[MIRROR] Fixes SM Tesla admin log spam, adds containment field count to investigate logs.
288 lines
8.7 KiB
Plaintext
288 lines
8.7 KiB
Plaintext
#define TESLA_DEFAULT_POWER 1738260
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#define TESLA_MINI_POWER 869130
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GLOBAL_LIST_INIT(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/structure/lattice,
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/obj/structure/grille,
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/obj/machinery/the_singularitygen/tesla)))
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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/Initialize(mapload, starting_energy = 50, is_miniball = FALSE)
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. = ..()
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if(!is_miniball)
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set_light(10, 7, "#EEEEFF")
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/obj/singularity/energy_ball/ex_act(severity, target)
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return
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/obj/singularity/energy_ball/Destroy()
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if(orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting.orbiting
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EB.orbiting_balls -= src
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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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. = ..()
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/obj/singularity/energy_ball/admin_investigate_setup()
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if(istype(loc, /obj/singularity/energy_ball))
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return
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..()
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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, TRUE))
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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, TRUE)
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else
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energy = 0 // ensure we dont have miniballs of miniballs
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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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to_chat(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(GLOB.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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forceMove(T)
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setDir(move_dir)
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for(var/mob/living/carbon/C in loc)
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dust_mobs(C)
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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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addtimer(CALLBACK(src, .proc/new_mini_ball), 100)
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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/proc/new_mini_ball()
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if(!loc)
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return
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var/obj/singularity/energy_ball/EB = new(loc, 0, TRUE)
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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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/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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GLOB.poi_list -= src
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target.dissipate_strength = target.orbiting_balls.len
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. = ..()
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/obj/singularity/energy_ball/stop_orbit()
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if (orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/orbitingball = orbiting.orbiting
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orbitingball.orbiting_balls -= src
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orbitingball.dissipate_strength = orbitingball.orbiting_balls.len
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..()
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if (!loc && !QDELETED(src))
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qdel(src)
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/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
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if(!iscarbon(A))
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return
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for(var/obj/machinery/power/grounding_rod/GR in orange(src, 2))
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if(GR.anchored)
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return
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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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. = 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/structure/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, GLOB.blacklisted_tesla_types))
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continue
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else if(isliving(A))
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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 && !HAS_SECONDARY_FLAG(L, TESLA_IGNORE))
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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/structure/blob))
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var/obj/structure/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)]", time=5, maxdistance = INFINITY)
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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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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power, explosive, stun_mobs)
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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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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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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5, explosive, stun_mobs) // 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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else if(closest_machine)
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closest_machine.tesla_act(power, explosive, stun_mobs)
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else if(closest_blob)
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closest_blob.tesla_act(power, explosive, stun_mobs)
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else if(closest_structure)
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closest_structure.tesla_act(power, explosive, stun_mobs)
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