Files
CHOMPStation2/code/modules/power/cell.dm
petethegoat@gmail.com 21387370c9 Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 19:28:40 +00:00

210 lines
5.5 KiB
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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 = charge * maxcharge/100.0 // map obj has charge as percentage, convert to real value here
spawn(5)
updateicon()
/obj/item/weapon/cell/proc/updateicon()
/*if(maxcharge < 10000)
icon_state = "cell"
if(maxcharge >= 10000 && maxcharge < 20000)
icon_state = "hcell"
if(maxcharge >= 20000 && maxcharge < 30000)
icon_state = "scell"
else
icon_state = "hpcell"*/
overlays = null
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
overlays += image('power.dmi', "cell-o2")
else
overlays += image('power.dmi', "cell-o1")
/obj/item/weapon/cell/proc/percent() // return % charge of cell
return 100.0*charge/maxcharge
// use power from a cell
/obj/item/weapon/cell/proc/use(var/amount)
if(rigged && amount > 0)
explode()
return 0
if(charge < amount) return 0
charge = (charge - 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/power_used = min(maxcharge-charge,amount)
if(crit_fail) return 0
if(!prob(reliability))
minor_fault++
if(prob(minor_fault))
crit_fail = 1
return 0
charge += power_used
return power_used
/obj/item/weapon/cell/examine()
set src in view(1)
if(usr /*&& !usr.stat*/)
if(maxcharge <= 2500)
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() )]%."
else
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() )]%."
if(crit_fail)
usr << "\red This power cell seems to be faulty."
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CELL",src,user:wear_suit)
return
//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.
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
//HONK HONK GLOVES NERF -Pete
/*
var/obj/item/clothing/gloves/G = W
if(istype(G))
// var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
// s.set_up(3, 1, src)
// s.start()
// if (prob(80+(G.siemens_coefficient*100)) && electrocute_mob(user, src, src))
// return 1
if(!istype(W, /obj/item/clothing/gloves/yellow))
if(!G.wired)
user << "You run an electrical current through the gloves, but nothing happens!"
return
if(charge < 1000)
return
// G.siemens_coefficient = max(G.siemens_coefficient,0.3)
G.elecgen = 1
G.uses = min(5, round(charge / 1000))
use(G.uses*1000)
updateicon()
user << "\red These gloves are now electrically charged!"
*/
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("plasma", 5))
rigged = 1
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)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
spawn(1)
del(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)
charge -= 1000 / severity
if (charge < 0)
charge = 0
if(reliability != 100 && prob(50/severity))
reliability -= 10 / severity
..()
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
del(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()
/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