Files
Bubberstation/code/modules/power/tesla/coil.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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/obj/machinery/power/energy_accumulator/tesla_coil
name = "tesla coil"
desc = "For the union!"
icon = 'icons/obj/machines/engine/tesla_coil.dmi'
icon_state = "coil0"
// Executing a traitor caught releasing tesla was never this fun!
can_buckle = TRUE
buckle_lying = 0
buckle_requires_restraints = TRUE
can_change_cable_layer = TRUE
circuit = /obj/item/circuitboard/machine/tesla_coil
///Flags of the zap that the coil releases when the wire is pulsed
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
///Multiplier for power conversion
var/input_power_multiplier = 1
///Cooldown between pulsed zaps
var/zap_cooldown = 100
///Reference to the last zap done
var/last_zap = 0
//Variables to calculate sound based on stored_energy to give engineers an audioclue of the magnitude of energy production.
///Calculated range of zap sounds based on power
var/zap_sound_range = 0
///Calculated volume of zap sounds based on power
var/zap_sound_volume = 0
/obj/machinery/power/energy_accumulator/tesla_coil/anchored
anchored = TRUE
/obj/machinery/power/energy_accumulator/tesla_coil/Initialize(mapload)
. = ..()
set_wires(new /datum/wires/tesla_coil(src))
/obj/machinery/power/energy_accumulator/tesla_coil/cable_layer_act(mob/living/user, obj/item/tool)
if(panel_open)
return NONE
if(anchored)
balloon_alert(user, "unanchor first!")
return ITEM_INTERACT_BLOCKING
return ..()
/obj/machinery/power/energy_accumulator/tesla_coil/RefreshParts()
. = ..()
var/power_multiplier = 0
zap_cooldown = 100
for(var/datum/stock_part/capacitor/capacitor in component_parts)
power_multiplier += capacitor.tier
zap_cooldown -= (capacitor.tier * 20)
input_power_multiplier = max(1 * (power_multiplier / 8), 0.25) //Max out at 50% efficency.
/obj/machinery/power/energy_accumulator/tesla_coil/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads:<br>" + \
"Power generation at <b>[input_power_multiplier*100]%</b>.<br>" + \
"Shock interval at <b>[zap_cooldown*0.1]</b> seconds.<br>" + \
"Stored <b>[display_energy(get_stored_joules())]</b>.<br>" + \
"Processing <b>[display_power(processed_energy)]</b>.")
/obj/machinery/power/energy_accumulator/tesla_coil/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "coil_open[anchored]"
else
icon_state = "coil[anchored]"
update_cable_icons_on_turf(get_turf(src))
/obj/machinery/power/energy_accumulator/tesla_coil/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/obj/machinery/power/energy_accumulator/tesla_coil/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(default_deconstruction_screwdriver(user, "coil_open[anchored]", "coil[anchored]", W))
return
if(default_deconstruction_crowbar(W))
return
if(is_wire_tool(W) && panel_open)
wires.interact(user)
return
return ..()
/obj/machinery/power/energy_accumulator/tesla_coil/process(seconds_per_tick)
. = ..()
zap_sound_volume = min(energy_to_power(processed_energy) / (4 KILO WATTS), 100) // 1 sound volume per 4kW.
zap_sound_range = min(energy_to_power(processed_energy) / (80 KILO WATTS), 10) // 1 sound range per 80kW.
/obj/machinery/power/energy_accumulator/tesla_coil/zap_act(power, zap_flags)
if(!anchored || panel_open)
return ..()
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
flick("coilhit", src)
if(!(zap_flags & ZAP_GENERATES_POWER)) //Prevent infinite recursive power
return 0
if(zap_flags & ZAP_LOW_POWER_GEN)
power /= 10
zap_buckle_check(power)
var/power_removed = powernet ? power * input_power_multiplier : power
stored_energy += max(power_removed, 0)
return max(power - power_removed, 0) //You get back the amount we didn't use
/obj/machinery/power/energy_accumulator/tesla_coil/proc/zap()
if((last_zap + zap_cooldown) > world.time || !powernet)
return FALSE
last_zap = world.time
var/power = (powernet.avail) * 0.2 * input_power_multiplier //Always always always use more then you output for the love of god
power = min(surplus(), power) //Take the smaller of the two
add_load(power)
playsound(src.loc, 'sound/effects/magic/lightningshock.ogg', zap_sound_volume, TRUE, zap_sound_range)
tesla_zap(source = src, zap_range = 10, power = power, cutoff = 1e3, zap_flags = zap_flags)
zap_buckle_check(power)
/obj/machinery/power/energy_accumulator/grounding_rod
name = "grounding rod"
desc = "Keeps an area from being fried by Edison's Bane."
icon = 'icons/obj/machines/engine/tesla_coil.dmi'
icon_state = "grounding_rod0"
anchored = FALSE
density = TRUE
wants_powernet = FALSE
circuit = /obj/item/circuitboard/machine/grounding_rod
can_buckle = TRUE
buckle_lying = 0
buckle_requires_restraints = TRUE
/obj/machinery/power/energy_accumulator/grounding_rod/anchored
anchored = TRUE
/obj/machinery/power/energy_accumulator/grounding_rod/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads:<br>" + \
"Recently grounded <b>[display_energy(get_stored_joules())]</b>.<br>" + \
"This energy would sustainably release <b>[display_power(calculate_sustainable_power(), convert = FALSE)]</b>.")
/obj/machinery/power/energy_accumulator/grounding_rod/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "grounding_rod_open[anchored]"
else
icon_state = "grounding_rod[anchored]"
/obj/machinery/power/energy_accumulator/grounding_rod/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/obj/machinery/power/energy_accumulator/grounding_rod/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(default_deconstruction_screwdriver(user, "grounding_rod_open[anchored]", "grounding_rod[anchored]", W))
return
if(default_deconstruction_crowbar(W))
return
return ..()
/obj/machinery/power/energy_accumulator/grounding_rod/zap_act(energy, zap_flags)
if(anchored && !panel_open)
flick("grounding_rodhit", src)
zap_buckle_check(energy)
stored_energy += energy
return 0
else
. = ..()
/obj/machinery/power/energy_accumulator/grounding_rod/release_energy(joules = 0)
stored_energy -= joules
processed_energy = joules
return FALSE //Grounding rods don't release energy to the grid.