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* Moved reagent IDs to defines. TODO: Convert xenoarch chems. * Added xenoarch chem defines * Fixed some bad chem names.
157 lines
4.0 KiB
Plaintext
157 lines
4.0 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/New()
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..()
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charge = maxcharge
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if(maxcharge <= 2500)
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desc = "The manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it."
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else
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desc = "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!"
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spawn(5)
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updateicon()
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/obj/item/weapon/cell/proc/updateicon()
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overlays.len = 0
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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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overlays += image('icons/obj/power.dmi', "cell-o2")
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else
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overlays += image('icons/obj/power.dmi', "cell-o1")
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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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// use power from a cell
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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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if(charge < amount)
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return 0
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charge = max(0,charge - 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/power_used = min(maxcharge-charge,amount)
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if(crit_fail) return 0
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if(!prob(reliability))
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minor_fault++
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if(prob(minor_fault))
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crit_fail = 1
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return 0
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charge += power_used
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return power_used
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/obj/item/weapon/cell/examine(mob/user)
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..()
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if(crit_fail)
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to_chat(user, "<span class='warning'>This power cell seems to be faulty.</span>")
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else
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to_chat(user, "<span class='info'>The charge meter reads [round(src.percent() )]%.</span>")
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/obj/item/weapon/cell/attack_self(mob/user as mob)
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src.add_fingerprint(user)
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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(PLASMA, 5))
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rigged = 1
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log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with plasma, rigging it to explode.")
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message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with plasma, 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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spawn(1)
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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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charge -= 1000 / severity
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if (charge < 0)
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charge = 0
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if(reliability != 100 && prob(50/severity))
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reliability -= 10 / severity
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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/blob_act()
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if(prob(75))
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explode()
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/obj/item/weapon/cell/proc/get_electrocute_damage()
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return round(charge**(1/3)*(rand(100,125)/100)) //Cube root of power times 1,5 to 2 in increments of 10^-1
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//For instance, gives an average of 81 damage for 100k W and 175 for 1M W
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//Best you're getting with BYOND's mathematical funcs. Not even a fucking exponential or neperian logarithm
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/obj/item/weapon/cell/get_rating()
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return maxcharge / 10000
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