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CHOMPStation2/code/game/machinery/recharger.dm

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/recharger
name = "recharger"
desc = "A standard recharger for all devices that use power."
icon = 'icons/obj/stationobjs_vr.dmi' //VOREStation Edit
icon_state = "recharger0"
anchored = 1
use_power = USE_POWER_IDLE
idle_power_usage = 4
active_power_usage = 40000 //40 kW
var/efficiency = 40000 //will provide the modified power rate when upgraded
var/obj/item/charging = null
var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/modular_computer, /obj/item/weapon/computer_hardware/battery_module, /obj/item/weapon/cell, /obj/item/device/flashlight, /obj/item/device/electronic_assembly, /obj/item/weapon/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/device/flash, /obj/item/device/defib_kit, /obj/item/ammo_casing/microbattery) //VOREStation Add - NSFW Batteries
var/icon_state_charged = "recharger2"
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
var/portable = 1
circuit = /obj/item/weapon/circuitboard/recharger
/obj/machinery/recharger/New()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/stack/cable_coil(src, 5)
RefreshParts()
..()
return
/obj/machinery/recharger/examine(mob/user)
if(!..(user, 5))
return
to_chat(user, "[charging ? "[charging]" : "Nothing"] is in [src].")
if(charging)
var/obj/item/weapon/cell/C = charging.get_cell()
to_chat(user, "Current charge: [C.charge] / [C.maxcharge]")
/obj/machinery/recharger/attackby(obj/item/weapon/G as obj, mob/user as mob)
var/allowed = 0
for (var/allowed_type in allowed_devices)
if(istype(G, allowed_type)) allowed = 1
if(allowed)
if(charging)
to_chat(user, "<span class='warning'>\A [charging] is already charging here.</span>")
return
// Checks to make sure he's not in space doing it, and that the area got proper power.
if(!powered())
to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [G]!</span>")
return
if(istype(G, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = G
if(E.self_recharge)
to_chat(user, "<span class='notice'>\The [E] has no recharge port.</span>")
return
if(istype(G, /obj/item/modular_computer))
var/obj/item/modular_computer/C = G
if(!C.battery_module)
to_chat(user, "<span class='notice'>\The [C] does not have a battery installed. </span>")
return
if(istype(G, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = G
if(B.use_external_power)
to_chat(user, "<span class='notice'>\The [B] has no recharge port.</span>")
return
if(istype(G, /obj/item/device/flash))
var/obj/item/device/flash/F = G
if(F.use_external_power)
to_chat(user, "<span class='notice'>\The [F] has no recharge port.</span>")
return
if(istype(G, /obj/item/weapon/weldingtool/electric))
var/obj/item/weapon/weldingtool/electric/EW = G
if(EW.use_external_power)
to_chat(user, "<span class='notice'>\The [EW] has no recharge port.</span>")
return
if(!G.get_cell() && !istype(G, /obj/item/ammo_casing/microbattery)) //VOREStation Edit: NSFW charging
to_chat(user, "\The [G] does not have a battery installed.")
return
user.drop_item()
G.loc = src
charging = G
update_icon()
user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
else if(portable && G.is_wrench())
if(charging)
to_chat(user, "<span class='warning'>Remove [charging] first!</span>")
return
anchored = !anchored
to_chat(user, "You [anchored ? "attached" : "detached"] [src].")
playsound(loc, G.usesound, 75, 1)
else if(default_deconstruction_screwdriver(user, G))
return
else if(default_deconstruction_crowbar(user, G))
return
else if(default_part_replacement(user, G))
return
/obj/machinery/recharger/attack_hand(mob/user as mob)
add_fingerprint(user)
if(charging)
user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
charging.update_icon()
user.put_in_hands(charging)
charging = null
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(charging)
user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
charging.update_icon()
charging.loc = src.loc
charging = null
update_icon()
/obj/machinery/recharger/process()
if(stat & (NOPOWER|BROKEN) || !anchored)
update_use_power(USE_POWER_OFF)
icon_state = icon_state_idle
return
if(!charging)
update_use_power(USE_POWER_IDLE)
icon_state = icon_state_idle
else
var/obj/item/weapon/cell/C = charging.get_cell()
if(istype(C))
if(!C.fully_charged())
icon_state = icon_state_charging
C.give(CELLRATE*efficiency)
update_use_power(USE_POWER_ACTIVE)
else
icon_state = icon_state_charged
update_use_power(USE_POWER_IDLE)
//VOREStation Add - NSFW Batteries
else if(istype(charging, /obj/item/ammo_casing/microbattery))
var/obj/item/ammo_casing/microbattery/batt = charging
if(batt.shots_left >= initial(batt.shots_left))
icon_state = icon_state_charged
update_use_power(USE_POWER_IDLE)
else
icon_state = icon_state_charging
batt.shots_left++
update_use_power(USE_POWER_ACTIVE)
return
//VOREStation Add End
/obj/machinery/recharger/emp_act(severity)
if(stat & (NOPOWER|BROKEN) || !anchored)
..(severity)
return
if(charging)
var/obj/item/weapon/cell/C = charging.get_cell()
if(istype(C))
C.emp_act(severity)
..(severity)
/obj/machinery/recharger/update_icon() //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
if(charging)
icon_state = icon_state_charging
else
icon_state = icon_state_idle
/obj/machinery/recharger/RefreshParts()
var/E = 0
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
E += C.rating
efficiency = active_power_usage * (1+ (E - 1)*0.5)
/obj/machinery/recharger/wallcharger
name = "wall recharger"
desc = "A more powerful recharger designed for energy weapons."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "wrecharger0"
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
active_power_usage = 60000 //60 kW , It's more specialized than the standalone recharger (guns, batons, and flashlights only) so make it more powerful
efficiency = 60000
allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/gun/magnetic, /obj/item/weapon/melee/baton, /obj/item/device/flashlight, /obj/item/weapon/cell/device)
icon_state_charged = "wrecharger2"
icon_state_charging = "wrecharger1"
icon_state_idle = "wrecharger0"
portable = 0
circuit = /obj/item/weapon/circuitboard/recharger/wrecharger