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GS13NG/code/modules/power/tesla/energy_ball.dm
kevinz000 d43e64bcc3 Merge pull request #774 from Citadel-Station-13/upstream-merge-26805
[MIRROR] Fixes SM Tesla admin log spam, adds containment field count to investigate logs.
2017-05-06 14:24:08 -07:00

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#define TESLA_DEFAULT_POWER 1738260
#define TESLA_MINI_POWER 869130
GLOBAL_LIST_INIT(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/sign,
/obj/machinery/gateway,
/obj/structure/lattice,
/obj/structure/grille,
/obj/machinery/the_singularitygen/tesla)))
/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 = 1
energy = 0
dissipate = 1
dissipate_delay = 5
dissipate_strength = 1
var/list/orbiting_balls = list()
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)
. = ..()
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(istype(loc, /obj/singularity/energy_ball))
return
..()
/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
setDir(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, TRUE)
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/first_move = dir
for(var/i in 0 to move_amount)
var/move_dir = pick(GLOB.alldirs + first_move) //give the first move direction a bit of favoring.
if(target && prob(60))
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/A)
dust_mobs(A)
/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(!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, explosive = FALSE, stun_mobs = TRUE)
. = 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
for(var/A in oview(source, zap_range+2))
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.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 || is_type_in_typecache(A, GLOB.blacklisted_tesla_types))
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 && !HAS_SECONDARY_FLAG(L, TESLA_IGNORE))
closest_mob = L
closest_atom = A
closest_dist = dist
else if(closest_mob)
continue
else if(istype(A, /obj/machinery))
var/obj/machinery/M = A
var/dist = get_dist(source, A)
if(dist <= zap_range && (dist < closest_dist || !closest_machine) && !M.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.being_shocked)
closest_blob = B
closest_atom = A
closest_dist = dist
else if(closest_blob)
continue
else if(istype(A, /obj/structure))
var/obj/structure/S = A
var/dist = get_dist(source, A)
if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !S.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)
var/zapdir = get_dir(source, closest_atom)
if(zapdir)
. = zapdir
//per type stuff:
if(closest_tesla_coil)
closest_tesla_coil.tesla_act(power, explosive, stun_mobs)
else if(closest_grounding_rod)
closest_grounding_rod.tesla_act(power, explosive, stun_mobs)
else if(closest_mob)
var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5, 5)
closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = stun_mobs)
if(issilicon(closest_mob))
var/mob/living/silicon/S = closest_mob
if(stun_mobs)
S.emp_act(2)
tesla_zap(S, 7, power / 1.5, explosive, stun_mobs) // metallic folks bounce it further
else
tesla_zap(closest_mob, 5, power / 1.5, explosive, stun_mobs)
else if(closest_machine)
closest_machine.tesla_act(power, explosive, stun_mobs)
else if(closest_blob)
closest_blob.tesla_act(power, explosive, stun_mobs)
else if(closest_structure)
closest_structure.tesla_act(power, explosive, stun_mobs)