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CHOMPStation2/code/modules/power/cell.dm
2024-12-12 02:11:06 +01:00

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// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'modular_chomp/icons/obj/power_cells.dmi' //CHOMP Edit using modular folders now
icon_state = "b_st" //CHOMP Edit
item_state = "cell"
origin_tech = list(TECH_POWER = 1)
force = 5.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_NORMAL
/// Are we EMP immune?
var/emp_proof = FALSE
var/static/cell_uid = 1 // Unique ID of this power cell. Used to reduce bunch of uglier code in nanoUI.
var/c_uid
var/charge = 1000 // maximum charge on spawn
var/maxcharge = 1000
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
var/self_recharge = FALSE // If true, the cell will recharge itself.
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.
var/last_use = 0 // A tracker for use in self-charging
var/connector_type = "standard" //What connector sprite to use when in a cell charger, null if no connectors
var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
var/robot_durability = 50
matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
drop_sound = 'sound/items/drop/component.ogg'
pickup_sound = 'sound/items/pickup/component.ogg'
// Overlay stuff.
var/standard_overlays = TRUE
var/last_overlay_state = null // Used to optimize update_icon() calls.
/obj/item/cell/Initialize()
. = ..()
c_uid = cell_uid++
update_icon()
if(self_recharge)
START_PROCESSING(SSobj, src)
/obj/item/cell/Destroy()
if(self_recharge)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/cell/get_cell()
return src
/obj/item/cell/process()
if(self_recharge)
if(world.time >= last_use + charge_delay)
give(charge_amount)
// TGMC Ammo HUD - Update the HUD every time we're called to recharge.
if(istype(loc, /obj/item/gun/energy)) // Are we in a gun currently?
var/obj/item/gun/energy/gun = loc
var/mob/living/user = gun.loc
if(istype(user))
user?.hud_used.update_ammo_hud(user, gun) // Update the HUD
else
return PROCESS_KILL
/obj/item/cell/drain_power(var/drain_check, var/surge, var/power = 0)
if(drain_check)
return 1
if(charge <= 0)
return 0
var/cell_amt = power * CELLRATE
return use(cell_amt) / CELLRATE
#define OVERLAY_FULL 2
#define OVERLAY_PARTIAL 1
#define OVERLAY_EMPTY 0
/obj/item/cell/update_icon()
if(!standard_overlays)
return
var/ratio = 0
if(maxcharge > 0)
ratio = clamp(round(charge / maxcharge, 0.25) * 100, 0, 100)
var/new_state = "[icon_state]_[ratio]"
if(new_state != last_overlay_state)
cut_overlay(last_overlay_state)
add_overlay(new_state)
last_overlay_state = new_state
#undef OVERLAY_FULL
#undef OVERLAY_PARTIAL
#undef OVERLAY_EMPTY
/obj/item/cell/proc/percent() // return % charge of cell
var/charge_percent = 0
if(maxcharge > 0)
charge_percent = 100.0*charge/maxcharge
return charge_percent
/obj/item/cell/proc/fully_charged()
return (charge == maxcharge)
// checks if the power cell is able to provide the specified amount of charge
/obj/item/cell/proc/check_charge(var/amount)
return (charge >= amount)
// Returns how much charge is missing from the cell, useful to make sure not overdraw from the grid when recharging.
/obj/item/cell/proc/amount_missing()
return max(maxcharge - charge, 0)
// use power from a cell, returns the amount actually used
/obj/item/cell/proc/use(var/amount)
if(rigged && amount > 0)
explode()
return 0
var/used = min(charge, amount)
charge -= used
last_use = world.time
update_icon()
return used
// Checks if the specified amount can be provided. If it can, it removes the amount
// from the cell and returns 1. Otherwise does nothing and returns 0.
/obj/item/cell/proc/checked_use(var/amount)
if(!check_charge(amount))
return 0
use(amount)
return 1
// recharge the cell
/obj/item/cell/proc/give(var/amount)
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount) return 0
var/amount_used = min(maxcharge-charge,amount)
charge += amount_used
update_icon()
if(loc)
loc.update_icon()
return amount_used
/obj/item/cell/examine(mob/user)
. = ..()
if(Adjacent(user))
. += "It has a power rating of [maxcharge]."
. += "The charge meter reads [round(src.percent() )]%."
/obj/item/cell/attackby(obj/item/W, mob/user)
..()
if(istype(W, /obj/item/reagent_containers/syringe))
var/obj/item/reagent_containers/syringe/S = W
to_chat(user, "You inject the solution into the power cell.")
if(S.reagents.has_reagent(REAGENT_ID_PHORON, 5))
rigged = 1
log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
S.reagents.clear_reagents()
/obj/item/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)
log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/cell/emp_act(severity)
if(emp_proof)
return
//remove this once emp changes on dev are merged in
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
severity *= R.cell_emp_mult
charge -= charge / severity
if (charge < 0)
charge = 0
update_icon()
..()
/obj/item/cell/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
qdel(src)
return
if (prob(25))
corrupt()
return
/obj/item/cell/proc/get_electrocute_damage()
//1kW = 5
//10kW = 24
//100kW = 45
//250kW = 53
//1MW = 66
//10MW = 88
//100MW = 110
//1GW = 132
if(charge >= 1000)
var/damage = log(1.1,charge)
damage = damage - (log(1.1,damage)*1.5)
return round(damage)
else
return 0