164 lines
4.4 KiB
Plaintext
Executable File
164 lines
4.4 KiB
Plaintext
Executable File
/obj/machinery/recharger
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name = "recharger"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "recharger0"
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desc = "A charging dock for energy based weaponry."
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use_power = IDLE_POWER_USE
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idle_power_usage = 4
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active_power_usage = 250
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circuit = /obj/item/circuitboard/machine/recharger
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pass_flags = PASSTABLE
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var/obj/item/charging = null
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var/recharge_coeff = 1
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var/static/list/allowed_devices = typecacheof(list(
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/obj/item/gun/energy,
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/obj/item/melee/baton,
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/obj/item/ammo_box/magazine/recharge,
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/obj/item/modular_computer,
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/obj/item/gun/ballistic/automatic/magrifle_e,
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/obj/item/gun/ballistic/automatic/pistol/mag_e))
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/obj/machinery/recharger/RefreshParts()
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for(var/obj/item/stock_parts/capacitor/C in component_parts)
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recharge_coeff = C.rating
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/obj/machinery/recharger/proc/setCharging(new_charging)
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charging = new_charging
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if (new_charging)
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START_PROCESSING(SSmachines, src)
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use_power = ACTIVE_POWER_USE
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update_icon(scan = TRUE)
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else
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use_power = IDLE_POWER_USE
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update_icon()
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/obj/machinery/recharger/attackby(obj/item/G, mob/user, params)
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if(istype(G, /obj/item/wrench))
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if(charging)
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to_chat(user, "<span class='notice'>Remove the charging item first!</span>")
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return
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setAnchored(!anchored)
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power_change()
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to_chat(user, "<span class='notice'>You [anchored ? "attached" : "detached"] [src].</span>")
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G.play_tool_sound(src)
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return
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var/allowed = is_type_in_typecache(G, allowed_devices)
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if(allowed)
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if(anchored)
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if(charging || panel_open)
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return 1
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//Checks to make sure he's not in space doing it, and that the area got proper power.
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var/area/a = get_area(src)
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if(!isarea(a) || a.power_equip == 0)
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to_chat(user, "<span class='notice'>[src] blinks red as you try to insert [G].</span>")
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return 1
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if (istype(G, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = G
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if(!E.can_charge)
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to_chat(user, "<span class='notice'>Your gun has no external power connector.</span>")
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return 1
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if(!user.transferItemToLoc(G, src))
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return 1
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setCharging(G)
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else
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to_chat(user, "<span class='notice'>[src] isn't connected to anything!</span>")
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return 1
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if(anchored && !charging)
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if(default_deconstruction_screwdriver(user, "rechargeropen", "recharger0", G))
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return
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if(panel_open && istype(G, /obj/item/crowbar))
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default_deconstruction_crowbar(G)
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return
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return ..()
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/obj/machinery/recharger/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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add_fingerprint(user)
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if(charging)
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charging.update_icon()
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charging.forceMove(drop_location())
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user.put_in_hands(charging)
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setCharging(null)
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/obj/machinery/recharger/attack_tk(mob/user)
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if(charging)
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charging.update_icon()
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charging.forceMove(drop_location())
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setCharging(null)
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/obj/machinery/recharger/process()
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if(stat & (NOPOWER|BROKEN) || !anchored)
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return PROCESS_KILL
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var/using_power = 0
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if(charging)
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var/obj/item/stock_parts/cell/C = charging.get_cell()
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if(C)
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if(C.charge < C.maxcharge)
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C.give(C.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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if(istype(charging, /obj/item/ammo_box/magazine/recharge))
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var/obj/item/ammo_box/magazine/recharge/R = charging
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if(R.stored_ammo.len < R.max_ammo)
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R.stored_ammo += new R.ammo_type(R)
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use_power(200 * recharge_coeff)
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using_power = 1
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update_icon(using_power)
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return
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else
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return PROCESS_KILL
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/obj/machinery/recharger/power_change()
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..()
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update_icon()
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/obj/machinery/recharger/emp_act(severity)
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. = ..()
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if (. & EMP_PROTECT_CONTENTS)
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return
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if(!(stat & (NOPOWER|BROKEN)) && anchored)
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if(istype(charging, /obj/item/gun/energy))
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var/obj/item/gun/energy/E = charging
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if(E.cell)
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E.cell.emp_act(severity)
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else if(istype(charging, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = charging
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if(B.cell)
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B.cell.charge = 0
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/obj/machinery/recharger/update_icon(using_power = 0, scan) //we have an update_icon() in addition to the stuff in process to make it feel a tiny bit snappier.
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if(stat & (NOPOWER|BROKEN) || !anchored)
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icon_state = "rechargeroff"
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return
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if(scan)
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icon_state = "rechargeroff"
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return
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if(panel_open)
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icon_state = "rechargeropen"
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return
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if(charging)
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if(using_power)
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icon_state = "recharger1"
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else
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icon_state = "recharger2"
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return
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icon_state = "recharger0"
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