mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 09:03:37 +00:00
This PR implements this design document: https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st Put briefly, this will remove every existing golem subtype and consolidate golems into a single species with cool new sprites. NOT implemented from that PR is the ability to eat Telecrystals, I couldn't come up with an appropriate visual that can stack with the existing ones, but that should be a reasonably trivial add for a future artist & developer. New Golems have a food-based mechanic where their hunger decays pretty quickly and can only be replenished by eating minerals. They start moving slower as they get hungrier, until eventually they become completely immobilised and need to be rescued. Eating different kinds of minerals will visually change your sprite and give you a special effect in a similar way to old golems, but temporary. While transformed, you can't eat any other kind of mineral which would transform you (but can still consume glass). To see the full list of effects, look at the hackmd above. In service of these sprites working I have refactored the `species/offset_features` feature by killing it and delegating that responsibility to limbs instead. Rather than applying an offset to items due to your species, it is due to your weird head or arms. This makes overall more sense to me, but it inflates the code changes in this PR somewhat. It doesn't make a lot of sense to atomise unfortunately because that code also seemed to be entirely unused until I tried to use it in this PR, so you wouldn't be able to tell if my changes broke anything. I might make a downstream sad by doing this. All of the actual numbers in this PR are made up and only loosely tested, it will need some testmerges to gather feedback about whether it sucks or not. Other relevant changes: I reworked how bioscrambling works based off bodypart bodytypes, to automatically exclude golem limbs in either direction. There's really no way to have those work on humans or vice versa. Organs still fly though.
485 lines
15 KiB
Plaintext
485 lines
15 KiB
Plaintext
#define CELL_DRAIN_TIME 35
|
|
#define CELL_POWER_GAIN 60
|
|
#define CELL_POWER_DRAIN 750
|
|
|
|
/**
|
|
* # Power cell
|
|
*
|
|
* Batteries.
|
|
*/
|
|
/obj/item/stock_parts/cell
|
|
name = "power cell"
|
|
desc = "A rechargeable electrochemical power cell."
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "cell"
|
|
inhand_icon_state = "cell"
|
|
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
|
|
force = 5
|
|
throwforce = 5
|
|
throw_speed = 2
|
|
throw_range = 5
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
///Current charge in cell units
|
|
var/charge = 0
|
|
///Maximum charge in cell units
|
|
var/maxcharge = 1000
|
|
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
|
|
grind_results = list(/datum/reagent/lithium = 15, /datum/reagent/iron = 5, /datum/reagent/silicon = 5)
|
|
///If the cell has been booby-trapped by injecting it with plasma. Chance on use() to explode.
|
|
var/rigged = FALSE
|
|
///If the power cell was damaged by an explosion, chance for it to become corrupted and function the same as rigged.
|
|
var/corrupted = FALSE
|
|
///how much power is given every tick in a recharger
|
|
var/chargerate = 100
|
|
///If true, the cell will state it's maximum charge in it's description
|
|
var/ratingdesc = TRUE
|
|
///If it's a grown that acts as a battery, add a wire overlay to it.
|
|
var/grown_battery = FALSE
|
|
///What charge lige sprite to use, null if no light
|
|
var/charge_light_type = "standard"
|
|
///What connector sprite to use when in a cell charger, null if no connectors
|
|
var/connector_type = "standard"
|
|
///Does the cell start without any charge?
|
|
var/empty = FALSE
|
|
|
|
/obj/item/stock_parts/cell/get_cell()
|
|
return src
|
|
|
|
/obj/item/stock_parts/cell/Initialize(mapload, override_maxcharge)
|
|
. = ..()
|
|
create_reagents(5, INJECTABLE | DRAINABLE)
|
|
if (override_maxcharge)
|
|
maxcharge = override_maxcharge
|
|
rating = max(round(maxcharge / 10000, 1), 1)
|
|
if(!charge)
|
|
charge = maxcharge
|
|
if(empty)
|
|
charge = 0
|
|
if(ratingdesc)
|
|
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
|
|
update_appearance()
|
|
|
|
RegisterSignal(src, COMSIG_ITEM_MAGICALLY_CHARGED, PROC_REF(on_magic_charge))
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ITEM_MAGICALLY_CHARGED = PROC_REF(on_magic_charge),
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/**
|
|
* Signal proc for [COMSIG_ITEM_MAGICALLY_CHARGED]
|
|
*
|
|
* If we, or the item we're located in, is subject to the charge spell, gain some charge back
|
|
*/
|
|
/obj/item/stock_parts/cell/proc/on_magic_charge(datum/source, datum/action/cooldown/spell/charge/spell, mob/living/caster)
|
|
SIGNAL_HANDLER
|
|
|
|
// This shouldn't be running if we're not being held by a mob,
|
|
// or if we're not within an object being held by a mob, but just in case...
|
|
if(!ismovable(loc))
|
|
return
|
|
|
|
. = COMPONENT_ITEM_CHARGED
|
|
|
|
if(prob(80))
|
|
maxcharge -= 200
|
|
|
|
if(maxcharge <= 1) // Div by 0 protection
|
|
maxcharge = 1
|
|
. |= COMPONENT_ITEM_BURNT_OUT
|
|
|
|
charge = maxcharge
|
|
update_appearance()
|
|
|
|
// Guns need to process their chamber when we've been charged
|
|
if(isgun(loc))
|
|
var/obj/item/gun/gun_loc = loc
|
|
gun_loc.process_chamber()
|
|
|
|
// The thing we're in might have overlays or icon states for whether the cell is charged
|
|
if(!ismob(loc))
|
|
loc.update_appearance()
|
|
|
|
return .
|
|
|
|
/obj/item/stock_parts/cell/create_reagents(max_vol, flags)
|
|
. = ..()
|
|
RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
|
|
RegisterSignal(reagents, COMSIG_PARENT_QDELETING, PROC_REF(on_reagents_del))
|
|
|
|
/// Handles properly detaching signal hooks.
|
|
/obj/item/stock_parts/cell/proc/on_reagents_del(datum/reagents/reagents)
|
|
SIGNAL_HANDLER
|
|
UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_PARENT_QDELETING))
|
|
return NONE
|
|
|
|
/obj/item/stock_parts/cell/update_overlays()
|
|
. = ..()
|
|
if(grown_battery)
|
|
. += mutable_appearance('icons/obj/power.dmi', "grown_wires")
|
|
if((charge < 0.01) || !charge_light_type)
|
|
return
|
|
. += mutable_appearance('icons/obj/power.dmi', "cell-[charge_light_type]-o[(percent() >= 99.5) ? 2 : 1]")
|
|
|
|
/obj/item/stock_parts/cell/vv_edit_var(vname, vval)
|
|
if(vname == NAMEOF(src, charge))
|
|
charge = clamp(vval, 0, maxcharge)
|
|
return TRUE
|
|
if(vname == NAMEOF(src, maxcharge))
|
|
if(charge > vval)
|
|
charge = vval
|
|
if(vname == NAMEOF(src, corrupted) && vval && !corrupted)
|
|
corrupt(TRUE)
|
|
return TRUE
|
|
return ..()
|
|
|
|
|
|
/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
|
|
return 100 * charge / maxcharge
|
|
|
|
// use power from a cell
|
|
/obj/item/stock_parts/cell/use(used, force)
|
|
if(rigged && used > 0)
|
|
explode()
|
|
return FALSE
|
|
if(!force && charge < used)
|
|
return FALSE
|
|
charge = max(charge - used, 0)
|
|
if(!istype(loc, /obj/machinery/power/apc))
|
|
SSblackbox.record_feedback("tally", "cell_used", 1, type)
|
|
return TRUE
|
|
|
|
// recharge the cell
|
|
/obj/item/stock_parts/cell/proc/give(amount)
|
|
if(rigged && amount > 0)
|
|
explode()
|
|
return 0
|
|
if(maxcharge < amount)
|
|
amount = maxcharge
|
|
var/power_used = min(maxcharge-charge,amount)
|
|
charge += power_used
|
|
return power_used
|
|
|
|
/obj/item/stock_parts/cell/examine(mob/user)
|
|
. = ..()
|
|
if(rigged)
|
|
. += span_danger("This power cell seems to be faulty!")
|
|
else
|
|
. += "The charge meter reads [CEILING(percent(), 0.1)]%." //so it doesn't say 0% charge when the overlay indicates it still has charge
|
|
|
|
/obj/item/stock_parts/cell/suicide_act(mob/living/user)
|
|
user.visible_message(span_suicide("[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
return FIRELOSS
|
|
|
|
/obj/item/stock_parts/cell/proc/on_reagent_change(datum/reagents/holder, ...)
|
|
SIGNAL_HANDLER
|
|
rigged = (corrupted || holder.has_reagent(/datum/reagent/toxin/plasma, 5)) ? TRUE : FALSE //has_reagent returns the reagent datum
|
|
return NONE
|
|
|
|
|
|
/obj/item/stock_parts/cell/proc/explode()
|
|
if(!charge)
|
|
return
|
|
var/range_devastation = -1 //round(charge/11000)
|
|
var/range_heavy = round(sqrt(charge)/60)
|
|
var/range_light = round(sqrt(charge)/30)
|
|
var/range_flash = range_light
|
|
if(!range_light)
|
|
rigged = FALSE
|
|
corrupt()
|
|
return
|
|
|
|
message_admins("[ADMIN_LOOKUPFLW(usr)] has triggered a rigged/corrupted power cell explosion at [AREACOORD(loc)].")
|
|
usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_GAME)
|
|
usr?.log_message("triggered a rigged/corrupted power cell explosion", LOG_VICTIM, log_globally = FALSE)
|
|
|
|
//explosion(T, 0, 1, 2, 2)
|
|
explosion(src, devastation_range = range_devastation, heavy_impact_range = range_heavy, light_impact_range = range_light, flash_range = range_flash)
|
|
qdel(src)
|
|
|
|
/obj/item/stock_parts/cell/proc/corrupt(force)
|
|
charge /= 2
|
|
maxcharge = max(maxcharge/2, chargerate)
|
|
if (force || prob(10))
|
|
rigged = TRUE //broken batterys are dangerous
|
|
corrupted = TRUE
|
|
|
|
/obj/item/stock_parts/cell/emp_act(severity)
|
|
. = ..()
|
|
if(. & EMP_PROTECT_SELF)
|
|
return
|
|
charge -= 1000 / severity
|
|
if (charge < 0)
|
|
charge = 0
|
|
|
|
/obj/item/stock_parts/cell/ex_act(severity, target)
|
|
. = ..()
|
|
if(QDELETED(src))
|
|
return FALSE
|
|
|
|
switch(severity)
|
|
if(EXPLODE_HEAVY)
|
|
if(prob(50))
|
|
corrupt()
|
|
if(EXPLODE_LIGHT)
|
|
if(prob(25))
|
|
corrupt()
|
|
|
|
return TRUE
|
|
|
|
/obj/item/stock_parts/cell/attack_self(mob/user)
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
var/obj/item/organ/internal/stomach/maybe_stomach = H.get_organ_slot(ORGAN_SLOT_STOMACH)
|
|
|
|
if(istype(maybe_stomach, /obj/item/organ/internal/stomach/ethereal))
|
|
|
|
var/charge_limit = ETHEREAL_CHARGE_DANGEROUS - CELL_POWER_GAIN
|
|
var/obj/item/organ/internal/stomach/ethereal/stomach = maybe_stomach
|
|
if((stomach.drain_time > world.time) || !stomach)
|
|
return
|
|
if(charge < CELL_POWER_DRAIN)
|
|
to_chat(H, span_warning("[src] doesn't have enough power!"))
|
|
return
|
|
if(stomach.crystal_charge > charge_limit)
|
|
to_chat(H, span_warning("Your charge is full!"))
|
|
return
|
|
to_chat(H, span_notice("You begin clumsily channeling power from [src] into your body."))
|
|
stomach.drain_time = world.time + CELL_DRAIN_TIME
|
|
if(do_after(user, CELL_DRAIN_TIME, target = src))
|
|
if((charge < CELL_POWER_DRAIN) || (stomach.crystal_charge > charge_limit))
|
|
return
|
|
if(istype(stomach))
|
|
to_chat(H, span_notice("You receive some charge from [src], wasting some in the process."))
|
|
stomach.adjust_charge(CELL_POWER_GAIN)
|
|
charge -= CELL_POWER_DRAIN //you waste way more than you receive, so that ethereals cant just steal one cell and forget about hunger
|
|
else
|
|
to_chat(H, span_warning("You can't receive charge from [src]!"))
|
|
return
|
|
|
|
|
|
/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
|
|
SSexplosions.high_mov_atom += src
|
|
|
|
/obj/item/stock_parts/cell/proc/get_electrocute_damage()
|
|
if(charge >= 1000)
|
|
return clamp(20 + round(charge/25000), 20, 195) + rand(-5,5)
|
|
else
|
|
return 0
|
|
|
|
/obj/item/stock_parts/cell/get_part_rating()
|
|
return maxcharge * 10 + charge
|
|
|
|
/obj/item/stock_parts/cell/attackby_storage_insert(datum/storage, atom/storage_holder, mob/user)
|
|
var/obj/item/mod/control/mod = storage_holder
|
|
return !(istype(mod) && mod.open)
|
|
|
|
/* Cell variants*/
|
|
/obj/item/stock_parts/cell/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/crap
|
|
name = "\improper Nanotrasen brand rechargeable AA battery"
|
|
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
|
|
maxcharge = 500
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
|
|
|
|
/obj/item/stock_parts/cell/crap/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/upgraded
|
|
name = "upgraded power cell"
|
|
desc = "A power cell with a slightly higher capacity than normal!"
|
|
maxcharge = 2500
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
|
|
chargerate = 1000
|
|
|
|
/obj/item/stock_parts/cell/upgraded/plus
|
|
name = "upgraded power cell+"
|
|
desc = "A power cell with an even higher capacity than the base model!"
|
|
maxcharge = 5000
|
|
|
|
/obj/item/stock_parts/cell/secborg
|
|
name = "security borg rechargeable D battery"
|
|
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.4)
|
|
|
|
/obj/item/stock_parts/cell/secborg/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/mini_egun
|
|
name = "miniature energy gun power cell"
|
|
maxcharge = 600
|
|
|
|
/obj/item/stock_parts/cell/hos_gun
|
|
name = "X-01 multiphase energy gun power cell"
|
|
maxcharge = 1200
|
|
|
|
/obj/item/stock_parts/cell/pulse //200 pulse shots
|
|
name = "pulse rifle power cell"
|
|
maxcharge = 40000
|
|
chargerate = 1500
|
|
|
|
/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
|
|
name = "pulse carbine power cell"
|
|
maxcharge = 5000
|
|
|
|
/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
|
|
name = "pulse pistol power cell"
|
|
maxcharge = 2000
|
|
|
|
/obj/item/stock_parts/cell/ninja
|
|
name = "black power cell"
|
|
icon_state = "bscell"
|
|
maxcharge = 10000
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
|
|
chargerate = 2000
|
|
|
|
/obj/item/stock_parts/cell/high
|
|
name = "high-capacity power cell"
|
|
icon_state = "hcell"
|
|
maxcharge = 10000
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
|
|
chargerate = 1500
|
|
|
|
/obj/item/stock_parts/cell/high/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/super
|
|
name = "super-capacity power cell"
|
|
icon_state = "scell"
|
|
maxcharge = 20000
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 3)
|
|
chargerate = 2000
|
|
|
|
/obj/item/stock_parts/cell/super/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/hyper
|
|
name = "hyper-capacity power cell"
|
|
icon_state = "hpcell"
|
|
maxcharge = 30000
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4)
|
|
chargerate = 3000
|
|
|
|
/obj/item/stock_parts/cell/hyper/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/bluespace
|
|
name = "bluespace power cell"
|
|
desc = "A rechargeable transdimensional power cell."
|
|
icon_state = "bscell"
|
|
maxcharge = 40000
|
|
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*6)
|
|
chargerate = 4000
|
|
|
|
/obj/item/stock_parts/cell/bluespace/empty
|
|
empty = TRUE
|
|
|
|
/obj/item/stock_parts/cell/infinite
|
|
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)
|
|
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/abductor.dmi'
|
|
icon_state = "cell"
|
|
maxcharge = 50000
|
|
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/hydroponics/harvest.dmi'
|
|
icon_state = "potato"
|
|
charge = 100
|
|
maxcharge = 300
|
|
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/emproof
|
|
name = "\improper EMP-proof cell"
|
|
desc = "An EMP-proof cell."
|
|
maxcharge = 500
|
|
|
|
/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 = 5000
|
|
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 = 50000
|
|
chargerate = 5000 //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 = 120 //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/A = get_area(src)
|
|
if(!A.lightswitch || !A.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 = 50000
|
|
chargerate = 0
|
|
charge_light_type = null
|
|
connector_type = "crystal"
|
|
custom_materials = null
|
|
grind_results = null
|
|
|
|
/obj/item/stock_parts/cell/inducer_supply
|
|
maxcharge = 5000
|
|
|
|
#undef CELL_DRAIN_TIME
|
|
#undef CELL_POWER_GAIN
|
|
#undef CELL_POWER_DRAIN
|