Files
CHOMPStation2/code/modules/power/cell.dm
Neerti 2b86af1350 EMP tweaks/fixes
For borgs, EMP no longer results in a stun.  Instead, they are confused, and their HUD becomes static-y for a moment.  Their module items are also forced back into the borg, effectively disarming them.
EMP now drains powercells from current charge instead of max_charge, so two blasts should not empty the cell, for borgs.
Fixed bug where EMP was being applied twice to human mobs, including FBPs, resulting in them literally dying in one hit.
Synthetic organs take much less damage from EMP.
Synthetic external organs also take less damage, but more than their organs.
Bonus: Runtime fix for spawning in as a borg.
2016-02-04 09:51:25 -05:00

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// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/cell/New()
..()
charge = maxcharge
/obj/item/weapon/cell/initialize()
..()
update_icon()
/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
/obj/item/weapon/cell/update_icon()
overlays.Cut()
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
overlays += image('icons/obj/power.dmi', "cell-o2")
else
overlays += image('icons/obj/power.dmi', "cell-o1")
/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)
// 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
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
return amount_used
/obj/item/weapon/cell/examine(mob/user)
if(get_dist(src, user) > 1)
return
if(maxcharge <= 2500)
user << "[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() )]%."
else
user << "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() )]%."
/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
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
..()
/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