* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
156 lines
4.5 KiB
Plaintext
156 lines
4.5 KiB
Plaintext
/obj/machinery/power/tesla_coil
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name = "tesla coil"
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desc = "For the union!"
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "coil0"
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anchored = 0
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density = 1
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// Executing a traitor caught releasing tesla was never this fun!
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can_buckle = TRUE
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buckle_lying = FALSE
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buckle_requires_restraints = TRUE
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var/power_loss = 2
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var/input_power_multiplier = 1
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var/zap_cooldown = 100
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var/last_zap = 0
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/obj/machinery/power/tesla_coil/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/tesla_coil(null)
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B.apply_default_parts(src)
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wires = new /datum/wires/tesla_coil(src)
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/obj/item/weapon/circuitboard/machine/tesla_coil
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name = "Tesla Coil (Machine Board)"
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build_path = /obj/machinery/power/tesla_coil
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origin_tech = "programming=3;magnets=3;powerstorage=3"
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req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
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/obj/machinery/power/tesla_coil/RefreshParts()
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var/power_multiplier = 0
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zap_cooldown = 100
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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power_multiplier += C.rating
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zap_cooldown -= (C.rating * 20)
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input_power_multiplier = power_multiplier
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/obj/machinery/power/tesla_coil/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(panel_open)
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icon_state = "coil_open[anchored]"
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else
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icon_state = "coil[anchored]"
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "coil_open[anchored]", "coil[anchored]", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_unfasten_wrench(user, W))
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return
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if(default_deconstruction_crowbar(W))
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return
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if(is_wire_tool(W) && panel_open)
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wires.interact(user)
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return
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return ..()
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/obj/machinery/power/tesla_coil/attack_hand(mob/user)
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if(user.a_intent == INTENT_GRAB && user_buckle_mob(user.pulling, user, check_loc = 0))
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return
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..()
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/obj/machinery/power/tesla_coil/tesla_act(var/power)
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if(anchored && !panel_open)
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being_shocked = 1
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//don't lose arc power when it's not connected to anything
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//please place tesla coils all around the station to maximize effectiveness
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var/power_produced = powernet ? power / power_loss : power
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add_avail(power_produced*input_power_multiplier)
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flick("coilhit", src)
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playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_produced)
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addtimer(CALLBACK(src, .proc/reset_shocked), 10)
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else
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..()
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/obj/machinery/power/tesla_coil/proc/zap()
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if((last_zap + zap_cooldown) > world.time || !powernet)
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return FALSE
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last_zap = world.time
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var/coeff = (20 - ((input_power_multiplier - 1) * 3))
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coeff = max(coeff, 10)
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var/power = (powernet.avail/2)
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add_load(power)
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playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 10, power/(coeff/2))
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/obj/machinery/power/grounding_rod
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name = "grounding rod"
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desc = "Keep an area from being fried from Edison's Bane."
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icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
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icon_state = "grounding_rod0"
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anchored = 0
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density = 1
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can_buckle = TRUE
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buckle_lying = FALSE
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buckle_requires_restraints = TRUE
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/obj/machinery/power/grounding_rod/New()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/grounding_rod(null)
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B.apply_default_parts(src)
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/obj/item/weapon/circuitboard/machine/grounding_rod
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name = "Grounding Rod (Machine Board)"
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build_path = /obj/machinery/power/grounding_rod
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origin_tech = "programming=3;powerstorage=3;magnets=3;plasmatech=2"
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req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
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/obj/machinery/power/grounding_rod/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(panel_open)
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icon_state = "grounding_rod_open[anchored]"
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else
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icon_state = "grounding_rod[anchored]"
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/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user, params)
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if(default_deconstruction_screwdriver(user, "grounding_rod_open[anchored]", "grounding_rod[anchored]", W))
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return
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if(exchange_parts(user, W))
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return
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if(default_unfasten_wrench(user, W))
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return
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/grounding_rod/attack_hand(mob/user)
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if(user.a_intent == INTENT_GRAB && user_buckle_mob(user.pulling, user, check_loc = 0))
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return
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..()
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/obj/machinery/power/grounding_rod/tesla_act(var/power)
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if(anchored && !panel_open)
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flick("grounding_rodhit", src)
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else
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..()
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