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https://github.com/VOREStation/VOREStation.git
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Minor Fixes Found some errors while testing. Fixed. Minor Fixes Found some errors while reviewing code. Fixed. Minor Fixes Found some errors while reviewing sprites. Fixed. Major Changes New Cell Charger icon_update system New Crap Device Cell Removes Secborg power cell Minor Fixes Found some errors while reviewing code. Fixed.
262 lines
7.4 KiB
Plaintext
262 lines
7.4 KiB
Plaintext
// the power cell
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// charge from 0 to 100%
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// fits in APC to provide backup power
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/obj/item/weapon/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/power_cells.dmi'
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icon_state = "standard"
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item_state = "cell"
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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/// Are we EMP immune?
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var/emp_proof = FALSE
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var/static/cell_uid = 1 // Unique ID of this power cell. Used to reduce bunch of uglier code in nanoUI.
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var/c_uid
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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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var/rigged = 0 // true if rigged to explode
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var/minor_fault = 0 //If not 100% reliable, it will build up faults.
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var/self_recharge = FALSE // If true, the cell will recharge itself.
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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.
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var/last_use = 0 // A tracker for use in self-charging
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var/connector_type = "standard" //What connector sprite to use when in a cell charger, null if no connectors
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var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
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matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
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drop_sound = 'sound/items/drop/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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// Overlay stuff.
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var/standard_overlays = TRUE
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var/last_overlay_state = null // Used to optimize update_icon() calls.
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/obj/item/weapon/cell/New()
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..()
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c_uid = cell_uid++
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charge = maxcharge
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update_icon()
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if(self_recharge)
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START_PROCESSING(SSobj, src)
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/obj/item/weapon/cell/Destroy()
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if(self_recharge)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/cell/get_cell()
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return src
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/obj/item/weapon/cell/process()
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if(self_recharge)
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if(world.time >= last_use + charge_delay)
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give(charge_amount)
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// TGMC Ammo HUD - Update the HUD every time we're called to recharge.
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if(istype(loc, /obj/item/weapon/gun/energy)) // Are we in a gun currently?
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var/obj/item/weapon/gun/energy/gun = loc
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var/mob/living/user = gun.loc
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if(istype(user))
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user?.hud_used.update_ammo_hud(user, gun) // Update the HUD
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else
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return PROCESS_KILL
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/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
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if(drain_check)
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return 1
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if(charge <= 0)
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return 0
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var/cell_amt = power * CELLRATE
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return use(cell_amt) / CELLRATE
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#define OVERLAY_FULL 2
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#define OVERLAY_PARTIAL 1
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#define OVERLAY_EMPTY 0
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/obj/item/weapon/cell/update_icon()
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if(!standard_overlays)
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return
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var/ratio = clamp(round(charge / maxcharge, 0.25) * 100, 0, 100)
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var/new_state = "[icon_state]_[ratio]"
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if(new_state != last_overlay_state)
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cut_overlay(last_overlay_state)
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add_overlay(new_state)
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last_overlay_state = new_state
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#undef OVERLAY_FULL
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#undef OVERLAY_PARTIAL
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#undef OVERLAY_EMPTY
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/obj/item/weapon/cell/proc/percent() // return % charge of cell
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return 100.0*charge/maxcharge
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/obj/item/weapon/cell/proc/fully_charged()
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return (charge == maxcharge)
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// checks if the power cell is able to provide the specified amount of charge
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/obj/item/weapon/cell/proc/check_charge(var/amount)
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return (charge >= amount)
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// Returns how much charge is missing from the cell, useful to make sure not overdraw from the grid when recharging.
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/obj/item/weapon/cell/proc/amount_missing()
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return max(maxcharge - charge, 0)
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// use power from a cell, returns the amount actually used
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/obj/item/weapon/cell/proc/use(var/amount)
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if(rigged && amount > 0)
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explode()
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return 0
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var/used = min(charge, amount)
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charge -= used
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last_use = world.time
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update_icon()
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return used
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// Checks if the specified amount can be provided. If it can, it removes the amount
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// from the cell and returns 1. Otherwise does nothing and returns 0.
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/obj/item/weapon/cell/proc/checked_use(var/amount)
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if(!check_charge(amount))
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return 0
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use(amount)
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return 1
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// recharge the cell
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/obj/item/weapon/cell/proc/give(var/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) return 0
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var/amount_used = min(maxcharge-charge,amount)
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charge += amount_used
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update_icon()
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if(loc)
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loc.update_icon()
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return amount_used
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/obj/item/weapon/cell/examine(mob/user)
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. = ..()
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if(Adjacent(user))
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. += "It has a power rating of [maxcharge]."
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. += "The charge meter reads [round(src.percent() )]%."
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/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
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..()
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if(istype(W, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/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("phoron", 5))
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rigged = 1
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log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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S.reagents.clear_reagents()
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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/*
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* 1000-cell explosion(T, -1, 0, 1, 1)
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* 2500-cell explosion(T, -1, 0, 1, 1)
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* 10000-cell explosion(T, -1, 1, 3, 3)
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* 15000-cell explosion(T, -1, 2, 4, 4)
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* */
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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 = 0
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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/weapon/cell/proc/corrupt()
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charge /= 2
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maxcharge /= 2
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if (prob(10))
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rigged = 1 //broken batterys are dangerous
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/obj/item/weapon/cell/emp_act(severity)
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if(emp_proof)
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return
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//remove this once emp changes on dev are merged in
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if(isrobot(loc))
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var/mob/living/silicon/robot/R = loc
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severity *= R.cell_emp_mult
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charge -= charge / severity
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if (charge < 0)
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charge = 0
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update_icon()
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..()
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/obj/item/weapon/cell/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if (prob(50))
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corrupt()
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if(3.0)
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if (prob(25))
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qdel(src)
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return
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if (prob(25))
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corrupt()
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return
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/obj/item/weapon/cell/proc/get_electrocute_damage()
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switch (charge)
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/* if (9000 to INFINITY)
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return min(rand(90,150),rand(90,150))
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if (2500 to 9000-1)
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return min(rand(70,145),rand(70,145))
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if (1750 to 2500-1)
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return min(rand(35,110),rand(35,110))
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if (1500 to 1750-1)
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return min(rand(30,100),rand(30,100))
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if (750 to 1500-1)
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return min(rand(25,90),rand(25,90))
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if (250 to 750-1)
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return min(rand(20,80),rand(20,80))
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if (100 to 250-1)
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return min(rand(20,65),rand(20,65))*/
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if (1000000 to INFINITY)
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return min(rand(50,160),rand(50,160))
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if (200000 to 1000000-1)
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return min(rand(25,80),rand(25,80))
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if (100000 to 200000-1)//Ave powernet
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return min(rand(20,60),rand(20,60))
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if (50000 to 100000-1)
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return min(rand(15,40),rand(15,40))
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if (1000 to 50000-1)
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return min(rand(10,20),rand(10,20))
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else
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return 0 |