377 lines
12 KiB
Plaintext
377 lines
12 KiB
Plaintext
#define TESLA_DEFAULT_POWER 1738260
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#define TESLA_MINI_POWER 869130
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//Zap constants, speeds up targeting
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#define BIKE (COIL + 1)
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#define COIL (ROD + 1)
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#define ROD (RIDE + 1)
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#define RIDE (LIVING + 1)
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#define LIVING (MACHINERY + 1)
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#define MACHINERY (BLOB + 1)
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#define BLOB (STRUCTURE + 1)
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#define STRUCTURE (1)
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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 = TRUE
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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/miniball = FALSE
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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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var/obj/machinery/power/grounding_rod/rodtarget
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/obj/singularity/energy_ball/Initialize(mapload, starting_energy = 50, is_miniball = FALSE)
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miniball = is_miniball
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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/consume(severity, target)
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return
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/obj/singularity/energy_ball/Destroy()
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if(orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting.parent
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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_NULL(EB)
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. = ..()
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/obj/singularity/energy_ball/admin_investigate_setup()
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if(miniball)
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return //don't annnounce miniballs
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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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determine_containment()
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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, TRUE, extrarange = 30)
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pixel_x = 0
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pixel_y = 0
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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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/obj/singularity/energy_ball/examine(mob/user)
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. = ..()
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if(orbiting_balls.len)
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. += "There are [orbiting_balls.len] mini-balls orbiting it."
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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/move_bias = pick(GLOB.alldirs)
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var/move_dir
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for(var/rod in GLOB.grounding_rods) // grounding rods pull the tesla ball, picks the nearest one
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if(!rodtarget || get_dist(src,rod)<get_dist(src,rodtarget))
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rodtarget=rod
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for(var/i in 0 to move_amount)
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if(rodtarget)
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move_dir = pick(GLOB.alldirs + get_dir(src,rodtarget))
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else
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move_dir = pick(GLOB.alldirs + move_bias) //ensures large-ball teslas don't just sit around
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if(target && prob(10))
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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/determine_containment()
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contained=0
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var/found
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var/tiletocheck
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for(var/direction in GLOB.cardinals) // check a radius of 10 tiles around the ball for a full containment field
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tiletocheck=get_step(src,direction)
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for(var/tile in 1 to 10)
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found=locate(/obj/machinery/field/containment) in tiletocheck
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if(found)
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continue
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else if (!found && tile==10)
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return // if one side is lacking a field it doesn't bother checking the others
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tiletocheck=get_step(tiletocheck,direction)
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contained=1
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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, TRUE, 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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if(energy<=0)
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investigate_log("fizzled.", INVESTIGATE_SINGULO)
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qdel(src)
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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/movable/AM)
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dust_mobs(AM)
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/obj/singularity/energy_ball/attack_tk(mob/user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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to_chat(C, "<span class='userdanger'>That was a shockingly dumb idea.</span>")
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var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
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C.ghostize(0)
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qdel(rip_u)
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C.death()
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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.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/orbitingball = orbiting.parent
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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 (!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(isliving(A))
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var/mob/living/L = A
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if(L.incorporeal_move || L.status_flags & GODMODE)
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return
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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, zap_flags = ZAP_DEFAULT_FLAGS, list/shocked_targets)
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if(QDELETED(source))
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return
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. = source.dir
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if(power < 1000)
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return
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/*
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THIS IS SO FUCKING UGLY AND I HATE IT, but I can't make it nice without making it slower, check*N rather then n. So we're stuck with it.
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*/
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var/atom/closest_atom
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var/closest_type = 0
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var/static/things_to_shock = typecacheof(list(/obj/machinery, /mob/living, /obj/structure, /obj/vehicle/ridden))
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var/static/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/disposaloutlet,
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/obj/machinery/disposal/deliveryChute,
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/obj/machinery/camera,
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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/structure/frame/machine))
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//Ok so we are making an assumption here. We assume that view() still calculates from the center out.
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//This means that if we find an object we can assume it is the closest one of its type. This is somewhat of a speed increase.
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//This also means we have no need to track distance, as the doview() proc does it all for us.
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//Darkness fucks oview up hard. I've tried dview() but it doesn't seem to work
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//I hate existance
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for(var/a in typecache_filter_multi_list_exclusion(oview(zap_range+2, source), things_to_shock, blacklisted_tesla_types))
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var/atom/A = a
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if(!(zap_flags & ZAP_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A))
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continue
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if(closest_type >= BIKE)
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break
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else if(istype(A, /obj/vehicle/ridden/bicycle))//God's not on our side cause he hates idiots.
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var/obj/vehicle/ridden/bicycle/B = A
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if(!(B.obj_flags & BEING_SHOCKED) && B.can_buckle)//Gee goof thanks for the boolean
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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_type = BIKE
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closest_atom = B
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else if(closest_type >= COIL)
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continue //no need checking these other things
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else if(istype(A, /obj/machinery/power/tesla_coil))
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var/obj/machinery/power/tesla_coil/C = A
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if(!(C.obj_flags & BEING_SHOCKED))
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closest_type = COIL
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closest_atom = C
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else if(closest_type >= ROD)
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continue
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else if(istype(A, /obj/machinery/power/grounding_rod))
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closest_type = ROD
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closest_atom = A
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else if(closest_type >= RIDE)
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continue
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else if(istype(A,/obj/vehicle/ridden))
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var/obj/vehicle/ridden/R = A
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if(R.can_buckle && !(R.obj_flags & BEING_SHOCKED))
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closest_type = RIDE
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closest_atom = A
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else if(closest_type >= LIVING)
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continue
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else if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD && !(HAS_TRAIT(L, TRAIT_TESLA_SHOCKIMMUNE)) && !(L.flags_1 & SHOCKED_1))
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closest_type = LIVING
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closest_atom = A
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else if(closest_type >= MACHINERY)
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continue
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else if(ismachinery(A))
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var/obj/machinery/M = A
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if(!(M.obj_flags & BEING_SHOCKED))
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closest_type = MACHINERY
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closest_atom = A
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else if(closest_type >= BLOB)
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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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if(!(B.obj_flags & BEING_SHOCKED))
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closest_type = BLOB
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closest_atom = A
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else if(closest_type >= STRUCTURE)
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continue
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else if(isstructure(A))
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var/obj/structure/S = A
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if(!(S.obj_flags & BEING_SHOCKED))
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closest_type = STRUCTURE
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closest_atom = A
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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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return
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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(!(zap_flags & ZAP_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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var/next_range = 3
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if(closest_type == COIL)
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next_range = 5
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if(closest_type == LIVING)
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var/mob/living/closest_mob = closest_atom
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closest_mob.set_shocked()
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addtimer(CALLBACK(closest_mob, /mob/living/proc/reset_shocked), 10)
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var/shock_damage = (zap_flags & ZAP_MOB_DAMAGE) ? (min(round(power/600), 90) + rand(-5, 5)) : 0
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closest_mob.electrocute_act(shock_damage, source, 1, SHOCK_TESLA | ((zap_flags & ZAP_MOB_STUN) ? NONE : SHOCK_NOSTUN))
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if(issilicon(closest_mob))
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var/mob/living/silicon/S = closest_mob
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if((zap_flags & ZAP_MOB_STUN) && (zap_flags & ZAP_MOB_DAMAGE))
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S.emp_act(50)
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next_range = 7 // metallic folks bounce it further
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else
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next_range = 5
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power /= 1.5
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else
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power = closest_atom.zap_act(power, zap_flags, shocked_targets)
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var/obj/singularity/energy_ball/tesla = source
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if(istype(tesla))
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if(istype(closest_atom,/obj/machinery/power/grounding_rod) && tesla.energy>13 && !tesla.contained)
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qdel(closest_atom) // each rod deletes two miniballs,
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tesla.energy = round(tesla.energy/1.5625) // if there are no miniballs the rod stays and continues to pull the ball in
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if(prob(20))//I know I know
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tesla_zap(closest_atom, next_range, power * 0.5, zap_flags, shocked_targets)
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tesla_zap(closest_atom, next_range, power * 0.5, zap_flags, shocked_targets)
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else
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tesla_zap(closest_atom, next_range, power, zap_flags, shocked_targets)
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#undef BIKE
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#undef COIL
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#undef ROD
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#undef RIDE
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#undef LIVING
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#undef MACHINERY
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#undef BLOB
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#undef STRUCTURE
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