mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
270 lines
7.6 KiB
Plaintext
270 lines
7.6 KiB
Plaintext
// the power cell
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// charge from 0 to 100%
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// fits in APC to provide backup power
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/obj/item/weapon/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_state = "cell"
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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var/static/cell_uid = 1 // Unique ID of this power cell. Used to reduce bunch of uglier code in nanoUI.
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var/c_uid
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var/charge = 0 // note %age conveted to actual charge in New
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var/maxcharge = 1000
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var/rigged = 0 // true if rigged to explode
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var/minor_fault = 0 //If not 100% reliable, it will build up faults.
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var/self_recharge = FALSE // If true, the cell will recharge itself.
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var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
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var/last_use = 0 // A tracker for use in self-charging
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var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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// Overlay stuff.
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var/overlay_half_state = "cell-o1" // Overlay used when not fully charged but not empty.
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var/overlay_full_state = "cell-o2" // Overlay used when fully charged.
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var/last_overlay_state = null // Used to optimize update_icon() calls.
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/obj/item/weapon/cell/New()
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..()
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c_uid = cell_uid++
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charge = maxcharge
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update_icon()
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if(self_recharge)
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START_PROCESSING(SSobj, src)
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/obj/item/weapon/cell/Destroy()
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if(self_recharge)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/cell/get_cell()
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return src
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/obj/item/weapon/cell/process()
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if(self_recharge)
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if(world.time >= last_use + charge_delay)
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give(charge_amount)
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else
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return PROCESS_KILL
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
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if(drain_check)
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return 1
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if(charge <= 0)
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return 0
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var/cell_amt = power * CELLRATE
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return use(cell_amt) / CELLRATE
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#define OVERLAY_FULL 2
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#define OVERLAY_PARTIAL 1
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#define OVERLAY_EMPTY 0
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/obj/item/weapon/cell/update_icon()
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var/new_overlay = null // The overlay that is needed.
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// If it's different than the current overlay, then it'll get changed.
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// Otherwise nothing happens, to save on CPU.
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if(charge < 0.01) // Empty.
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new_overlay = OVERLAY_EMPTY
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if(last_overlay_state != new_overlay)
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cut_overlays()
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else if(charge/maxcharge >= 0.995) // Full
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new_overlay = OVERLAY_FULL
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if(last_overlay_state != new_overlay)
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cut_overlay(overlay_half_state)
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add_overlay(overlay_full_state)
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else // Inbetween.
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new_overlay = OVERLAY_PARTIAL
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if(last_overlay_state != new_overlay)
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cut_overlay(overlay_full_state)
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add_overlay(overlay_half_state)
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last_overlay_state = new_overlay
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#undef OVERLAY_FULL
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#undef OVERLAY_PARTIAL
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#undef OVERLAY_EMPTY
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/obj/item/weapon/cell/proc/percent() // return % charge of cell
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return 100.0*charge/maxcharge
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/obj/item/weapon/cell/proc/fully_charged()
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return (charge == maxcharge)
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// checks if the power cell is able to provide the specified amount of charge
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/obj/item/weapon/cell/proc/check_charge(var/amount)
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return (charge >= amount)
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// Returns how much charge is missing from the cell, useful to make sure not overdraw from the grid when recharging.
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/obj/item/weapon/cell/proc/amount_missing()
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return max(maxcharge - charge, 0)
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// use power from a cell, returns the amount actually used
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/obj/item/weapon/cell/proc/use(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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var/used = min(charge, amount)
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charge -= used
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last_use = world.time
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update_icon()
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return used
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// Checks if the specified amount can be provided. If it can, it removes the amount
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// from the cell and returns 1. Otherwise does nothing and returns 0.
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/obj/item/weapon/cell/proc/checked_use(var/amount)
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if(!check_charge(amount))
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return 0
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use(amount)
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return 1
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// recharge the cell
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/obj/item/weapon/cell/proc/give(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(maxcharge < amount) return 0
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var/amount_used = min(maxcharge-charge,amount)
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charge += amount_used
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update_icon()
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if(loc)
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loc.update_icon()
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return amount_used
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/obj/item/weapon/cell/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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. += "It has a power rating of [maxcharge]."
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. += "The charge meter reads [round(src.percent() )]%."
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/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
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..()
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if(istype(W, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = W
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to_chat(user, "You inject the solution into the power cell.")
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if(S.reagents.has_reagent("phoron", 5))
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rigged = 1
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log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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S.reagents.clear_reagents()
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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/*
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* 1000-cell explosion(T, -1, 0, 1, 1)
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* 2500-cell explosion(T, -1, 0, 1, 1)
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* 10000-cell explosion(T, -1, 1, 3, 3)
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* 15000-cell explosion(T, -1, 2, 4, 4)
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* */
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if (charge==0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge)/60)
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var/light_impact_range = round(sqrt(charge)/30)
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var/flash_range = light_impact_range
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if (light_impact_range==0)
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rigged = 0
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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qdel(src)
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/obj/item/weapon/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/emp_act(severity)
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//remove this once emp changes on dev are merged in
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if(isrobot(loc))
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var/mob/living/silicon/robot/R = loc
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severity *= R.cell_emp_mult
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charge -= charge / severity
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if (charge < 0)
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charge = 0
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update_icon()
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..()
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/obj/item/weapon/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if (prob(50))
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corrupt()
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if(3.0)
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if (prob(25))
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qdel(src)
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return
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if (prob(25))
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corrupt()
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return
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/obj/item/weapon/cell/proc/get_electrocute_damage()
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switch (charge)
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/* if (9000 to INFINITY)
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return min(rand(90,150),rand(90,150))
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if (2500 to 9000-1)
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return min(rand(70,145),rand(70,145))
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if (1750 to 2500-1)
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return min(rand(35,110),rand(35,110))
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if (1500 to 1750-1)
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return min(rand(30,100),rand(30,100))
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if (750 to 1500-1)
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return min(rand(25,90),rand(25,90))
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if (250 to 750-1)
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return min(rand(20,80),rand(20,80))
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if (100 to 250-1)
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return min(rand(20,65),rand(20,65))*/
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if (1000000 to INFINITY)
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return min(rand(50,160),rand(50,160))
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if (200000 to 1000000-1)
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return min(rand(25,80),rand(25,80))
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if (100000 to 200000-1)//Ave powernet
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return min(rand(20,60),rand(20,60))
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if (50000 to 100000-1)
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return min(rand(15,40),rand(15,40))
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if (1000 to 50000-1)
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return min(rand(10,20),rand(10,20))
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else
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return 0
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/obj/item/weapon/cell/suicide_act(mob/user)
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var/datum/gender/TU = gender_datums[user.get_visible_gender()]
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to_chat(viewers(user),"<span class='danger'>\The [user] is licking the electrodes of \the [src]! It looks like [TU.he] [TU.is] trying to commit suicide.</span>")
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return (FIRELOSS) |