Files
Bubberstation/code/modules/power/cell.dm
Kyrah Abattoir 560b50ec1b Reformatted the way objects and items structure their description text, added the little object "icon" everyone seems to be using.
Added superclass invoke for the arcane tome

Added superclass invoke to light switches, removed it's (unused) description.

FLightswitch description repetition derp

examine superclass invoke for gas flow meter, space heater, fire extinguishers, grenades/IEDs, fancy boxes and welder. Changed description for welder and fire extinguisher to show their content in a similar style.

Fixed tank, linen bins and janicart description, and added welder of previous commit (forgot to commit it)

REMOVED icon in mop_bucket description (now provided by item class).
REMOVED unused examine() override in clothing/gloves
REMOVED custom examine() for glass/rag
CHANGED using examine superclass on paperwork/paperbin, removed redundant description code
CHANGED examine superclass for power/apc
ADDED universal maxcharge readout for all the powercell types.
CHANGED using examine superclass on machinery/light, removed redundant description code

FIXED weapon/virusdish use a description field.
TWEAK lowercased some of the portable generators.

Fixed improperness of pacman names
2013-11-16 22:15:50 +01:00

174 lines
4.1 KiB
Plaintext

// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/cell/New()
..()
charge = maxcharge
spawn(5)
updateicon()
/obj/item/weapon/cell/proc/updateicon()
overlays.Cut()
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
overlays += image('icons/obj/power.dmi', "cell-o2")
else
overlays += image('icons/obj/power.dmi', "cell-o1")
/obj/item/weapon/cell/proc/percent() // return % charge of cell
return 100.0*charge/maxcharge
// use power from a cell
/obj/item/weapon/cell/proc/use(var/amount)
if(rigged && amount > 0)
explode()
return 0
if(charge < amount) return 0
charge = (charge - amount)
return 1
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount) return 0
var/power_used = min(maxcharge-charge,amount)
if(crit_fail) return 0
if(!prob(reliability))
minor_fault++
if(prob(minor_fault))
crit_fail = 1
return 0
charge += power_used
return power_used
/obj/item/weapon/cell/examine()
set src in view(1)
..()
if(usr /*&& !usr.stat*/)
usr << "This cell has a power rating of [maxcharge], and you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
if(crit_fail)
usr << "\red This power cell seems to be faulty."
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
SNG.drain("CELL",src,H.wear_suit)
return
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = W
user << "You inject the solution into the power cell."
if(S.reagents.has_reagent("plasma", 5))
rigged = 1
S.reagents.clear_reagents()
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
/*
* 1000-cell explosion(T, -1, 0, 1, 1)
* 2500-cell explosion(T, -1, 0, 1, 1)
* 10000-cell explosion(T, -1, 1, 3, 3)
* 15000-cell explosion(T, -1, 2, 4, 4)
* */
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = 0
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
spawn(1)
del(src)
/obj/item/weapon/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/emp_act(severity)
charge -= 1000 / severity
if (charge < 0)
charge = 0
if(reliability != 100 && prob(50/severity))
reliability -= 10 / severity
..()
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
del(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/blob_act()
ex_act(1)
/obj/item/weapon/cell/proc/get_electrocute_damage()
switch (charge)
/* if (9000 to INFINITY)
return min(rand(90,150),rand(90,150))
if (2500 to 9000-1)
return min(rand(70,145),rand(70,145))
if (1750 to 2500-1)
return min(rand(35,110),rand(35,110))
if (1500 to 1750-1)
return min(rand(30,100),rand(30,100))
if (750 to 1500-1)
return min(rand(25,90),rand(25,90))
if (250 to 750-1)
return min(rand(20,80),rand(20,80))
if (100 to 250-1)
return min(rand(20,65),rand(20,65))*/
if (1000000 to INFINITY)
return min(rand(50,160),rand(50,160))
if (200000 to 1000000-1)
return min(rand(25,80),rand(25,80))
if (100000 to 200000-1)//Ave powernet
return min(rand(20,60),rand(20,60))
if (50000 to 100000-1)
return min(rand(15,40),rand(15,40))
if (1000 to 50000-1)
return min(rand(10,20),rand(10,20))
else
return 0