initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,97 @@
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/obj/machinery/power/tesla_coil
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name = "tesla coil"
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desc = "For the union!"
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "coil"
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anchored = 0
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density = 1
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var/power_loss = 2
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var/input_power_multiplier = 1
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/obj/machinery/power/tesla_coil/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/tesla_coil(null)
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B.apply_default_parts(src)
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/obj/item/weapon/circuitboard/machine/tesla_coil
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name = "circuit board (Tesla Coil)"
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build_path = /obj/machinery/power/tesla_coil
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origin_tech = "programming=3;magnets=3;powerstorage=3"
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req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
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/obj/machinery/power/tesla_coil/RefreshParts()
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var/power_multiplier = 0
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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power_multiplier += C.rating
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input_power_multiplier = power_multiplier
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/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "coil", "coil", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_pry_open(W))
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return
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if(default_unfasten_wrench(user, W))
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if(!anchored)
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disconnect_from_network()
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else
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connect_to_network()
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return
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/tesla_coil/tesla_act(var/power)
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being_shocked = 1
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var/power_produced = power / power_loss
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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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addtimer(src, "reset_shocked", 10)
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/obj/machinery/power/grounding_rod
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name = "Grounding Rod"
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desc = "Keep an area from being fried from Edison's Bane."
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "grounding_rod"
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anchored = 0
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density = 1
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/obj/machinery/power/grounding_rod/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/grounding_rod(null)
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B.apply_default_parts(src)
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/obj/item/weapon/circuitboard/machine/grounding_rod
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name = "circuit board (Grounding Rod)"
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build_path = /obj/machinery/power/grounding_rod
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origin_tech = "programming=3;powerstorage=3;magnets=3;plasmatech=2"
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req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
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/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "grounding_rod", "grounding_rod", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_pry_open(W))
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return
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if(default_unfasten_wrench(user, W))
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return
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/grounding_rod/tesla_act(var/power)
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flick("coil_shock_1", src)
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@@ -0,0 +1,266 @@
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#define TESLA_DEFAULT_POWER 1738260
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#define TESLA_MINI_POWER 869130
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var/list/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
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/obj/machinery/power/emitter,
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/obj/machinery/field/generator,
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/mob/living/simple_animal,
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/obj/machinery/particle_accelerator/control_box,
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/obj/structure/particle_accelerator/fuel_chamber,
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/obj/structure/particle_accelerator/particle_emitter/center,
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/obj/structure/particle_accelerator/particle_emitter/left,
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/obj/structure/particle_accelerator/particle_emitter/right,
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/obj/structure/particle_accelerator/power_box,
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/obj/structure/particle_accelerator/end_cap,
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/obj/machinery/field/containment,
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/obj/structure/disposalpipe,
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/obj/structure/sign,
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/obj/machinery/gateway))
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/obj/singularity/energy_ball
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name = "energy ball"
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desc = "An energy ball."
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icon = 'icons/obj/tesla_engine/energy_ball.dmi'
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icon_state = "energy_ball"
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pixel_x = -32
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pixel_y = -32
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current_size = STAGE_TWO
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move_self = 1
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grav_pull = 0
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contained = 0
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density = 1
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energy = 0
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dissipate = 1
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dissipate_delay = 5
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dissipate_strength = 1
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var/list/orbiting_balls = list()
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var/produced_power
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var/energy_to_raise = 32
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var/energy_to_lower = -20
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/obj/singularity/energy_ball/Destroy()
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if(orbiting && istype(orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting
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EB.orbiting_balls -= src
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orbiting = null
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for(var/ball in orbiting_balls)
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var/obj/singularity/energy_ball/EB = ball
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qdel(EB)
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return ..()
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/obj/singularity/energy_ball/process()
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if(!orbiting)
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handle_energy()
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move_the_basket_ball(4 + orbiting_balls.len * 1.5)
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30)
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pixel_x = 0
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pixel_y = 0
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setDir(tesla_zap(src, 7, TESLA_DEFAULT_POWER))
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pixel_x = -32
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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)
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else
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energy = 0 // ensure we dont have miniballs of miniballs
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return
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/obj/singularity/energy_ball/examine(mob/user)
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..()
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if(orbiting_balls.len)
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user << "The amount of orbiting mini-balls is [orbiting_balls.len]."
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/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
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//we face the last thing we zapped, so this lets us favor that direction a bit
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var/first_move = dir
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for(var/i in 0 to move_amount)
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var/move_dir = pick(alldirs + first_move) //give the first move direction a bit of favoring.
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if(target && prob(60))
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move_dir = get_dir(src,target)
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var/turf/T = get_step(src, move_dir)
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if(can_move(T))
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loc = T
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/obj/singularity/energy_ball/proc/handle_energy()
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if(energy >= energy_to_raise)
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energy_to_lower = energy_to_raise - 20
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energy_to_raise = energy_to_raise * 1.25
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playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30)
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spawn(100)
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if (!loc)
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return
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var/obj/singularity/energy_ball/EB = new(loc)
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EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7)
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var/icon/I = icon(icon,icon_state,dir)
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var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8)
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orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25)
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EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
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else if(energy < energy_to_lower && orbiting_balls.len)
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energy_to_raise = energy_to_raise / 1.25
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energy_to_lower = (energy_to_raise / 1.25) - 20
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var/Orchiectomy_target = pick(orbiting_balls)
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qdel(Orchiectomy_target)
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else if(orbiting_balls.len)
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dissipate() //sing code has a much better system.
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/obj/singularity/energy_ball/Bump(atom/A)
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dust_mobs(A)
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/obj/singularity/energy_ball/Bumped(atom/A)
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dust_mobs(A)
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/obj/singularity/energy_ball/orbit(obj/singularity/energy_ball/target)
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if (istype(target))
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target.orbiting_balls += src
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poi_list -= src
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target.dissipate_strength = target.orbiting_balls.len
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. = ..()
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if (istype(target))
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target.orbiting_balls -= src
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target.dissipate_strength = target.orbiting_balls.len
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if (!loc)
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qdel(src)
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/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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C.dust()
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return
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/proc/tesla_zap(var/atom/source, zap_range = 3, power)
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. = source.dir
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if(power < 1000)
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return
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var/closest_dist = 0
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var/closest_atom
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var/obj/machinery/power/tesla_coil/closest_tesla_coil
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var/obj/machinery/power/grounding_rod/closest_grounding_rod
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var/mob/living/closest_mob
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var/obj/machinery/closest_machine
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var/obj/structure/closest_structure
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var/obj/effect/blob/closest_blob
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for(var/A in oview(source, zap_range+2))
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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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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !C.being_shocked)
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closest_dist = dist
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//we use both of these to save on istype and typecasting overhead later on
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//while still allowing common code to run before hand
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closest_tesla_coil = C
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closest_atom = C
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else if(closest_tesla_coil)
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continue //no need checking these other things
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else if(istype(A, /obj/machinery/power/grounding_rod))
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var/dist = get_dist(source, A)-2
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if(dist <= zap_range && (dist < closest_dist || !closest_grounding_rod))
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closest_grounding_rod = A
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closest_atom = A
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closest_dist = dist
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else if(closest_grounding_rod || is_type_in_typecache(A, blacklisted_tesla_types))
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continue
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else if(istype(A, /mob/living))
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var/dist = get_dist(source, A)
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var/mob/living/L = A
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if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD)
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closest_mob = L
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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continue
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else if(istype(A, /obj/machinery))
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var/obj/machinery/M = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_machine) && !M.being_shocked)
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closest_machine = M
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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continue
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else if(istype(A, /obj/effect/blob))
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var/obj/effect/blob/B = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !B.being_shocked)
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closest_blob = B
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closest_atom = A
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closest_dist = dist
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else if(closest_blob)
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continue
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else if(istype(A, /obj/structure))
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var/obj/structure/S = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !S.being_shocked)
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closest_structure = S
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closest_atom = A
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closest_dist = dist
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//Alright, we've done our loop, now lets see if was anything interesting in range
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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)]", icon='icons/effects/effects.dmi', time=5)
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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)
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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power)
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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)
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if(istype(closest_mob, /mob/living/silicon))
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var/mob/living/silicon/S = closest_mob
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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
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else
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tesla_zap(closest_mob, 5, power / 1.5)
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else if(closest_machine)
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closest_machine.tesla_act(power)
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else if(closest_blob)
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closest_blob.tesla_act(power)
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else if(closest_structure)
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closest_structure.tesla_act(power)
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@@ -0,0 +1,6 @@
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/obj/machinery/the_singularitygen/tesla
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name = "energy ball generator"
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desc = "Makes the wardenclyffe look like a child's plaything when shot with a particle accelerator."
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icon = 'icons/obj/tesla_engine/tesla_generator.dmi'
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icon_state = "TheSingGen"
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creation_type = /obj/singularity/energy_ball
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Reference in New Issue
Block a user