mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Killian <49700375+KillianKirilenko@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
73 lines
2.4 KiB
Plaintext
73 lines
2.4 KiB
Plaintext
/obj/item/fusion_coil
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name = "fusion coil"
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desc = "A special heavy-duty battery used to recharge SMES units. It dumps its entire power reserve into the SMES unit at once, and cannot be recharged locally. Safety systems on the coil itself mean it can't be used on charged SMES units if it would put them over their capacity."
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icon = 'icons/obj/power_cells.dmi'
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icon_state = "fc_spent"
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light_color = "#30B5E6"
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var/light_color_danger = "#D04E4C"
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item_state = "egg6"
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drop_sound = 'sound/items/drop/metalboots.ogg'
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pickup_sound = 'sound/items/pickup/gascan.ogg'
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//these things are big and heavy, they're awkward to transport, and you can't throw them very far
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w_class = ITEMSIZE_LARGE
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force = 15
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throw_speed = 4
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throw_range = 4
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slowdown = 1 //0.5 was not very much in practice, let's make this a bit more meaningful
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var/coil_charged = TRUE //have we been discharged into something yet?
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var/coil_damaged = FALSE //have we been damaged? one hit is fine, but two direct hits will explode us if we're charged
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var/coil_charge = 4800000 //how much power do we dump into the SMES on use? restores the main (if unupgraded) by 20%, or engine by 80%
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matter = list(MAT_STEEL = 6000, MAT_COPPER = 4000, MAT_PLASTIC = 2000)
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/obj/item/fusion_coil/Initialize(mapload)
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. = ..()
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update_icon()
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/obj/item/fusion_coil/update_icon()
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icon_state = "fc_spent"
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cut_overlays()
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. = list()
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if(coil_damaged)
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. += mutable_appearance(icon, "fc_unstable")
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. += emissive_appearance(icon, "fc_unstable")
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set_light(1, 3, light_color_danger)
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return add_overlay(.)
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else if(coil_charged)
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. += mutable_appearance(icon, "fc_charged")
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. += emissive_appearance(icon, "fc_charged")
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set_light(1, 2, light_color)
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return add_overlay(.)
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else
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set_light(0)
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return
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/obj/item/fusion_coil/bullet_act(obj/item/projectile/P, def_zone)
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. = ..()
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if(P.nodamage) //the projectile does no damage, abort!
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return
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if(!coil_charged)
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return
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if(coil_damaged)
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visible_message(span_danger("\The [src] explodes in a blinding flash!"))
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explosion(src.loc, 0, 1, 3)
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qdel(src)
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return
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visible_message(span_danger("\The [src] sparks and sputters!"))
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src.loc)
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spark_system.start()
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playsound(src, "sparks", 50, 1)
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coil_damaged = TRUE
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coil_charge = (coil_charge / 2)
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update_icon()
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