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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
534 lines
18 KiB
Plaintext
534 lines
18 KiB
Plaintext
#define CELL_DRAIN_TIME 35
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#define CELL_POWER_GAIN (0.06 * STANDARD_CELL_CHARGE)
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#define CELL_POWER_DRAIN (0.75 * STANDARD_CELL_CHARGE)
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/**
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* # Power cell
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*
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* Batteries.
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*/
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/obj/item/stock_parts/cell
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name = "power cell"
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desc = "A rechargeable electrochemical power cell."
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icon = 'icons/obj/machines/cell_charger.dmi'
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icon_state = "cell"
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inhand_icon_state = "cell"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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force = 5
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throwforce = 5
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
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grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
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///Current charge in cell units
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var/charge = 0
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///Maximum charge in cell units
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var/maxcharge = STANDARD_CELL_CHARGE
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///If the cell has been booby-trapped by injecting it with plasma. Chance on use() to explode.
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var/rigged = FALSE
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///If the power cell was damaged by an explosion, chance for it to become corrupted and function the same as rigged.
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var/corrupted = FALSE
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///How much power is given per second in a recharger.
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var/chargerate = STANDARD_CELL_RATE * 0.05
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///If true, the cell will state it's maximum charge in it's description
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var/ratingdesc = TRUE
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///If it's a grown that acts as a battery, add a wire overlay to it.
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var/grown_battery = FALSE
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///What charge lige sprite to use, null if no light
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var/charge_light_type = "standard"
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///What connector sprite to use when in a cell charger, null if no connectors
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var/connector_type = "standard"
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///Does the cell start without any charge?
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var/empty = FALSE
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/obj/item/stock_parts/cell/get_cell()
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return src
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/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
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. = ..()
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create_reagents(5, INJECTABLE | DRAINABLE)
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if (override_maxcharge)
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maxcharge = override_maxcharge
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rating = max(round(maxcharge / (STANDARD_CELL_CHARGE * 10), 1), 1)
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if(!charge)
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charge = maxcharge
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if(empty)
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charge = 0
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if(ratingdesc)
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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
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge))
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var/static/list/loc_connections = list(
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COMSIG_ITEM_MAGICALLY_CHARGED = PROC_REF(on_magic_charge),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/**
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* Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED]
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*
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* If we, or the item we're located in, is subject to the charge spell, gain some charge back
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*/
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/obj/item/stock_parts/cell/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster)
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SIGNAL_HANDLER
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// This shouldn't be running if we're not being held by a mob,
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// or if we're not within an object being held by a mob, but just in case...
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if(!ismovable(loc))
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return
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. = COMPONENT_ITEM_CHARGED
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if(prob(80))
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maxcharge -= STANDARD_CELL_CHARGE * 0.2
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if(maxcharge <= 1) // Div by 0 protection
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maxcharge = 1
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. |= COMPONENT_ITEM_BURNT_OUT
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charge = maxcharge
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update_appearance()
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// Guns need to process their chamber when we've been charged
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if(isgun(loc))
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var/obj/item/gun/gun_loc = loc
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gun_loc.process_chamber()
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// The thing we're in might have overlays or icon states for whether the cell is charged
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if(!ismob(loc))
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loc.update_appearance()
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return .
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/obj/item/stock_parts/cell/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
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RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
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/// Handles properly detaching signal hooks.
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/obj/item/stock_parts/cell/proc/on_reagents_del(datum/reagents/reagents)
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SIGNAL_HANDLER
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UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
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return NONE
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/obj/item/stock_parts/cell/update_overlays()
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. = ..()
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if(grown_battery)
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "grown_wires")
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if((charge < 0.01) || !charge_light_type)
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return
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. += mutable_appearance('icons/obj/machines/cell_charger.dmi', "cell-[charge_light_type]-o[(percent() >= 99.5) ? 2 : 1]")
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/obj/item/stock_parts/cell/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, charge))
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charge = clamp(vval, 0, maxcharge)
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return TRUE
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if(vname == NAMEOF(src, maxcharge))
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if(charge > vval)
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charge = vval
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if(vname == NAMEOF(src, corrupted) && vval && !corrupted)
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corrupt(TRUE)
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return TRUE
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return ..()
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/**
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* Returns the percentage of the cell's charge.
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*/
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/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
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return 100 * charge / maxcharge
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/**
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* Returns the maximum charge of the cell.
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*/
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/obj/item/stock_parts/cell/proc/max_charge()
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return maxcharge
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/**
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* Returns the current charge of the cell.
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*/
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/obj/item/stock_parts/cell/proc/charge()
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return charge
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/**
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* Returns the amount of charge used on the cell.
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*/
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/obj/item/stock_parts/cell/proc/used_charge()
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return maxcharge - charge
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/// Use power from the cell.
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/// Args:
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/// - used: Amount of power in joules to use.
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/// - force: If true, uses the remaining power from the cell if there isn't enough power to supply the demand.
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/// Returns: The power used from the cell in joules.
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/obj/item/stock_parts/cell/use(used, force = FALSE)
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var/power_used = min(used, charge)
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if(rigged && power_used > 0)
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explode()
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return 0 // The cell decided to explode so we won't be able to use it.
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if(!force && charge < used)
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return 0
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charge -= power_used
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if(!istype(loc, /obj/machinery/power/apc))
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SSblackbox.record_feedback("tally", "cell_used", 1, type)
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return power_used
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/// Recharge the cell.
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/// Args:
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/// - amount: The amount of energy to give to the cell in joules.
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/// Returns: The power given to the cell in joules.
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/obj/item/stock_parts/cell/proc/give(amount)
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var/power_used = min(maxcharge-charge,amount)
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charge += power_used
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if(rigged && amount > 0)
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explode()
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return power_used
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/**
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* Changes the charge of the cell.
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* Args:
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* - amount: The energy to give to the cell (can be negative).
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* Returns: The energy that was given to the cell (can be negative).
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*/
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/obj/item/stock_parts/cell/proc/change(amount)
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var/energy_used = clamp(amount, -charge, maxcharge - charge)
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charge += energy_used
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if(rigged && energy_used)
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explode()
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return energy_used
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/obj/item/stock_parts/cell/examine(mob/user)
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. = ..()
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if(rigged)
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. += span_danger("This power cell seems to be faulty!")
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else
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. += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge
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/obj/item/stock_parts/cell/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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/obj/item/stock_parts/cell/proc/on_reagent_change(datum/reagents/holder, ...)
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SIGNAL_HANDLER
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rigged = (corrupted || holder.has_reagent(/datum/reagent/toxin/plasma, 5)) ? TRUE : FALSE //has_reagent returns the reagent datum
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return NONE
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/obj/item/stock_parts/cell/proc/explode()
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if(!charge)
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return
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var/range_devastation = -1
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var/range_heavy = round(sqrt(charge / (3.6 * STANDARD_CELL_CHARGE)))
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var/range_light = round(sqrt(charge / (0.9 * STANDARD_CELL_CHARGE)))
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var/range_flash = range_light
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if(!range_light)
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rigged = FALSE
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corrupt()
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return
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message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a rigged/corrupted power cell explosion at [AREACOORD(loc)].")
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usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_GAME)
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usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_VICTIM, log_globally = FALSE)
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explosion(src, devastation_range = range_devastation, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_flash)
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qdel(src)
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/obj/item/stock_parts/cell/proc/corrupt(force)
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charge /= 2
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maxcharge = max(maxcharge/2, chargerate)
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if (force || prob(10))
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rigged = TRUE //broken batterys are dangerous
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corrupted = TRUE
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/obj/item/stock_parts/cell/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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use(STANDARD_CELL_CHARGE / severity, force = TRUE)
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/obj/item/stock_parts/cell/ex_act(severity, target)
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. = ..()
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if(QDELETED(src))
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return FALSE
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switch(severity)
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if(EXPLODE_HEAVY)
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if(prob(50))
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corrupt()
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if(EXPLODE_LIGHT)
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if(prob(25))
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corrupt()
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return TRUE
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/obj/item/stock_parts/cell/attack_self(mob/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/organ/internal/stomach/maybe_stomach = H.get_organ_slot(ORGAN_SLOT_STOMACH)
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if(istype(maybe_stomach, /obj/item/organ/internal/stomach/ethereal))
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var/charge_limit = ETHEREAL_CHARGE_DANGEROUS - CELL_POWER_GAIN
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var/obj/item/organ/internal/stomach/ethereal/stomach = maybe_stomach
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var/obj/item/stock_parts/cell/stomach_cell = stomach.cell
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if((stomach.drain_time > world.time) || !stomach)
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return
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if(charge < CELL_POWER_DRAIN)
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to_chat(H, span_warning("[src] doesn't have enough power!"))
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return
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if(stomach_cell.charge() > charge_limit)
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to_chat(H, span_warning("Your charge is full!"))
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return
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to_chat(H, span_notice("You begin clumsily channeling power from [src] into your body."))
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stomach.drain_time = world.time + CELL_DRAIN_TIME
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while(do_after(user, CELL_DRAIN_TIME, target = src))
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if((charge < CELL_POWER_DRAIN) || (stomach_cell.charge() > charge_limit))
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return
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if(istype(stomach))
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to_chat(H, span_notice("You receive some charge from [src], wasting some in the process."))
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stomach.adjust_charge(CELL_POWER_GAIN)
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charge -= CELL_POWER_DRAIN //you waste way more than you receive, so that ethereals cant just steal one cell and forget about hunger
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else
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to_chat(H, span_warning("You can't receive charge from [src]!"))
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return
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/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
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SSexplosions.high_mov_atom += src
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/obj/item/stock_parts/cell/proc/get_electrocute_damage()
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return ELECTROCUTE_DAMAGE(charge / max(0.001 * STANDARD_CELL_CHARGE, 1)) // Wouldn't want it to consider more energy than whatever is actually in the cell if for some strange reason someone set the STANDARD_CELL_CHARGE to below 1kJ.
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/obj/item/stock_parts/cell/get_part_rating()
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return maxcharge * 10 + charge
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/* Cell variants*/
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/obj/item/stock_parts/cell/empty
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empty = TRUE
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/obj/item/stock_parts/cell/crap
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name = "\improper Nanotrasen brand rechargeable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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maxcharge = STANDARD_CELL_CHARGE * 0.5
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
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/obj/item/stock_parts/cell/crap/empty
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empty = TRUE
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/obj/item/stock_parts/cell/upgraded
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name = "upgraded power cell"
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desc = "A power cell with a slightly higher capacity than normal!"
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maxcharge = STANDARD_CELL_CHARGE * 2.5
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
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chargerate = STANDARD_CELL_RATE * 0.5
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/obj/item/stock_parts/cell/upgraded/plus
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name = "upgraded power cell+"
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desc = "A power cell with an even higher capacity than the base model!"
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maxcharge = STANDARD_CELL_CHARGE * 5
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/obj/item/stock_parts/cell/secborg
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name = "security borg rechargeable D battery"
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maxcharge = STANDARD_CELL_CHARGE * 0.6
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
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/obj/item/stock_parts/cell/secborg/empty
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empty = TRUE
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/obj/item/stock_parts/cell/mini_egun
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name = "miniature energy gun power cell"
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maxcharge = STANDARD_CELL_CHARGE * 0.6
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/obj/item/stock_parts/cell/hos_gun
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name = "X-01 multiphase energy gun power cell"
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maxcharge = STANDARD_CELL_CHARGE * 1.2
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/obj/item/stock_parts/cell/pulse //200 pulse shots
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name = "pulse rifle power cell"
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maxcharge = STANDARD_CELL_CHARGE * 40
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chargerate = STANDARD_CELL_RATE * 0.75
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/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
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name = "pulse carbine power cell"
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maxcharge = STANDARD_CELL_CHARGE * 5
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/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
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name = "pulse pistol power cell"
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maxcharge = STANDARD_CELL_CHARGE * 2
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/obj/item/stock_parts/cell/ninja
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name = "black power cell"
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icon_state = "bscell"
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maxcharge = STANDARD_CELL_CHARGE * 10
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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chargerate = STANDARD_CELL_RATE
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/obj/item/stock_parts/cell/high
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name = "high-capacity power cell"
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icon_state = "hcell"
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maxcharge = STANDARD_CELL_CHARGE * 10
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
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chargerate = STANDARD_CELL_RATE * 0.75
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/obj/item/stock_parts/cell/high/empty
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empty = TRUE
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/obj/item/stock_parts/cell/super
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name = "super-capacity power cell"
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icon_state = "scell"
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maxcharge = STANDARD_CELL_CHARGE * 20
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 3)
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chargerate = STANDARD_CELL_RATE
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/obj/item/stock_parts/cell/super/empty
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empty = TRUE
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/obj/item/stock_parts/cell/hyper
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name = "hyper-capacity power cell"
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icon_state = "hpcell"
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maxcharge = STANDARD_CELL_CHARGE * 30
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4)
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chargerate = STANDARD_CELL_RATE * 1.5
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/obj/item/stock_parts/cell/hyper/empty
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empty = TRUE
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/obj/item/stock_parts/cell/bluespace
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name = "bluespace power cell"
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desc = "A rechargeable transdimensional power cell."
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icon_state = "bscell"
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maxcharge = STANDARD_CELL_CHARGE * 40
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custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*6)
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chargerate = STANDARD_CELL_RATE * 2
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/obj/item/stock_parts/cell/bluespace/empty
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empty = TRUE
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/obj/item/stock_parts/cell/infinite
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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, force = FALSE)
|
|
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/antags/abductor.dmi'
|
|
icon_state = "cell"
|
|
maxcharge = STANDARD_CELL_CHARGE * 50
|
|
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/service/hydroponics/harvest.dmi'
|
|
icon_state = "potato"
|
|
maxcharge = STANDARD_CELL_CHARGE * 0.3
|
|
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/potato/Initialize(mapload, override_maxcharge)
|
|
charge = maxcharge * 0.3
|
|
. = ..()
|
|
|
|
/obj/item/stock_parts/cell/emproof
|
|
name = "\improper EMP-proof cell"
|
|
desc = "An EMP-proof cell."
|
|
maxcharge = STANDARD_CELL_CHARGE * 0.5
|
|
|
|
/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 = STANDARD_CELL_CHARGE * 5
|
|
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 = STANDARD_CELL_CHARGE * 50
|
|
chargerate = STANDARD_CELL_RATE * 2.5 //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 = STANDARD_CELL_CHARGE * 0.12 //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/area = get_area(src)
|
|
if(area)
|
|
if(!area.lightswitch || !area.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 = STANDARD_CELL_CHARGE * 50
|
|
chargerate = 0
|
|
charge_light_type = null
|
|
connector_type = "crystal"
|
|
custom_materials = null
|
|
grind_results = null
|
|
|
|
/obj/item/stock_parts/cell/inducer_supply
|
|
maxcharge = STANDARD_CELL_CHARGE * 5
|
|
|
|
/obj/item/stock_parts/cell/ethereal
|
|
name = "ahelp it"
|
|
desc = "you sohuldn't see this"
|
|
maxcharge = ETHEREAL_CHARGE_DANGEROUS
|
|
charge = ETHEREAL_CHARGE_FULL
|
|
icon_state = null
|
|
charge_light_type = null
|
|
connector_type = null
|
|
custom_materials = null
|
|
grind_results = null
|
|
|
|
/obj/item/stock_parts/cell/ethereal/examine(mob/user)
|
|
. = ..()
|
|
CRASH("[src.type] got examined by [user]")
|
|
|
|
#undef CELL_DRAIN_TIME
|
|
#undef CELL_POWER_GAIN
|
|
#undef CELL_POWER_DRAIN
|