#define TESLA_DEFAULT_POWER 1738260 #define TESLA_MINI_POWER 869130 /obj/singularity/energy_ball name = "energy ball" desc = "An energy ball." icon = 'icons/obj/tesla_engine/energy_ball.dmi' icon_state = "energy_ball" pixel_x = -32 pixel_y = -32 current_size = STAGE_TWO move_self = 1 grav_pull = 0 contained = 0 density = TRUE energy = 0 dissipate = 1 dissipate_delay = 5 dissipate_strength = 1 var/list/orbiting_balls = list() var/miniball = FALSE var/produced_power var/energy_to_raise = 32 var/energy_to_lower = -20 /obj/singularity/energy_ball/Initialize(mapload, starting_energy = 50, is_miniball = FALSE) miniball = is_miniball . = ..() if(!is_miniball) set_light(10, 7, "#EEEEFF") /obj/singularity/energy_ball/ex_act(severity, target) return /obj/singularity/energy_ball/Destroy() if(orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball)) var/obj/singularity/energy_ball/EB = orbiting.orbiting EB.orbiting_balls -= src for(var/ball in orbiting_balls) var/obj/singularity/energy_ball/EB = ball qdel(EB) . = ..() /obj/singularity/energy_ball/admin_investigate_setup() if(miniball) return //don't annnounce miniballs ..() /obj/singularity/energy_ball/process() if(!orbiting) handle_energy() move_the_basket_ball(4 + orbiting_balls.len * 1.5) playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30) pixel_x = 0 pixel_y = 0 tesla_zap(src, 7, TESLA_DEFAULT_POWER, TRUE) pixel_x = -32 pixel_y = -32 for (var/ball in orbiting_balls) var/range = rand(1, CLAMP(orbiting_balls.len, 3, 7)) tesla_zap(ball, range, TESLA_MINI_POWER/7*range) else energy = 0 // ensure we dont have miniballs of miniballs /obj/singularity/energy_ball/examine(mob/user) ..() if(orbiting_balls.len) to_chat(user, "The amount of orbiting mini-balls is [orbiting_balls.len].") /obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount) //we face the last thing we zapped, so this lets us favor that direction a bit var/move_bias = pick(GLOB.alldirs) for(var/i in 0 to move_amount) var/move_dir = pick(GLOB.alldirs + move_bias) //ensures large-ball teslas don't just sit around if(target && prob(10)) move_dir = get_dir(src,target) var/turf/T = get_step(src, move_dir) if(can_move(T)) forceMove(T) setDir(move_dir) for(var/mob/living/carbon/C in loc) dust_mobs(C) /obj/singularity/energy_ball/proc/handle_energy() if(energy >= energy_to_raise) energy_to_lower = energy_to_raise - 20 energy_to_raise = energy_to_raise * 1.25 playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30) addtimer(CALLBACK(src, .proc/new_mini_ball), 100) else if(energy < energy_to_lower && orbiting_balls.len) energy_to_raise = energy_to_raise / 1.25 energy_to_lower = (energy_to_raise / 1.25) - 20 var/Orchiectomy_target = pick(orbiting_balls) qdel(Orchiectomy_target) else if(orbiting_balls.len) dissipate() //sing code has a much better system. /obj/singularity/energy_ball/proc/new_mini_ball() if(!loc) return var/obj/singularity/energy_ball/EB = new(loc, 0, TRUE) EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7) var/icon/I = icon(icon,icon_state,dir) var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8) orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25) EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36)) /obj/singularity/energy_ball/Bump(atom/A) dust_mobs(A) /obj/singularity/energy_ball/Bumped(atom/movable/AM) dust_mobs(AM) /obj/singularity/energy_ball/attack_tk(mob/user) if(iscarbon(user)) var/mob/living/carbon/C = user to_chat(C, "That was a shockingly dumb idea.") var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs C.ghostize(0) qdel(rip_u) C.death() /obj/singularity/energy_ball/orbit(obj/singularity/energy_ball/target) if (istype(target)) target.orbiting_balls += src GLOB.poi_list -= src target.dissipate_strength = target.orbiting_balls.len . = ..() /obj/singularity/energy_ball/stop_orbit() if (orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball)) var/obj/singularity/energy_ball/orbitingball = orbiting.orbiting orbitingball.orbiting_balls -= src orbitingball.dissipate_strength = orbitingball.orbiting_balls.len ..() if (!loc && !QDELETED(src)) qdel(src) /obj/singularity/energy_ball/proc/dust_mobs(atom/A) if(isliving(A)) var/mob/living/L = A if(L.incorporeal_move || L.status_flags & GODMODE) return if(!iscarbon(A)) return for(var/obj/machinery/power/grounding_rod/GR in orange(src, 2)) if(GR.anchored) return var/mob/living/carbon/C = A C.dust() /proc/tesla_zap(atom/source, zap_range = 3, power, tesla_flags = TESLA_DEFAULT_FLAGS, list/shocked_targets) . = source.dir if(power < 1000) return var/closest_dist = 0 var/closest_atom var/obj/machinery/power/tesla_coil/closest_tesla_coil var/obj/machinery/power/grounding_rod/closest_grounding_rod var/mob/living/closest_mob var/obj/machinery/closest_machine var/obj/structure/closest_structure var/obj/structure/blob/closest_blob var/static/things_to_shock = typecacheof(list(/obj/machinery, /mob/living, /obj/structure)) var/static/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics, /obj/machinery/power/emitter, /obj/machinery/field/generator, /mob/living/simple_animal, /obj/machinery/particle_accelerator/control_box, /obj/structure/particle_accelerator/fuel_chamber, /obj/structure/particle_accelerator/particle_emitter/center, /obj/structure/particle_accelerator/particle_emitter/left, /obj/structure/particle_accelerator/particle_emitter/right, /obj/structure/particle_accelerator/power_box, /obj/structure/particle_accelerator/end_cap, /obj/machinery/field/containment, /obj/structure/disposalpipe, /obj/structure/disposaloutlet, /obj/machinery/disposal/deliveryChute, /obj/machinery/camera, /obj/structure/sign, /obj/machinery/gateway, /obj/structure/lattice, /obj/structure/grille, /obj/machinery/the_singularitygen/tesla, /obj/structure/frame/machine)) for(var/A in typecache_filter_multi_list_exclusion(oview(source, zap_range+2), things_to_shock, blacklisted_tesla_types)) if(!(tesla_flags & TESLA_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A)) continue if(istype(A, /obj/machinery/power/tesla_coil)) var/dist = get_dist(source, A) var/obj/machinery/power/tesla_coil/C = A if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(C.obj_flags & BEING_SHOCKED)) closest_dist = dist //we use both of these to save on istype and typecasting overhead later on //while still allowing common code to run before hand closest_tesla_coil = C closest_atom = C else if(closest_tesla_coil) continue //no need checking these other things else if(istype(A, /obj/machinery/power/grounding_rod)) var/dist = get_dist(source, A)-2 if(dist <= zap_range && (dist < closest_dist || !closest_grounding_rod)) closest_grounding_rod = A closest_atom = A closest_dist = dist else if(closest_grounding_rod) continue else if(isliving(A)) var/dist = get_dist(source, A) var/mob/living/L = A if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD && !(L.flags_1 & TESLA_IGNORE_1)) closest_mob = L closest_atom = A closest_dist = dist else if(closest_mob) continue else if(ismachinery(A)) var/obj/machinery/M = A var/dist = get_dist(source, A) if(dist <= zap_range && (dist < closest_dist || !closest_machine) && !(M.obj_flags & BEING_SHOCKED)) closest_machine = M closest_atom = A closest_dist = dist else if(closest_mob) continue else if(istype(A, /obj/structure/blob)) var/obj/structure/blob/B = A var/dist = get_dist(source, A) if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(B.obj_flags & BEING_SHOCKED)) closest_blob = B closest_atom = A closest_dist = dist else if(closest_blob) continue else if(isstructure(A)) var/obj/structure/S = A var/dist = get_dist(source, A) if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(S.obj_flags & BEING_SHOCKED)) closest_structure = S closest_atom = A closest_dist = dist //Alright, we've done our loop, now lets see if was anything interesting in range if(closest_atom) //common stuff source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", time=5, maxdistance = INFINITY) if(!(tesla_flags & TESLA_ALLOW_DUPLICATES)) LAZYSET(shocked_targets, closest_atom, TRUE) var/zapdir = get_dir(source, closest_atom) if(zapdir) . = zapdir //per type stuff: if(closest_tesla_coil) closest_tesla_coil.tesla_act(power, tesla_flags, shocked_targets) else if(closest_grounding_rod) closest_grounding_rod.tesla_act(power, tesla_flags, shocked_targets) else if(closest_mob) var/shock_damage = (tesla_flags & TESLA_MOB_DAMAGE)? (min(round(power/600), 90) + rand(-5, 5)) : 0 closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = (tesla_flags & TESLA_MOB_STUN)) if(issilicon(closest_mob)) var/mob/living/silicon/S = closest_mob if((tesla_flags & TESLA_MOB_STUN) && (tesla_flags & TESLA_MOB_DAMAGE)) S.emp_act(EMP_LIGHT) tesla_zap(S, 7, power / 1.5, tesla_flags, shocked_targets) // metallic folks bounce it further else tesla_zap(closest_mob, 5, power / 1.5, tesla_flags, shocked_targets) else if(closest_machine) closest_machine.tesla_act(power, tesla_flags, shocked_targets) else if(closest_blob) closest_blob.tesla_act(power, tesla_flags, shocked_targets) else if(closest_structure) closest_structure.tesla_act(power, tesla_flags, shocked_targets)