Optimizes tesla_zap, adds fuel tank tesla_act, misc tesla changes

This commit is contained in:
MrStonedOne
2016-02-07 17:34:52 -08:00
parent 22d408fd4b
commit eef4f4d534
4 changed files with 154 additions and 119 deletions
+18
View File
@@ -1220,3 +1220,21 @@ B --><-- A
for(var/atom/location = A.loc, location, location = location.loc)
if(location == src)
return 1
/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
+13 -1
View File
@@ -412,4 +412,16 @@ Class Procs:
if (hclient.client.mob && hclient.client.mob.machine == src) hclient.client.mob.unset_machine()
/obj/machinery/proc/can_be_overridden()
. = 1
. = 1
/obj/machinery/tesla_act(var/power)
..()
if(prob(85))
emp_act(2)
else if(prob(50))
ex_act(3)
else if(prob(90))
ex_act(2)
else
ex_act(1)
+109 -110
View File
@@ -28,44 +28,44 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
grav_pull = 0
contained = 0
density = 1
var/list/orbiting_balls = list()
var/produced_power
var/energy_to_raise = 100
var/energy_to_lower = -10
var/energy_to_raise = 32
var/energy_to_lower = -20
/obj/singularity/energy_ball/Destroy()
if (orbiting && istype(orbiting, /obj/singularity/energy_ball))
if(orbiting && istype(orbiting, /obj/singularity/energy_ball))
var/obj/singularity/energy_ball/EB = orbiting
EB.orbiting_balls -= src
orbiting = null
for(var/ball in orbiting_balls)
var/obj/singularity/energy_ball/EB = ball
qdel(EB)
return ..()
/obj/singularity/energy_ball/process()
if(orbiting)
if(!orbiting)
handle_energy()
move_the_basket_ball(2 + orbiting_balls.len * 2)
playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 15)
pixel_x = 0
pixel_y = 0
dir = tesla_zap(src, 7, TESLA_DEFAULT_POWER)
pixel_x = -32
pixel_y = -32
for (var/ball in orbiting_balls)
tesla_zap(ball, rand(1, Clamp(orbiting_balls.len, 3, 7)), TESLA_MINI_POWER)
else
energy = 0 // ensure we dont have miniballs of miniballs
return
/obj/singularity/energy_ball/examine(mob/user)
@@ -85,28 +85,28 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
/obj/singularity/energy_ball/proc/handle_energy()
if(energy >= energy_to_raise)
energy_to_lower = energy_to_raise - 10
energy_to_lower = energy_to_raise - 20
energy_to_raise += energy_to_raise
playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 15)
spawn(100)
var/obj/singularity/energy_ball/EB = new(loc)
EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7)
var/icon/I = icon(icon,icon_state,dir)
var/orbitsize = (I.Width() + I.Height()) * pick(0.5, 0.6, 0.7)
var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8)
orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25)
EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
else if(energy < energy_to_lower && orbiting_balls.len)
energy_to_raise = energy_to_raise * 0.5
energy_to_lower = (energy_to_raise * 0.5) - 10
energy_to_lower = (energy_to_raise * 0.5) - 20
var/Orchiectomy_target = pick(orbiting_balls)
qdel(Orchiectomy_target)
else if(orbiting_balls.len)
energy -= orbiting_balls.len
@@ -120,9 +120,9 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
if (istype(target))
target.orbiting_balls += src
poi_list -= src
. = ..()
if (istype(target))
target.orbiting_balls -= src
@@ -132,106 +132,105 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
C.dust()
return
/proc/get_closest_atom(list, source, typetocheck)
var/closest_atom
var/closest_distance
for(var/A in list)
if (typetocheck && !istype(A, typetocheck))
continue
var/distance = get_dist(source, A)
if(!closest_atom || closest_distance > distance)
closest_distance = distance
closest_atom = A
return closest_atom
/proc/tesla_zap(var/atom/source, zap_range = 3, power)
. = source.dir
if(power < 1000)
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_dist = 0
var/closest_atom
for(var/atom/A in oview(source, zap_range))
var/obj/machinery/power/tesla_coil/closest_tesla_coil
var/obj/machinery/power/grounding_rod/closest_grounding_rod
var/mob/living/closest_mob
var/obj/machinery/closest_machine
var/obj/structure/closest_structure
for(var/A in oview(source, zap_range))
if(istype(A, /obj/machinery/power/tesla_coil))
var/dist = get_dist(source, A)
var/obj/machinery/power/tesla_coil/C = A
if(!C.being_shocked)
tesla_coils += C
if((dist < closest_dist || !closest_tesla_coil) && !C.being_shocked)
closest_dist = dist
//we use both of these to save on istype and typecasting overhead later on
//while still allowing common code to run before hand
closest_tesla_coil = C
closest_atom = C
else if(closest_tesla_coil)
continue //no need checking these other things
else if(istype(A, /obj/machinery/power/grounding_rod))
var/obj/machinery/power/grounding_rod/R = A
grounding_rods += R
var/dist = get_dist(source, A)
if(dist < closest_dist || !closest_grounding_rod)
closest_grounding_rod = A
closest_atom = A
closest_dist = dist
else if(closest_grounding_rod || is_type_in_list(A, blacklisted_tesla_types))
continue
else if(istype(A, /mob/living))
var/dist = get_dist(source, A)
var/mob/living/L = A
if((dist < closest_dist || !closest_mob) && L.stat != DEAD)
closest_mob = L
closest_atom = A
closest_dist = dist
else if(closest_mob)
continue
else if(istype(A, /obj/machinery))
var/obj/machinery/M = A
if(!is_type_in_list(M, blacklisted_tesla_types) && !M.being_shocked)
potential_machine_zaps += M
var/dist = get_dist(source, A)
if((dist < closest_dist || !closest_machine) && !M.being_shocked)
closest_machine = M
closest_atom = A
closest_dist = dist
else if(closest_mob)
continue
else if(istype(A, /obj/structure))
var/obj/structure/M = A
if(!is_type_in_list(M, blacklisted_tesla_types) && !M.being_shocked)
potential_structure_zaps += M
else if(istype(A, /mob/living))
var/mob/living/L = A
if(!is_type_in_list(L, blacklisted_tesla_types) && L.stat != DEAD)
potential_mob_zaps += L
var/obj/structure/S = A
var/dist = get_dist(source, A)
if((dist < closest_dist || !closest_tesla_coil) && !S.being_shocked)
closest_structure = S
closest_atom = A
closest_dist = dist
closest_atom = get_closest_atom(tesla_coils, source)
if(closest_atom)
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)
if(!closest_atom)
closest_atom = get_closest_atom(grounding_rods, source)
if(closest_atom)
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)
if(!closest_atom)
closest_atom = get_closest_atom(potential_mob_zaps, source)
if(closest_atom)
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)
if(!closest_atom)
closest_atom = get_closest_atom(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)
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)
//Alright, we've done our loop, now lets see if was anything interesting in range
if(closest_atom)
//common stuff
source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", icon='icons/effects/effects.dmi', time=5)
var/zapdir = get_dir(source, closest_atom)
if (zapdir)
. = zapdir
if(zapdir)
. = closest_atom
//per type stuff:
if(closest_tesla_coil)
closest_tesla_coil.tesla_act(power)
else if(closest_grounding_rod)
closest_grounding_rod.tesla_act(power)
else if(closest_mob)
var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5, 5)
closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
if(istype(closest_mob, /mob/living/silicon))
var/mob/living/silicon/S = closest_mob
S.emp_act(2)
tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
else
tesla_zap(closest_mob, 5, power / 1.5)
else if(closest_machine)
closest_machine.tesla_act(power)
else if(closest_structure)
closest_structure.tesla_act(power)
+14 -8
View File
@@ -91,22 +91,28 @@
return
message_admins("[key_name_admin(Proj.firer)] triggered a fueltank explosion.")
log_game("[key_name(Proj.firer)] triggered a fueltank explosion.")
explosion(src.loc,-1,0,2, flame_range = 2)
boom()
/obj/structure/reagent_dispensers/fueltank/blob_act()
/obj/structure/reagent_dispensers/fueltank/proc/boom()
explosion(src.loc,0,1,5,7,10, flame_range = 5)
/obj/structure/reagent_dispensers/fueltank/ex_act()
explosion(src.loc,-1,0,2, flame_range = 2)
if(src)
qdel(src)
/obj/structure/reagent_dispensers/fueltank/blob_act()
boom()
/obj/structure/reagent_dispensers/fueltank/ex_act()
boom()
/obj/structure/reagent_dispensers/fueltank/fire_act()
blob_act() //saving a few lines of copypasta
boom()
/obj/structure/reagent_dispensers/fueltank/tesla_act()
..() //extend the zap
boom()
/obj/structure/reagent_dispensers/peppertank
name = "Pepper Spray Refiller"