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* proof-of-concept implementation * clear being_hijacked on death * it glows in the dark * oops * machinery interactions and some fixes * consistency, correctness, fixes * stop usage of the \the text macro * list inits in Initialize * fix control flow spacing * review compliance * event code and some tweaks * upgradable spell abilities and some tweaks * how did that happen * cycle cameras spell * stat upgrades (no sprites for now) * tweaking * sounds * jecties code * more tweaks and fixes * some review stuff * alt-click user param and charger icon fix * Remove unused default amounts in objectives * Comply with sirryan review (part 1) * Move isapc definition * Add autodoc comments to all pulse_demon vars * Give random number in name on init * Fix merge conflicts * Remove pulse demon from traitors on Destroy * Fix mulebot relaymove override * Fix airlock TGUI actions * Fix loop over mobs in cablehop * Attempt to fix overload runtime * Half-fix gun cooldown issue * Fix chat related issues * Attempt to fix overload runtime (take 2) * Make ion projectiles collide * Tweak pulse demon speed * Make demon survive loc being deleted * Send message when saved by self-sustaining * Fix vv_edit_var for charge * Stop people disabling hijacked bots * Make demon lose more health when not on wires * Increase costs of stat upgrades * Allow demon to change its drain speed * Stop demon obliterating xenos * Comply with review (partial) * Fix issues pointed out in reviews * Allow demon to drain charge of reachable items * Adjust volume of demon sounds * Improve cell interactions * Bump up event weight (for testmerge) * Give pulse demon a highlight section on orbit menu * Give demon an experimental soft-counter to insuls * Reduce volume of most common sounds (again) * Update demon cable overlay when required * Stop AI using its tracking ability on pulse demons * Add wizard spawner for pulse demon * Tweak EMP behaviour and numbers * Clear references in Destroy * Make appear on end of round credits even when dead * Prevent pulse demon from detonating cyborgs * Generalise insulated structure check * Clean up remaining review requests * Add new sprites * some addressed reviews * Typepath changes, GC fixes * I blame charlie * good enough * die or something * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * even more changes * final tweaks * what * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_interactions.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon_abilities.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * bam * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/game/gamemodes/miniantags/pulsedemon/pulsedemon.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * to_chatn't * deconflicted --------- Co-authored-by: unknownuser782 <126365777+unknownuser782@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
378 lines
9.9 KiB
Plaintext
378 lines
9.9 KiB
Plaintext
/obj/item/stock_parts/cell
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name = "power cell"
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desc = "A rechargeable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_state = "cell"
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origin_tech = "powerstorage=1"
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force = 5
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throwforce = 5
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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var/charge = 0 // note %age conveted to actual charge in New
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var/maxcharge = 1000
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materials = list(MAT_METAL = 700, MAT_GLASS = 50)
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var/rigged = FALSE // true if rigged to explode
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var/chargerate = 100 //how much power is given every tick in a recharger
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var/self_recharge = 0 //does it self recharge, over time, or not?
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var/ratingdesc = TRUE
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var/grown_battery = FALSE // If it's a grown that acts as a battery, add a wire overlay to it.
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/obj/item/stock_parts/cell/get_cell()
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return src
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/obj/item/stock_parts/cell/New()
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..()
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START_PROCESSING(SSobj, src)
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charge = maxcharge
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if(ratingdesc)
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desc += " This one has a power rating of [DisplayPower(maxcharge)], and you should not swallow it."
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
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switch(var_name)
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if("self_recharge")
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if(var_value)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/stock_parts/cell/process()
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if(self_recharge)
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give(chargerate * 0.25)
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else
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return PROCESS_KILL
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/obj/item/stock_parts/cell/update_overlays()
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. = ..()
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if(grown_battery)
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. += image('icons/obj/power.dmi', "grown_wires")
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if(charge < 0.01)
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return
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else if(charge/maxcharge >=0.995)
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. += "cell-o2"
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else
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. += "cell-o1"
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/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
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return 100 * charge / maxcharge
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// use power from a cell
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/obj/item/stock_parts/cell/use(amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(charge < amount)
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return 0
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charge = (charge - amount)
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return 1
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// recharge the cell
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/obj/item/stock_parts/cell/proc/give(amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(maxcharge < amount)
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amount = maxcharge
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var/power_used = min(maxcharge - charge, amount)
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charge += power_used
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return power_used
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/obj/item/stock_parts/cell/examine(mob/user)
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. = ..()
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if(rigged)
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. += "<span class='danger'>This power cell seems to be faulty!</span>"
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else
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. += "The charge meter reads [round(percent() )]%."
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/obj/item/stock_parts/cell/suicide_act(mob/user)
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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>")
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return FIRELOSS
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/obj/item/stock_parts/cell/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/syringe))
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var/obj/item/reagent_containers/syringe/S = W
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to_chat(user, "You inject the solution into the power cell.")
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if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5))
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rigged = TRUE
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log_admin("LOG: [key_name(user)] injected a power cell with plasma, rigging it to explode.")
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message_admins("LOG: [key_name_admin(user)] injected a power cell with plasma, rigging it to explode.")
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S.reagents.clear_reagents()
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else
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return ..()
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/obj/item/stock_parts/cell/proc/explode()
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var/turf/T = get_turf(loc)
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if(charge == 0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge) / 60)
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var/light_impact_range = round(sqrt(charge) / 30)
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var/flash_range = light_impact_range
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if(light_impact_range == 0)
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rigged = FALSE
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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qdel(src)
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/obj/item/stock_parts/cell/proc/corrupt()
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charge /= 2
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maxcharge = max(maxcharge / 2, chargerate)
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if(prob(10))
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rigged = TRUE //broken batterys are dangerous
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/obj/item/stock_parts/cell/emp_act(severity)
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charge -= 1000 / severity
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if(charge < 0)
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charge = 0
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..()
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/obj/item/stock_parts/cell/ex_act(severity)
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..()
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if(!QDELETED(src))
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switch(severity)
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if(2)
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if(prob(50))
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corrupt()
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if(3)
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if(prob(25))
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corrupt()
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/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
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ex_act(EXPLODE_DEVASTATE)
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/obj/item/stock_parts/cell/proc/get_electrocute_damage()
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if(charge >= 1000)
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return clamp(20 + round(charge / 25000), 20, 195) + rand(-5, 5)
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else
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return 0
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// Cell variants
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/obj/item/stock_parts/cell/empty/New()
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..()
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charge = 0
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/obj/item/stock_parts/cell/crap
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name = "\improper Nanotrasen brand rechargeable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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maxcharge = 500
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materials = list(MAT_GLASS = 40)
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rating = 2
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/obj/item/stock_parts/cell/crap/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/upgraded
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name = "upgraded power cell"
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desc = "A power cell with a slightly higher capacity than normal!"
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maxcharge = 2500
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materials = list(MAT_GLASS = 50)
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rating = 2
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chargerate = 1000
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/obj/item/stock_parts/cell/upgraded/plus
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name = "upgraded power cell+"
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desc = "A power cell with an even higher capacity than the base model!"
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maxcharge = 5000
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/obj/item/stock_parts/cell/secborg
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name = "security borg rechargeable D battery"
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origin_tech = null
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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materials = list(MAT_GLASS = 40)
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rating = 2.5
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/obj/item/stock_parts/cell/secborg/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/hos_gun
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name = "\improper X-01 multiphase energy gun power cell"
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maxcharge = 1200
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/obj/item/stock_parts/cell/pulse //200 pulse shots
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name = "pulse rifle power cell"
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maxcharge = 40000
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rating = 3
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chargerate = 1500
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/obj/item/stock_parts/cell/pulse/carbine //25 pulse shots
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name = "pulse carbine power cell"
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maxcharge = 5000
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/obj/item/stock_parts/cell/pulse/pistol //10 pulse shots
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name = "pulse pistol power cell"
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maxcharge = 2000
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/obj/item/stock_parts/cell/high
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name = "high-capacity power cell"
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origin_tech = "powerstorage=2"
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icon_state = "hcell"
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maxcharge = 10000
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materials = list(MAT_GLASS = 60)
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rating = 3
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chargerate = 1500
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/obj/item/stock_parts/cell/high/plus
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name = "high-capacity power cell+"
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desc = "Where did these come from?"
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icon_state = "h+cell"
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maxcharge = 15000
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chargerate = 2250
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/obj/item/stock_parts/cell/high/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/super
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name = "super-capacity power cell"
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origin_tech = "powerstorage=3;materials=3"
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icon_state = "scell"
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maxcharge = 20000
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materials = list(MAT_GLASS = 300)
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rating = 4
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chargerate = 2000
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/obj/item/stock_parts/cell/super/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/hyper
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name = "hyper-capacity power cell"
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origin_tech = "powerstorage=4;engineering=4;materials=4"
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icon_state = "hpcell"
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maxcharge = 30000
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materials = list(MAT_GLASS = 400)
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rating = 5
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chargerate = 3000
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/obj/item/stock_parts/cell/hyper/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/bluespace
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name = "bluespace power cell"
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desc = "A rechargeable transdimensional power cell."
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origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4"
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icon_state = "bscell"
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maxcharge = 40000
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materials = list(MAT_GLASS = 600)
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rating = 6
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chargerate = 4000
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/obj/item/stock_parts/cell/bluespace/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/bluespace/charging
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name = "self-charging bluespace power cell"
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desc = "An experimental, self-charging, transdimensional power cell."
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origin_tech = "powerstorage=10;bluespace=10"
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self_recharge = TRUE
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/obj/item/stock_parts/cell/infinite
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name = "infinite-capacity power cell!"
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icon_state = "icell"
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origin_tech = "powerstorage=7"
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maxcharge = 30000
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materials = list(MAT_GLASS=1000)
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rating = 6
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chargerate = 30000
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/obj/item/stock_parts/cell/infinite/use()
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return TRUE
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/obj/item/stock_parts/cell/infinite/abductor
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name = "void core"
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desc = "An alien power cell that produces energy seemingly out of nowhere."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cell"
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maxcharge = 50000
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rating = 12
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ratingdesc = FALSE
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/obj/item/stock_parts/cell/infinite/abductor/update_overlays()
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return list()
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/obj/item/stock_parts/cell/potato
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name = "potato battery"
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desc = "A rechargeable starch based power cell."
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icon = 'icons/obj/hydroponics/harvest.dmi'
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icon_state = "potato"
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origin_tech = "powerstorage=1;biotech=1"
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charge = 100
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maxcharge = 300
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materials = list()
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rating = 1
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grown_battery = TRUE //it has the overlays for wires
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/obj/item/stock_parts/cell/high/slime
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name = "charged slime core"
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desc = "A yellow slime core infused with plasma, it crackles with power."
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origin_tech = "powerstorage=5;biotech=4"
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icon = 'icons/mob/slimes.dmi'
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icon_state = "yellow slime extract"
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materials = list()
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rating = 5 //self-recharge makes these desirable
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self_recharge = 1 // Infused slime cores self-recharge, over time
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chargerate = 500
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/obj/item/stock_parts/cell/emproof
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name = "\improper EMP-proof cell"
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desc = "An EMP-proof cell."
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maxcharge = 500
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rating = 3
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/obj/item/stock_parts/cell/emproof/empty/New()
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..()
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charge = 0
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/emproof/emp_act(severity)
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return
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/obj/item/stock_parts/cell/emproof/corrupt()
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return
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/obj/item/stock_parts/cell/ninja
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name = "spider-clan power cell"
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desc = "A standard ninja-suit power cell."
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maxcharge = 10000
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materials = list(MAT_GLASS = 60)
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/obj/item/stock_parts/cell/bsg
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name = "\improper B.S.G power cell"
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desc = "A high capacity, slow charging cell for the B.S.G."
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maxcharge = 40000
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chargerate = 2600 // about 30 seconds to charge with a default recharger
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/obj/item/stock_parts/cell/emproof/reactive // EMP proof so emp_act does not double dip.
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name = "reactive armor power cell"
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desc = "A cell used to power reactive armors."
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maxcharge = 2400
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