Porting tesla/electrocute code updates. (#12280)

* Porting tesla/electrocute code updates.

* Why is the dominator being insta-deleted by zaps a good idea?

* Yikes.

* ah
This commit is contained in:
Ghom
2020-05-18 01:35:17 +02:00
committed by GitHub
parent fa8351ebd1
commit 12ac08d7c5
35 changed files with 345 additions and 258 deletions
+8
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@@ -581,6 +581,14 @@
SEND_SIGNAL(src, COMSIG_ATOM_RCD_ACT, user, the_rcd, passed_mode)
return FALSE
/**
* Respond to a electric bolt action on our item
*
* Default behaviour is to return, we define here to allow for cleaner code later on
*/
/atom/proc/zap_act(power, zap_flags, shocked_targets)
return
/atom/proc/storage_contents_dump_act(obj/item/storage/src_object, mob/user)
if(GetComponent(/datum/component/storage))
return component_storage_contents_dump_act(src_object, user)
-3
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@@ -48,9 +48,6 @@
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/tesla_act()
qdel(src)
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
+4 -4
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@@ -522,11 +522,11 @@ Class Procs:
/obj/machinery/proc/can_be_overridden()
. = 1
/obj/machinery/tesla_act(power, tesla_flags, shocked_objects)
..()
if(prob(85) && (tesla_flags & TESLA_MACHINE_EXPLOSIVE))
/obj/machinery/zap_act(power, zap_flags, shocked_objects)
. = ..()
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
if(tesla_flags & TESLA_OBJ_DAMAGE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power/2000, BURN, "energy")
if(prob(40))
emp_act(EMP_LIGHT)
+1 -1
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@@ -433,7 +433,7 @@
H.visible_message("<span class='danger'>The defibrillator safely discharges the excessive charge into the floor!</span>")
return
var/mob/living/M = H.pulledby
if(M.electrocute_act(30, src))
if(M.electrocute_act(30, H))
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
M.emote("scream")
+6 -5
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@@ -232,15 +232,16 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
cut_overlay(GLOB.fire_overlay, TRUE)
SSfire_burning.processing -= src
/obj/proc/tesla_act(power, tesla_flags, shocked_targets)
/obj/zap_act(power, zap_flags, shocked_targets)
if(QDELETED(src))
return 0
obj_flags |= BEING_SHOCKED
var/power_bounced = power / 2
tesla_zap(src, 3, power_bounced, tesla_flags, shocked_targets)
addtimer(CALLBACK(src, .proc/reset_shocked), 10)
return power / 2
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
//Only tesla coils and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/tesla_buckle_check(var/strength)
//Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/zap_buckle_check(var/strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
+1 -1
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@@ -267,7 +267,7 @@
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 3, C.newavail() * 0.01, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN | TESLA_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock.
return ..()