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Paradise/code/modules/power/tesla/energy_ball.dm
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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/field/containment,
/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