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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
101 lines
3.0 KiB
Plaintext
101 lines
3.0 KiB
Plaintext
/obj/machinery/computer/ship/disperser/proc/fire(mob/user)
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log_and_message_admins("attempted to launch a disperser beam.")
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if(!link_parts())
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return FALSE //no disperser, no service
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if(!front.powered() || !middle.powered() || !back.powered())
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return FALSE //no power, no boom boom
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var/chargetype = get_charge_type()
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if(chargetype <= 0)
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return FALSE //no dear, you cannot fire the captain out of a cannon... unless you put him in a box of course
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var/atom/movable/atomcharge = get_charge()
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var/turf/start = front
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var/direction = front.dir
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var/distance = 0
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for(var/turf/T in getline(get_step(front,front.dir), get_target_turf(start, direction)))
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distance++
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if(T.density)
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if(distance < 7)
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explosion(T,1,2,3)
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continue
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else
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T.ex_act(1)
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for(var/atom/A in T)
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if(A.density)
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if(distance < 7)
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explosion(A,1,2,3)
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break
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else
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A.ex_act(1)
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var/list/relevant_z = GetConnectedZlevels(start.z)
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for(var/mob/M in GLOB.player_list)
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var/turf/T = get_turf(M)
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if(!T || !(T.z in relevant_z))
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continue
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shake_camera(M, 25)
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if(!isdeaf(M))
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M << sound('sound/effects/explosionfar.ogg', volume=10)
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if(front) //Meanwhile front might have exploded
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front.layer = ABOVE_JUNK_LAYER //So the beam goes below us. Looks a lot better
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playsound(start, 'sound/machines/disperser_fire.ogg', 100, 1)
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handle_beam(start, direction)
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handle_overbeam()
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qdel(atomcharge)
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//Some moron disregarded the cooldown warning. Let's blow in their face.
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if(prob(cool_failchance()))
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explosion(middle,rand(1,2),rand(2,3),rand(3,4))
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next_shot = coolinterval + world.time
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//Success, but we missed.
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if(prob(100 - cal_accuracy()))
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return TRUE
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reset_calibration()
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var/list/candidates = list()
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for(var/obj/effect/overmap/event/O in get_step(linked, overmapdir))
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candidates += O
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//Way to waste a charge
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if(!length(candidates))
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return TRUE
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var/obj/effect/overmap/event/finaltarget = pick(candidates)
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log_and_message_admins("A type [chargetype] disperser beam was launched at [finaltarget].")
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fire_at_event(finaltarget, chargetype)
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return TRUE
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/obj/machinery/computer/ship/disperser/proc/fire_at_event(obj/effect/overmap/event/finaltarget, chargetype)
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if(chargetype & finaltarget.weaknesses)
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var/turf/T = finaltarget.loc
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qdel(finaltarget)
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GLOB.overmap_event_handler.update_hazards(T)
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/obj/machinery/computer/ship/disperser/proc/handle_beam(turf/start, direction)
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set waitfor = FALSE
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start.Beam(get_target_turf(start, direction), "bsa_beam", time = 50, maxdistance = world.maxx)
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if(front)
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front.layer = initial(front.layer)
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/obj/machinery/computer/ship/disperser/proc/handle_overbeam()
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set waitfor = FALSE
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linked.Beam(get_step(linked, overmapdir), "bsa_beam", time = 150, maxdistance = world.maxx)
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/obj/machinery/computer/ship/disperser/proc/get_target_turf(turf/start, direction)
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switch(direction)
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if(NORTH)
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return locate(start.x,world.maxy,start.z)
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if(SOUTH)
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return locate(start.x,1,start.z)
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if(WEST)
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return locate(1,start.y,start.z)
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if(EAST)
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return locate(world.maxx,start.y,start.z)
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