Currently the tesla ball only loses energy until it runs out of orbiting mini-balls, then sticks around forever. This makes it keep losing energy until it dissipates.
Grounding rods that are anchored can be struck two turfs farther away than unanchored. This makes it possible to leapfrog towards a tesla because an unanchored one can be protected in the "shadow" of the anchored one.
* Adds "typecache" utility functions. A fast way to filter lists by type.
Ported from TG
* Ports the "orbit" feature and subsystem from TG
* Adds a feature that allows mobs and objs to "orbit" around some atom. They literally are moved around in circles. See the `orbit` proc in orbit.dm.
* Adds a subsystem that processes the actual movement of orbiting items.
* Adds utility methods for common machinery behavior.
* Adds default_unfasten_wrench which handles the standard anchor/unanchor behavior of wrenches being used on machines. Together with the other default_x_tool machinery procs we can eliminate having that code duplicated in dozens of places!
* Adds is_wire_tool proc to easily detect when a machine is hit with a tool that should open its wires UI (if it has one).
Based on ideas from Paradise, with improvements for us.
* Implements the Tesla Engine
Ported from a mixture of TG and Paradise code and assets: Edison's Bane
Includes the tesla energy ball itself, the generator that makes it, tesla coils, grounding rods, the circuits and frames to build them.
* Switch dusting to zapping on impact and spin better
Ported /tg SpinAnimation which supports more than triangles.