Files
Paradise/code/game/machinery/recharger.dm
CRUNCHandGitHub 8a370088c1 Updates Pre-Loaded & Upgraded Machines (#31952)
* upgraded machines and pre-loading

* agghhhh!

* stovetop of failure

* Update cerestation.dmm

---------

Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-05-17 11:35:29 +00:00

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/obj/machinery/recharger
name = "recharger"
icon_state = "recharger0"
base_icon_state = "recharger"
desc = "A charging dock for energy based weaponry."
anchored = TRUE
idle_power_consumption = 4
active_power_consumption = 200
pass_flags = PASSTABLE
var/list/allowed_devices = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/rcs, /obj/item/bodyanalyzer, /obj/item/handheld_chem_dispenser, /obj/item/clothing/suit/armor/reactive, /obj/item/wormhole_jaunter/wormhole_weaver, /obj/item/clothing/neck/link_scryer, /obj/item/melee/secsword)
var/recharge_coeff = 1
var/obj/item/charging = null // The item that is being charged
var/using_power = FALSE // Whether the recharger is actually transferring power or not, used for icon
var/anchor_toggleable = TRUE
/obj/machinery/recharger/examine(mob/user)
. = ..()
if(charging && (!in_range(user, src) && !issilicon(user) && !isobserver(user)))
. += SPAN_WARNING("You're too far away to examine [src]'s contents and display!")
return
if(charging)
. += "There's [charging ? "\a [charging.name]" : "nothing"] in [src]."
if(!(stat & (NOPOWER|BROKEN)))
var/obj/item/stock_parts/cell/C = charging.get_cell()
. += SPAN_NOTICE("Current charge: <b>[round(C.percent(), 1)]%</b>.")
if(using_power)
. += SPAN_NOTICE("- Recharging <b>[((C.chargerate * recharge_coeff) / C.maxcharge) * 100]%</b> cell charge per cycle.")
/obj/machinery/recharger/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/recharger(null)
component_parts += new /obj/item/stock_parts/capacitor(null)
RefreshParts()
/obj/machinery/recharger/RefreshParts()
for(var/obj/item/stock_parts/capacitor/C in component_parts)
recharge_coeff = C.rating
/obj/machinery/recharger/item_interaction(mob/living/user, obj/item/used, list/modifiers)
var/allowed = is_type_in_list(used, allowed_devices)
if(!allowed)
return ..()
if(!anchored)
to_chat(user, SPAN_NOTICE("[src] isn't connected to anything!"))
return ITEM_INTERACT_COMPLETE
if(panel_open)
to_chat(user, SPAN_WARNING("Close the maintenance panel first!"))
return ITEM_INTERACT_COMPLETE
if(charging)
to_chat(user, SPAN_WARNING("There's \a [charging] inserted in [src] already!"))
return ITEM_INTERACT_COMPLETE
//Checks to make sure he's not in space doing it, and that the area got proper power.
var/area/A = get_area(src)
if(!istype(A) || !A.powernet.has_power(PW_CHANNEL_EQUIPMENT))
to_chat(user, SPAN_WARNING("[src] blinks red as you try to insert [used]."))
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/gun/energy))
var/obj/item/gun/energy/E = used
if(!E.can_charge)
to_chat(user, SPAN_NOTICE("Your gun has no external power connector."))
return ITEM_INTERACT_COMPLETE
if(!user.drop_item())
return ITEM_INTERACT_COMPLETE
used.forceMove(src)
charging = used
change_power_mode(ACTIVE_POWER_USE)
using_power = check_cell_needs_recharging(get_cell_from(used))
update_icon()
return ITEM_INTERACT_COMPLETE
/obj/machinery/recharger/crowbar_act(mob/user, obj/item/I)
if(panel_open && !charging && default_deconstruction_crowbar(user, I))
return TRUE
/obj/machinery/recharger/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!anchored)
to_chat(user, SPAN_WARNING("[src] needs to be secured down first!"))
return
if(charging)
to_chat(user, SPAN_WARNING("Remove the charging item first!"))
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
panel_open = !panel_open
if(panel_open)
SCREWDRIVER_OPEN_PANEL_MESSAGE
else
SCREWDRIVER_CLOSE_PANEL_MESSAGE
update_icon()
/obj/machinery/recharger/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!anchor_toggleable) // Unwrenching wall rechargers and dragging them off all kinds of cursed.
return
if(panel_open)
to_chat(user, SPAN_WARNING("Close the maintenance panel first!"))
return
if(charging)
to_chat(user, SPAN_WARNING("Remove the charging item first!"))
return
default_unfasten_wrench(user, I, 0)
/obj/machinery/recharger/attack_hand(mob/user)
if(issilicon(user))
return
add_fingerprint(user)
if(charging)
charging.update_icon()
charging.forceMove(loc)
user.put_in_hands(charging)
charging = null
change_power_mode(IDLE_POWER_USE)
update_icon()
/obj/machinery/recharger/attack_tk(mob/user)
if(charging)
charging.update_icon()
charging.forceMove(loc)
charging = null
change_power_mode(IDLE_POWER_USE)
update_icon()
/obj/machinery/recharger/process()
if(stat & (NOPOWER|BROKEN) || !anchored || panel_open)
return
if(!charging)
return
var/old_power_state = using_power
using_power = try_recharging_if_possible()
if(using_power != old_power_state)
update_icon()
/obj/machinery/recharger/emp_act(severity)
if(stat & (NOPOWER|BROKEN) || !anchored)
..(severity)
return
if(istype(charging, /obj/item/gun/energy))
var/obj/item/gun/energy/E = charging
if(E.cell)
E.cell.emp_act(severity)
else if(istype(charging, /obj/item/melee/baton))
var/obj/item/melee/baton/B = charging
if(B.cell)
B.cell.charge = 0
..(severity)
/obj/machinery/recharger/power_change()
if(!..())
return
if(stat & NOPOWER)
set_light(0)
else
set_light(1, LIGHTING_MINIMUM_POWER)
update_icon()
/obj/machinery/recharger/update_icon_state()
if(panel_open)
icon_state = "[base_icon_state]open"
return
if(stat & (NOPOWER|BROKEN) || !anchored)
icon_state = "[base_icon_state]off"
return
if(charging)
if(using_power)
icon_state = "[base_icon_state]1"
else
icon_state = "[base_icon_state]2"
return
icon_state = initial(icon_state)
/obj/machinery/recharger/update_overlays()
. = ..()
underlays.Cut()
if((stat & NOPOWER) || panel_open)
return
underlays += emissive_appearance(icon, "[icon_state]_lightmask")
/obj/machinery/recharger/proc/get_cell_from(obj/item/I)
if(istype(I, /obj/item/gun/energy))
var/obj/item/gun/energy/E = I
return E.cell
if(istype(I, /obj/item/melee/baton))
var/obj/item/melee/baton/B = I
return B.cell
if(istype(I, /obj/item/rcs))
var/obj/item/rcs/R = I
return R.rcell
if(istype(I, /obj/item/bodyanalyzer))
var/obj/item/bodyanalyzer/B = I
return B.cell
if(istype(I, /obj/item/clothing/suit/armor/reactive))
var/obj/item/clothing/suit/armor/reactive/A = I
return A.cell
if(istype(I, /obj/item/wormhole_jaunter/wormhole_weaver))
var/obj/item/wormhole_jaunter/wormhole_weaver/W = I
return W.wcell
if(istype(I, /obj/item/clothing/neck/link_scryer))
var/obj/item/clothing/neck/link_scryer/LS = I
return LS.cell
if(istype(I, /obj/item/melee/secsword))
var/obj/item/melee/secsword/secsword = I
return secsword.cell
return null
/obj/machinery/recharger/proc/check_cell_needs_recharging(obj/item/stock_parts/cell/C)
if(!C || C.charge >= C.maxcharge)
return FALSE
return TRUE
/obj/machinery/recharger/proc/recharge_cell(obj/item/stock_parts/cell/C)
C.give(C.chargerate * recharge_coeff)
use_power(C.chargerate * recharge_coeff)
/obj/machinery/recharger/proc/try_recharging_if_possible()
var/obj/item/stock_parts/cell/C = get_cell_from(charging)
if(!check_cell_needs_recharging(C))
return FALSE
if(istype(charging, /obj/item/gun/energy))
var/obj/item/gun/energy/E = charging
E.on_recharge()
recharge_cell(C)
if(!check_cell_needs_recharging(C)) // we recharged cell, does it still need power? If no, recharger should blink yellow
return FALSE
return TRUE
/obj/machinery/recharger/upgraded/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/recharger(null)
component_parts += new /obj/item/stock_parts/capacitor/quadratic(null)
RefreshParts()
// Atlantis: No need for that copy-pasta code, just use var to store icon_states instead.
/obj/machinery/recharger/wallcharger
name = "wall recharger"
icon_state = "wrecharger0"
base_icon_state = "wrecharger"
anchor_toggleable = FALSE
/obj/machinery/recharger/wallcharger/upgraded/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/recharger(null)
component_parts += new /obj/item/stock_parts/capacitor/quadratic(null)
RefreshParts()