mirror of
https://github.com/Bubberstation/Bubberstation.git
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Your dreams of big part storage and fast machine part exchange came true 14 slot R&D part-only autoseeker/picker/dropper/exchager is in Added different sprites for better capacitors and scanning modules Changed the power cell type to be compatible with all this machine changing faggotry All sprites here are codersprites so ask nien/WJ for better ones if you want
174 lines
4.3 KiB
Plaintext
174 lines
4.3 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/stock_parts/cell/New()
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..()
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charge = maxcharge
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spawn(5)
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updateicon()
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/obj/item/weapon/stock_parts/cell/proc/updateicon()
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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/stock_parts/cell/proc/percent() // return % charge of cell
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return 100.0*charge/maxcharge
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// use power from a cell
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/obj/item/weapon/stock_parts/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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if(charge < amount) return 0
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charge = (charge - amount)
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return 1
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// recharge the cell
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/obj/item/weapon/stock_parts/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/power_used = min(maxcharge-charge,amount)
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if(crit_fail) return 0
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if(!prob(reliability))
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minor_fault++
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if(prob(minor_fault))
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crit_fail = 1
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return 0
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charge += power_used
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return power_used
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/obj/item/weapon/stock_parts/cell/examine()
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set src in view(1)
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..()
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if(usr /*&& !usr.stat*/)
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usr << "This cell has a power rating of [maxcharge], and you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
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if(crit_fail)
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usr << "\red This power cell seems to be faulty."
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/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
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if(!istype(SNG) || !SNG.candrain || SNG.draining) return
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SNG.drain("CELL",src,H.wear_suit)
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return
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/obj/item/weapon/stock_parts/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("plasma", 5))
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rigged = 1
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S.reagents.clear_reagents()
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/obj/item/weapon/stock_parts/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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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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spawn(1)
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del(src)
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/obj/item/weapon/stock_parts/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/stock_parts/cell/emp_act(severity)
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charge -= 1000 / severity
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if (charge < 0)
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charge = 0
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if(reliability != 100 && prob(50/severity))
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reliability -= 10 / severity
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..()
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/obj/item/weapon/stock_parts/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(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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del(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/stock_parts/cell/blob_act()
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ex_act(1)
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/obj/item/weapon/stock_parts/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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