Files
Yogstation/code/game/machinery/cell_charger.dm
John Willard 9a89bb674f Adds update_appearance (this is friggin big news) (#19643)
* update icon and update appearance

* update name

* fixes

* Removes double parent calls from many things

* More fixes

* minor fixes

* fuck

* A!

* general annoyances in this PR

* going in specific fixes

* remove remaining update icons and hud fixes

* Mass replace update icon with update icon state/overlays

* compile

* push my work so far

* goes back on things I broke

* a

* goes through like 80 more cases

* going through more update icons

* compile again

* thank you tattax

* Goes through the remaining update icon

* fix CI cries

* Fixes cigs, canisters and guncases

* Fixes airlock unres sides

* Fixes the flash

* Fixes cryo cells

* gun fix

* Egun fixes

* fixes mini eguns

* Update energy.dm

* Fixes MMIs

* Fixes security level interface

* Fixes cigar cases

* Bow & Critter crate fixes

* Fixes signalers

* Fix canisters again

* re-adds blinking red

* Fixes solar panels

* Fixes cryogenics (and forced standing)

* Update cryo.dm

* sechailer fix

* Maybe fixes pitch black roundstart APCs

* Update apc.dm

* yet another egun fix

* Fixes plasmamen helmets among other stuff

* Fixes canisters for good

* Fixes booze dispensers

* Fixes new icon updates people added

* Probably fixes ballistic guns

* i give up lol
2023-07-21 18:49:04 -05:00

155 lines
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/obj/machinery/cell_charger
name = "cell charger"
desc = "It charges power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger"
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 60
power_channel = AREA_USAGE_EQUIP
circuit = /obj/item/circuitboard/machine/cell_charger
pass_flags = PASSTABLE
var/obj/item/stock_parts/cell/charging = null
var/chargelevel = -1
var/charge_rate = 250
/obj/machinery/cell_charger/update_overlays()
. = ..()
if(charging)
. += image(charging.icon, charging.icon_state)
. += "ccharger-on"
if(!(stat & (BROKEN|NOPOWER)))
var/newlevel = round(charging.percent() * 4 / 100)
chargelevel = newlevel
. += "ccharger-o[newlevel]"
/obj/machinery/cell_charger/examine(mob/user)
. = ..()
. += "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
. += "Current charge: [round(charging.percent(), 1)]%."
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Charging power: <b>[charge_rate]W</b>.<span>"
/obj/machinery/cell_charger/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/crowbar) && !panel_open)
if(!charging)
return
user.put_in_hands(charging)
user.visible_message("[user] removes [charging] from [src].", span_notice("You remove [charging] from [src]."))
removecell()
if(istype(W, /obj/item/stock_parts/cell) && !panel_open)
if(stat & BROKEN)
to_chat(user, span_warning("[src] is broken!"))
return
if(!anchored)
to_chat(user, span_warning("[src] isn't attached to the ground!"))
return
if(charging)
to_chat(user, span_warning("There is already a cell in the charger!"))
return
else
var/area/a = loc.loc // Gets our locations location, like a dream within a dream
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
to_chat(user, span_warning("[src] blinks red as you try to insert the cell!"))
return
if(!user.transferItemToLoc(W,src))
return
charging = W
user.visible_message("[user] inserts a cell into [src].", span_notice("You insert a cell into [src]."))
chargelevel = -1
update_appearance(UPDATE_ICON)
else
if(!charging && default_deconstruction_screwdriver(user, icon_state, icon_state, W))
return
if(default_deconstruction_crowbar(W))
return
if(!charging && default_unfasten_wrench(user, W))
return
return ..()
/obj/machinery/cell_charger/deconstruct()
if(charging)
charging.forceMove(drop_location())
return ..()
/obj/machinery/cell_charger/Destroy()
QDEL_NULL(charging)
return ..()
/obj/machinery/cell_charger/proc/removecell()
charging.update_appearance(UPDATE_ICON)
charging = null
chargelevel = -1
update_appearance(UPDATE_ICON)
/obj/machinery/cell_charger/attack_hand(mob/user)
. = ..()
if(.)
return
if(!charging)
return
user.put_in_hands(charging)
charging.add_fingerprint(user)
user.visible_message("[user] removes [charging] from [src].", span_notice("You remove [charging] from [src]."))
removecell()
/obj/machinery/cell_charger/attack_tk(mob/user)
if(!charging)
return
charging.forceMove(loc)
to_chat(user, span_notice("You telekinetically remove [charging] from [src]."))
removecell()
/obj/machinery/cell_charger/attack_ai(mob/user)
if(!charging)
return
charging.forceMove(loc)
to_chat(user, "<span class='notice'>You remotely disconnect the battery port and eject [charging] from [src].</span>")
removecell()
return
/obj/machinery/cell_charger/attack_robot(mob/user)
attack_ai(user)
/obj/machinery/cell_charger/emp_act(severity)
. = ..()
if(stat & (BROKEN|NOPOWER) || . & EMP_PROTECT_CONTENTS)
return
if(charging)
charging.emp_act(severity)
/obj/machinery/cell_charger/MouseDrop_T(atom/dropping, mob/user)
if(istype(dropping, /obj/item/stock_parts/cell))
attackby(dropping, user)
else
..()
/obj/machinery/cell_charger/RefreshParts()
charge_rate = 500
for(var/obj/item/stock_parts/capacitor/C in component_parts)
charge_rate *= C.rating
/obj/machinery/cell_charger/process(delta_time)
if(!charging || !anchored || (stat & (BROKEN|NOPOWER)))
return
if(charging.percent() >= 100)
return
use_power(charge_rate * delta_time)
charging.give(charge_rate * delta_time) //this is 2558, efficient batteries exist
update_appearance(UPDATE_ICON)