#define CELL_DRAIN_TIME 35 #define CELL_POWER_GAIN 60 #define CELL_POWER_DRAIN 750 /** * # Power cell * * Batteries. */ /obj/item/stock_parts/cell name = "power cell" desc = "A rechargeable electrochemical power cell." icon = 'icons/obj/power.dmi' icon_state = "cell" inhand_icon_state = "cell" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' force = 5 throwforce = 5 throw_speed = 2 throw_range = 5 w_class = WEIGHT_CLASS_SMALL ///Current charge in cell units var/charge = 0 ///Maximum charge in cell units var/maxcharge = 1000 custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5) ///If the cell has been booby-trapped by injecting it with plasma. Chance on use() to explode. var/rigged = FALSE ///If the power cell was damaged by an explosion, chance for it to become corrupted and function the same as rigged. var/corrupted = FALSE ///how much power is given every tick in a recharger var/chargerate = 100 ///If true, the cell will state it's maximum charge in it's description var/ratingdesc = TRUE ///If it's a grown that acts as a battery, add a wire overlay to it. var/grown_battery = FALSE ///What charge lige sprite to use, null if no light var/charge_light_type = "standard" ///What connector sprite to use when in a cell charger, null if no connectors var/connector_type = "standard" ///Does the cell start without any charge? var/empty = FALSE /obj/item/stock_parts/cell/get_cell() return src /obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge) . = ..() create_reagents(5, INJECTABLE | DRAINABLE) if (override_maxcharge) maxcharge = override_maxcharge rating = max(round(maxcharge / 10000, 1), 1) if(!charge) charge = maxcharge if(empty) charge = 0 if(ratingdesc) desc += " This one has a rating of [display_energy(maxcharge)][prob(10) ? ", and you should not swallow it" : ""]." //joke works better if it's not on every cell update_appearance() RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge)) var/static/list/loc_connections = list( COMSIG_ITEM_MAGICALLY_CHARGED = PROC_REF(on_magic_charge), ) AddElement(/datum/element/connect_loc, loc_connections) /** * Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED] * * If we, or the item we're located in, is subject to the charge spell, gain some charge back */ /obj/item/stock_parts/cell/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster) SIGNAL_HANDLER // This shouldn't be running if we're not being held by a mob, // or if we're not within an object being held by a mob, but just in case... if(!ismovable(loc)) return . = COMPONENT_ITEM_CHARGED if(prob(80)) maxcharge -= 200 if(maxcharge <= 1) // Div by 0 protection maxcharge = 1 . |= COMPONENT_ITEM_BURNT_OUT charge = maxcharge update_appearance() // Guns need to process their chamber when we've been charged if(isgun(loc)) var/obj/item/gun/gun_loc = loc gun_loc.process_chamber() // The thing we're in might have overlays or icon states for whether the cell is charged if(!ismob(loc)) loc.update_appearance() return . /obj/item/stock_parts/cell/create_reagents(max_vol, flags) . = ..() RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change)) RegisterSignal(reagents, COMSIG_PARENT_QDELETING, PROC_REF(on_reagents_del)) /// Handles properly detaching signal hooks. /obj/item/stock_parts/cell/proc/on_reagents_del(datum/reagents/reagents) SIGNAL_HANDLER UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_PARENT_QDELETING)) return NONE /obj/item/stock_parts/cell/update_overlays() . = ..() if(grown_battery) . += mutable_appearance('icons/obj/power.dmi', "grown_wires") if((charge < 0.01) || !charge_light_type) return . += mutable_appearance('icons/obj/power.dmi', "cell-[charge_light_type]-o[(percent() >= 99.5) ? 2 : 1]") /obj/item/stock_parts/cell/vv_edit_var(vname, vval) if(vname == NAMEOF(src, charge)) charge = clamp(vval, 0, maxcharge) return TRUE if(vname == NAMEOF(src, maxcharge)) if(charge > vval) charge = vval if(vname == NAMEOF(src, corrupted) && vval && !corrupted) corrupt(TRUE) return TRUE return ..() /obj/item/stock_parts/cell/proc/percent() // return % charge of cell return 100 * charge / maxcharge // use power from a cell /obj/item/stock_parts/cell/use(used, force) if(rigged && used > 0) explode() return FALSE if(!force && charge < used) return FALSE charge = max(charge - used, 0) if(!istype(loc, /obj/machinery/power/apc)) SSblackbox.record_feedback("tally", "cell_used", 1, type) return TRUE // recharge the cell /obj/item/stock_parts/cell/proc/give(amount) if(rigged && amount > 0) explode() return 0 if(maxcharge < amount) amount = maxcharge var/power_used = min(maxcharge-charge,amount) charge += power_used return power_used /obj/item/stock_parts/cell/examine(mob/user) . = ..() // SKYRAT EDIT ADDITION if(ratingdesc && !microfusion_readout) . += "This one has a rating of [display_energy(maxcharge)], and you should not swallow it." // SKYRAT EDIT END if(rigged) . += span_danger("This power cell seems to be faulty!") // SKYRAT EDIT ADDITION else if(microfusion_readout) . += "The charge meter reads [charge]/[maxcharge] MF." // SKYRAT EDIT END else . += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge /obj/item/stock_parts/cell/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return FIRELOSS /obj/item/stock_parts/cell/proc/on_reagent_change(datum/reagents/holder, ...) SIGNAL_HANDLER rigged = (corrupted || holder.has_reagent(/datum/reagent/toxin/plasma, 5)) ? TRUE : FALSE //has_reagent returns the reagent datum return NONE /obj/item/stock_parts/cell/proc/explode() if(!charge) return var/range_devastation = -1 //round(charge/11000) var/range_heavy = round(sqrt(charge)/60) var/range_light = round(sqrt(charge)/30) var/range_flash = range_light if(!range_light) rigged = FALSE corrupt() return message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a rigged/corrupted power cell explosion at [AREACOORD(loc)].") usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_GAME) usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_VICTIM, log_globally = FALSE) //explosion(T, 0, 1, 2, 2) explosion(src, devastation_range = range_devastation, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_flash) qdel(src) /obj/item/stock_parts/cell/proc/corrupt(force) charge /= 2 maxcharge = max(maxcharge/2, chargerate) if (force || prob(10)) rigged = TRUE //broken batterys are dangerous corrupted = TRUE /obj/item/stock_parts/cell/emp_act(severity) . = ..() if(. & EMP_PROTECT_SELF) return charge -= 1000 / severity if (charge < 0) charge = 0 /obj/item/stock_parts/cell/ex_act(severity, target) . = ..() if(QDELETED(src)) return FALSE switch(severity) if(EXPLODE_HEAVY) if(prob(50)) corrupt() if(EXPLODE_LIGHT) if(prob(25)) corrupt() return TRUE /obj/item/stock_parts/cell/attack_self(mob/user) if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/internal/stomach/maybe_stomach = H.get_organ_slot(ORGAN_SLOT_STOMACH) if(istype(maybe_stomach, /obj/item/organ/internal/stomach/ethereal)) var/charge_limit = ETHEREAL_CHARGE_DANGEROUS - CELL_POWER_GAIN var/obj/item/organ/internal/stomach/ethereal/stomach = maybe_stomach if((stomach.drain_time > world.time) || !stomach) return if(charge < CELL_POWER_DRAIN) to_chat(H, span_warning("[src] doesn't have enough power!")) return if(stomach.crystal_charge > charge_limit) to_chat(H, span_warning("Your charge is full!")) return to_chat(H, span_notice("You begin clumsily channeling power from [src] into your body.")) stomach.drain_time = world.time + CELL_DRAIN_TIME if(do_after(user, CELL_DRAIN_TIME, target = src)) if((charge < CELL_POWER_DRAIN) || (stomach.crystal_charge > charge_limit)) return if(istype(stomach)) to_chat(H, span_notice("You receive some charge from [src], wasting some in the process.")) stomach.adjust_charge(CELL_POWER_GAIN) charge -= CELL_POWER_DRAIN //you waste way more than you receive, so that ethereals cant just steal one cell and forget about hunger else to_chat(H, span_warning("You can't receive charge from [src]!")) return /obj/item/stock_parts/cell/blob_act(obj/structure/blob/B) SSexplosions.high_mov_atom += src /obj/item/stock_parts/cell/proc/get_electrocute_damage() if(charge >= 1000) return clamp(20 + round(charge/25000), 20, 195) + rand(-5,5) else return 0 /obj/item/stock_parts/cell/get_part_rating() return maxcharge * 10 + charge /obj/item/stock_parts/cell/attackby_storage_insert(datum/storage, atom/storage_holder, mob/user) var/obj/item/mod/control/mod = storage_holder return !(istype(mod) && mod.open) /* Cell variants*/ /obj/item/stock_parts/cell/empty empty = TRUE /obj/item/stock_parts/cell/crap name = "\improper Nanotrasen brand rechargeable AA battery" desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT maxcharge = 500 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4) /obj/item/stock_parts/cell/crap/empty empty = TRUE /obj/item/stock_parts/cell/upgraded name = "upgraded power cell" desc = "A power cell with a slightly higher capacity than normal!" maxcharge = 2500 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5) chargerate = 1000 /obj/item/stock_parts/cell/upgraded/plus name = "upgraded power cell+" desc = "A power cell with an even higher capacity than the base model!" maxcharge = 5000 /obj/item/stock_parts/cell/secborg name = "security borg rechargeable D battery" maxcharge = 600 //600 max charge / 100 charge per shot = six shots custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4) /obj/item/stock_parts/cell/secborg/empty empty = TRUE /obj/item/stock_parts/cell/mini_egun name = "miniature energy gun power cell" maxcharge = 600 /obj/item/stock_parts/cell/hos_gun name = "X-01 multiphase energy gun power cell" maxcharge = 1200 /obj/item/stock_parts/cell/pulse //200 pulse shots name = "pulse rifle power cell" maxcharge = 40000 chargerate = 1500 /obj/item/stock_parts/cell/pulse/carbine //25 pulse shots name = "pulse carbine power cell" maxcharge = 5000 /obj/item/stock_parts/cell/pulse/pistol //10 pulse shots name = "pulse pistol power cell" maxcharge = 2000 /obj/item/stock_parts/cell/ninja name = "black power cell" icon_state = "bscell" maxcharge = 10000 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6) chargerate = 2000 /obj/item/stock_parts/cell/high name = "high-capacity power cell" icon_state = "hcell" maxcharge = 10000 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6) chargerate = 1500 /obj/item/stock_parts/cell/high/empty empty = TRUE /obj/item/stock_parts/cell/super name = "super-capacity power cell" icon_state = "scell" maxcharge = 20000 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 3) chargerate = 2000 /obj/item/stock_parts/cell/super/empty empty = TRUE /obj/item/stock_parts/cell/hyper name = "hyper-capacity power cell" icon_state = "hpcell" maxcharge = 30000 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4) chargerate = 3000 /obj/item/stock_parts/cell/hyper/empty empty = TRUE /obj/item/stock_parts/cell/bluespace name = "bluespace power cell" desc = "A rechargeable transdimensional power cell." icon_state = "bscell" maxcharge = 40000 custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*6) chargerate = 4000 /obj/item/stock_parts/cell/bluespace/empty empty = TRUE /obj/item/stock_parts/cell/infinite name = "infinite-capacity power cell" icon_state = "icell" maxcharge = INFINITY //little disappointing if you examine it and it's not huge custom_materials = list(/datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT) chargerate = INFINITY ratingdesc = FALSE /obj/item/stock_parts/cell/infinite/use(used) return TRUE /obj/item/stock_parts/cell/infinite/abductor name = "void core" desc = "An alien power cell that produces energy seemingly out of nowhere." icon = 'icons/obj/abductor.dmi' icon_state = "cell" maxcharge = 50000 ratingdesc = FALSE /obj/item/stock_parts/cell/infinite/abductor/Initialize(mapload) AddElement(/datum/element/update_icon_blocker) return ..() /obj/item/stock_parts/cell/potato name = "potato battery" desc = "A rechargeable starch based power cell." icon = 'icons/obj/hydroponics/harvest.dmi' icon_state = "potato" charge = 100 maxcharge = 300 charge_light_type = null connector_type = null custom_materials = null grown_battery = TRUE //it has the overlays for wires custom_premium_price = PAYCHECK_CREW /obj/item/stock_parts/cell/emproof name = "\improper EMP-proof cell" desc = "An EMP-proof cell." maxcharge = 500 /obj/item/stock_parts/cell/emproof/Initialize(mapload) AddElement(/datum/element/empprotection, EMP_PROTECT_SELF) return ..() /obj/item/stock_parts/cell/emproof/empty empty = TRUE /obj/item/stock_parts/cell/emproof/corrupt() return /obj/item/stock_parts/cell/emproof/slime name = "EMP-proof slime core" desc = "A yellow slime core infused with plasma. Its organic nature makes it immune to EMPs." icon = 'icons/mob/simple/slimes.dmi' icon_state = "yellow slime extract" custom_materials = null maxcharge = 5000 charge_light_type = null connector_type = "slimecore" /obj/item/stock_parts/cell/beam_rifle name = "beam rifle capacitor" desc = "A high powered capacitor that can provide huge amounts of energy in an instant." maxcharge = 50000 chargerate = 5000 //Extremely energy intensive /obj/item/stock_parts/cell/beam_rifle/corrupt() return /obj/item/stock_parts/cell/beam_rifle/emp_act(severity) . = ..() if(. & EMP_PROTECT_SELF) return charge = clamp((charge-(10000/severity)),0,maxcharge) /obj/item/stock_parts/cell/emergency_light name = "miniature power cell" desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage." maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT*0.2) w_class = WEIGHT_CLASS_TINY /obj/item/stock_parts/cell/emergency_light/Initialize(mapload) . = ..() var/area/A = get_area(src) if(!A.lightswitch || !A.light_power) charge = 0 //For naturally depowered areas, we start with no power /obj/item/stock_parts/cell/crystal_cell name = "crystal power cell" desc = "A very high power cell made from crystallized plasma" icon_state = "crystal_cell" maxcharge = 50000 chargerate = 0 charge_light_type = null connector_type = "crystal" custom_materials = null grind_results = null /obj/item/stock_parts/cell/inducer_supply maxcharge = 5000 #undef CELL_DRAIN_TIME #undef CELL_POWER_GAIN #undef CELL_POWER_DRAIN