mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
255 lines
6.6 KiB
Plaintext
255 lines
6.6 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/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'modular_chomp/icons/obj/power_cells.dmi' //CHOMP Edit using modular folders now
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icon_state = "b_st" //CHOMP Edit
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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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/// Are we EMP immune?
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var/emp_proof = FALSE
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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 = 1000 // maximum charge on spawn
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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/connector_type = "standard" //What connector sprite to use when in a cell charger, null if no connectors
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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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var/robot_durability = 50
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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// Overlay stuff.
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var/standard_overlays = TRUE
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var/last_overlay_state = null // Used to optimize update_icon() calls.
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/obj/item/cell/Initialize(mapload)
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. = ..()
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c_uid = cell_uid++
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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/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/cell/get_cell()
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return src
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/obj/item/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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// TGMC Ammo HUD - Update the HUD every time we're called to recharge.
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if(istype(loc, /obj/item/gun/energy)) // Are we in a gun currently?
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var/obj/item/gun/energy/gun = loc
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var/mob/living/user = gun.loc
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if(istype(user))
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user?.hud_used.update_ammo_hud(user, gun) // Update the HUD
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else
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return PROCESS_KILL
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/obj/item/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/cell/update_icon()
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if(!standard_overlays)
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return
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var/ratio = 0
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if(maxcharge > 0)
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ratio = clamp(round(charge / maxcharge, 0.25) * 100, 0, 100)
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var/new_state = "[icon_state]_[ratio]"
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if(new_state != last_overlay_state)
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cut_overlay(last_overlay_state)
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add_overlay(new_state)
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last_overlay_state = new_state
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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/cell/proc/percent() // return % charge of cell
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var/charge_percent = 0
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if(maxcharge > 0)
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charge_percent = 100.0*charge/maxcharge
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return charge_percent
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/obj/item/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/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/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/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/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/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/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/cell/attackby(obj/item/W, mob/user)
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..()
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if(istype(W, /obj/item/reagent_containers/syringe))
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var/obj/item/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(REAGENT_ID_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/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 [forensic_data?.get_lastprint()]")
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message_admins("LOG: Rigged power cell explosion, last touched by [forensic_data?.get_lastprint()]")
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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/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/cell/emp_act(severity)
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if(emp_proof)
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return
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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/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/cell/proc/get_electrocute_damage()
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//1kW = 5
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//10kW = 24
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//100kW = 45
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//250kW = 53
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//1MW = 66
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//10MW = 88
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//100MW = 110
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//1GW = 132
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if(charge >= 1000)
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var/damage = log(1.1,charge)
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damage = damage - (log(1.1,damage)*1.5)
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return round(damage)
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else
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return 0
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