Files
CHOMPStation2/code/modules/overmap/disperser/disperser_fire.dm
2020-04-16 21:31:49 -04:00

100 lines
3.0 KiB
Plaintext

/obj/machinery/computer/ship/disperser/proc/fire(mob/user)
log_and_message_admins("attempted to launch a disperser beam.")
if(!link_parts())
return FALSE //no disperser, no service
if(!front.powered() || !middle.powered() || !back.powered())
return FALSE //no power, no boom boom
var/chargetype = get_charge_type()
if(chargetype <= 0)
return FALSE //no dear, you cannot fire the captain out of a cannon... unless you put him in a box of course
var/atom/movable/atomcharge = get_charge()
var/turf/start = front
var/direction = front.dir
var/distance = 0
for(var/turf/T in getline(get_step(front,front.dir), get_target_turf(start, direction)))
distance++
if(T.density)
if(distance < 7)
explosion(T,1,2,3)
continue
else
T.ex_act(1)
for(var/atom/A in T)
if(A.density)
if(distance < 7)
explosion(A,1,2,3)
break
else
A.ex_act(1)
var/list/relevant_z = GetConnectedZlevels(start.z)
for(var/mob/M in global.player_list)
var/turf/T = get_turf(M)
if(!T || !(T.z in relevant_z))
continue
shake_camera(M, 25)
if(!isdeaf(M))
M << sound('sound/effects/explosionfar.ogg', volume=10)
if(front) //Meanwhile front might have exploded
front.layer = ABOVE_JUNK_LAYER //So the beam goes below us. Looks a lot better
playsound(start, 'sound/machines/disperser_fire.ogg', 100, 1)
handle_beam(start, direction)
handle_overbeam()
qdel(atomcharge)
//Some moron disregarded the cooldown warning. Let's blow in their face.
if(prob(cool_failchance()))
explosion(middle,rand(1,2),rand(2,3),rand(3,4))
next_shot = coolinterval + world.time
//Success, but we missed.
if(prob(100 - cal_accuracy()))
return TRUE
reset_calibration()
var/list/candidates = list()
for(var/obj/effect/overmap/event/O in get_step(linked, overmapdir))
candidates += O
//Way to waste a charge
if(!length(candidates))
return TRUE
var/obj/effect/overmap/event/finaltarget = pick(candidates)
log_and_message_admins("A type [chargetype] disperser beam was launched at [finaltarget].", location=finaltarget)
fire_at_event(finaltarget, chargetype)
return TRUE
/obj/machinery/computer/ship/disperser/proc/fire_at_event(obj/effect/overmap/event/finaltarget, chargetype)
if(chargetype & finaltarget.weaknesses)
var/turf/T = finaltarget.loc
qdel(finaltarget)
GLOB.overmap_event_handler.update_hazards(T)
/obj/machinery/computer/ship/disperser/proc/handle_beam(turf/start, direction)
set waitfor = FALSE
start.Beam(get_target_turf(start, direction), "bsa_beam", time = 50, maxdistance = world.maxx)
if(front)
front.layer = initial(front.layer)
/obj/machinery/computer/ship/disperser/proc/handle_overbeam()
set waitfor = FALSE
linked.Beam(get_step(linked, overmapdir), "bsa_beam", time = 150, maxdistance = world.maxx)
/obj/machinery/computer/ship/disperser/proc/get_target_turf(turf/start, direction)
switch(direction)
if(NORTH)
return locate(start.x,world.maxy,start.z)
if(SOUTH)
return locate(start.x,1,start.z)
if(WEST)
return locate(1,start.y,start.z)
if(EAST)
return locate(world.maxx,start.y,start.z)