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Christ on a stick. SO MANY ERRORS. REEE. # Conflicts: # baystation12.dme # code/_helpers/lists.dm # code/_helpers/logging.dm # code/_helpers/text.dm # code/_onclick/click.dm # code/controllers/configuration.dm # code/controllers/master_controller.dm # code/datums/supplypacks.dm # code/game/antagonist/antagonist.dm # code/game/antagonist/antagonist_print.dm # code/game/antagonist/outsider/commando.dm # code/game/antagonist/outsider/ninja.dm # code/game/area/areas.dm # code/game/gamemodes/cult/cult_items.dm # code/game/gamemodes/game_mode.dm # code/game/jobs/access.dm # code/game/machinery/atmoalter/canister.dm # code/game/machinery/autolathe.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/recharger.dm # code/game/machinery/suit_storage_unit.dm # code/game/mecha/mech_fabricator.dm # code/game/mecha/mecha.dm # code/game/objects/effects/spiders.dm # code/game/objects/items.dm # code/game/objects/items/devices/PDA/PDA.dm # code/game/objects/items/devices/flash.dm # code/game/objects/items/devices/lightreplacer.dm # 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206 lines
5.7 KiB
Plaintext
206 lines
5.7 KiB
Plaintext
// the power cell
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// charge from 0 to 100%
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// fits in APC to provide backup power
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/obj/item/weapon/cell/New()
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..()
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charge = maxcharge
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update_icon()
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/obj/item/weapon/cell/initialize()
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..()
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update_icon()
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/obj/item/weapon/cell/Created()
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//Newly built cells spawn with no charge to prevent power exploits
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charge = 0
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update_icon()
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
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if(drain_check)
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return 1
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if(charge <= 0)
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return 0
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var/cell_amt = power * CELLRATE
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return use(cell_amt) / CELLRATE
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/obj/item/weapon/cell/update_icon()
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overlays.Cut()
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if(charge < 0.01)
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return
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else if(charge/maxcharge >=0.995)
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overlays += image('icons/obj/power.dmi', "cell-o2")
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else
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overlays += image('icons/obj/power.dmi', "cell-o1")
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/obj/item/weapon/cell/proc/percent() // return % charge of cell
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return 100.0*charge/maxcharge
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/obj/item/weapon/cell/proc/fully_charged()
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return (charge == maxcharge)
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// checks if the power cell is able to provide the specified amount of charge
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/obj/item/weapon/cell/proc/check_charge(var/amount)
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return (charge >= amount)
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// use power from a cell, returns the amount actually used
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/obj/item/weapon/cell/proc/use(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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var/used = min(charge, amount)
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charge -= used
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return used
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// Checks if the specified amount can be provided. If it can, it removes the amount
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// from the cell and returns 1. Otherwise does nothing and returns 0.
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/obj/item/weapon/cell/proc/checked_use(var/amount)
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if(!check_charge(amount))
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return 0
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use(amount)
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return 1
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// recharge the cell
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/obj/item/weapon/cell/proc/give(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(maxcharge < amount) return 0
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var/amount_used = min(maxcharge-charge,amount)
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charge += amount_used
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return amount_used
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/obj/item/weapon/cell/examine(mob/user)
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if(get_dist(src, user) > 1)
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return
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if(maxcharge <= 2500)
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user << "[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() )]%."
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else
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user << "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() )]%."
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/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
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..()
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if(istype(W, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = W
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user << "You inject the solution into the power cell."
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if(S.reagents.has_reagent("phoron", 5))
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rigged = 1
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log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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S.reagents.clear_reagents()
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else if(istype(W, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/assembly = W
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if (istype(assembly.a_left, /obj/item/device/assembly/signaler) && istype(assembly.a_right, /obj/item/device/assembly/signaler))
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user.drop_item()
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user.drop_from_inventory(src)
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new /obj/item/device/radiojammer/improvised(assembly, src, user)
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else
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user << "<span class='notice'>You'd need both devices to be signallers for this to work.</span>"
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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/*
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* 1000-cell explosion(T, -1, 0, 1, 1)
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* 2500-cell explosion(T, -1, 0, 1, 1)
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* 10000-cell explosion(T, -1, 1, 3, 3)
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* 15000-cell explosion(T, -1, 2, 4, 4)
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* */
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if (charge==0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge)/60)
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var/light_impact_range = round(sqrt(charge)/30)
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var/flash_range = light_impact_range
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if (light_impact_range==0)
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rigged = 0
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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qdel(src)
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/obj/item/weapon/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/emp_act(severity)
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//remove this once emp changes on dev are merged in
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if(isrobot(loc))
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var/mob/living/silicon/robot/R = loc
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severity *= R.cell_emp_mult
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charge -= maxcharge / severity
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if (charge < 0)
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charge = 0
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..()
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/obj/item/weapon/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if (prob(50))
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corrupt()
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if(3.0)
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if (prob(25))
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qdel(src)
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return
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if (prob(25))
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corrupt()
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return
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/obj/item/weapon/cell/proc/get_electrocute_damage()
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switch (charge)
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/* if (9000 to INFINITY)
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return min(rand(90,150),rand(90,150))
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if (2500 to 9000-1)
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return min(rand(70,145),rand(70,145))
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if (1750 to 2500-1)
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return min(rand(35,110),rand(35,110))
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if (1500 to 1750-1)
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return min(rand(30,100),rand(30,100))
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if (750 to 1500-1)
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return min(rand(25,90),rand(25,90))
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if (250 to 750-1)
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return min(rand(20,80),rand(20,80))
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if (100 to 250-1)
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return min(rand(20,65),rand(20,65))*/
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if (1000000 to INFINITY)
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return min(rand(50,160),rand(50,160))
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if (200000 to 1000000-1)
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return min(rand(25,80),rand(25,80))
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if (100000 to 200000-1)//Ave powernet
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return min(rand(20,60),rand(20,60))
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if (50000 to 100000-1)
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return min(rand(15,40),rand(15,40))
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if (1000 to 50000-1)
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return min(rand(10,20),rand(10,20))
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else
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return 0
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