Files
Bubberstation/code/modules/power/cell.dm
phil235 e16a817b55 Adjusts electrocution damage from cells and powernets. Less RNG and never goes above 95 to avoid instacrit.
Fixes item attacks targeting a random limb instead of the one selected.
2015-04-26 23:48:20 +02:00

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// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/stock_parts/cell/New()
..()
charge = maxcharge
desc = "This cell has a power rating of [maxcharge], and you should not swallow it."
updateicon()
/obj/item/weapon/stock_parts/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/stock_parts/cell/proc/percent() // return % charge of cell
return 100.0*charge/maxcharge
// use power from a cell
/obj/item/weapon/stock_parts/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/stock_parts/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/stock_parts/cell/examine(mob/user)
..()
if(crit_fail || rigged)
user << "<span class='danger'>This power cell seems to be faulty!</span>"
else
user << "The charge meter reads [round(src.percent() )]%."
/obj/item/weapon/stock_parts/cell/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = W
user << "<span class='notice'>You inject the solution into the power cell.</span>"
if(S.reagents.has_reagent("plasma", 5))
rigged = 1
S.reagents.clear_reagents()
/obj/item/weapon/stock_parts/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)
qdel(src)
/obj/item/weapon/stock_parts/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/stock_parts/cell/emp_act(severity)
charge -= 1000 / severity
if (charge < 0)
charge = 0
if(reliability != 100 && prob(50/severity))
reliability -= 10 / severity
..()
/obj/item/weapon/stock_parts/cell/ex_act(severity, target)
..()
if(!gc_destroyed)
switch(severity)
if(2)
if(prob(50))
corrupt()
if(3)
if(prob(25))
corrupt()
/obj/item/weapon/stock_parts/cell/blob_act()
ex_act(1)
/obj/item/weapon/stock_parts/cell/proc/get_electrocute_damage()
if(charge >= 1000)
return Clamp(round(charge/10000), 10, 90) + rand(-5,5)
else
return 0