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GS13NG/code/game/objects/structures/transit_tubes/station.dm

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// A place where tube pods stop, and people can get in or out.
// Mappers: use "Generate Instances from Directions" for this
// one.
/obj/structure/transit_tube/station
name = "station tube station"
icon = 'icons/obj/atmospherics/pipes/transit_tube_station.dmi'
icon_state = "closed"
exit_delay = 1
enter_delay = 2
tube_construction = /obj/structure/c_transit_tube/station
var/pod_moving = 0
var/cooldown_delay = 50
var/launch_cooldown = 0
var/reverse_launch = 0
var/const/OPEN_DURATION = 6
var/const/CLOSE_DURATION = 6
/obj/structure/transit_tube/station/New()
..()
START_PROCESSING(SSobj, src)
/obj/structure/transit_tube/station/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
// Stations which will send the tube in the opposite direction after their stop.
/obj/structure/transit_tube/station/reverse
tube_construction = /obj/structure/c_transit_tube/station/reverse
reverse_launch = 1
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
return 1
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
AM.loc = pod
return
//pod insertion
/obj/structure/transit_tube/station/MouseDrop_T(obj/structure/c_transit_tube_pod/R, mob/user)
if(!user.canmove || user.stat || user.restrained())
return
if (!istype(R) || get_dist(user, src) > 1 || get_dist(src,R) > 1)
return
for(var/obj/structure/transit_tube_pod/pod in loc)
return //no fun allowed
var/obj/structure/transit_tube_pod/T = new/obj/structure/transit_tube_pod(src)
R.transfer_fingerprints_to(T)
T.add_fingerprint(user)
T.loc = src.loc
T.setDir(turn(src.dir, -90))
user.visible_message("[user] inserts the [R].", "<span class='notice'>You insert the [R].</span>")
qdel(R)
/obj/structure/transit_tube/station/attack_hand(mob/user)
if(!pod_moving)
if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
if(icon_state == "open")
var/mob/living/GM = user.pulling
if(user.grab_state >= GRAB_AGGRESSIVE)
if(GM.buckled || GM.has_buckled_mobs())
user << "<span class='warning'>[GM] is attached to something!</span>"
return
for(var/obj/structure/transit_tube_pod/pod in loc)
pod.visible_message("<span class='warning'>[user] starts putting [GM] into the [pod]!</span>")
if(do_after(user, 15, target = src))
if(GM && user.grab_state >= GRAB_AGGRESSIVE && user.pulling == GM && !GM.buckled && !GM.has_buckled_mobs())
GM.Weaken(5)
src.Bumped(GM)
break
else
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
if(icon_state == "closed")
open_animation()
else if(icon_state == "open")
if(pod.contents.len && user.loc != pod)
user.visible_message("[user] starts emptying [pod]'s contents onto the floor.", "<span class='notice'>You start emptying [pod]'s contents onto the floor...</span>")
if(do_after(user, 10, target = src)) //So it doesn't default to close_animation() on fail
if(pod.loc == loc)
for(var/atom/movable/AM in pod)
AM.loc = get_turf(user)
if(ismob(AM))
var/mob/M = AM
M.Weaken(5)
else
close_animation()
break
/obj/structure/transit_tube/station/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/crowbar))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(pod.contents)
user << "<span class='warning'>Empty the pod first!</span>"
return
user.visible_message("[user] removes the [pod].", "<span class='notice'>You remove the [pod].</span>")
var/obj/structure/c_transit_tube_pod/R = new/obj/structure/c_transit_tube_pod(src.loc)
pod.transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(pod)
else
return ..()
/obj/structure/transit_tube/station/proc/open_animation()
if(icon_state == "closed")
icon_state = "opening"
spawn(OPEN_DURATION)
if(icon_state == "opening")
icon_state = "open"
/obj/structure/transit_tube/station/proc/close_animation()
if(icon_state == "open")
icon_state = "closing"
spawn(CLOSE_DURATION)
if(icon_state == "closing")
icon_state = "closed"
/obj/structure/transit_tube/station/proc/launch_pod()
if(launch_cooldown >= world.time)
return
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && turn(pod.dir, (reverse_launch ? 180 : 0)) in directions())
pod_moving = 1
close_animation()
sleep(CLOSE_DURATION + 2)
if(icon_state == "closed" && pod)
pod.follow_tube(reverse_launch)
pod_moving = 0
return 1
return 0
/obj/structure/transit_tube/station/process()
if(!pod_moving)
launch_pod()
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
pod_moving = 1
spawn(5)
launch_cooldown = world.time + cooldown_delay
open_animation()
sleep(OPEN_DURATION + 2)
pod_moving = 0
pod.mix_air()
// Tube station directions are simply 90 to either side of
// the exit.
/obj/structure/transit_tube/station/init_dirs()
tube_dirs = list(turn(dir, 90), turn(dir, -90))