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https://github.com/Aurorastation/Aurora.3.git
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Tesla Movement Reworks (#5693)
The Tesla has not been nerfed or buffed, but more appropriately reworked. The tesla can move across z-levels when it is not contained, however it cannot phase through reinforced floors or walls. These new features mostly contain the tesla to the engineering sublevel for about 10 minutes, until RNG dictates that it reaches other departments on all levels, or if very lucky, escapes to the derelict and doesn't bother the station for another 30 minutes.
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@@ -19,6 +19,7 @@
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dissipate_strength = 1
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layer = LIGHTING_LAYER + 0.1
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blend_mode = BLEND_ADD
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var/failed_direction = 0
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var/list/orbiting_balls = list()
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var/produced_power
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var/energy_to_raise = 32
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@@ -42,7 +43,7 @@
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if(!orbiting)
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handle_energy()
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move_the_basket_ball(4 + orbiting_balls.len * 1.5)
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move_the_basket_ball(rand(1,4 + orbiting_balls.len * 1.5))
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30)
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@@ -64,23 +65,82 @@
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/obj/singularity/energy_ball/examine(mob/user)
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..()
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if(orbiting_balls.len)
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user << "The amount of orbiting mini-balls is [orbiting_balls.len]."
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user << "There are [orbiting_balls.len] energy balls orbiting \the [src]."
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/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
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//we face the last thing we zapped, so this lets us favor that direction a bit
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var/first_move = dir
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for(var/i in 0 to move_amount)
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var/move_dir = pick(alldirs + first_move) //give the first move direction a bit of favoring.
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if(target && prob(60))
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move_dir = get_dir(src,target)
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var/turf/T = get_step(src, move_dir)
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if(can_move(T))
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forceMove(T)
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dir = move_dir
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for(var/mob/living/carbon/C in loc)
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dust_mobs(C)
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var/list/valid_directions = alldirs.Copy()
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var/can_zmove = !(locate(/obj/machinery/containment_field) in view(12,src))
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if(can_zmove && prob(10))
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valid_directions.Add(UP)
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valid_directions.Add(DOWN)
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valid_directions.Remove(failed_direction)
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var/move_dir = 0
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if(target && prob(75))
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move_dir = get_dir(src,target)
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else
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valid_directions.Remove(dir)
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move_dir = (prob(50) && (dir != failed_direction)) ? dir : pick(valid_directions)
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if(move_dir & (UP | DOWN) )
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move_amount = 0
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for(var/i in 0 to move_amount)
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do_single_move(move_dir)
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/obj/singularity/energy_ball/proc/do_single_move(var/move_dir)
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var/z_move = 0
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var/turf/T
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switch(move_dir)
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if(UP)
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T = GetAbove(src)
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z_move = 1
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if(DOWN)
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T = GetBelow(src)
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z_move = -1
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else
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T = get_step(src, move_dir)
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if(can_move(T) && can_dunk(get_turf(src),T,move_dir))
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switch(z_move)
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if(1)
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visible_message(span("danger","\The [src] gravitates upwards!"))
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forceMove(T)
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visible_message(span("danger","\The [src] gravitates from below!"))
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if(0)
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forceMove(T)
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if(-1)
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visible_message(span("danger","\The [src] gravitates downwards!"))
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forceMove(T)
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visible_message(span("danger","\The [src] gravitates from above!"))
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if(dir in alldirs)
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dir = move_dir
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else
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dir = pick(alldirs)
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for(var/mob/living/carbon/C in loc)
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dust_mobs(C)
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failed_direction = 0
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else
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failed_direction = move_dir
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/obj/singularity/energy_ball/proc/can_dunk(var/turf/old_turf,var/turf/new_turf,var/move_direction)
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if(istype(new_turf,/turf/simulated/wall/r_wall))
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return FALSE
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if(istype(old_turf,/turf/simulated/floor/reinforced) && (move_direction & DOWN))
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return FALSE
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if(istype(new_turf,/turf/simulated/floor/reinforced) && (move_direction & UP))
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return FALSE
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return TRUE
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/obj/singularity/energy_ball/proc/handle_energy()
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if(energy >= energy_to_raise)
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