Restore power cell sprite to "V2" and add cells to protolathe

-Restored power cell sprites to the "V2" sprites as I called them.
-Disabled base and virgo power cell/device/power_cell_research files and moved them into chomp modularity folder instead.

Added to the protolathe (I hope because I forgot to last time):
-Giga device cells
-Giga large cells
-Rechargeable weapon cell
-EMP-proof device cell
-EMP-proof weapon device cell
-Potato device cell


All the giga and recharging cells will require precursor tech 1.
This commit is contained in:
Razgriz
2022-05-18 00:28:31 -07:00
parent 1820631ada
commit 7e26f9d1a1
10 changed files with 543 additions and 7 deletions

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/*
* Device
*/
/obj/item/weapon/cell/device
name = "device power cell"
desc = "A small power cell designed to power handheld devices."
icon = 'modular_chomp/icons/obj/power_cells.dmi'
icon_state = "m_st"
item_state = "egg6"
w_class = ITEMSIZE_SMALL
force = 0
throw_speed = 5
throw_range = 7
maxcharge = 480
charge_amount = 5
matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
preserve_item = 1
/obj/item/weapon/cell/device/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* EMP Proof Device
*/
/obj/item/weapon/cell/device/empproof
name = "shielded device power cell"
desc = "A small power cell designed to power handheld devices. Shielded from EMPs."
icon_state = "s_st"
matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
emp_proof = TRUE
origin_tech = list(TECH_POWER = 3)
/obj/item/weapon/cell/device/empproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Weapon
*/
/obj/item/weapon/cell/device/weapon
name = "advanced device power cell" //This was a yawn change. I quite like this, makes more sense.
desc = "A small upgraded power cell designed to power handheld devices."
icon_state = "m_sup"
maxcharge = 2400
charge_amount = 20
origin_tech = list(TECH_POWER = 2)
/obj/item/weapon/cell/device/weapon/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/weapon/cell/device/super
name = "super device power cell"
desc = "A small upgraded power cell designed to power handheld devices."
icon_state = "m_hy" //CHOMP Add
maxcharge = 3600
charge_amount = 20
origin_tech = list(TECH_POWER = 3)
/obj/item/weapon/cell/device/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Hyper
*/
/obj/item/weapon/cell/device/hyper
name = "hyper device power cell"
desc = "A small upgraded power cell designed to hold much more power for handheld devices."
icon_state = "meb_m_st" //CHOMP Add
maxcharge = 4800
charge_amount = 20
origin_tech = list(TECH_POWER = 4)
/obj/item/weapon/cell/device/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Giga
*/
/obj/item/weapon/cell/device/giga
name = "giga device power cell"
desc = "A small power cell that holds a blistering amount of energy, constructed by clever scientists using secrets gleaned from alien technology."
icon_state = "meb_m_hi"
maxcharge = 6000
charge_amount = 20
origin_tech = list(TECH_POWER = 5, TECH_PRECURSOR = 1)
/obj/item/weapon/cell/device/giga/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* EMP Proof Weapon
*/
/obj/item/weapon/cell/device/weapon/empproof
name = "shielded weapon power cell"
desc = "A small power cell designed to power handheld weaponry. Shielded from EMPs."
icon_state = "s_hi"
maxcharge = 2400
charge_amount = 20
matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
emp_proof = TRUE
origin_tech = list(TECH_POWER = 4)
/obj/item/weapon/cell/device/weapon/empproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Self-charging Weapon
*/
/obj/item/weapon/cell/device/weapon/recharge
name = "self-charging weapon power cell"
desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
icon_state = "meb_m_nu"
matter = list(MAT_STEEL = 400, MAT_GLASS = 80)
self_recharge = TRUE
charge_amount = 120
charge_delay = 75
origin_tech = list(TECH_POWER = 5, TECH_PRECURSOR = 1)
/*
* Captain's Self-charging Weapon
*/
/obj/item/weapon/cell/device/weapon/recharge/captain
icon_state = "infinite_m"
matter = list(MAT_STEEL = 400, MAT_GLASS = 100)
charge_amount = 160 //Recharges a lot more quickly...
charge_delay = 100 //... but it takes a while to get started
/*
* Alien Void Cell
*/
/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell
name = "Precursor Alpha Object - Void Cell"
desc = "This is a very enigmatic and small machine. It is able to output a direct electrical current \
from itself to another device or machine that it is connected to. Its shape has a similar form as \
a battery cell, which might imply that the species who created these had a desire for some form of \
a modular power supply.\
<br><br>\
These appear to be limited in throughput, only able to put out so much energy at a time. It is unknown \
if this was intentional, or was a design constraint that the creators of this object had to work around. \
Regardless, it will likely function inside of various devices which run off of conventional power cells.\
<br><br>\
Scanning similar objects may yield more information."
value = CATALOGUER_REWARD_EASY
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell"
desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell)
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
charge_amount = 120 // 5%.
charge_delay = 50 // Every five seconds, bit faster than the default.
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
/obj/item/weapon/cell/device/weapon/recharge/alien/update_icon()
return // No overlays please.
//CHOMP Add Putting virgo code into our code to make sure this does not change.
//The device cell
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell (device)"
var/swaps_to = /obj/item/weapon/cell/void
standard_overlays = FALSE
/obj/item/weapon/cell/device/weapon/recharge/alien/attack_self(var/mob/user)
user.remove_from_mob(src)
to_chat(user, "<span class='notice'>You swap [src] to 'machinery cell' mode.</span>")
var/obj/item/weapon/cell/newcell = new swaps_to(null)
user.put_in_active_hand(newcell)
var/percentage = charge/maxcharge
newcell.charge = newcell.maxcharge * percentage
qdel(src)
//The machine cell
/obj/item/weapon/cell/void
name = "void cell (machinery)"
desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 4800 //10x the device version
charge_amount = 1200 //10x the device version
self_recharge = TRUE
charge_delay = 50
matter = null
standard_overlays = FALSE
var/swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien
/obj/item/weapon/cell/void/attack_self(var/mob/user)
user.remove_from_mob(src)
to_chat(user, "<span class='notice'>You swap [src] to 'device cell' mode.</span>")
var/obj/item/weapon/cell/newcell = new swaps_to(null)
user.put_in_active_hand(newcell)
var/percentage = charge/maxcharge
newcell.charge = newcell.maxcharge * percentage
qdel(src)
// Bloo friendlier hybrid tech
/obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
icon = 'icons/obj/power_vr.dmi'
icon_state = "cellb"
swaps_to = /obj/item/weapon/cell/void/hybrid
/obj/item/weapon/cell/void/hybrid
icon = 'icons/obj/power_vr.dmi'
icon_state = "cellb"
swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
//YAWN Addtion
/obj/item/weapon/cell/device/weapon/recharge/alien/omni
name = "omni weapon power cell"
desc = "A mix between alien technology and phoron tech. Seems to fit in almost any cell slot..."
charge_amount = 90 // 5%.
maxcharge = 1800
charge_delay = 50 SECONDS
origin_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4, TECH_PHORON = 3)
/obj/item/weapon/cell/device/weapon/recharge/alien/omni/empty/Initialize()
. = ..()
charge = 0

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//I don't know what this is, but whatever it is, I am taking it from virgo code so they stop messing with cells.
/obj/item/weapon/cell/spike
name = "modified power cell"
desc = "A modified power cell sitting in a highly conductive chassis."
origin_tech = list(TECH_POWER = 2)
icon_state = "modded"
maxcharge = 10000
matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
self_recharge = TRUE
charge_amount = 150
/obj/item/weapon/cell/spike/process()
..()
var/turf/Center = get_turf(src)
var/shock_count = 0
for(var/turf/T in range(Center, 1))
if(prob(round(charge / 250)) && charge >= (maxcharge / 4))
if(locate(/obj/effect/temporary_effect/pulse/staticshock) in T)
continue
var/conductive = FALSE
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/WT = T
if(WT.material.conductive)
conductive = TRUE
else if(WT.girder_material.conductive)
conductive = TRUE
else if(WT.reinf_material && WT.reinf_material.conductive)
conductive = TRUE
if(istype(T, /turf/simulated/floor))
var/turf/simulated/floor/F = T
if(istype(F.flooring, /decl/flooring/reinforced))
conductive = TRUE
if(conductive)
shock_count += 1
new /obj/effect/temporary_effect/pulse/staticshock(T)
if(shock_count)
while(shock_count)
use(200)
shock_count--
/obj/effect/temporary_effect/pulse/staticshock
name = "electric field"
desc = "Caution: Do not touch."
pulses_remaining = 10
pulse_delay = 2 SECONDS
icon_state = "blue_static"
/obj/effect/temporary_effect/pulse/staticshock/on_pulse()
..()
for(var/mob/living/L in view(1, src))
if(!issilicon(L) && prob(L.mob_size))
var/obj/item/projectile/beam/shock/weak/P = new (get_turf(src))
P.launch_projectile_from_turf(L, BP_TORSO)
var/obj/item/weapon/plastique/C4 = locate() in get_turf(src)
if(C4)
C4.visible_message("<span class='danger'>The current fries \the [C4]!</span>")
if(prob(10))
C4.explode(get_turf(src))
else
qdel(C4)

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/*
* Crap
*/
/obj/item/weapon/cell/crap
name = "\improper rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
icon_state = "crap"
maxcharge = 500
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
charge = 0
/*
* Security Borg
*/
/obj/item/weapon/cell/secborg
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
icon_state = "secborg"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
charge = 0
update_icon()
/*
* APC
*/
/obj/item/weapon/cell/apc
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
icon_state = "apc"
maxcharge = 5000
matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
/*
* High
*/
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "b_hi"
maxcharge = 10000
matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
/obj/item/weapon/cell/high/empty/New()
..()
charge = 0
update_icon()
/*
* Super
*/
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = list(TECH_POWER = 5)
icon_state = "b_sup"
maxcharge = 20000
matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
/obj/item/weapon/cell/super/empty/New()
..()
charge = 0
update_icon()
/*
* Hyper
*/
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "b_hy"
maxcharge = 30000
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/hyper/empty/New()
..()
charge = 0
update_icon()
/*
* Giga
*/
/obj/item/weapon/cell/giga
name = "giga-capacity power cell made with a dash of precursor technology"
origin_tech = list(TECH_POWER = 6, TECH_PRECURSOR = 1)
icon_state = "meb_b_hi"
maxcharge = 40000
matter = list(MAT_STEEL = 1000, MAT_GLASS = 100)
/obj/item/weapon/cell/giga/empty/New()
..()
charge = 0
update_icon()
/*
* Mecha
*/
/obj/item/weapon/cell/mech
name = "mecha power cell"
icon_state = "exs_s"
charge = 15000
maxcharge = 15000
matter = list(MAT_STEEL = 800, MAT_GLASS = 60)
/obj/item/weapon/cell/mech/high
name = "high-capacity mecha power cell"
origin_tech = list(TECH_POWER = 3)
icon_state = "exs_m"
charge = 20000
maxcharge = 20000
matter = list(MAT_STEEL = 800, MAT_GLASS = 80)
/obj/item/weapon/cell/mech/super
name = "super-capacity mecha power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "exs_l"
charge = 25000
maxcharge = 25000
matter = list(MAT_STEEL = 800, MAT_GLASS = 100)
/*
* Infinite
*/
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "infinite_b"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/infinite/check_charge()
return 1
/obj/item/weapon/cell/infinite/use()
return 1
/*
* Potato
*/
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = list(TECH_POWER = 0)
icon_state = "potato"
charge = 100
maxcharge = 300
minor_fault = 1
/*
* Slime
*/
/obj/item/weapon/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with phoron, it crackles with power."
origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
icon_state = "yellow slime extract" //"potato_battery"
description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
maxcharge = 10000
matter = null
self_recharge = TRUE
standard_overlays = FALSE
/*
* Emergency Light
*/
/obj/item/weapon/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
matter = list(MAT_GLASS = 20)
icon_state = "em_light"
w_class = ITEMSIZE_TINY
/obj/item/weapon/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power
/*
* Backup Battery
*
* Not actually a cell, but if people look for it, they'll probably look near other cells
*/
/obj/item/device/fbp_backup_cell
name = "backup battery"
desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
icon = 'icons/obj/power_cells.dmi'
icon_state = "backup"
w_class = ITEMSIZE_SMALL
var/amount = 100
var/used = FALSE
/obj/item/device/fbp_backup_cell/Initialize()
. = ..()
add_overlay("[icon_state]_100")
/obj/item/device/fbp_backup_cell/attack(mob/living/M as mob, mob/user as mob)
if(!used && ishuman(M))
var/mob/living/carbon/human/H = M
if(H.isSynthetic())
if(H.nutrition <= amount)
use(user,H)
else
to_chat(user,"<span class='warning'>The difference in potential is too great. [user == M ? "You have" : "[H] has"] too much charge to use such a small battery.</span>")
else if(M == user)
to_chat(user,"<span class='warning'>You lick the cell, and your tongue tingles slightly.</span>")
else
to_chat(user,"<span class='warning'>This cell is meant for use on humanoid synthetics only.</span>")
. = ..()
/obj/item/device/fbp_backup_cell/proc/use(var/mob/living/user, var/mob/living/target)
if(used)
return
used = TRUE
desc += " This one has already been used."
cut_overlays()
target.adjust_nutrition(amount)
user.custom_emote(message = "connects \the [src] to [user == target ? "their" : "[target]'s"] charging port, expending it.")