Files
Aurora.3/code/modules/power/cell.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/cell/New()
..()
charge = charge * maxcharge/100.0 // map obj has charge as percentage, convert to real value here
spawn(5)
updateicon()
/obj/item/weapon/cell/proc/updateicon()
if(maxcharge <= 2500)
icon_state = "cell"
else
icon_state = "hpcell"
overlays = null
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
overlays += image('power.dmi', "cell-o2")
else
overlays += image('power.dmi', "cell-o1")
/obj/item/weapon/cell/proc/percent() // return % charge of cell
return 100.0*charge/maxcharge
// use power from a cell
/obj/item/weapon/cell/proc/use(var/amount)
charge = max(0, charge-amount)
if(rigged && amount > 0)
explode()
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
var/power_used = min(maxcharge-charge,amount)
if(crit_fail)
power_used = 0
else if(prob(reliability))
charge += power_used
else
minor_fault++
if(prob(minor_fault))
crit_fail = 1
power_used = 0
if(rigged && amount > 0)
explode()
return power_used
/obj/item/weapon/cell/examine()
set src in view(1)
if(usr /*&& !usr.stat*/)
if(maxcharge <= 2500)
usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
else
usr << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!!!\nThe charge meter reads [round(src.percent() )]%."
if(crit_fail)
usr << "\red This power cell seems to be faulty"
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit)
return
//Just because someone gets you occasionally with stun gloves doesn't mean you can put in code to kill everyone who tries to make some.
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
var/obj/item/clothing/gloves/G = W
if(istype(G))
// var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
// s.set_up(3, 1, src)
// s.start()
// if (prob(80+(G.siemens_coefficient*100)) && electrocute_mob(user, src, src))
// return 1
if(!istype(W, /obj/item/clothing/gloves/yellow))
if(!G.wired)
user << "You run an electrical current through the gloves, but nothing happens!"
return
if(charge < 1000)
return
// G.siemens_coefficient = max(G.siemens_coefficient,0.3)
G.elecgen = 1
G.uses = min(5, round(charge / 1000))
use(G.uses*1000)
updateicon()
user << "\red These gloves are now electrically charged!"
else if(istype(W, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = W
user << "You inject the solution into the power cell."
if(S.reagents.has_reagent("plasma", 5))
rigged = 1
S.reagents.clear_reagents()
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
/*
* 1000-cell explosion(T, -1, 0, 1, 1)
* 2500-cell explosion(T, -1, 0, 1, 1)
* 10000-cell explosion(T, -1, 1, 3, 3)
* 15000-cell explosion(T, -1, 2, 4, 4)
* */
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = 0
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
spawn(1)
del(src)
/obj/item/weapon/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/emp_act(severity)
charge -= 1000 / severity
if (charge < 0)
charge = 0
if(reliability != 100 && prob(50/severity))
reliability -= 10 / severity
..()
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
del(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()
/obj/item/weapon/cell/proc/get_electrocute_damage()
switch (charge)
/* if (9000 to INFINITY)
return min(rand(90,150),rand(90,150))
if (2500 to 9000-1)
return min(rand(70,145),rand(70,145))
if (1750 to 2500-1)
return min(rand(35,110),rand(35,110))
if (1500 to 1750-1)
return min(rand(30,100),rand(30,100))
if (750 to 1500-1)
return min(rand(25,90),rand(25,90))
if (250 to 750-1)
return min(rand(20,80),rand(20,80))
if (100 to 250-1)
return min(rand(20,65),rand(20,65))*/
if (1000000 to INFINITY)
return min(rand(50,160),rand(50,160))
if (200000 to 1000000-1)
return min(rand(25,80),rand(25,80))
if (100000 to 200000-1)//Ave powernet
return min(rand(20,60),rand(20,60))
if (50000 to 100000-1)
return min(rand(15,40),rand(15,40))
if (1000 to 50000-1)
return min(rand(10,20),rand(10,20))
else
return 0