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## About The Pull Request Allows engineering to print/order engi inducers instead of science ones. They have their own type of inducer, so its weird that the amount of them is finite. ## Why It's Good For The Game I thought this was the case when I made my crossbow PR, and it only is craftable with an engineering one. Turns out engineering quickly ran out of inducers to make them with since they only get three. Oops. As for the science inducer charge buff, around half of my 400ish hours in ss13 is engi, and not once have I been asked by a scientist if they could have a better inducer. 500 charge vs 1000 charge is only a change of clicking an apc again and waiting an extra second. Plus, the reason I picked inducers as the item that the crossbow required in the first place is that 95% of rounds they never once moved from the closet (and people most certainly open said closet, since the insuls are almost always gone.) ## Changelog 🆑 qol: Engineering now can print/order engi inducers instead of science's purple ones. bal: Sci inducers now recharge 1000 charge per go, just like engi ones do. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com>
200 lines
5.1 KiB
Plaintext
200 lines
5.1 KiB
Plaintext
/obj/item/inducer
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name = "inducer"
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desc = "A tool for inductively charging internal power cells."
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icon = 'icons/obj/tools.dmi'
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icon_state = "inducer-engi"
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inhand_icon_state = "inducer-engi"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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force = 7
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var/powertransfer = 1000
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var/opened = FALSE
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var/cell_type = /obj/item/stock_parts/cell/high
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var/obj/item/stock_parts/cell/cell
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var/recharging = FALSE
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/obj/item/inducer/Initialize(mapload)
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. = ..()
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if(!cell && cell_type)
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cell = new cell_type
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/obj/item/inducer/proc/induce(obj/item/stock_parts/cell/target, coefficient)
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var/totransfer = min(cell.charge,(powertransfer * coefficient))
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var/transferred = target.give(totransfer)
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cell.use(transferred)
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cell.update_appearance()
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target.update_appearance()
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/obj/item/inducer/get_cell()
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return cell
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/obj/item/inducer/emp_act(severity)
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. = ..()
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if(cell && !(. & EMP_PROTECT_CONTENTS))
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cell.emp_act(severity)
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/obj/item/inducer/attack_atom(obj/O, mob/living/carbon/user, params)
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if(user.combat_mode)
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return ..()
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if(cantbeused(user))
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return
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if(recharge(O, user))
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return
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return ..()
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/obj/item/inducer/proc/cantbeused(mob/user)
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if(!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("You don't have the dexterity to use [src]!"))
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return TRUE
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if(!cell)
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balloon_alert(user, "no cell installed!")
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return TRUE
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if(!cell.charge)
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balloon_alert(user, "no charge!")
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return TRUE
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return FALSE
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/obj/item/inducer/screwdriver_act(mob/living/user, obj/item/tool)
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. = TRUE
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tool.play_tool_sound(src)
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if(!opened)
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to_chat(user, span_notice("You unscrew the battery compartment."))
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opened = TRUE
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update_appearance()
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return
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else
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to_chat(user, span_notice("You close the battery compartment."))
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opened = FALSE
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update_appearance()
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return
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/obj/item/inducer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/stock_parts/cell))
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if(opened)
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if(!cell)
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if(!user.transferItemToLoc(W, src))
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return
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to_chat(user, span_notice("You insert [W] into [src]."))
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cell = W
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update_appearance()
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return
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else
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to_chat(user, span_warning("[src] already has \a [cell] installed!"))
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return
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if(cantbeused(user))
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return
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if(recharge(W, user))
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return
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return ..()
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/obj/item/inducer/proc/recharge(atom/movable/A, mob/user)
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if(!isturf(A) && user.loc == A)
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return FALSE
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if(recharging)
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return TRUE
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else
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recharging = TRUE
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var/obj/item/stock_parts/cell/C = A.get_cell()
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var/obj/O
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var/coefficient = 1
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if(istype(A, /obj/item/gun/energy))
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to_chat(user, span_alert("Error: unable to interface with device."))
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return FALSE
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if(istype(A, /obj/item/clothing/suit/space))
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to_chat(user, span_alert("Error: unable to interface with device."))
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return FALSE
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if(isobj(A))
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O = A
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if(C)
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var/done_any = FALSE
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if(C.charge >= C.maxcharge)
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balloon_alert(user, "it's fully charged!")
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recharging = FALSE
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return TRUE
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user.visible_message(span_notice("[user] starts recharging [A] with [src]."), span_notice("You start recharging [A] with [src]."))
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while(C.charge < C.maxcharge)
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if(do_after(user, 10, target = user) && cell.charge)
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done_any = TRUE
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induce(C, coefficient)
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do_sparks(1, FALSE, A)
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if(O)
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O.update_appearance()
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else
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break
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if(done_any) // Only show a message if we succeeded at least once
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user.visible_message(span_notice("[user] recharged [A]!"), span_notice("You recharged [A]!"))
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recharging = FALSE
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return TRUE
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recharging = FALSE
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/obj/item/inducer/attack(mob/M, mob/living/user)
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if(user.combat_mode)
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return ..()
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if(cantbeused(user))
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return
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if(recharge(M, user))
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return
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return ..()
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/obj/item/inducer/attack_self(mob/user)
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if(opened && cell)
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user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
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cell.update_appearance()
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user.put_in_hands(cell)
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cell = null
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update_appearance()
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/obj/item/inducer/examine(mob/living/M)
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. = ..()
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if(cell)
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. += span_notice("Its display shows: [display_energy(cell.charge)].")
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else
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. += span_notice("Its display is dark.")
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if(opened)
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. += span_notice("Its battery compartment is open.")
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/obj/item/inducer/update_overlays()
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. = ..()
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if(!opened)
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return
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. += "inducer-[cell ? "bat" : "nobat"]"
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/obj/item/inducer/empty
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cell_type = null
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opened = TRUE
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/obj/item/inducer/orderable
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cell_type = /obj/item/stock_parts/cell/inducer_supply
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opened = FALSE
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/obj/item/inducer/sci
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icon_state = "inducer-sci"
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inhand_icon_state = "inducer-sci"
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desc = "A tool for inductively charging internal power cells. This one has a science color scheme, and is less potent than its engineering counterpart."
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cell_type = null
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opened = TRUE
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/obj/item/inducer/sci/Initialize(mapload)
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. = ..()
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update_appearance()
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/obj/item/inducer/syndicate
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icon_state = "inducer-syndi"
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inhand_icon_state = "inducer-syndi"
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desc = "A tool for inductively charging internal power cells. This one has a suspicious colour scheme, and seems to be rigged to transfer charge at a much faster rate."
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powertransfer = 2000
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cell_type = /obj/item/stock_parts/cell/super
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