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CHOMPStation2/code/modules/power/cells/power_cells.dm
2021-03-18 14:57:26 +00:00

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/obj/item/weapon/cell/crap
name = "\improper rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
maxcharge = 500
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
charge = 0
/obj/item/weapon/cell/secborg
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
charge = 0
update_icon()
/obj/item/weapon/cell/apc
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
maxcharge = 5000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "hcell"
maxcharge = 10000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
/obj/item/weapon/cell/high/empty/New()
..()
charge = 0
update_icon()
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = list(TECH_POWER = 5)
icon_state = "scell"
maxcharge = 20000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
/obj/item/weapon/cell/super/empty/New()
..()
charge = 0
update_icon()
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "hpcell"
maxcharge = 30000
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
/obj/item/weapon/cell/hyper/empty/New()
..()
charge = 0
update_icon()
/obj/item/weapon/cell/mech
name = "mecha power cell"
charge = 15000
maxcharge = 15000
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
/obj/item/weapon/cell/infinite/check_charge()
return 1
/obj/item/weapon/cell/infinite/use()
return 1
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = list(TECH_POWER = 1)
icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
icon_state = "potato_cell" //"potato_battery"
charge = 100
maxcharge = 300
minor_fault = 1
/obj/item/weapon/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with phoron, it crackles with power."
origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
icon_state = "yellow slime extract" //"potato_battery"
description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
maxcharge = 10000
matter = null
self_recharge = TRUE
//Not actually a cell, but if people look for it, they'll probably look near other cells
/obj/item/device/fbp_backup_cell
name = "backup battery"
desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
icon = 'icons/obj/power.dmi'
icon_state = "fbp_cell"
w_class = ITEMSIZE_SMALL
var/amount = 100
var/used = FALSE
/obj/item/device/fbp_backup_cell/Initialize()
overlays += image(icon,"[icon_state]1")
/obj/item/device/fbp_backup_cell/attack(mob/living/M as mob, mob/user as mob)
if(!used && ishuman(M))
var/mob/living/carbon/human/H = M
if(H.isSynthetic())
if(H.nutrition <= amount)
use(user,H)
else
to_chat(user,"<span class='warning'>The difference in potential is too great. [user == M ? "You have" : "[H] has"] too much charge to use such a small battery.</span>")
else if(M == user)
to_chat(user,"<span class='warning'>You lick the cell, and your tongue tingles slightly.</span>")
else
to_chat(user,"<span class='warning'>This cell is meant for use on humanoid synthetics only.</span>")
. = ..()
/obj/item/device/fbp_backup_cell/proc/use(var/mob/living/user, var/mob/living/target)
if(used)
return
used = TRUE
desc += " This one has already been used."
overlays.Cut()
target.adjust_nutrition(amount)
user.custom_emote(message = "connects \the [src] to [user == target ? "their" : "[target]'s"] charging port, expending it.")
/obj/item/weapon/cell/emergency_light
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
matter = list("glass" = 20)
w_class = ITEMSIZE_TINY
/obj/item/weapon/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power