mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-02 21:44:17 +00:00
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future. #Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following. #Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished. #Fixed a bugged message on changeling transformation sting. It will no longer give away your identity. #Made law datum a silicon define. var/datum/ai_laws/laws. #A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
184 lines
4.8 KiB
Plaintext
184 lines
4.8 KiB
Plaintext
// the power cell
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// charge from 0 to 100%
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// fits in APC to provide backup power
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/obj/item/weapon/cell/New()
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..()
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charge = charge * maxcharge/100.0 // map obj has charge as percentage, convert to real value here
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spawn(5)
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updateicon()
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/obj/item/weapon/cell/proc/updateicon()
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if(maxcharge <= 2500)
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icon_state = "cell"
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else
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icon_state = "hpcell"
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overlays = null
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if(charge < 0.01)
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return
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else if(charge/maxcharge >=0.995)
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overlays += image('power.dmi', "cell-o2")
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else
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overlays += image('power.dmi', "cell-o1")
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/obj/item/weapon/cell/proc/percent() // return % charge of cell
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return 100.0*charge/maxcharge
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// use power from a cell
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/obj/item/weapon/cell/proc/use(var/amount)
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charge = max(0, charge-amount)
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if(rigged && amount > 0)
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explode()
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// recharge the cell
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/obj/item/weapon/cell/proc/give(var/amount)
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var/power_used = min(maxcharge-charge,amount)
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if(crit_fail)
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power_used = 0
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else if(prob(reliability))
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charge += power_used
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else
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minor_fault++
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if(prob(minor_fault))
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crit_fail = 1
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power_used = 0
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if(rigged && amount > 0)
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explode()
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return power_used
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/obj/item/weapon/cell/examine()
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set src in view(1)
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if(usr /*&& !usr.stat*/)
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if(maxcharge <= 2500)
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usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
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else
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usr << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!!!\nThe charge meter reads [round(src.percent() )]%."
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if(crit_fail)
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usr << "\red This power cell seems to be faulty"
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/obj/item/weapon/cell/attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(ishuman(user))
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if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
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call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit)
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return
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//Just because someone gets you occasionally with stun gloves doesn't mean you can put in code to kill everyone who tries to make some.
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/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
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..()
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var/obj/item/clothing/gloves/G = W
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if(istype(G))
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// var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
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// s.set_up(3, 1, src)
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// s.start()
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// if (prob(80+(G.siemens_coefficient*100)) && electrocute_mob(user, src, src))
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// return 1
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if(charge < 1000)
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return
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// G.siemens_coefficient = max(G.siemens_coefficient,0.3)
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G.elecgen = 1
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G.uses = min(5, round(charge / 1000))
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use(G.uses*1000)
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updateicon()
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user << "\red These gloves are now electrically charged!"
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else if(istype(W, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = W
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user << "You inject the solution into the power cell."
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if(S.reagents.has_reagent("plasma", 5))
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rigged = 1
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S.reagents.clear_reagents()
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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/*
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* 1000-cell explosion(T, -1, 0, 1, 1)
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* 2500-cell explosion(T, -1, 0, 1, 1)
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* 10000-cell explosion(T, -1, 1, 3, 3)
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* 15000-cell explosion(T, -1, 2, 4, 4)
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* */
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if (charge==0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge)/60)
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var/light_impact_range = round(sqrt(charge)/30)
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var/flash_range = light_impact_range
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if (light_impact_range==0)
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rigged = 0
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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spawn(1)
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del(src)
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/obj/item/weapon/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/emp_act(severity)
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charge -= 1000 / severity
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if (charge < 0)
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charge = 0
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if(reliability != 100 && prob(50/severity))
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reliability -= 10 / severity
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..()
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/obj/item/weapon/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if (prob(50))
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corrupt()
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if(3.0)
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if (prob(25))
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del(src)
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return
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if (prob(25))
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corrupt()
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return
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/obj/item/weapon/cell/blob_act()
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if(prob(75))
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explode()
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/obj/item/weapon/cell/proc/get_electrocute_damage()
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switch (charge)
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if (9000 to INFINITY)
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return min(rand(90,150),rand(90,150))
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if (2500 to 9000-1)
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return min(rand(70,145),rand(70,145))
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if (1750 to 2500-1)
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return min(rand(35,110),rand(35,110))
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if (1500 to 1750-1)
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return min(rand(30,100),rand(30,100))
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if (750 to 1500-1)
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return min(rand(25,90),rand(25,90))
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if (250 to 750-1)
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return min(rand(20,80),rand(20,80))
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if (100 to 250-1)
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return min(rand(20,65),rand(20,65))
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else
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return 0
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