Files
VOREStation/code/modules/overmap/disperser/disperser_fire.dm
T
Cameron Lennox 84dc5535dc var/global/list -> GLOB. conversion (#17928)
* 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>
2025-07-14 20:14:31 +02:00

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/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 GLOB.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].")
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)