diff --git a/nsv13/code/controllers/subsystem/starsystem.dm b/nsv13/code/controllers/subsystem/starsystem.dm index 92a20d7d3db..8bb32992a5a 100644 --- a/nsv13/code/controllers/subsystem/starsystem.dm +++ b/nsv13/code/controllers/subsystem/starsystem.dm @@ -256,6 +256,7 @@ Returns a faction datum by its name (case insensitive!) if(sys.name == id) return sys +///AVOID using this if possible, go by the objects current_system var if you can. Do not trust the weird ships[] list unless you HAVE to (e.g. you haven't set the system yet) /datum/controller/subsystem/star_system/proc/find_system(obj/O) //Used to determine what system a ship is currently in. Famously used to determine the starter system that you've put the ship in. var/datum/star_system/system if(isovermap(O)) @@ -358,9 +359,13 @@ Returns a faction datum by its name (case insensitive!) highestTickets = F.tickets return winner -/datum/controller/subsystem/star_system/proc/add_ship(obj/structure/overmap/OM, turf/target) +/datum/controller/subsystem/star_system/proc/add_ship(obj/structure/overmap/OM, turf/target, datum/star_system/system_override) ships[OM] = list("ship" = OM, "x" = 0, "y" = 0, "current_system" = system_by_id(OM.starting_system), "last_system" = system_by_id(OM.starting_system), "target_system" = null, "from_time" = 0, "to_time" = 0, "occupying_z" = OM.z) - var/datum/star_system/curr = ships[OM]["current_system"] + var/datum/star_system/curr + if(!system_override) + curr = ships[OM]["current_system"] + else + curr = system_override curr.add_ship(OM, target) //Welcome to bracket hell. @@ -737,7 +742,7 @@ Returns a faction datum by its name (case insensitive!) for(var/mob/M in OM.mobs_in_ship) M?.client?.color = null if(dist <= 2) - OM.current_system?.remove_ship(OM) + OM.current_system?.remove_ship(OM, is_ftl_jump = FALSE) for(var/area/crushed as() in OM.linked_areas) if(istype(crushed, /area/space)) continue diff --git a/nsv13/code/modules/overmap/FTL/ftl_jump.dm b/nsv13/code/modules/overmap/FTL/ftl_jump.dm index 8fd06aa7043..08cbd3547fd 100644 --- a/nsv13/code/modules/overmap/FTL/ftl_jump.dm +++ b/nsv13/code/modules/overmap/FTL/ftl_jump.dm @@ -81,7 +81,7 @@ contents_positions = null contents_positions = list() -/datum/star_system/proc/remove_ship(obj/structure/overmap/OM, turf/new_location) +/datum/star_system/proc/remove_ship(obj/structure/overmap/OM, turf/new_location, is_ftl_jump = TRUE) var/list/other_player_ships = list() for(var/atom/X in system_contents) if(istype(X, /obj/structure/overmap)) @@ -95,7 +95,8 @@ OM.reserved_z = temp OM.forceMove(new_location ? new_location : locate(OM.x, OM.y, OM.reserved_z)) //Annnd actually kick them out of the current system. system_contents -= OM - ftl_pull_small_craft(OM) + if(is_ftl_jump) + ftl_pull_small_craft(OM) return //Early return here. This means that another player ship is already holding the system, and we really don't need to double-check for this. OM.forceMove(new_location ? new_location : locate(OM.x, OM.y, OM.reserved_z)) //Annnd actually kick them out of the current system. @@ -104,16 +105,28 @@ if(!OM.reserved_z) //If this isn't actually a big ship with its own interior, do not pull ships, as only those get their own reserved z. return if(other_player_ships.len) //There's still other ships here, only pull ships of our own faction. - ftl_pull_small_craft(OM) + if(is_ftl_jump) + ftl_pull_small_craft(OM) return + for(var/atom/movable/X in system_contents) //Do a last check for safety so we don't stasis a player ship that slid by our other checks somehow. if(istype(X, /obj/structure/overmap)) var/obj/structure/overmap/ship = X if(ship != OM && ship.reserved_z) //If there's somehow a player ship in the system that is somehow not in other_player_ships, emergency return. message_admins("Somehow [ship] got by the initial checks for system exits. This probably shouldn't happen, yell at a coder and / or check ftl.dm") - ftl_pull_small_craft(OM) + if(is_ftl_jump) + ftl_pull_small_craft(OM) return - ftl_pull_small_craft(OM, FALSE) + if(is_ftl_jump) + ftl_pull_small_craft(OM, FALSE) + else //We are leaving the overmap while holding system and with no other current holders, which risks nullspacing + for(var/obj/structure/overmap/last_chance in system_contents) + if(!last_chance.spec_pre_system_unload()) + continue + last_chance.reserved_z = OM.reserved_z //We are about to nullspace something that should preserve z. Hand over your z instead. + OM.reserved_z = null + return + for(var/atom/movable/X in system_contents) contents_positions[X] = list("x" = X.x, "y" = X.y) //Cache the ship's position so we can regenerate it later. X.moveToNullspace() //Anything that's an NPC should be stored safely in nullspace until we return. diff --git a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm index 4faa951073e..2417666ffec 100644 --- a/nsv13/code/modules/overmap/fighters/fighters_launcher.dm +++ b/nsv13/code/modules/overmap/fighters/fighters_launcher.dm @@ -267,9 +267,20 @@ speed_limit = 20 //Let them accelerate to hyperspeed due to the launch, and temporarily break the speed limit. addtimer(VARSET_CALLBACK(src, speed_limit, initial(speed_limit)), 5 SECONDS) //Give them 5 seconds of super speed mode before we take it back from them -/obj/structure/overmap/small_craft/proc/handle_moved() +/obj/structure/overmap/small_craft/proc/handle_moved() //Sooo we call this every single tile we move. Is there no better way? (There probably is) + //SIGNAL_HANDLER //This should be a signal handler but the proc it calls sleeps and I am not asyncing *this*. check_overmap_elegibility() + +/* +Welcome to the "uh oh" zone because fighters travelling from and to overmaps is a bit volatile. +Last time things broke it was caused by d), but if small ship docking starts being weird again, check these four possible weak points first: +a) something is being weird with the reserved_z of the fighter being used. +b) asteroid reserved areas for their zs are not being handled properly. +c) something is being odd with the last overmap var. +d) the ships[] list of ssstarsystem is acting up again. +*/ + /obj/structure/overmap/small_craft/proc/check_overmap_elegibility(ignore_position = FALSE, ignore_cooldown = FALSE) //What we're doing here is checking if the fighter's hitting the bounds of the Zlevel. If they are, we need to transfer them to overmap space. if(!ignore_position && !is_near_boundary()) return FALSE @@ -305,7 +316,7 @@ get_reserved_z() if(current_system) // No I can't use ?, because if it's null we use the previous value instead starting_system = current_system.name //Just fuck off it works alright? - SSstar_system.add_ship(src, get_turf(OM)) + SSstar_system.add_ship(src, get_turf(OM), current_system) if(current_system && !LAZYFIND(current_system.system_contents, src)) LAZYADD(current_system.system_contents, src) @@ -357,8 +368,8 @@ var/turf/T = get_turf(pick(OM.docking_points)) forceMove(T) if(current_system) - current_system.remove_ship(src, T) - OM.overmaps_in_ship |= src + current_system.remove_ship(src, T, is_ftl_jump = FALSE) + OM.overmaps_in_ship += src bound_width = initial(bound_width) bound_height = initial(bound_height) DC.docking_mode = FALSE diff --git a/nsv13/code/modules/overmap/overmap.dm b/nsv13/code/modules/overmap/overmap.dm index 96ac015cb01..6184028ce4e 100644 --- a/nsv13/code/modules/overmap/overmap.dm +++ b/nsv13/code/modules/overmap/overmap.dm @@ -537,9 +537,12 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill. M.forceMove(T) M.apply_damage(200) kill_boarding_level() + if(current_system) + current_system.remove_ship(src, is_ftl_jump = FALSE) //bit risky call since we already do some things before but probably should still work. if(reserved_z) free_treadmills += reserved_z reserved_z = null + current_system = null //I'm not sure why we never dropped this variable. return ..() /obj/structure/overmap/forceMove(atom/destination) @@ -975,3 +978,17 @@ Proc to spool up a new Z-level for a player ship and assign it a treadmill. var/_z = pick_n_take(free_treadmills) reserved_z = _z return reserved_z + +///Special proc called right before a system is nullspaced and a last chance to assume a z. Returns TRUE if the ship should not be unloaded. +/obj/structure/overmap/proc/spec_pre_system_unload() + if(!ai_controlled && length(mobs_in_ship)) + return TRUE + return FALSE + +/obj/structure/overmap/small_craft/spec_pre_system_unload() + . = ..() + if(.) + return + if(ftl_drive) + return TRUE + return FALSE diff --git a/nsv13/code/modules/overmap/weapons/plasma_gun.dm b/nsv13/code/modules/overmap/weapons/plasma_gun.dm index 98e35f509e1..5fec3945d80 100644 --- a/nsv13/code/modules/overmap/weapons/plasma_gun.dm +++ b/nsv13/code/modules/overmap/weapons/plasma_gun.dm @@ -377,7 +377,9 @@ return var/obj/structure/overmap/target_lock var/target_distance - var/datum/star_system/target_system = SSstar_system.find_system(overmap_firer) + var/datum/star_system/target_system = overmap_firer.current_system + if(!target_system) + return var/list/targets = target_system.system_contents for(var/obj/structure/overmap/ship in targets) if(QDELETED(ship) && ship.mass != MASS_TINY) //It destroys itself when its target is destroyed, ignoring destroyed fighters