle_gib", 1, M.type)
M.gib()
else //non-living mobs shouldn't be affected by shuttles, which is why this is an else
if(istype(thing, /obj/singularity) && !istype(thing, /obj/singularity/narsie)) //it's a singularity but not a god, ignore it.
continue
if(!thing.anchored)
step(thing, shuttle_dir)
else
qdel(thing)
// Called on the old turf to move the turf data
/turf/proc/onShuttleMove(turf/newT, list/movement_force, move_dir)
if(newT == src) // In case of in place shuttle rotation shenanigans.
return
//Destination turf changes
//Baseturfs is definitely a list or this proc wouldnt be called
var/shuttle_boundary = baseturfs.Find(/turf/baseturf_skipover/shuttle)
if(!shuttle_boundary)
CRASH("A turf queued to move via shuttle somehow had no skipover in baseturfs. [src]([type]):[loc]")
var/depth = baseturfs.len - shuttle_boundary + 1
newT.CopyOnTop(src, 1, depth, TRUE)
//Air stuff
newT.blocks_air = TRUE
newT.air_update_turf(TRUE)
blocks_air = TRUE
air_update_turf(TRUE)
if(isopenturf(newT))
var/turf/open/new_open = newT
new_open.copy_air_with_tile(src)
return TRUE
// Called on the new turf after everything has been moved
/turf/proc/afterShuttleMove(turf/oldT, rotation)
//Dealing with the turf we left behind
oldT.TransferComponents(src)
var/shuttle_boundary = baseturfs.Find(/turf/baseturf_skipover/shuttle)
if(shuttle_boundary)
oldT.ScrapeAway(baseturfs.len - shuttle_boundary + 1)
if(rotation)
shuttleRotate(rotation) //see shuttle_rotate.dm
return TRUE
/turf/proc/lateShuttleMove(turf/oldT)
blocks_air = initial(blocks_air)
air_update_turf(TRUE)
oldT.blocks_air = initial(oldT.blocks_air)
oldT.air_update_turf(TRUE)
/////////////////////////////////////////////////////////////////////////////////////
// Called on every atom in shuttle turf contents before anything has been moved
// returns the new move_mode (based on the old)
// WARNING: Do not leave turf contents in beforeShuttleMove or dock() will runtime
/atom/movable/proc/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
return move_mode
// Called on atoms to move the atom to the new location
/atom/movable/proc/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
if(newT == oldT) // In case of in place shuttle rotation shenanigans.
return
if(loc != oldT) // This is for multi tile objects
return
loc = newT
return TRUE
// Called on atoms after everything has been moved
/atom/movable/proc/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
var/turf/newT = get_turf(src)
if (newT.z != oldT.z)
onTransitZ(oldT.z, newT.z)
if(light)
update_light()
if(rotation)
shuttleRotate(rotation)
update_parallax_contents()
return TRUE
/atom/movable/proc/lateShuttleMove(turf/oldT, list/movement_force, move_dir)
if(!movement_force || anchored)
return
var/throw_force = movement_force["THROW"]
if(!throw_force)
return
var/turf/target = get_edge_target_turf(src, move_dir)
var/range = throw_force * 10
range = CEILING(rand(range-(range*0.1), range+(range*0.1)), 10)/10
var/speed = range/5
throw_at(target, range, speed)
/////////////////////////////////////////////////////////////////////////////////////
// Called on areas before anything has been moved
// returns the new move_mode (based on the old)
/area/proc/beforeShuttleMove(list/shuttle_areas)
if(!shuttle_areas[src])
return NONE
return MOVE_AREA
// Called on areas to move their turf between areas
/area/proc/onShuttleMove(turf/oldT, turf/newT, area/underlying_old_area)
if(newT == oldT) // In case of in place shuttle rotation shenanigans.
return TRUE
contents -= oldT
underlying_old_area.contents += oldT
oldT.change_area(src, underlying_old_area)
//The old turf has now been given back to the area that turf originaly belonged to
var/area/old_dest_area = newT.loc
parallax_movedir = old_dest_area.parallax_movedir
old_dest_area.contents -= newT
contents += newT
newT.change_area(old_dest_area, src)
return TRUE
// Called on areas after everything has been moved
/area/proc/afterShuttleMove(new_parallax_dir)
parallax_movedir = new_parallax_dir
return TRUE
/area/proc/lateShuttleMove()
return
/************************************Turf move procs************************************/
/************************************Area move procs************************************/
/************************************Machinery move procs************************************/
/obj/machinery/door/airlock/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
for(var/obj/machinery/door/airlock/A in range(1, src)) // includes src
A.shuttledocked = FALSE
A.air_tight = TRUE
addtimer(CALLBACK(A, /obj/machinery/door/.proc/close), 0)
/obj/machinery/door/airlock/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/current_area = get_area(src)
for(var/obj/machinery/door/airlock/A in orange(1, src)) // does not include src
if(get_area(A) != current_area) // does not include double-wide airlocks unless actually docked
// Cycle linking is only disabled if we are actually adjacent to another airlock
shuttledocked = TRUE
A.shuttledocked = TRUE
/obj/machinery/camera/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if(. & MOVE_AREA)
. |= MOVE_CONTENTS
GLOB.cameranet.removeCamera(src)
/obj/machinery/camera/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
GLOB.cameranet.addCamera(src)
/obj/machinery/mech_bay_recharge_port/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir)
. = ..()
recharging_turf = get_step(loc, dir)
/obj/machinery/atmospherics/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
if(pipe_vision_img)
pipe_vision_img.loc = loc
/obj/machinery/computer/auxillary_base/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
if(is_mining_level(z)) //Avoids double logging and landing on other Z-levels due to badminnery
SSblackbox.record_feedback("associative", "colonies_dropped", 1, list("x" = x, "y" = y, "z" = z))
/obj/machinery/gravity_generator/main/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
on = FALSE
update_list()
/obj/machinery/gravity_generator/main/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
if(charge_count != 0 && charging_state != POWER_UP)
on = TRUE
update_list()
/obj/machinery/atmospherics/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/missing_nodes = FALSE
for(var/i in 1 to device_type)
if(nodes[i])
var/obj/machinery/atmospherics/node = nodes[i]
var/connected = FALSE
for(var/D in GLOB.cardinals)
if(node in get_step(src, D))
connected = TRUE
break
if(!connected)
nullifyNode(i)
if(!nodes[i])
missing_nodes = TRUE
if(missing_nodes)
atmosinit()
for(var/obj/machinery/atmospherics/A in pipeline_expansion())
A.atmosinit()
if(A.returnPipenet())
A.addMember(src)
build_network()
else
// atmosinit() calls update_icon(), so we don't need to call it
update_icon()
/obj/machinery/atmospherics/pipe/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/turf/T = loc
hide(T.intact)
/obj/machinery/navbeacon/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
GLOB.navbeacons["[z]"] -= src
GLOB.deliverybeacons -= src
/obj/machinery/navbeacon/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/turf/T = loc
hide(T.intact)
if(codes["patrol"])
if(!GLOB.navbeacons["[z]"])
GLOB.navbeacons["[z]"] = list()
GLOB.navbeacons["[z]"] += src //Register with the patrol list!
if(codes["delivery"])
GLOB.deliverybeacons += src
GLOB.deliverybeacontags += location
/obj/machinery/power/terminal/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/turf/T = src.loc
if(level==1)
hide(T.intact)
/************************************Item move procs************************************/
/obj/item/storage/pod/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
// If the pod was launched, the storage will always open. The CentCom check
// ignores the movement of the shuttle from the staging area on CentCom to
// the station as it is loaded in.
if (oldT && !is_centcom_level(oldT.z))
var/datum/component/storage/concrete/emergency/STR = GetComponent(/datum/component/storage/concrete/emergency)
STR?.unlock_me()
/************************************Mob move procs************************************/
/mob/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
if(!move_on_shuttle)
return
. = ..()
/mob/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
if(!move_on_shuttle)
return
. = ..()
if(client && movement_force)
var/shake_force = max(movement_force["THROW"], movement_force["KNOCKDOWN"])
if(buckled)
shake_force *= 0.25
shake_camera(src, shake_force, 1)
/mob/living/lateShuttleMove(turf/oldT, list/movement_force, move_dir)
if(buckled)
return
. = ..()
var/knockdown = movement_force["KNOCKDOWN"]
if(knockdown)
Knockdown(knockdown)
/mob/living/simple_animal/hostile/megafauna/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
. = ..()
message_admins("Megafauna [src] [ADMIN_FLW(src)] moved via shuttle from [ADMIN_COORDJMP(oldT)] to [ADMIN_COORDJMP(loc)]")
/************************************Structure move procs************************************/
/obj/structure/grille/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if(. & MOVE_AREA)
. |= MOVE_CONTENTS
/obj/structure/lattice/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if(. & MOVE_AREA)
. |= MOVE_CONTENTS
/obj/structure/disposalpipe/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
update()
/obj/structure/cable/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
var/turf/T = loc
if(level==1)
hide(T.intact)
/obj/structure/shuttle/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if(. & MOVE_AREA)
. |= MOVE_CONTENTS
/obj/structure/ladder/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if (!(resistance_flags & INDESTRUCTIBLE))
disconnect()
/obj/structure/ladder/afterShuttleMove(turf/oldT, list/movement_force, shuttle_dir, shuttle_preferred_direction, move_dir, rotation)
. = ..()
if (!(resistance_flags & INDESTRUCTIBLE))
LateInitialize()
/obj/structure/ladder/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
if (resistance_flags & INDESTRUCTIBLE)
// simply don't be moved
return FALSE
return ..()
/************************************Misc move procs************************************/
/atom/movable/lighting_object/onShuttleMove()
return FALSE
/obj/docking_port/mobile/beforeShuttleMove(turf/newT, rotation, move_mode, obj/docking_port/mobile/moving_dock)
. = ..()
if(moving_dock == src)
. |= MOVE_CONTENTS
/obj/docking_port/stationary/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
if(!moving_dock.can_move_docking_ports || old_dock == src)
return FALSE
. = ..()
/obj/docking_port/stationary/public_mining_dock/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
id = "mining_public" //It will not move with the base, but will become enabled as a docking point.
/obj/effect/abstract/proximity_checker/onShuttleMove(turf/newT, turf/oldT, list/movement_force, move_dir, obj/docking_port/stationary/old_dock, obj/docking_port/mobile/moving_dock)
//timer so it only happens once
addtimer(CALLBACK(monitor, /datum/proximity_monitor/proc/SetRange, monitor.current_range, TRUE), 0, TIMER_UNIQUE)
-809
View File
@@ -1,809 +0,0 @@
//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
#ifdef TESTING
#define DOCKING_PORT_HIGHLIGHT
#endif
//NORTH default dir
/obj/docking_port
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
icon_state = "pinonfar"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE
//
var/id
// this should point -away- from the dockingport door, ie towards the ship
dir = NORTH
var/width = 0 //size of covered area, perpendicular to dir
var/height = 0 //size of covered area, parallel to dir
var/dwidth = 0 //position relative to covered area, perpendicular to dir
var/dheight = 0 //position relative to covered area, parallel to dir
var/area_type
var/hidden = FALSE //are we invisible to shuttle navigation computers?
//these objects are indestructible
/obj/docking_port/Destroy(force)
// unless you assert that you know what you're doing. Horrible things
// may result.
if(force)
..()
. = QDEL_HINT_QUEUE
else
return QDEL_HINT_LETMELIVE
/obj/docking_port/has_gravity(turf/T)
return FALSE
/obj/docking_port/take_damage()
return
/obj/docking_port/singularity_pull()
return
/obj/docking_port/singularity_act()
return 0
/obj/docking_port/shuttleRotate()
return //we don't rotate with shuttles via this code.
//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
/obj/docking_port/proc/return_coords(_x, _y, _dir)
if(_dir == null)
_dir = dir
if(_x == null)
_x = x
if(_y == null)
_y = y
//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
return list(
_x + (-dwidth*cos) - (-dheight*sin),
_y + (-dwidth*sin) + (-dheight*cos),
_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
)
//returns turfs within our projected rectangle in no particular order
/obj/docking_port/proc/return_turfs()
var/list/L = return_coords()
var/turf/T0 = locate(L[1],L[2],z)
var/turf/T1 = locate(L[3],L[4],z)
return block(T0,T1)
//returns turfs within our projected rectangle in a specific order.
//this ensures that turfs are copied over in the same order, regardless of any rotation
/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir)
var/cos = 1
var/sin = 0
switch(_dir)
if(WEST)
cos = 0
sin = 1
if(SOUTH)
cos = -1
sin = 0
if(EAST)
cos = 0
sin = -1
. = list()
for(var/dx in 0 to width-1)
var/compX = dx-dwidth
for(var/dy in 0 to height-1)
var/compY = dy-dheight
// realX = _x + compX*cos - compY*sin
// realY = _y + compY*cos - compX*sin
// locate(realX, realY, _z)
var/turf/T = locate(_x + compX*cos - compY*sin, _y + compY*cos + compX*sin, _z)
.[T] = NONE
#ifdef DOCKING_PORT_HIGHLIGHT
//Debug proc used to highlight bounding area
/obj/docking_port/proc/highlight(_color)
var/list/L = return_coords()
var/turf/T0 = locate(L[1],L[2],z)
var/turf/T1 = locate(L[3],L[4],z)
for(var/turf/T in block(T0,T1))
T.color = _color
LAZYINITLIST(T.atom_colours)
T.maptext = null
if(_color)
var/turf/T = locate(L[1], L[2], z)
T.color = "#0f0"
T = locate(L[3], L[4], z)
T.color = "#00f"
#endif
//return first-found touching dockingport
/obj/docking_port/proc/get_docked()
return locate(/obj/docking_port/stationary) in loc
/obj/docking_port/proc/getDockedId()
var/obj/docking_port/P = get_docked()
if(P)
return P.id
/obj/docking_port/proc/is_in_shuttle_bounds(atom/A)
var/turf/T = get_turf(A)
if(T.z != z)
return FALSE
var/list/bounds = return_coords()
var/x0 = bounds[1]
var/y0 = bounds[2]
var/x1 = bounds[3]
var/y1 = bounds[4]
if(!ISINRANGE(T.x, min(x0, x1), max(x0, x1)))
return FALSE
if(!ISINRANGE(T.y, min(y0, y1), max(y0, y1)))
return FALSE
return TRUE
/obj/docking_port/stationary
name = "dock"
area_type = SHUTTLE_DEFAULT_UNDERLYING_AREA
var/last_dock_time
var/datum/map_template/shuttle/roundstart_template
var/json_key
/obj/docking_port/stationary/Initialize(mapload)
. = ..()
SSshuttle.stationary += src
if(!id)
id = "[SSshuttle.stationary.len]"
if(name == "dock")
name = "dock[SSshuttle.stationary.len]"
if(mapload)
for(var/turf/T in return_turfs())
T.flags_1 |= NO_RUINS_1
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#f00")
#endif
/obj/docking_port/stationary/Destroy(force)
if(force)
SSshuttle.stationary -= src
. = ..()
/obj/docking_port/stationary/proc/load_roundstart()
if(json_key)
var/sid = SSmapping.config.shuttles[json_key]
roundstart_template = SSmapping.shuttle_templates[sid]
if(!roundstart_template)
CRASH("json_key:[json_key] value \[[sid]\] resulted in a null shuttle template for [src]")
else if(roundstart_template) // passed a PATH
var/sid = "[initial(roundstart_template.port_id)]_[initial(roundstart_template.suffix)]"
roundstart_template = SSmapping.shuttle_templates[sid]
if(!roundstart_template)
CRASH("Invalid path ([roundstart_template]) passed to docking port.")
if(roundstart_template)
SSshuttle.manipulator.action_load(roundstart_template, src)
//returns first-found touching shuttleport
/obj/docking_port/stationary/get_docked()
. = locate(/obj/docking_port/mobile) in loc
/obj/docking_port/stationary/transit
name = "In Transit"
var/datum/turf_reservation/reserved_area
var/area/shuttle/transit/assigned_area
var/obj/docking_port/mobile/owner
/obj/docking_port/stationary/transit/Initialize()
. = ..()
SSshuttle.transit += src
/obj/docking_port/stationary/transit/Destroy(force=FALSE)
if(force)
if(get_docked())
log_world("A transit dock was destroyed while something was docked to it.")
SSshuttle.transit -= src
if(owner)
if(owner.assigned_transit == src)
owner.assigned_transit = null
owner = null
if(!QDELETED(reserved_area))
qdel(reserved_area)
reserved_area = null
return ..()
/obj/docking_port/mobile
name = "shuttle"
icon_state = "pinonclose"
area_type = SHUTTLE_DEFAULT_SHUTTLE_AREA_TYPE
var/list/shuttle_areas
var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
var/last_timer_length
var/mode = SHUTTLE_IDLE //current shuttle mode
var/callTime = 100 //time spent in transit (deciseconds). Should not be lower then 10 seconds without editing the animation of the hyperspace ripples.
var/ignitionTime = 55 // time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
// The direction the shuttle prefers to travel in
var/preferred_direction = NORTH
// And the angle from the front of the shuttle to the port
var/port_direction = NORTH
var/obj/docking_port/stationary/destination
var/obj/docking_port/stationary/previous
var/obj/docking_port/stationary/transit/assigned_transit
var/launch_status = NOLAUNCH
var/list/movement_force = list("KNOCKDOWN" = 3, "THROW" = 2)
var/list/ripples = list()
var/engine_coeff = 1 //current engine coeff
var/current_engines = 0 //current engine power
var/initial_engines = 0 //initial engine power
var/can_move_docking_ports = FALSE //if this shuttle can move docking ports other than the one it is docked at
var/list/hidden_turfs = list()
/obj/docking_port/mobile/proc/register()
SSshuttle.mobile += src
/obj/docking_port/mobile/Destroy(force)
if(force)
SSshuttle.mobile -= src
destination = null
previous = null
QDEL_NULL(assigned_transit) //don't need it where we're goin'!
shuttle_areas = null
remove_ripples()
. = ..()
/obj/docking_port/mobile/Initialize(mapload)
. = ..()
if(!id)
id = "[SSshuttle.mobile.len]"
if(name == "shuttle")
name = "shuttle[SSshuttle.mobile.len]"
shuttle_areas = list()
var/list/all_turfs = return_ordered_turfs(x, y, z, dir)
for(var/i in 1 to all_turfs.len)
var/turf/curT = all_turfs[i]
var/area/cur_area = curT.loc
if(istype(cur_area, area_type))
shuttle_areas[cur_area] = TRUE
initial_engines = count_engines()
current_engines = initial_engines
#ifdef DOCKING_PORT_HIGHLIGHT
highlight("#0f0")
#endif
// Called after the shuttle is loaded from template
/obj/docking_port/mobile/proc/linkup(datum/map_template/shuttle/template, obj/docking_port/stationary/dock)
var/list/static/shuttle_id = list()
var/idnum = ++shuttle_id[template]
if(idnum > 1)
if(id == initial(id))
id = "[id][idnum]"
if(name == initial(name))
name = "[name] [idnum]"
for(var/i in shuttle_areas)
var/area/place = i
for(var/obj/machinery/computer/shuttle/comp in place)
comp.connect_to_shuttle(src, dock, idnum)
for(var/obj/machinery/computer/camera_advanced/shuttle_docker/comp in place)
comp.connect_to_shuttle(src, dock, idnum)
for(var/obj/machinery/status_display/shuttle/sd in place)
sd.connect_to_shuttle(src, dock, idnum)
//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
/obj/docking_port/mobile/proc/canMove()
return TRUE
//this is to check if this shuttle can physically dock at dock S
/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
if(!istype(S))
return SHUTTLE_NOT_A_DOCKING_PORT
if(istype(S, /obj/docking_port/stationary/transit))
return SHUTTLE_CAN_DOCK
if(dwidth > S.dwidth)
return SHUTTLE_DWIDTH_TOO_LARGE
if(width-dwidth > S.width-S.dwidth)
return SHUTTLE_WIDTH_TOO_LARGE
if(dheight > S.dheight)
return SHUTTLE_DHEIGHT_TOO_LARGE
if(height-dheight > S.height-S.dheight)
return SHUTTLE_HEIGHT_TOO_LARGE
//check the dock isn't occupied
var/currently_docked = S.get_docked()
if(currently_docked)
// by someone other than us
if(currently_docked != src)
return SHUTTLE_SOMEONE_ELSE_DOCKED
else
// This isn't an error, per se, but we can't let the shuttle code
// attempt to move us where we currently are, it will get weird.
return SHUTTLE_ALREADY_DOCKED
return SHUTTLE_CAN_DOCK
/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S, silent=FALSE)
var/status = canDock(S)
if(status == SHUTTLE_CAN_DOCK)
return TRUE
else
if(status != SHUTTLE_ALREADY_DOCKED && !silent) // SHUTTLE_ALREADY_DOCKED is no cause for error
var/msg = "Shuttle [src] cannot dock at [S], error: [status]"
message_admins(msg)
// We're already docked there, don't need to do anything.
// Triggering shuttle movement code in place is weird
return FALSE
/obj/docking_port/mobile/proc/transit_failure()
message_admins("Shuttle [src] repeatedly failed to create transit zone.")
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
testing("check_dock failed on request for [src]")
return
if(mode == SHUTTLE_IGNITING && destination == S)
return
switch(mode)
if(SHUTTLE_CALL)
if(S == destination)
if(timeLeft(1) < callTime * engine_coeff)
setTimer(callTime * engine_coeff)
else
destination = S
setTimer(callTime * engine_coeff)
if(SHUTTLE_RECALL)
if(S == destination)
setTimer(callTime * engine_coeff - timeLeft(1))
else
destination = S
setTimer(callTime * engine_coeff)
mode = SHUTTLE_CALL
if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
destination = S
mode = SHUTTLE_IGNITING
setTimer(ignitionTime)
//recall the shuttle to where it was previously
/obj/docking_port/mobile/proc/cancel()
if(mode != SHUTTLE_CALL)
return
remove_ripples()
invertTimer()
mode = SHUTTLE_RECALL
/obj/docking_port/mobile/proc/enterTransit()
if((SSshuttle.lockdown && is_station_level(z)) || !canMove()) //emp went off, no escape
mode = SHUTTLE_IDLE
return
previous = null
if(!destination)
// sent to transit with no destination -> unlimited timer
timer = INFINITY
var/obj/docking_port/stationary/S0 = get_docked()
var/obj/docking_port/stationary/S1 = assigned_transit
if(S1)
if(initiate_docking(S1) != DOCKING_SUCCESS)
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
else
previous = S0
else
WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
/obj/docking_port/mobile/proc/jumpToNullSpace()
// Destroys the docking port and the shuttle contents.
// Not in a fancy way, it just ceases.
var/obj/docking_port/stationary/current_dock = get_docked()
var/underlying_area_type = SHUTTLE_DEFAULT_UNDERLYING_AREA
// If the shuttle is docked to a stationary port, restore its normal
// "empty" area and turf
if(current_dock && current_dock.area_type)
underlying_area_type = current_dock.area_type
var/list/old_turfs = return_ordered_turfs(x, y, z, dir)
var/area/underlying_area = GLOB.areas_by_type[underlying_area_type]
if(!underlying_area)
underlying_area = new underlying_area_type(null)
for(var/i in 1 to old_turfs.len)
var/turf/oldT = old_turfs[i]
if(!oldT || !istype(oldT.loc, area_type))
continue
var/area/old_area = oldT.loc
underlying_area.contents += oldT
oldT.change_area(old_area, underlying_area)
oldT.empty(FALSE)
// Here we locate the bottomost shuttle boundary and remove all turfs above it
var/list/baseturf_cache = oldT.baseturfs
for(var/k in 1 to length(baseturf_cache))
if(ispath(baseturf_cache[k], /turf/baseturf_skipover/shuttle))
oldT.ScrapeAway(baseturf_cache.len - k + 1)
break
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/intoTheSunset()
// Loop over mobs
for(var/t in return_turfs())
var/turf/T = t
for(var/mob/living/M in T.GetAllContents())
// If they have a mind and they're not in the brig, they escaped
if(M.mind && !istype(t, /turf/open/floor/plasteel/shuttle/red) && !istype(t, /turf/open/floor/mineral/plastitanium/red/brig))
M.mind.force_escaped = TRUE
// Ghostize them and put them in nullspace stasis (for stat & possession checks)
M.notransform = TRUE
M.ghostize(FALSE)
M.moveToNullspace()
// Now that mobs are stowed, delete the shuttle
jumpToNullSpace()
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1, animate_time)
var/list/turfs = ripple_area(S1)
for(var/t in turfs)
ripples += new /obj/effect/abstract/ripple(t, animate_time)
/obj/docking_port/mobile/proc/remove_ripples()
QDEL_LIST(ripples)
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
var/list/L0 = return_ordered_turfs(x, y, z, dir)
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
var/list/ripple_turfs = list()
for(var/i in 1 to L0.len)
var/turf/T0 = L0[i]
var/turf/T1 = L1[i]
if(!T0 || !T1)
continue // out of bounds
if(T0.type == T0.baseturfs)
continue // indestructible
if(!istype(T0.loc, area_type) || istype(T0.loc, /area/shuttle/transit))
continue // not part of the shuttle
ripple_turfs += T1
return ripple_turfs
/obj/docking_port/mobile/proc/check_poddoors()
for(var/obj/machinery/door/poddoor/shuttledock/pod in GLOB.airlocks)
pod.check()
/obj/docking_port/mobile/proc/dock_id(id)
var/port = SSshuttle.getDock(id)
if(port)
. = initiate_docking(port)
else
. = null
/obj/effect/landmark/shuttle_import
name = "Shuttle Import"
// Never move the shuttle import landmark, otherwise things get WEIRD
/obj/effect/landmark/shuttle_import/onShuttleMove()
return FALSE
//used by shuttle subsystem to check timers
/obj/docking_port/mobile/proc/check()
check_effects()
if(mode == SHUTTLE_IGNITING)
check_transit_zone()
if(timeLeft(1) > 0)
return
// If we can't dock or we don't have a transit slot, wait for 20 ds,
// then try again
switch(mode)
if(SHUTTLE_CALL)
var/error = initiate_docking(destination, preferred_direction)
if(error && error & (DOCKING_NULL_DESTINATION | DOCKING_NULL_SOURCE))
var/msg = "A mobile dock in transit exited initiate_docking() with an error. This is most likely a mapping problem: Error: [error], ([src]) ([previous][ADMIN_JMP(previous)] -> [destination][ADMIN_JMP(destination)])"
WARNING(msg)
message_admins(msg)
mode = SHUTTLE_IDLE
return
else if(error)
setTimer(20)
return
if(SHUTTLE_RECALL)
if(initiate_docking(previous) != DOCKING_SUCCESS)
setTimer(20)
return
if(SHUTTLE_IGNITING)
if(check_transit_zone() != TRANSIT_READY)
setTimer(20)
return
else
mode = SHUTTLE_CALL
setTimer(callTime * engine_coeff)
enterTransit()
return
mode = SHUTTLE_IDLE
timer = 0
destination = null
/obj/docking_port/mobile/proc/check_effects()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
var/tl = timeLeft(1)
if(tl <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination, tl)
var/obj/docking_port/stationary/S0 = get_docked()
if(istype(S0, /obj/docking_port/stationary/transit) && timeLeft(1) <= PARALLAX_LOOP_TIME)
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
if(shuttle_area.parallax_movedir)
parallax_slowdown()
/obj/docking_port/mobile/proc/parallax_slowdown()
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
shuttle_area.parallax_movedir = FALSE
if(assigned_transit && assigned_transit.assigned_area)
assigned_transit.assigned_area.parallax_movedir = FALSE
var/list/L0 = return_ordered_turfs(x, y, z, dir)
for (var/thing in L0)
var/turf/T = thing
if(!T || !istype(T.loc, area_type))
continue
for (var/thing2 in T)
var/atom/movable/AM = thing2
if (length(AM.client_mobs_in_contents))
AM.update_parallax_contents()
/obj/docking_port/mobile/proc/check_transit_zone()
if(assigned_transit)
return TRANSIT_READY
else
SSshuttle.request_transit_dock(src)
/obj/docking_port/mobile/proc/setTimer(wait)
timer = world.time + wait
last_timer_length = wait
/obj/docking_port/mobile/proc/modTimer(multiple)
var/time_remaining = timer - world.time
if(time_remaining < 0 || !last_timer_length)
return
time_remaining *= multiple
last_timer_length *= multiple
setTimer(time_remaining)
/obj/docking_port/mobile/proc/invertTimer()
if(!last_timer_length)
return
var/time_remaining = timer - world.time
if(time_remaining > 0)
var/time_passed = last_timer_length - time_remaining
setTimer(time_passed)
//returns timeLeft
/obj/docking_port/mobile/proc/timeLeft(divisor)
if(divisor <= 0)
divisor = 10
var/ds_remaining
if(!timer)
ds_remaining = callTime * engine_coeff
else
ds_remaining = max(0, timer - world.time)
. = round(ds_remaining / divisor, 1)
// returns 3-letter mode string, used by status screens and mob status panel
/obj/docking_port/mobile/proc/getModeStr()
switch(mode)
if(SHUTTLE_IGNITING)
return "IGN"
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 > 1 HOURS)
return "--:--"
else 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()
if(istype(dockedAt, /obj/docking_port/stationary/transit))
if (timeLeft() > 1 HOURS)
return "hyperspace"
else
var/obj/docking_port/stationary/dst
if(mode == SHUTTLE_RECALL)
dst = previous
else
dst = destination
. = "transit towards [dst?.name || "unknown location"] ([getTimerStr()])"
else
return dockedAt?.name || "unknown"
/obj/docking_port/mobile/proc/getDbgStatusText()
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
if(dst)
. = "(transit to) [dst.name || dst.id]"
else
. = "(transit to) nowhere"
else if(dockedAt)
. = dockedAt.name || dockedAt.id
else
. = "unknown"
// attempts to locate /obj/machinery/computer/shuttle with matching ID inside the shuttle
/obj/docking_port/mobile/proc/getControlConsole()
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
for(var/obj/machinery/computer/shuttle/S in shuttle_area)
if(S.shuttleId == id)
return S
return null
/obj/docking_port/mobile/proc/hyperspace_sound(phase, list/areas)
var/s
switch(phase)
if(HYPERSPACE_WARMUP)
s = 'sound/effects/hyperspace_begin.ogg'
if(HYPERSPACE_LAUNCH)
s = 'sound/effects/hyperspace_progress.ogg'
if(HYPERSPACE_END)
s = 'sound/effects/hyperspace_end.ogg'
else
CRASH("Invalid hyperspace sound phase: [phase]")
for(var/A in areas)
for(var/obj/machinery/door/E in A) //dumb, I know, but playing it on the engines doesn't do it justice
playsound(E, s, 100, FALSE, max(width, height) - world.view)
// Losing all initial engines should get you 2
// Adding another set of engines at 0.5 time
/obj/docking_port/mobile/proc/alter_engines(mod)
if(mod == 0)
return
var/old_coeff = engine_coeff
engine_coeff = get_engine_coeff(current_engines,mod)
current_engines = max(0,current_engines + mod)
if(in_flight())
var/delta_coeff = engine_coeff / old_coeff
modTimer(delta_coeff)
/obj/docking_port/mobile/proc/count_engines()
. = 0
for(var/thing in shuttle_areas)
var/area/shuttle/areaInstance = thing
for(var/obj/structure/shuttle/engine/E in areaInstance.contents)
if(!QDELETED(E))
. += E.engine_power
// Double initial engines to get to 0.5 minimum
// Lose all initial engines to get to 2
//For 0 engine shuttles like BYOS 5 engines to get to doublespeed
/obj/docking_port/mobile/proc/get_engine_coeff(current,engine_mod)
var/new_value = max(0,current + engine_mod)
if(new_value == initial_engines)
return 1
if(new_value > initial_engines)
var/delta = new_value - initial_engines
var/change_per_engine = (1 - ENGINE_COEFF_MIN) / ENGINE_DEFAULT_MAXSPEED_ENGINES // 5 by default
if(initial_engines > 0)
change_per_engine = (1 - ENGINE_COEFF_MIN) / initial_engines // or however many it had
return CLAMP(1 - delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX)
if(new_value < initial_engines)
var/delta = initial_engines - new_value
var/change_per_engine = 1 //doesn't really matter should not be happening for 0 engine shuttles
if(initial_engines > 0)
change_per_engine = (ENGINE_COEFF_MAX - 1) / initial_engines //just linear drop to max delay
return CLAMP(1 + delta * change_per_engine,ENGINE_COEFF_MIN,ENGINE_COEFF_MAX)
/obj/docking_port/mobile/proc/in_flight()
switch(mode)
if(SHUTTLE_CALL,SHUTTLE_RECALL)
return TRUE
if(SHUTTLE_IDLE,SHUTTLE_IGNITING)
return FALSE
else
return FALSE // hmm
/obj/docking_port/mobile/emergency/in_flight()
switch(mode)
if(SHUTTLE_ESCAPE)
return TRUE
if(SHUTTLE_STRANDED,SHUTTLE_ENDGAME)
return FALSE
else
return ..()
//Called when emergency shuttle leaves the station
/obj/docking_port/mobile/proc/on_emergency_launch()
if(launch_status == UNLAUNCHED) //Pods will not launch from the mine/planet, and other ships won't launch unless we tell them to.
launch_status = ENDGAME_LAUNCHED
enterTransit()
/obj/docking_port/mobile/emergency/on_emergency_launch()
return
//Called when emergency shuttle docks at centcom
/obj/docking_port/mobile/proc/on_emergency_dock()
//Mapping a new docking point for each ship mappers could potentially want docking with centcom would take up lots of space, just let them keep flying off into the sunset for their greentext
if(launch_status == ENDGAME_LAUNCHED)
launch_status = ENDGAME_TRANSIT
/obj/docking_port/mobile/pod/on_emergency_dock()
if(launch_status == ENDGAME_LAUNCHED)
initiate_docking(SSshuttle.getDock("[id]_away")) //Escape pods dock at centcom
mode = SHUTTLE_ENDGAME
/obj/docking_port/mobile/emergency/on_emergency_dock()
return
-287
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@@ -1,287 +0,0 @@
// Special objects for shuttle templates go here if nowhere else
// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
// living carbons are put on its altar/tables
/obj/machinery/power/emitter/energycannon/magical
name = "wabbajack statue"
desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
projectile_type = /obj/item/projectile/magic/change
icon = 'icons/obj/machines/magic_emitter.dmi'
icon_state = "wabbajack_statue"
icon_state_on = "wabbajack_statue_on"
active = FALSE
allow_switch_interact = FALSE
var/list/active_tables = list()
var/tables_required = 2
/obj/machinery/power/emitter/energycannon/magical/Initialize()
. = ..()
if(prob(50))
desc = "Oh no, not again."
update_icon()
/obj/machinery/power/emitter/energycannon/magical/update_icon()
if(active)
icon_state = icon_state_on
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/energycannon/magical/process()
. = ..()
if(active_tables.len >= tables_required)
if(!active)
visible_message("<span class='revenboldnotice'>\
[src] opens its eyes.</span>")
active = TRUE
else
if(active)
visible_message("<span class='revenboldnotice'>\
[src] closes its eyes.</span>")
active = FALSE
update_icon()
/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
return
/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
return
/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
return SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
/obj/structure/table/abductor/wabbajack
name = "wabbajack altar"
desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
max_integrity = 1000
verb_say = "chants"
var/obj/machinery/power/emitter/energycannon/magical/our_statue
var/list/mob/living/sleepers = list()
var/never_spoken = TRUE
flags_1 = NODECONSTRUCT_1
/obj/structure/table/abductor/wabbajack/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/structure/table/abductor/wabbajack/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/table/abductor/wabbajack/process()
var/area = orange(4, src)
if(!our_statue)
for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
our_statue = M
break
if(!our_statue)
name = "inert [name]"
return
else
name = initial(name)
var/turf/T = get_turf(src)
var/list/found = list()
for(var/mob/living/carbon/C in T)
if(C.stat != DEAD)
found += C
// New sleepers
for(var/i in found - sleepers)
var/mob/living/L = i
L.add_atom_colour("#800080", TEMPORARY_COLOUR_PRIORITY)
L.visible_message("<span class='revennotice'>A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious.</span>",
"<span class='revendanger'>[desc]</span>")
// Don't let them sit suround unconscious forever
addtimer(CALLBACK(src, .proc/sleeper_dreams, L), 100)
// Existing sleepers
for(var/i in found)
var/mob/living/L = i
L.SetSleeping(200)
// Missing sleepers
for(var/i in sleepers - found)
var/mob/living/L = i
L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#800080")
L.visible_message("<span class='revennotice'>The glow from [L] fades \
away.</span>")
L.grab_ghost()
sleepers = found
if(sleepers.len)
our_statue.active_tables |= src
if(never_spoken || prob(5))
say(desc)
never_spoken = FALSE
else
our_statue.active_tables -= src
/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
if(sleeper in sleepers)
to_chat(sleeper, "<span class='revennotice'>While you slumber, you have the strangest dream, like you can see yourself from the outside.</span>")
sleeper.ghostize(TRUE)
/obj/structure/table/abductor/wabbajack/left
desc = "You sleep so it may wake."
/obj/structure/table/abductor/wabbajack/right
desc = "It wakes so you may sleep."
// Bar staff, GODMODE mobs that just want to make sure people have drinks
// and a good time.
/mob/living/simple_animal/drone/snowflake/bardrone
name = "Bardrone"
desc = "A barkeeping drone, an indestructible robot built to tend bars."
hacked = TRUE
laws = "1. Serve drinks.\n\
2. Talk to patrons.\n\
3. Don't get messed up in their affairs."
status_flags = GODMODE // Please don't punch the barkeeper
unique_name = FALSE // disables the (123) number suffix
initial_language_holder = /datum/language_holder/universal
/mob/living/simple_animal/drone/snowflake/bardrone/Initialize()
. = ..()
access_card.access |= ACCESS_CENT_BAR
/mob/living/simple_animal/hostile/alien/maid/barmaid
gold_core_spawnable = NO_SPAWN
name = "Barmaid"
desc = "A barmaid, a maiden found in a bar."
pass_flags = PASSTABLE
status_flags = GODMODE
unique_name = FALSE
AIStatus = AI_OFF
stop_automated_movement = TRUE
initial_language_holder = /datum/language_holder/universal
/mob/living/simple_animal/hostile/alien/maid/barmaid/Initialize()
. = ..()
access_card = new /obj/item/card/id(src)
var/datum/job/captain/C = new /datum/job/captain
access_card.access = C.get_access()
access_card.access |= ACCESS_CENT_BAR
ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
qdel(access_card)
. = ..()
// Bar table, a wooden table that kicks you in a direction if you're not
// barstaff (defined as someone who was a roundstart bartender or someone
// with CENTCOM_BARSTAFF)
/obj/structure/table/wood/bar
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags_1 = NODECONSTRUCT_1
max_integrity = 1000
var/boot_dir = 1
/obj/structure/table/wood/bar/Crossed(atom/movable/AM)
if(isliving(AM) && !is_barstaff(AM))
// No climbing on the bar please
var/mob/living/M = AM
var/throwtarget = get_edge_target_turf(src, boot_dir)
M.Knockdown(40)
M.throw_at(throwtarget, 5, 1)
to_chat(M, "<span class='notice'>No climbing on the bar please.</span>")
else
. = ..()
/obj/structure/table/wood/bar/proc/is_barstaff(mob/living/user)
. = FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.mind && H.mind.assigned_role == "Bartender")
return TRUE
var/obj/item/card/id/ID = user.get_idcard(FALSE)
if(ID && (ACCESS_CENT_BAR in ID.access))
return TRUE
//Luxury Shuttle Blockers
/obj/effect/forcefield/luxury_shuttle
timeleft = 0
var/threshold = 500
var/static/list/approved_passengers = list()
var/static/list/check_times = list()
/obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target)
if(mover in approved_passengers)
return TRUE
if(!isliving(mover)) //No stowaways
return FALSE
return FALSE
#define LUXURY_MESSAGE_COOLDOWN 100
/obj/effect/forcefield/luxury_shuttle/Bumped(atom/movable/AM)
if(!isliving(AM))
return ..()
if(check_times[AM] && check_times[AM] > world.time) //Let's not spam the message
return ..()
check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
var/total_cash = 0
var/list/counted_money = list()
for(var/obj/item/coin/C in AM.GetAllContents())
total_cash += C.value
counted_money += C
if(total_cash >= threshold)
break
for(var/obj/item/stack/spacecash/S in AM.GetAllContents())
total_cash += S.value * S.amount
counted_money += S
if(total_cash >= threshold)
break
if(AM.pulling)
if(istype(AM.pulling, /obj/item/coin))
var/obj/item/coin/C = AM.pulling
total_cash += C.value
counted_money += C
else if(istype(AM.pulling, /obj/item/stack/spacecash))
var/obj/item/stack/spacecash/S = AM.pulling
total_cash += S.value * S.amount
counted_money += S
if(total_cash >= threshold)
for(var/obj/I in counted_money)
qdel(I)
to_chat(AM, "Thank you for your payment! Please enjoy your flight.")
approved_passengers += AM
check_times -= AM
return
else
to_chat(AM, "<span class='warning'>You don't have enough money to enter the main shuttle. You'll have to fly coach.</span>")
return ..()
/mob/living/simple_animal/hostile/bear/fightpit
name = "fight pit bear"
desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
environment_smash = ENVIRONMENT_SMASH_NONE
/obj/effect/decal/hammerandsickle
name = "hammer and sickle"
desc = "Communism powerful force."
icon = 'icons/effects/96x96.dmi'
icon_state = "communist"
layer = ABOVE_OPEN_TURF_LAYER
pixel_x = -32
pixel_y = -32
/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
-162
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@@ -1,162 +0,0 @@
GLOBAL_LIST_INIT(blacklisted_cargo_types, typecacheof(list(
/mob/living,
/obj/structure/blob,
/obj/effect/rune,
/obj/structure/spider/spiderling,
/obj/item/disk/nuclear,
/obj/machinery/nuclearbomb,
/obj/item/beacon,
/obj/singularity/narsie,
/obj/singularity/wizard,
/obj/machinery/teleport/station,
/obj/machinery/teleport/hub,
/obj/machinery/quantumpad,
/obj/machinery/clonepod,
/obj/effect/mob_spawn,
/obj/effect/hierophant,
/obj/structure/receiving_pad,
/obj/effect/clockwork/spatial_gateway,
/obj/structure/destructible/clockwork/powered/clockwork_obelisk,
/obj/item/warp_cube,
/obj/machinery/rnd/production/protolathe, //print tracking beacons, send shuttle
/obj/machinery/autolathe, //same
/obj/item/projectile/beam/wormhole,
/obj/effect/portal,
/obj/item/shared_storage,
/obj/structure/extraction_point,
/obj/machinery/syndicatebomb,
/obj/item/hilbertshotel
)))
/obj/docking_port/mobile/supply
name = "supply shuttle"
id = "supply"
callTime = 600
dir = WEST
port_direction = EAST
width = 12
dwidth = 5
height = 7
movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
//Export categories for this run, this is set by console sending the shuttle.
var/export_categories = EXPORT_CARGO
/obj/docking_port/mobile/supply/register()
. = ..()
SSshuttle.supply = src
/obj/docking_port/mobile/supply/canMove()
if(is_station_level(z))
return check_blacklist(shuttle_areas)
return ..()
/obj/docking_port/mobile/supply/proc/check_blacklist(areaInstances)
for(var/place in areaInstances)
var/area/shuttle/shuttle_area = place
for(var/trf in shuttle_area)
var/turf/T = trf
for(var/a in T.GetAllContents())
if(is_type_in_typecache(a, GLOB.blacklisted_cargo_types))
return FALSE
if(istype(a, /obj/structure/closet))//Prevents eigenlockers from ending up at CC
var/obj/structure/closet/c = a
if(c.eigen_teleport == TRUE)
return FALSE
return TRUE
/obj/docking_port/mobile/supply/request(obj/docking_port/stationary/S)
if(mode != SHUTTLE_IDLE)
return 2
return ..()
/obj/docking_port/mobile/supply/initiate_docking()
if(getDockedId() == "supply_away") // Buy when we leave home.
buy()
. = ..() // Fly/enter transit.
if(. != DOCKING_SUCCESS)
return
if(getDockedId() == "supply_away") // Sell when we get home
sell()
/obj/docking_port/mobile/supply/proc/buy()
if(!SSshuttle.shoppinglist.len)
return
var/list/empty_turfs = list()
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
for(var/turf/open/floor/T in shuttle_area)
if(is_blocked_turf(T))
continue
empty_turfs += T
var/value = 0
var/purchases = 0
for(var/datum/supply_order/SO in SSshuttle.shoppinglist)
if(!empty_turfs.len)
break
if(SO.pack.cost > SSshuttle.points)
continue
SSshuttle.points -= SO.pack.cost
value += SO.pack.cost
SSshuttle.shoppinglist -= SO
SSshuttle.orderhistory += SO
SO.generate(pick_n_take(empty_turfs))
SSblackbox.record_feedback("nested tally", "cargo_imports", 1, list("[SO.pack.cost]", "[SO.pack.name]"))
investigate_log("Order #[SO.id] ([SO.pack.name], placed by [key_name(SO.orderer_ckey)]) has shipped.", INVESTIGATE_CARGO)
if(SO.pack.dangerous)
message_admins("\A [SO.pack.name] ordered by [ADMIN_LOOKUPFLW(SO.orderer_ckey)] has shipped.")
purchases++
investigate_log("[purchases] orders in this shipment, worth [value] credits. [SSshuttle.points] credits left.", INVESTIGATE_CARGO)
/obj/docking_port/mobile/supply/proc/sell()
var/presale_points = SSshuttle.points
if(!GLOB.exports_list.len) // No exports list? Generate it!
setupExports()
var/msg = ""
var/matched_bounty = FALSE
var/datum/export_report/ex = new
for(var/place in shuttle_areas)
var/area/shuttle/shuttle_area = place
for(var/atom/movable/AM in shuttle_area)
if(iscameramob(AM))
continue
if(bounty_ship_item_and_contents(AM, dry_run = FALSE))
matched_bounty = TRUE
if(!AM.anchored || istype(AM, /obj/mecha))
export_item_and_contents(AM, export_categories , dry_run = FALSE, external_report = ex)
if(ex.exported_atoms)
ex.exported_atoms += "." //ugh
if(matched_bounty)
msg += "Bounty items received. An update has been sent to all bounty consoles. "
for(var/datum/export/E in ex.total_amount)
var/export_text = E.total_printout(ex)
if(!export_text)
continue
msg += export_text + "\n"
SSshuttle.points += ex.total_value[E]
for(var/datum/reagent/R in ex.total_reagents)
var/amount = ex.total_reagents[R]
var/value = amount*R.value
if(!value)
continue
msg += "[value] credits: received [amount]u of [R.name].\n"
SSshuttle.points += value
SSshuttle.centcom_message = msg
investigate_log("Shuttle contents sold for [SSshuttle.points - presale_points] credits. Contents: [ex.exported_atoms || "none."] Message: [SSshuttle.centcom_message || "none."]", INVESTIGATE_CARGO)
-67
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@@ -1,67 +0,0 @@
#define SYNDICATE_CHALLENGE_TIMER 12000 //20 minutes
/obj/machinery/computer/shuttle/syndicate
name = "syndicate shuttle terminal"
desc = "The terminal used to control the syndicate transport shuttle."
circuit = /obj/item/circuitboard/computer/syndicate_shuttle
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
light_color = LIGHT_COLOR_RED
req_access = list(ACCESS_SYNDICATE)
shuttleId = "syndicate"
possible_destinations = "syndicate_away;syndicate_z5;syndicate_ne;syndicate_nw;syndicate_n;syndicate_se;syndicate_sw;syndicate_s;syndicate_custom"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/machinery/computer/shuttle/syndicate/recall
name = "syndicate shuttle recall terminal"
desc = "Use this if your friends left you behind."
possible_destinations = "syndicate_away"
/obj/machinery/computer/shuttle/syndicate/Topic(href, href_list)
if(href_list["move"])
var/obj/item/circuitboard/computer/syndicate_shuttle/board = circuit
if(board.challenge && world.time < SYNDICATE_CHALLENGE_TIMER)
to_chat(usr, "<span class='warning'>You've issued a combat challenge to the station! You've got to give them at least [DisplayTimeText(SYNDICATE_CHALLENGE_TIMER - world.time)] more to allow them to prepare.</span>")
return 0
board.moved = TRUE
..()
/obj/machinery/computer/shuttle/syndicate/allowed(mob/M)
if(issilicon(M) && !(ROLE_SYNDICATE in M.faction))
return FALSE
return ..()
/obj/machinery/computer/shuttle/syndicate/drop_pod
name = "syndicate assault pod control"
desc = "Controls the drop pod's launch system."
icon = 'icons/obj/terminals.dmi'
icon_state = "dorm_available"
light_color = LIGHT_COLOR_BLUE
req_access = list(ACCESS_SYNDICATE)
shuttleId = "steel_rain"
possible_destinations = null
clockwork = TRUE //it'd look weird
/obj/machinery/computer/shuttle/syndicate/drop_pod/Topic(href, href_list)
if(href_list["move"])
if(!is_centcom_level(z))
to_chat(usr, "<span class='warning'>Pods are one way!</span>")
return 0
..()
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate
name = "syndicate shuttle navigation computer"
desc = "Used to designate a precise transit location for the syndicate shuttle."
icon_screen = "syndishuttle"
icon_keyboard = "syndie_key"
shuttleId = "syndicate"
lock_override = CAMERA_LOCK_STATION
shuttlePortId = "syndicate_custom"
jumpto_ports = list("syndicate_ne" = 1, "syndicate_nw" = 1, "syndicate_n" = 1, "syndicate_se" = 1, "syndicate_sw" = 1, "syndicate_s" = 1)
view_range = 13
x_offset = -7
y_offset = -1
see_hidden = TRUE
#undef SYNDICATE_CHALLENGE_TIMER