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CHOMPStation2/code/game/machinery/cell_charger.dm
GinjaNinja32 314a28fa75 Merge remote-tracking branch 'upstream/dev' into span_class=notice
Conflicts:
	code/game/antagonist/station/rogue_ai.dm
	code/game/machinery/OpTable.dm
	code/game/machinery/floodlight.dm
	code/game/machinery/spaceheater.dm
2015-06-02 17:33:20 +01:00

114 lines
3.3 KiB
Plaintext

/obj/machinery/cell_charger
name = "heavy-duty cell charger"
desc = "A much more powerful version of the standard recharger that is specially designed for charging power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger0"
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 40000 //40 kW. (this the power drawn when charging)
power_channel = EQUIP
var/obj/item/weapon/cell/charging = null
var/chargelevel = -1
/obj/machinery/cell_charger/update_icon()
icon_state = "ccharger[charging ? 1 : 0]"
if(charging && !(stat & (BROKEN|NOPOWER)) )
var/newlevel = round(charging.percent() * 4.0 / 99)
//world << "nl: [newlevel]"
if(chargelevel != newlevel)
overlays.Cut()
overlays += "ccharger-o[newlevel]"
chargelevel = newlevel
else
overlays.Cut()
/obj/machinery/cell_charger/examine(mob/user)
if(!..(user, 5))
return
user << "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
user << "Current charge: [charging.charge]"
/obj/machinery/cell_charger/attackby(obj/item/weapon/W, mob/user)
if(stat & BROKEN)
return
if(istype(W, /obj/item/weapon/cell) && anchored)
if(charging)
user << "<span class='warning'>There is already a cell in the charger.</span>"
return
else
var/area/a = loc.loc // Gets our locations location, like a dream within a dream
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
user << "<span class='warning'>The [name] blinks red as you try to insert the cell!</span>"
return
user.drop_item()
W.loc = src
charging = W
user.visible_message("[user] inserts a cell into the charger.", "You insert a cell into the charger.")
chargelevel = -1
update_icon()
else if(istype(W, /obj/item/weapon/wrench))
if(charging)
user << "<span class='warning'>Remove the cell first!</span>"
return
anchored = !anchored
user << "You [anchored ? "attach" : "detach"] the cell charger [anchored ? "to" : "from"] the ground"
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
/obj/machinery/cell_charger/attack_hand(mob/user)
if(charging)
usr.put_in_hands(charging)
charging.add_fingerprint(user)
charging.update_icon()
src.charging = null
user.visible_message("[user] removes the cell from the charger.", "You remove the cell from the charger.")
chargelevel = -1
update_icon()
/obj/machinery/cell_charger/attack_ai(mob/user)
if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Borgs can remove the cell if they are near enough
if(!src.charging)
return
charging.loc = src.loc
charging.update_icon()
charging = null
update_icon()
user.visible_message("[user] removes the cell from the charger.", "You remove the cell from the charger.")
/obj/machinery/cell_charger/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
return
if(charging)
charging.emp_act(severity)
..(severity)
/obj/machinery/cell_charger/process()
//world << "ccpt [charging] [stat]"
if((stat & (BROKEN|NOPOWER)) || !anchored)
update_use_power(0)
return
if (charging && !charging.fully_charged())
charging.give(active_power_usage*CELLRATE)
update_use_power(2)
update_icon()
else
update_use_power(1)