123 lines
3.3 KiB
Plaintext
123 lines
3.3 KiB
Plaintext
/obj/machinery/cell_charger
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name = "cell charger"
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desc = "It charges power cells."
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icon = 'icons/obj/power.dmi'
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icon_state = "ccharger0"
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anchored = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 60
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power_channel = EQUIP
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var/obj/item/weapon/stock_parts/cell/charging = null
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var/chargelevel = -1
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/obj/machinery/cell_charger/proc/updateicon()
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icon_state = "ccharger[charging ? 1 : 0]"
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if(charging && !(stat & (BROKEN|NOPOWER)))
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var/newlevel = round(charging.percent() * 4 / 100)
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if(chargelevel != newlevel)
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chargelevel = newlevel
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cut_overlays()
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add_overlay("ccharger-o[newlevel]")
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else
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cut_overlays()
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/obj/machinery/cell_charger/examine(mob/user)
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..()
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to_chat(user, "There's [charging ? "a" : "no"] cell in the charger.")
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if(charging)
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to_chat(user, "Current charge: [round(charging.percent(), 1)]%")
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/obj/machinery/cell_charger/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/stock_parts/cell))
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if(stat & BROKEN)
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to_chat(user, "<span class='warning'>[src] is broken!</span>")
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return
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if(!anchored)
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to_chat(user, "<span class='warning'>[src] isn't attached to the ground!</span>")
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return
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if(charging)
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to_chat(user, "<span class='warning'>There is already a cell in the charger!</span>")
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return
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else
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var/area/a = loc.loc // Gets our locations location, like a dream within a dream
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if(!isarea(a))
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return
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if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
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to_chat(user, "<span class='warning'>The [name] blinks red as you try to insert the cell!</span>")
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return
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if(!user.drop_item())
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return
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W.loc = src
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charging = W
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user.visible_message("[user] inserts a cell into the charger.", "<span class='notice'>You insert a cell into the charger.</span>")
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chargelevel = -1
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updateicon()
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else if(istype(W, /obj/item/weapon/wrench))
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if(charging)
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to_chat(user, "<span class='warning'>Remove the cell first!</span>")
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return
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anchored = !anchored
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to_chat(user, "<span class='notice'>You [anchored ? "attach" : "detach"] the cell charger [anchored ? "to" : "from"] the ground</span>")
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playsound(src.loc, W.usesound, 75, 1)
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else
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return ..()
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/obj/machinery/cell_charger/proc/removecell()
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charging.update_icon()
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charging = null
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chargelevel = -1
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updateicon()
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/obj/machinery/cell_charger/attack_hand(mob/user)
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if(!charging)
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return
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user.put_in_hands(charging)
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charging.add_fingerprint(user)
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user.visible_message("[user] removes the cell from the charger.", "<span class='notice'>You remove the cell from the charger.</span>")
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removecell()
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/obj/machinery/cell_charger/attack_tk(mob/user)
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if(!charging)
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return
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charging.forceMove(loc)
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to_chat(user, "<span class='notice'>You telekinetically remove [charging] from [src].</span>")
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removecell()
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/obj/machinery/cell_charger/attack_ai(mob/user)
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return
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/obj/machinery/cell_charger/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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return
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if(charging)
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charging.emp_act(severity)
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..(severity)
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/obj/machinery/cell_charger/process()
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if(!charging || !anchored || (stat & (BROKEN|NOPOWER)))
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return
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if(charging.percent() >= 100)
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return
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use_power(200) //this used to use CELLRATE, but CELLRATE is fucking awful. feel free to fix this properly!
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charging.give(175) //inefficiency.
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updateicon()
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