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https://github.com/Bubberstation/Bubberstation.git
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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
174 lines
4.1 KiB
Plaintext
174 lines
4.1 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/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/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/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/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/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/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/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/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/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/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/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/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/cell/blob_act()
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ex_act(1)
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/obj/item/weapon/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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