Files
Aurora.3/code/modules/power/tesla/coil.dm
2017-11-25 21:27:12 -06:00

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/obj/machinery/power/tesla_coil
name = "tesla coil"
desc = "For the union!"
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "coil"
anchored = 0
density = 1
var/power_loss = 2
var/input_power_multiplier = 1
component_types = list(
/obj/item/weapon/circuitboard/tesla_coil,
/obj/item/weapon/stock_parts/capacitor
)
/obj/machinery/power/tesla_coil/RefreshParts()
var/power_multiplier = 0
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
power_multiplier += C.rating
input_power_multiplier = power_multiplier
/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user)
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
if(default_part_replacement(user, W))
return
if(iswrench(W))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You [anchored ? "unfasten" : "fasten"] [src] to the flooring.</span>"
anchored = !anchored
if(!anchored)
disconnect_from_network()
else
connect_to_network()
return
/obj/machinery/power/tesla_coil/tesla_act(var/power)
if(anchored)
being_shocked = 1
//don't lose arc power when it's not connected to anything
//please place tesla coils all around the station to maximize effectiveness
var/power_produced = powernet ? power / power_loss : power
add_avail(power_produced*input_power_multiplier)
flick("coilhit", src)
playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_produced)
addtimer(CALLBACK(src, .proc/reset_shocked), 10)
else
..()
/obj/machinery/power/grounding_rod
name = "Grounding Rod"
desc = "Keep an area from being fried from Edison's Bane."
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "grounding_rod"
anchored = 0
density = 1
component_types = list(
/obj/item/weapon/circuitboard/grounding_rod,
/obj/item/weapon/stock_parts/capacitor
)
/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user)
if(default_deconstruction_screwdriver(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
if(default_part_replacement(user, W))
return
if(iswrench(W))
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
user << "<span class='notice'>You [anchored ? "unfasten" : "fasten"] [src] to the flooring.</span>"
anchored = !anchored
return
/obj/machinery/power/grounding_rod/tesla_act(var/power)
flick("coil_shock_1", src)
/obj/item/weapon/circuitboard/tesla_coil
name = "tesla coil circuitry"
desc = "The circuitboard for a tesla coil."
build_path = "/obj/machinery/power/tesla_coil"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
req_components = list("/obj/item/weapon/stock_parts/capacitor" = 1)
board_type = "machine"
/obj/item/weapon/circuitboard/grounding_rod
name = "grounding rod circuitry"
desc = "The circuitboard for a grounding rod."
build_path = "/obj/machinery/power/grounding_rod"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
req_components = list("/obj/item/weapon/stock_parts/capacitor" = 1)
board_type = "machine"