Files
Paradise/code/modules/power/cell.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

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/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 += "<span class='notice'>It can store [DisplayJoules(maxcharge * 1000)]. Doctors recommend that you do not swallow it.</span>"
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)
. += "<span class='danger'>This power cell seems to be faulty!</span>"
else
. += "<span class='notice'>The charge meter reads [round(percent())]%.</span>"
/obj/item/stock_parts/cell/suicide_act(mob/user)
to_chat(viewers(user), "<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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