Hard upstream sync (#6951)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync * sync part 1 - underscore folders in code * controllers folder * datums folder * game folder * cmon, work * modules - admin to awaymissions * cargo to events * fields to lighting * mapping > ruins * rest of the code folder * rest of the folders in the root directory * DME * fixes compiling errors. it compiles so it works * readds map changes * fixes dogborg module select * fixes typo in moduleselect_alternate_icon filepath
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@@ -73,7 +73,7 @@
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if(user.a_intent == INTENT_GRAB && user_buckle_mob(user.pulling, user, check_loc = 0))
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return ..()
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/obj/machinery/power/tesla_coil/tesla_act(var/power)
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/obj/machinery/power/tesla_coil/tesla_act(power, tesla_flags, shocked_targets)
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if(anchored && !panel_open)
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obj_flags |= BEING_SHOCKED
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//don't lose arc power when it's not connected to anything
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@@ -82,7 +82,7 @@
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add_avail(power_produced*input_power_multiplier)
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flick("coilhit", src)
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playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_produced)
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tesla_zap(src, 5, power_produced, tesla_flags, shocked_targets)
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if(istype(linked_techweb))
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linked_techweb.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, min(power_produced, 1)) // x4 coils = ~240/m point bonus for R&D
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addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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@@ -110,14 +110,14 @@
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circuit = /obj/item/circuitboard/machine/tesla_coil/research
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power_loss = 20 // something something, high voltage + resistance
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/obj/machinery/power/tesla_coil/research/tesla_act(var/power)
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/obj/machinery/power/tesla_coil/research/tesla_act(power, tesla_flags, shocked_things)
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if(anchored && !panel_open)
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obj_flags |= BEING_SHOCKED
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var/power_produced = powernet ? power / power_loss : power
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add_avail(power_produced*input_power_multiplier)
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flick("rpcoilhit", src)
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playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_produced)
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tesla_zap(src, 5, power_produced, tesla_flags, shocked_things)
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if(istype(linked_techweb))
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linked_techweb.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, min(power_produced, 3)) // x4 coils with a pulse per second or so = ~720/m point bonus for R&D
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addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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@@ -66,7 +66,7 @@
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pixel_y = -32
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for (var/ball in orbiting_balls)
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var/range = rand(1, CLAMP(orbiting_balls.len, 3, 7))
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tesla_zap(ball, range, TESLA_MINI_POWER/7*range, TRUE)
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tesla_zap(ball, range, TESLA_MINI_POWER/7*range)
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else
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energy = 0 // ensure we dont have miniballs of miniballs
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@@ -159,7 +159,7 @@
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var/mob/living/carbon/C = A
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C.dust()
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/proc/tesla_zap(atom/source, zap_range = 3, power, explosive = FALSE, stun_mobs = TRUE)
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/proc/tesla_zap(atom/source, zap_range = 3, power, tesla_flags = TESLA_DEFAULT_FLAGS, list/shocked_targets)
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. = source.dir
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if(power < 1000)
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return
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@@ -193,6 +193,9 @@
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/obj/machinery/the_singularitygen/tesla))
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for(var/A in typecache_filter_multi_list_exclusion(oview(source, zap_range+2), things_to_shock, blacklisted_tesla_types))
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if(!(tesla_flags & TESLA_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A))
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continue
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if(istype(A, /obj/machinery/power/tesla_coil))
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var/dist = get_dist(source, A)
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var/obj/machinery/power/tesla_coil/C = A
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@@ -263,33 +266,35 @@
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if(closest_atom)
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//common stuff
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source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", time=5, maxdistance = INFINITY)
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if(!(tesla_flags & TESLA_ALLOW_DUPLICATES))
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LAZYSET(shocked_targets, closest_atom, TRUE)
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var/zapdir = get_dir(source, closest_atom)
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if(zapdir)
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. = zapdir
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//per type stuff:
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if(closest_tesla_coil)
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closest_tesla_coil.tesla_act(power, explosive, stun_mobs)
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closest_tesla_coil.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power, explosive, stun_mobs)
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closest_grounding_rod.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_mob)
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var/shock_damage = CLAMP(round(power/400), 10, 90) + rand(-5, 5)
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closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = stun_mobs)
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var/shock_damage = (tesla_flags & TESLA_MOB_DAMAGE)? (min(round(power/600), 90) + rand(-5, 5)) : 0
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closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = (tesla_flags & TESLA_MOB_STUN))
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if(issilicon(closest_mob))
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var/mob/living/silicon/S = closest_mob
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if(stun_mobs)
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if((tesla_flags & TESLA_MOB_STUN) && (tesla_flags & TESLA_MOB_DAMAGE))
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S.emp_act(EMP_LIGHT)
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tesla_zap(S, 7, power / 1.5, explosive, stun_mobs) // metallic folks bounce it further
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tesla_zap(S, 7, power / 1.5, tesla_flags, shocked_targets) // metallic folks bounce it further
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else
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tesla_zap(closest_mob, 5, power / 1.5, explosive, stun_mobs)
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tesla_zap(closest_mob, 5, power / 1.5, tesla_flags, shocked_targets)
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else if(closest_machine)
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closest_machine.tesla_act(power, explosive, stun_mobs)
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closest_machine.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_blob)
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closest_blob.tesla_act(power, explosive, stun_mobs)
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closest_blob.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_structure)
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closest_structure.tesla_act(power, explosive, stun_mobs)
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closest_structure.tesla_act(power, tesla_flags, shocked_targets)
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@@ -5,6 +5,6 @@
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icon_state = "TheSingGen"
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creation_type = /obj/singularity/energy_ball
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/obj/machinery/the_singularitygen/tesla/tesla_act(power, explosive = FALSE)
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if(explosive)
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/obj/machinery/the_singularitygen/tesla/tesla_act(power, tesla_flags)
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if(tesla_flags & TESLA_MACHINE_EXPLOSIVE)
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energy += power
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