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CHOMPStation2/code/game/machinery/recharger.dm
CHOMPStation2StaffMirrorBot bb70ca1093 [MIRROR] Icon Fixup [IDB IGNORE] (#11451)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-08-17 20:03:49 -04:00

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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.dmi'
icon_state = "recharger0"
anchored = TRUE
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/gun/energy, /obj/item/melee/baton, /obj/item/modular_computer, /obj/item/computer_hardware/battery_module, /obj/item/cell, /obj/item/suit_cooling_unit/emergency, /obj/item/flashlight, /obj/item/electronic_assembly, /obj/item/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/flash, /obj/item/defib_kit, /obj/item/ammo_casing/microbattery, /obj/item/paicard, /obj/item/ammo_magazine/cell_mag, /obj/item/gun/projectile/cell_loaded, /obj/item/personal_shield_generator) // CHOMPedit: medigun stuff
var/icon_state_charged = "recharger2"
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
var/portable = 1
circuit = /obj/item/circuitboard/recharger
/obj/machinery/recharger/Initialize(mapload)
. = ..()
default_apply_parts()
/obj/machinery/recharger/examine(mob/user)
. = ..()
if(get_dist(user, src) <= 5)
. += "[charging ? "[charging]" : "Nothing"] is in [src]."
if(charging)
var/obj/item/cell/C = charging.get_cell()
if(C) // Sometimes we get things without cells in it.
. += "Current charge: [C.charge] / [C.maxcharge]"
//CHOMPEdit Start - Let borgs clickdrag things into chargers
/obj/machinery/recharger/proc/do_allowed_checks(obj/item/G, mob/user)
. = FALSE
if(charging)
to_chat(user, span_warning("\A [charging] is already charging here."))
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_warning("\The [src] blinks red as you try to insert [G]!"))
return
if(istype(G, /obj/item/gun/energy))
var/obj/item/gun/energy/E = G
if(E.self_recharge)
to_chat(user, span_notice("\The [E] has no recharge port."))
return
if(istype(G, /obj/item/modular_computer))
var/obj/item/modular_computer/C = G
if(!C.battery_module)
to_chat(user, span_notice("\The [C] does not have a battery installed."))
return
if(istype(G, /obj/item/flash))
var/obj/item/flash/F = G
if(F.use_external_power)
to_chat(user, span_notice("\The [F] has no recharge port."))
return
if(istype(G, /obj/item/weldingtool/electric))
var/obj/item/weldingtool/electric/EW = G
if(EW.use_external_power)
to_chat(user, span_notice("\The [EW] has no recharge port."))
return
else if(istype(G, /obj/item/ammo_magazine/cell_mag)) // CHOMPedit start
var/obj/item/ammo_magazine/cell_mag/maggy = G
if(maggy.stored_ammo.len < 1)
to_chat(user, span_notice("\The [G] does not have any cells installed."))
return
else if(istype(G, /obj/item/gun/projectile/cell_loaded))
var/obj/item/gun/projectile/cell_loaded/gunny = G
if(gunny.ammo_magazine)
var/obj/item/ammo_magazine/cell_mag/maggy = gunny.ammo_magazine
if(maggy.stored_ammo.len < 1)
to_chat(user, span_notice("\The [G] does not have any cell in its magazine installed."))
return
else
to_chat(user, span_notice("\The [G] does not have a magazine installed..")) // CHOMPedit end
if(istype(G, /obj/item/paicard))
var/obj/item/paicard/ourcard = G
if(ourcard.panel_open)
to_chat(user, span_warning("\The [ourcard] won't fit in the recharger with its panel open."))
return
if(ourcard.pai)
if(ourcard.pai.stat == CONSCIOUS)
to_chat(user, span_warning("\The [ourcard] boops... it doesn't need to be recharged!"))
return
else
to_chat(user, span_warning("\The [ourcard] doesn't have a personality!"))
return
return TRUE
/obj/machinery/recharger/MouseDrop_T(obj/item/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(!do_allowed_checks(G, user))
return
G.loc = src
charging = G
update_icon()
user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
//CHOMPEdit End
/obj/machinery/recharger/attackby(obj/item/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)
//CHOMPEdit Start - move checks into their own proc
if(!do_allowed_checks(G, user))
return
//CHOMPEdit End
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.has_tool_quality(TOOL_WRENCH))
if(charging)
to_chat(user, span_warning("Remove [charging] first!"))
return
anchored = !anchored
to_chat(user, "You [anchored ? "attached" : "detached"] [src].")
playsound(src, 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)
if(!Adjacent(user))
return FALSE
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/recharger/attack_ai(mob/user)
if(isrobot(user) && 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
//VOREStation Edit Start - pAI revival!
else if(istype(charging, /obj/item/paicard))
var/obj/item/paicard/pcard = charging
if(pcard.is_damage_critical())
pcard.forceMove(get_turf(src))
charging = null
//pcard.damage_random_component()//CHOMPEDIT: Punishing PAI for charging too soon seems kinda annoying
update_icon()
else if(pcard.pai.bruteloss)
pcard.pai.adjustBruteLoss(-5)
else if(pcard.pai.fireloss)
pcard.pai.adjustFireLoss(-5)
else
charging = null
update_icon()
src.visible_message(span_notice("\The [src] ejects the [pcard]!"))
pcard.forceMove(get_turf(src))
pcard.pai.full_restore()
//VOREStation Edit End
else
var/obj/item/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))
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
else if(istype(charging, /obj/item/ammo_magazine/cell_mag))
charge_mag(charging)
else if(istype(charging, /obj/item/gun/projectile/cell_loaded))
var/obj/item/gun/projectile/cell_loaded/gunny = charging
charge_mag(gunny.ammo_magazine)
/obj/machinery/recharger/proc/charge_mag(var/obj/item/ammo_magazine/cell_mag/maggy)
var/tally = maggy.stored_ammo.len
for(var/obj/item/ammo_casing/microbattery/batt in maggy)
if(batt.shots_left < initial(batt.shots_left))
icon_state = icon_state_charging
batt.shots_left++
update_use_power(USE_POWER_ACTIVE)
else
tally -= 1
if(tally == 0)
icon_state = icon_state_charged
update_use_power(USE_POWER_IDLE)
/obj/machinery/recharger/emp_act(severity)
if(stat & (NOPOWER|BROKEN) || !anchored)
..(severity)
return
if(charging)
var/obj/item/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/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/gun/energy, /obj/item/gun/magnetic, /obj/item/melee/baton, /obj/item/flashlight, /obj/item/cell/device, /obj/item/ammo_casing/microbattery, /obj/item/ammo_magazine/cell_mag, /obj/item/gun/projectile/cell_loaded)
icon_state_charged = "wrecharger2"
icon_state_charging = "wrecharger1"
icon_state_idle = "wrecharger0"
portable = 0
circuit = /obj/item/circuitboard/recharger/wrecharger