Files
CHOMPStation2/code/modules/power/cell.dm
noisomehollow@lycos.com bd54d92eb3 Fixed SpiderOS chemical injections to work a lot better. Thanks to Muskets and Darem.
Added a new reagent proc (trans_id_to) to transfer a specific reagent from a list to the target.
Finished SpiderOS. If anyone plans to revise PDA code, or maybe do something similar, I highly recommend looking at the SpiderOS verb first.
Ninjas may now drain energy from exposed wires, ala a powersink. It takes longer than APCs to begin charging and drains slower.
Misc bug fixes and improvements.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1460 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 03:32:19 +00:00

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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 = 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 <= 2500)
icon_state = "cell"
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)
charge = max(0, charge-amount)
if(rigged && amount > 0)
explode()
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
var/power_used = min(maxcharge-charge,amount)
if(crit_fail)
power_used = 0
else if(prob(reliability))
charge += power_used
else
minor_fault++
if(prob(minor_fault))
crit_fail = 1
power_used = 0
if(rigged && amount > 0)
explode()
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))
var/mob/living/carbon/human/U = user
if(istype(U.gloves, /obj/item/clothing/gloves/space_ninja)&&U.gloves:candrain&&!U.gloves:draining)
var/obj/item/clothing/suit/space/space_ninja/S = U.wear_suit
var/obj/item/clothing/gloves/space_ninja/G = U.gloves
if(charge)
user << "\blue Now charging battery..."
G.draining = 1
if (G.candrain&&do_after(user,30))
U << "\blue Gained <B>[charge]</B> energy from the cell."
if(S.charge+charge>S.maxcharge)
S.charge=S.maxcharge
else
S.charge+=charge
charge = 0
G.draining = 0
corrupt()
updateicon()
else
U << "\red Procedure interrupted. Protocol terminated."
return
else
U << "\red This cell is empty and of no use."
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)
..()
var/obj/item/clothing/gloves/G = W
if(istype(G))
// var/datum/effects/system/spark_spread/s = new /datum/effects/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(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!"
else 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))
else
return 0