/obj/item/stock_parts/cell name = "power cell" desc = "A rechargeable electrochemical power cell. This one is cheap and doesn't have very good capacity as a result." icon = 'icons/obj/power.dmi' icon_state = "cell" origin_tech = "powerstorage=1" force = 5 throwforce = 5 throw_range = 5 /// Battery's current state of charge (kilojoules) var/charge = 0 /// Battery's maximum state of charge (kilojoules) var/maxcharge = 2500 /// How much energy the cell starts with (kilojoules) var/starting_charge materials = list(MAT_METAL = 700, MAT_GLASS = 50) ///If the battery will explode var/rigged = FALSE /// How much energy is given to a recharging cell every tick (kilojoules / tick) var/chargerate = 100 ///Whether it will recharge automatically var/self_recharge = FALSE ///Whether the description will include the maxcharge var/ratingdesc = TRUE ///Additional overlay to signify battery being organic var/grown_battery = FALSE /obj/item/stock_parts/cell/get_cell() return src /obj/item/stock_parts/cell/New() ..() START_PROCESSING(SSobj, src) charge = !isnull(starting_charge) ? starting_charge : maxcharge if(ratingdesc) // State of charge is in kJ so we multiply it by 1000 to get Joules desc += "It can store [DisplayJoules(maxcharge * 1000)]. Doctors recommend that you do not swallow it." update_icon(UPDATE_OVERLAYS) /obj/item/stock_parts/cell/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/stock_parts/cell/vv_edit_var(var_name, var_value) switch(var_name) if("self_recharge") if(var_value) START_PROCESSING(SSobj, src) else STOP_PROCESSING(SSobj, src) . = ..() /obj/item/stock_parts/cell/process() if(self_recharge) give(chargerate * 0.25) else return PROCESS_KILL /obj/item/stock_parts/cell/update_overlays() . = ..() if(grown_battery) . += image('icons/obj/power.dmi', "grown_wires") if(charge < 0.01) return else if(charge/maxcharge >=0.995) . += "cell-o2" else . += "cell-o1" /obj/item/stock_parts/cell/proc/percent() // return % charge of cell return 100 * charge / maxcharge // use power from a cell /obj/item/stock_parts/cell/use(amount) if(rigged && amount > 0) explode() return 0 if(charge < amount) return 0 charge = (charge - amount) return 1 // recharge the cell /obj/item/stock_parts/cell/proc/give(amount) if(rigged && amount > 0) explode() return 0 if(maxcharge < amount) amount = maxcharge var/power_used = min(maxcharge - charge, amount) charge += power_used return power_used /obj/item/stock_parts/cell/examine(mob/user) . = ..() if(rigged) . += "This power cell seems to be faulty!" else . += "The charge meter reads [round(percent())]%." /obj/item/stock_parts/cell/suicide_act(mob/user) to_chat(viewers(user), "[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!") return FIRELOSS /obj/item/stock_parts/cell/attackby__legacy__attackchain(obj/item/W, mob/user, params) if(istype(W, /obj/item/reagent_containers/syringe)) var/obj/item/reagent_containers/syringe/S = W if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5)) to_chat(user, "You inject the solution into the power cell.") rigged = TRUE log_admin("LOG: [key_name(user)] injected a power cell with plasma, rigging it to explode.") message_admins("LOG: [key_name_admin(user)] injected a power cell with plasma, rigging it to explode.") S.reagents.clear_reagents() else return ..() /obj/item/stock_parts/cell/proc/explode() var/turf/T = get_turf(loc) 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 = FALSE 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, cause = "Powercell explosion") charge = 0 //Extra safety in the event the cell does not QDEL right qdel(src) /obj/item/stock_parts/cell/proc/corrupt() charge /= 2 maxcharge = max(maxcharge / 2, chargerate) if(prob(10)) rigged = TRUE //broken batterys are dangerous /obj/item/stock_parts/cell/emp_act(severity) charge -= 1000 / severity if(charge < 0) charge = 0 ..() /obj/item/stock_parts/cell/ex_act(severity) ..() if(!QDELETED(src)) switch(severity) if(2) if(prob(50)) corrupt() if(3) if(prob(25)) corrupt() /obj/item/stock_parts/cell/blob_act(obj/structure/blob/B) ex_act(EXPLODE_DEVASTATE) /obj/item/stock_parts/cell/proc/get_electrocute_damage() if(charge >= 1000) return clamp(20 + round(charge / 25000), 20, 195) + rand(-5, 5) else return 0 // MARK: Cell variants /obj/item/stock_parts/cell/empty starting_charge = 0 /obj/item/stock_parts/cell/high name = "high-capacity power cell" desc = "A rechargeable electrochemical power cell. This one is a premium design with a good charge capacity." origin_tech = "powerstorage=2" icon_state = "hcell" maxcharge = 10000 materials = list(MAT_GLASS = 60) rating = 3 chargerate = 1500 /obj/item/stock_parts/cell/high/plus name = "high-capacity power cell+" desc = "A rechargeable electrochemical power cell. Where the hell did this one come from...?" icon_state = "h+cell" maxcharge = 15000 chargerate = 2250 /obj/item/stock_parts/cell/high/empty starting_charge = 0 /obj/item/stock_parts/cell/super name = "super-capacity power cell" desc = "A rechargeable electrochemical power cell. \ This one utilizes some experimental tweaks to the cell chemistry to achieve a better charge capacity than any cell currently available on the market." origin_tech = "powerstorage=3;materials=3" icon_state = "scell" maxcharge = 20000 materials = list(MAT_GLASS = 300) rating = 4 chargerate = 2000 /obj/item/stock_parts/cell/super/empty starting_charge = 0 /obj/item/stock_parts/cell/hyper name = "hyper-capacity power cell" desc = "A rechargeable electrochemical power cell. \ A highly experimental and expensive exotic cell chemistry combined with tweaks to the electrolyte to allow \ for even more tightly packed anodes and cathodes, giving this cell an incredible charge capacity." origin_tech = "powerstorage=4;engineering=4;materials=4" icon_state = "hpcell" inhand_icon_state = "scell" maxcharge = 30000 materials = list(MAT_GLASS = 400) rating = 5 chargerate = 3000 /obj/item/stock_parts/cell/hyper/empty starting_charge = 0 /obj/item/stock_parts/cell/bluespace name = "bluespace power cell" desc = "A rechargeable electrochemical power cell. At the very forefront of power storage technology, there are few gains to be found from optimizing the cell's chemistry. \ So the designers of this cell tried something much more conceptually simple: They took a super-capacity cell and made it twice as big. \ They then exploited the transdimensional properties of bluespace to squeeze it down to a standard cell's form factor." origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4" icon_state = "bscell" maxcharge = 40000 materials = list(MAT_GLASS = 600) rating = 6 chargerate = 4000 /obj/item/stock_parts/cell/bluespace/empty starting_charge = 0 /obj/item/stock_parts/cell/bluespace/charging name = "self-charging bluespace power cell" desc = "A modified bluespace power cell that draws energy directly from bluespace." origin_tech = "powerstorage=10;bluespace=10" self_recharge = TRUE /obj/item/stock_parts/cell/bluespace/trapped rigged = TRUE /obj/item/stock_parts/cell/infinite name = "infinite-capacity power cell" desc = "A self-recarging power cell. It produces endless amounts of energy seemingly out of nowhere." icon_state = "icell" origin_tech = "powerstorage=7" maxcharge = 30000 materials = list(MAT_GLASS=1000) rating = 6 chargerate = 30000 self_recharge = TRUE /obj/item/stock_parts/cell/infinite/use() return TRUE /obj/item/stock_parts/cell/infinite/abductor name = "void core" desc = "An alien power cell of unknown design. It produces endless amounts of energy seemingly out of nowhere." icon = 'icons/obj/abductor.dmi' icon_state = "cell" inhand_icon_state = "acell" maxcharge = 50000 rating = 12 chargerate = 50000 ratingdesc = FALSE /obj/item/stock_parts/cell/infinite/abductor/update_overlays() return list() /obj/item/stock_parts/cell/potato name = "potato battery" desc = "A rechargeable starch-based power cell. The charge capacity depends on the potency of the plant used to create it." icon = 'icons/obj/hydroponics/harvest.dmi' icon_state = "potato" inhand_icon_state = "pcell" origin_tech = "powerstorage=1;biotech=1" charge = 100 maxcharge = 300 materials = list() grown_battery = TRUE //it has the overlays for wires /obj/item/stock_parts/cell/high/slime name = "charged slime core" desc = "A yellow slime core infused with plasma, it crackles with power." origin_tech = "powerstorage=5;biotech=4" icon = 'icons/mob/slimes.dmi' icon_state = "yellow slime extract" inhand_icon_state = "slcell" materials = list() rating = 5 //self-recharge makes these desirable self_recharge = TRUE // Infused slime cores self-recharge, over time chargerate = 500 // MARK: Internal Cells // Special non-removable internal power cells inside stuff like guns. None of these should be obtainable. /obj/item/stock_parts/cell/energy_gun name = "energy gun internal power cell" desc = "If you can see this, make an issue report to GitHub." maxcharge = 1000 /obj/item/stock_parts/cell/energy_gun/hos_gun name = "\improper X-01 multiphase energy gun internal power cell" maxcharge = 1200 /obj/item/stock_parts/cell/energy_gun/lever_action name = "lever action rifle internal power cell" maxcharge = 150 /obj/item/stock_parts/cell/energy_gun/lmg name = "cyborg LMG internal power cell" maxcharge = 600 /obj/item/stock_parts/cell/energy_gun/bsg name = "\improper B.S.G internal power cell" maxcharge = 40000 chargerate = 2600 // about 30 seconds to charge with a default recharger /// 200 pulse shots /obj/item/stock_parts/cell/energy_gun/pulse name = "pulse rifle internal power cell" maxcharge = 40000 chargerate = 1500 /// 25 pulse shots /obj/item/stock_parts/cell/energy_gun/pulse/carbine name = "pulse carbine internal power cell" maxcharge = 5000 /// 10 pulse shots /obj/item/stock_parts/cell/energy_gun/pulse/pistol name = "pulse pistol internal power cell" maxcharge = 2000 /obj/item/stock_parts/cell/emproof name = "\improper EMP-proof cell" desc = "An EMP-proof cell. If you can see this, make an issue report to GitHub." maxcharge = 500 rating = 3 /obj/item/stock_parts/cell/emproof/empty starting_charge = 0 /obj/item/stock_parts/cell/emproof/emp_act(severity) return /obj/item/stock_parts/cell/emproof/corrupt() return /// EMP proof so emp_act does not double dip. /obj/item/stock_parts/cell/emproof/reactive name = "reactive armor internal power cell" desc = "If you can see this, make an issue report to GitHub." maxcharge = 2400 /obj/item/stock_parts/cell/ninja name = "spider-clan power cell" desc = "A standard ninja-suit power cell." maxcharge = 10000 /obj/item/stock_parts/cell/flayerprod name = "mindflayer prod internal power cell" desc = "If you can see this, make an issue report to GitHub." maxcharge = 4000 self_recharge = TRUE chargerate = 200 //This self charges it 50 power per tick at the base level