// the power cell // charge from 0 to 100% // fits in APC to provide backup power /obj/item/weapon/cell name = "power cell" desc = "A rechargable electrochemical power cell." icon = 'icons/obj/power.dmi' icon_state = "cell" item_state = "cell" origin_tech = list(TECH_POWER = 1) force = 5.0 throwforce = 5.0 throw_speed = 3 throw_range = 5 w_class = ITEMSIZE_NORMAL var/static/cell_uid = 1 // Unique ID of this power cell. Used to reduce bunch of uglier code in nanoUI. var/c_uid var/charge = 0 // note %age conveted to actual charge in New var/maxcharge = 1000 var/rigged = 0 // true if rigged to explode var/minor_fault = 0 //If not 100% reliable, it will build up faults. var/self_recharge = FALSE // If true, the cell will recharge itself. var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later. var/last_use = 0 // A tracker for use in self-charging var/charge_delay = 0 // How long it takes for the cell to start recharging after last use matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' // Overlay stuff. var/overlay_half_state = "cell-o1" // Overlay used when not fully charged but not empty. var/overlay_full_state = "cell-o2" // Overlay used when fully charged. var/last_overlay_state = null // Used to optimize update_icon() calls. /obj/item/weapon/cell/New() ..() c_uid = cell_uid++ charge = maxcharge update_icon() if(self_recharge) START_PROCESSING(SSobj, src) /obj/item/weapon/cell/Destroy() if(self_recharge) STOP_PROCESSING(SSobj, src) return ..() /obj/item/weapon/cell/get_cell() return src /obj/item/weapon/cell/process() if(self_recharge) if(world.time >= last_use + charge_delay) give(charge_amount) else return PROCESS_KILL /obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0) if(drain_check) return 1 if(charge <= 0) return 0 var/cell_amt = power * CELLRATE return use(cell_amt) / CELLRATE #define OVERLAY_FULL 2 #define OVERLAY_PARTIAL 1 #define OVERLAY_EMPTY 0 /obj/item/weapon/cell/update_icon() var/new_overlay = null // The overlay that is needed. // If it's different than the current overlay, then it'll get changed. // Otherwise nothing happens, to save on CPU. if(charge < 0.01) // Empty. new_overlay = OVERLAY_EMPTY if(last_overlay_state != new_overlay) cut_overlays() else if(charge/maxcharge >= 0.995) // Full new_overlay = OVERLAY_FULL if(last_overlay_state != new_overlay) cut_overlay(overlay_half_state) add_overlay(overlay_full_state) else // Inbetween. new_overlay = OVERLAY_PARTIAL if(last_overlay_state != new_overlay) cut_overlay(overlay_full_state) add_overlay(overlay_half_state) last_overlay_state = new_overlay #undef OVERLAY_FULL #undef OVERLAY_PARTIAL #undef OVERLAY_EMPTY /obj/item/weapon/cell/proc/percent() // return % charge of cell return 100.0*charge/maxcharge /obj/item/weapon/cell/proc/fully_charged() return (charge == maxcharge) // checks if the power cell is able to provide the specified amount of charge /obj/item/weapon/cell/proc/check_charge(var/amount) return (charge >= amount) // Returns how much charge is missing from the cell, useful to make sure not overdraw from the grid when recharging. /obj/item/weapon/cell/proc/amount_missing() return max(maxcharge - charge, 0) // use power from a cell, returns the amount actually used /obj/item/weapon/cell/proc/use(var/amount) if(rigged && amount > 0) explode() return 0 var/used = min(charge, amount) charge -= used last_use = world.time update_icon() return used // Checks if the specified amount can be provided. If it can, it removes the amount // from the cell and returns 1. Otherwise does nothing and returns 0. /obj/item/weapon/cell/proc/checked_use(var/amount) if(!check_charge(amount)) return 0 use(amount) return 1 // recharge the cell /obj/item/weapon/cell/proc/give(var/amount) if(rigged && amount > 0) explode() return 0 if(maxcharge < amount) return 0 var/amount_used = min(maxcharge-charge,amount) charge += amount_used update_icon() if(loc) loc.update_icon() return amount_used /obj/item/weapon/cell/examine(mob/user) . = ..() if(Adjacent(user)) . += "It has a power rating of [maxcharge]." . += "The charge meter reads [round(src.percent() )]%." /obj/item/weapon/cell/attackby(obj/item/W, mob/user) ..() if(istype(W, /obj/item/weapon/reagent_containers/syringe)) var/obj/item/weapon/reagent_containers/syringe/S = W to_chat(user, "You inject the solution into the power cell.") if(S.reagents.has_reagent("phoron", 5)) rigged = 1 log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.") message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.") S.reagents.clear_reagents() /obj/item/weapon/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) log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]") message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]") explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range) qdel(src) /obj/item/weapon/cell/proc/corrupt() charge /= 2 maxcharge /= 2 if (prob(10)) rigged = 1 //broken batterys are dangerous /obj/item/weapon/cell/emp_act(severity) //remove this once emp changes on dev are merged in if(isrobot(loc)) var/mob/living/silicon/robot/R = loc severity *= R.cell_emp_mult charge -= charge / severity if (charge < 0) charge = 0 update_icon() ..() /obj/item/weapon/cell/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(50)) qdel(src) return if (prob(50)) corrupt() if(3.0) if (prob(25)) qdel(src) return if (prob(25)) corrupt() return /obj/item/weapon/cell/proc/get_electrocute_damage() switch (charge) /* if (9000 to INFINITY) return min(rand(90,150),rand(90,150)) if (2500 to 9000-1) return min(rand(70,145),rand(70,145)) if (1750 to 2500-1) return min(rand(35,110),rand(35,110)) if (1500 to 1750-1) return min(rand(30,100),rand(30,100)) if (750 to 1500-1) return min(rand(25,90),rand(25,90)) if (250 to 750-1) return min(rand(20,80),rand(20,80)) if (100 to 250-1) return min(rand(20,65),rand(20,65))*/ if (1000000 to INFINITY) return min(rand(50,160),rand(50,160)) if (200000 to 1000000-1) return min(rand(25,80),rand(25,80)) if (100000 to 200000-1)//Ave powernet return min(rand(20,60),rand(20,60)) if (50000 to 100000-1) return min(rand(15,40),rand(15,40)) if (1000 to 50000-1) return min(rand(10,20),rand(10,20)) else return 0 /obj/item/weapon/cell/suicide_act(mob/user) var/datum/gender/TU = gender_datums[user.get_visible_gender()] to_chat(viewers(user),"\The [user] is licking the electrodes of \the [src]! It looks like [TU.he] [TU.is] trying to commit suicide.") return (FIRELOSS)