/*
* 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"
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 20k and self recharges over time."
maxcharge = 20000
charge_amount = 1000 // 5%.
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,"The difference in potential is too great. [user == M ? "You have" : "[H] has"] too much charge to use such a small battery.")
else if(M == user)
to_chat(user,"You lick the cell, and your tongue tingles slightly.")
else
to_chat(user,"This cell is meant for use on humanoid synthetics only.")
. = ..()
/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.")