Files
Aurora.3/code/modules/power/tesla/energy_ball.dm
skull132 0009eff042 Compile Fixes
The engine is now mostly operational and should be working. Still need to check it's ability to produce power, that might not work. Or maybe it does. Dunno!
2016-01-18 21:50:30 +02:00

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#define TESLA_DEFAULT_POWER 3476520
#define TESLA_MINI_POWER 1738260
var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
/obj/machinery/power/emitter,
/obj/machinery/field_generator,
/mob/living/simple_animal,
/obj/machinery/particle_accelerator/control_box,
/obj/structure/particle_accelerator/fuel_chamber,
/obj/structure/particle_accelerator/particle_emitter/center,
/obj/structure/particle_accelerator/particle_emitter/left,
/obj/structure/particle_accelerator/particle_emitter/right,
/obj/structure/particle_accelerator/power_box,
/obj/structure/particle_accelerator/end_cap,
/obj/machinery/containment_field,
/obj/structure/disposalpipe)
/obj/singularity/energy_ball
name = "energy ball"
desc = "An energy ball."
icon = 'icons/obj/tesla_engine/energy_ball.dmi'
icon_state = "energy_ball"
pixel_x = -32
pixel_y = -32
current_size = STAGE_TWO
move_self = 1
grav_pull = 0
contained = 0
density = 1
var/list/orbiting_balls = list()
var/produced_power
var/is_orbiting
/obj/singularity/energy_ball/Destroy()
for(var/obj/singularity/energy_ball/EB in orbiting_balls)
qdel(EB)
..()
/obj/singularity/energy_ball/process()
if(!is_orbiting)
handle_energy()
var/amount_to_move = 2 + orbiting_balls.len * 2
var/what_does_the_scouter_say_about_the_balls_power_level = (TESLA_DEFAULT_POWER + (TESLA_MINI_POWER * orbiting_balls.len))
move_the_basket_ball(amount_to_move)
pixel_x = 0
pixel_y = 0
playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 7, what_does_the_scouter_say_about_the_balls_power_level)
pixel_x = -32
pixel_y = -32
energy += rand(1,3) // ensure it generates energy without needing to be blasted by the PA too much due to its size, and that a tesla engine will always get bigger over time
else
energy = 0 // ensure we dont have miniballs of miniballs
return
/obj/singularity/energy_ball/examine(mob/user)
..()
if(orbiting_balls.len)
user << "The amount of orbiting mini-balls is [orbiting_balls.len]."
/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
for(var/i = 0, i < move_amount, i++)
var/move_dir = pick(alldirs)
var/turf/T = get_step(src,move_dir)
if(can_move(T))
loc = get_step(src,move_dir)
/obj/singularity/energy_ball/proc/handle_energy()
if(energy >= 300)
energy -= 300
playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 5)
spawn(100)
var/obj/singularity/energy_ball/EB = new(loc)
orbiting_balls.Add(EB)
EB.transform *= pick(0.3,0.4,0.5,0.6,0.7)
EB.is_orbiting = 1
var/icon/I = icon(icon,icon_state,dir)
var/orbitsize = (I.Width()+I.Height())*pick(0.5,0.6,0.7)
orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
spawn(1)
EB.orbit(src,orbitsize, pick(FALSE,TRUE), rand(10,25), pick(3,4,5,6,36))
/obj/singularity/energy_ball/Bump(atom/A)
dust_mobs(A)
/obj/singularity/energy_ball/Bumped(atom/A)
dust_mobs(A)
/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
C.dust()
return
/proc/get_closest_atom(type, list, source)
var/closest_atom
var/closest_distance
for(var/A in list)
if(!istype(A, type))
continue
var/distance = get_dist(source, A)
if(!closest_distance)
closest_distance = distance
closest_atom = A
else
if(closest_distance > distance)
closest_distance = distance
closest_atom = A
return closest_atom
/proc/tesla_zap(var/atom/source, zap_range = 3, power)
if(power < 500)
return
var/list/tesla_coils = list()
var/list/grounding_rods = list()
var/list/potential_machine_zaps = list()
var/list/potential_mob_zaps = list()
var/list/potential_structure_zaps = list()
var/closest_atom
for(var/atom/A in oview(source, zap_range))
if(istype(A, /obj/machinery/power/tesla_coil))
var/obj/machinery/power/tesla_coil/C = A
if(C.being_shocked)
continue
tesla_coils.Add(C)
continue
if(istype(A, /obj/machinery/power/grounding_rod))
var/obj/machinery/power/grounding_rod/R = A
grounding_rods.Add(R)
continue
if(istype(A, /obj/machinery))
var/obj/machinery/M = A
if(is_type_in_list(M, blacklisted_tesla_types))
continue
if(M.being_shocked)
continue
potential_machine_zaps.Add(M)
continue
if(istype(A, /obj/structure))
var/obj/structure/M = A
if(is_type_in_list(M, blacklisted_tesla_types))
continue
if(M.being_shocked)
continue
potential_structure_zaps.Add(M)
continue
if(istype(A, /mob/living))
var/mob/living/L = A
if(L.stat == DEAD)
continue
if(is_type_in_list(L, blacklisted_tesla_types))
continue
potential_mob_zaps.Add(L)
continue
closest_atom = get_closest_atom(/obj/machinery/power/tesla_coil, tesla_coils, source)
if(closest_atom && istype(closest_atom, /obj/machinery/power/tesla_coil))
var/obj/machinery/power/tesla_coil/C = closest_atom
source.Beam(C,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
C.tesla_act(power)
return
if(!closest_atom)
closest_atom = get_closest_atom(/obj/machinery/power/grounding_rod, grounding_rods, source)
if(closest_atom && istype(closest_atom, /obj/machinery/power/grounding_rod))
var/obj/machinery/power/grounding_rod/R = closest_atom
source.Beam(R,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
R.tesla_act(power)
return
if(!closest_atom)
closest_atom = get_closest_atom(/mob/living, potential_mob_zaps, source)
if(closest_atom && istype(closest_atom, /mob/living))
var/mob/living/L = closest_atom
var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5,5)
source.Beam(L,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
L.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
if(istype(L, /mob/living/silicon))
var/mob/living/silicon/S = L
S.emp_act(2)
tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
else
tesla_zap(L, 5, power / 1.5)
return
if(!closest_atom)
closest_atom = get_closest_atom(/obj/machinery, potential_machine_zaps, source)
if(closest_atom)
var/obj/machinery/M = closest_atom
source.Beam(M,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
M.tesla_act(power)
if(prob(85))
M.emp_act(2)
else
if(prob(50))
M.ex_act(3)
else
if(prob(90))
M.ex_act(2)
else
M.ex_act(1)
return
if(!closest_atom)
closest_atom = get_closest_atom(/obj/structure, potential_structure_zaps, source)
if(closest_atom)
var/obj/structure/S = closest_atom
source.Beam(S,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
S.tesla_act(power)
return