mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 19:44:58 +01:00
Merge pull request #13258 from AndrewJacksonThe2nd/inventing_like_its_1891
Adds the Tesla Engine to the game.
This commit is contained in:
@@ -60,6 +60,7 @@
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item_state = "eng_hardsuit"
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/rcd)
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siemens_coefficient = 0
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var/obj/item/clothing/head/helmet/space/hardsuit/helmet
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action_button_name = "Toggle Helmet"
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var/helmettype = /obj/item/clothing/head/helmet/space/hardsuit
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@@ -80,7 +80,7 @@
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. = ..()
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/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, override = 0)
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/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, override = 0, tesla_shock = 0)
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shock_damage *= siemens_coeff
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if(shock_damage<1 && !override)
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return 0
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@@ -98,11 +98,13 @@
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jitteriness += 1000 //High numbers for violent convulsions
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do_jitter_animation(jitteriness)
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stuttering += 2
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Stun(2)
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if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
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Stun(2)
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spawn(20)
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jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
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Stun(3)
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Weaken(3)
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if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
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Stun(3)
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Weaken(3)
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if(override)
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return override
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else
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@@ -279,8 +279,19 @@
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spreadFire(AM)
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//Added a safety check in case you want to shock a human mob directly through electrocute_act.
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/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0)
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if(!safety)
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/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0)
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if(tesla_shock)
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var/total_coeff = 1
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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if(G.siemens_coefficient <= 0)
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total_coeff -= 0.5
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if(wear_suit)
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var/obj/item/clothing/suit/S = wear_suit
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if(S.siemens_coefficient <= 0)
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total_coeff -= 0.95
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siemens_coeff = total_coeff
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else if(!safety)
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var/gloves_siemens_coeff = 1
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var/species_siemens_coeff = 1
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if(gloves)
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@@ -294,7 +305,7 @@
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heart_attack = 0
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if(stat == CONSCIOUS)
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src << "<span class='notice'>You feel your heart beating again!</span>"
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. = ..(shock_damage,source,siemens_coeff,safety,override)
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. = ..(shock_damage,source,siemens_coeff,safety,override,tesla_shock)
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if(.)
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electrocution_animation(40)
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@@ -386,7 +386,7 @@ Sorry Giacom. Please don't be mad :(
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return 0
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/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0)
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/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0)
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return 0 //only carbon liveforms have this proc
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/mob/living/emp_act(severity)
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@@ -8,11 +8,12 @@
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density = 1
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use_power = 0
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var/energy = 0
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var/creation_type = /obj/singularity
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/obj/machinery/the_singularitygen/process()
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var/turf/T = get_turf(src)
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if(src.energy >= 200)
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new /obj/singularity/(T, 50)
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new creation_type(T, 50)
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if(src) qdel(src)
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/obj/machinery/the_singularitygen/attackby(obj/item/W, mob/user, params)
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@@ -0,0 +1,83 @@
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/obj/machinery/power/tesla_coil
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name = "tesla coil"
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desc = "For the union!"
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "coil"
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anchored = 0
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density = 1
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var/power_loss = 2
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var/input_power_multiplier = 1
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/obj/machinery/power/tesla_coil/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/tesla_coil(null)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
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RefreshParts()
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/obj/machinery/power/tesla_coil/RefreshParts()
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var/power_multiplier = 0
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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power_multiplier += C.rating
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input_power_multiplier = power_multiplier
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/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "coil", "coil", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_pry_open(W))
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return
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if(default_unfasten_wrench(user, W))
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if(!anchored)
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disconnect_from_network()
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else
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connect_to_network()
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return
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default_deconstruction_crowbar(W)
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/obj/machinery/power/tesla_coil/tesla_act(var/power)
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being_shocked = 1
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var/power_produced = power / power_loss
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add_avail(power_produced*input_power_multiplier)
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flick("coilhit", src)
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tesla_zap(src, 5, power_produced)
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spawn(10)
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being_shocked = 0
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/obj/machinery/power/grounding_rod
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name = "Grounding Rod"
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desc = "Keep an area from being fried from Edison's Bane."
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "grounding_rod"
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anchored = 0
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density = 1
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/obj/machinery/power/grounding_rod/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/grounding_rod(null)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
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RefreshParts()
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/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "grounding_rod", "grounding_rod", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_pry_open(W))
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return
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if(default_unfasten_wrench(user, W))
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return
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default_deconstruction_crowbar(W)
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/obj/machinery/power/grounding_rod/tesla_act(var/power)
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flick("coil_shock_1", src)
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@@ -0,0 +1,203 @@
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#define TESLA_DEFAULT_POWER 3476520
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#define TESLA_MINI_POWER 1738260
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var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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/obj/machinery/power/emitter,
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/obj/machinery/field/generator,
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/mob/living/simple_animal,
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/obj/machinery/particle_accelerator/control_box,
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/obj/structure/particle_accelerator/fuel_chamber,
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/obj/structure/particle_accelerator/particle_emitter/center,
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/obj/structure/particle_accelerator/particle_emitter/left,
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/obj/structure/particle_accelerator/particle_emitter/right,
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/obj/structure/particle_accelerator/power_box,
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/obj/structure/particle_accelerator/end_cap,
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/obj/machinery/field/containment,
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/obj/structure/disposalpipe)
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/obj/singularity/energy_ball
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name = "energy eall"
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desc = "An energy ball."
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icon = 'icons/obj/tesla_engine/energy_ball.dmi'
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icon_state = "energy_ball"
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pixel_x = -32
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pixel_y = -32
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current_size = STAGE_TWO
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move_self = 1
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grav_pull = 0
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contained = 0
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density = 1
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var/list/orbiting_balls = list()
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var/produced_power
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var/is_orbiting
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/obj/singularity/energy_ball/Destroy()
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for(var/obj/singularity/energy_ball/EB in orbiting_balls)
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qdel(EB)
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..()
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/obj/singularity/energy_ball/process()
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if(!is_orbiting)
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handle_energy()
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var/amount_to_move = 2 + orbiting_balls.len * 2
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move_the_basket_ball(amount_to_move)
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pixel_x = 0
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pixel_y = 0
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tesla_zap(src, 7, TESLA_DEFAULT_POWER)
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pixel_x = -32
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pixel_y = -32
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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
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else
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tesla_zap(src, 7, TESLA_MINI_POWER)
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energy = 0 // ensure we dont have miniballs of miniballs
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return
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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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/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
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for(var/i = 0, i < move_amount, i++)
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var/move_dir = pick(alldirs)
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var/turf/T = get_step(src,move_dir)
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if(can_move(T))
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loc = get_step(src,move_dir)
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/obj/singularity/energy_ball/proc/handle_energy()
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if(energy >= 300)
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energy = 0
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var/obj/singularity/energy_ball/EB = new(loc)
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orbiting_balls.Add(EB)
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EB.transform *= pick(0.3,0.4,0.5,0.6,0.7)
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EB.is_orbiting = 1
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var/icon/I = icon(icon,icon_state,dir)
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var/orbitsize = (I.Width()+I.Height())*pick(0.5,0.6,0.7)
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orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
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spawn(1)
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EB.orbit(src,orbitsize, pick(FALSE,TRUE), rand(10,25), pick(3,4,5,6,36))
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/obj/singularity/energy_ball/Bump(atom/A)
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dust_mobs(A)
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/obj/singularity/energy_ball/Bumped(atom/A)
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dust_mobs(A)
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/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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C.dust()
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return
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/proc/get_closest_atom(type, list, source)
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var/closest_atom
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var/closest_distance
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for(var/A in list)
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if(!istype(A, type))
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continue
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var/distance = get_dist(source, A)
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if(!closest_distance)
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closest_distance = distance
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closest_atom = A
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else
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if(closest_distance > distance)
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closest_distance = distance
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closest_atom = A
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return closest_atom
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/proc/tesla_zap(var/atom/source, zap_range = 3, power)
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if(power < 1000)
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return
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var/list/tesla_coils = list()
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var/list/grounding_rods = list()
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var/list/potential_machine_zaps = list()
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var/list/potential_mob_zaps = list()
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var/list/potential_structure_zaps = list()
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var/closest_atom
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for(var/atom/A in oview(source, zap_range))
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if(istype(A, /obj/machinery/power/tesla_coil))
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var/obj/machinery/power/tesla_coil/C = A
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if(C.being_shocked)
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continue
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tesla_coils.Add(C)
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continue
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if(istype(A, /obj/machinery/power/grounding_rod))
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var/obj/machinery/power/grounding_rod/R = A
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grounding_rods.Add(R)
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continue
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if(istype(A, /obj/machinery))
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var/obj/machinery/M = A
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if(is_type_in_list(M, blacklisted_tesla_types))
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continue
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if(M.being_shocked)
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continue
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potential_machine_zaps.Add(M)
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continue
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if(istype(A, /obj/structure))
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var/obj/structure/M = A
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if(is_type_in_list(M, blacklisted_tesla_types))
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continue
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if(M.being_shocked)
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continue
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potential_structure_zaps.Add(M)
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continue
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if(istype(A, /mob/living))
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var/mob/living/L = A
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if(L.stat == DEAD)
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continue
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if(is_type_in_list(L, blacklisted_tesla_types))
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continue
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potential_mob_zaps.Add(L)
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continue
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closest_atom = get_closest_atom(/obj/machinery/power/tesla_coil, tesla_coils, source)
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if(closest_atom && istype(closest_atom, /obj/machinery/power/tesla_coil))
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var/obj/machinery/power/tesla_coil/C = closest_atom
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source.Beam(C,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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C.tesla_act(power)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/machinery/power/grounding_rod, grounding_rods, source)
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if(closest_atom && istype(closest_atom, /obj/machinery/power/grounding_rod))
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var/obj/machinery/power/grounding_rod/R = closest_atom
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source.Beam(R,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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R.tesla_act(power)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/mob/living, potential_mob_zaps, source)
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if(closest_atom && istype(closest_atom, /mob/living))
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var/mob/living/L = closest_atom
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var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5,5)
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source.Beam(L,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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L.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
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if(istype(L, /mob/living/silicon))
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var/mob/living/silicon/S = L
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S.emp_act(2)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/machinery, potential_machine_zaps, source)
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if(closest_atom)
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var/obj/machinery/M = closest_atom
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source.Beam(M,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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M.tesla_act(power)
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if(prob(85))
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M.emp_act(2)
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else
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if(prob(50))
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M.ex_act(3)
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else
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if(prob(90))
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M.ex_act(2)
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else
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M.ex_act(1)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/structure, potential_structure_zaps, source)
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if(closest_atom)
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var/obj/structure/S = closest_atom
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source.Beam(S,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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S.tesla_act(power)
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return
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@@ -0,0 +1,6 @@
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/obj/machinery/the_singularitygen/tesla
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name = "energy ball generator"
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desc = "Makes the wardenclyffe look like a child's plaything when shot with a particle accelerator."
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icon = 'icons/obj/tesla_engine/tesla_generator.dmi'
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icon_state = "TheSingGen"
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creation_type = /obj/singularity/energy_ball
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@@ -452,3 +452,23 @@
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materials = list(MAT_GLASS = 1000, "sacid" = 20)
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build_path = /obj/item/weapon/circuitboard/mining_equipment_vendor
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category = list ("Misc. Machinery")
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/datum/design/tesla_coil
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name = "Machine Design (Tesla Coil Board)"
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desc = "The circuit board for a tesla coil."
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id = "tesla_coil"
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req_tech = list("programming" = 1)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 1000, "sacid" = 20)
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build_path = /obj/item/weapon/circuitboard/tesla_coil
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category = list ("Misc. Machinery")
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/datum/design/grounding_rod
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name = "Machine Design (Grounding Rod Board)"
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desc = "The circuit board for a grounding rod."
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id = "grounding_rod"
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req_tech = list("programming" = 1)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 1000, "sacid" = 20)
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build_path = /obj/item/weapon/circuitboard/grounding_rod
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category = list ("Misc. Machinery")
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