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recharger.dm
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/obj/machinery/recharger
name = "recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "recharger"
desc = "A charging dock for energy based weaponry."
use_power = IDLE_POWER_USE
idle_power_usage = 4
active_power_usage = 250
circuit = /obj/item/circuitboard/machine/recharger
pass_flags = PASSTABLE
var/obj/item/charging = null
var/recharge_coeff = 1
/// Has a special
var/icon_state_filled = null
var/icon_state_open = "rechargeropen"
var/static/list/allowed_devices = typecacheof(list(
/obj/item/gun/energy,
/obj/item/melee/baton,
/obj/item/ammo_box/magazine/recharge,
/obj/item/ammo_box/magazine/m308/laser,
/obj/item/modular_computer))
/obj/machinery/recharger/RefreshParts()
for(var/obj/item/stock_parts/capacitor/C in component_parts)
recharge_coeff = C.rating
/obj/machinery/recharger/examine(mob/user)
. = ..()
if(!in_range(user, src) && !issilicon(user) && !isobserver(user))
. += span_warning("You're too far away to examine [src]'s contents and display!")
return
if(charging)
. += {"[span_notice("\The [src] contains:")]
[span_notice("- \A [charging].")]"}
if(!(stat & (NOPOWER|BROKEN)))
. += "<span class='notice'>The status display reads:<span>"
. += "<span class='notice'>- Recharging <b>[recharge_coeff*10]%</b> cell charge per cycle.<span>"
if(charging)
var/obj/item/stock_parts/cell/C = charging.get_cell()
. += "<span class='notice'>- \The [charging]'s cell is at <b>[C.percent()]%</b>.<span>"
/obj/machinery/recharger/proc/setCharging(new_charging)
charging = new_charging
if (new_charging)
START_PROCESSING(SSmachines, src)
use_power = ACTIVE_POWER_USE
if(icon_state_filled)
icon_state = icon_state_filled
else
use_power = IDLE_POWER_USE
icon_state = initial(icon_state)
update_appearance(UPDATE_ICON)
/obj/machinery/recharger/attackby(obj/item/G, mob/user, params)
if(G.tool_behaviour == TOOL_WRENCH)
if(charging)
to_chat(user, span_notice("Remove the charging item first!"))
return
setAnchored(!anchored)
power_change()
to_chat(user, span_notice("You [anchored ? "attached" : "detached"] [src]."))
G.play_tool_sound(src)
return
var/allowed = is_type_in_typecache(G, allowed_devices)
if(allowed)
if(anchored)
if(charging || panel_open)
return 1
//Checks to make sure he's not in space doing it, and that the area got proper power.
var/area/a = get_area(src)
if(!isarea(a) || a.power_equip == 0)
to_chat(user, span_notice("[src] blinks red as you try to insert [G]."))
return 1
if (istype(G, /obj/item/gun/energy))
var/obj/item/gun/energy/E = G
if(!E.can_charge)
to_chat(user, span_notice("Your gun has no external power connector."))
return 1
if(!user.transferItemToLoc(G, src))
return 1
setCharging(G)
else
to_chat(user, span_notice("[src] isn't connected to anything!"))
return 1
if(anchored && !charging)
if(default_deconstruction_screwdriver(user, "rechargeropen", "recharger", G))
return
if(panel_open && G.tool_behaviour == TOOL_CROWBAR)
default_deconstruction_crowbar(G)
return
return ..()
/obj/machinery/recharger/attack_hand(mob/user)
. = ..()
if(.)
return
add_fingerprint(user)
if(charging)
charging.update_appearance(UPDATE_ICON)
charging.forceMove(drop_location())
user.put_in_hands(charging)
setCharging(null)
/obj/machinery/recharger/attack_tk(mob/user)
if(charging)
charging.update_appearance(UPDATE_ICON)
charging.forceMove(drop_location())
setCharging(null)
/obj/machinery/recharger/process(delta_time)
if(stat & (NOPOWER|BROKEN) || !anchored)
return PROCESS_KILL
if(charging && charging.loc == src)
var/obj/item/stock_parts/cell/C = charging.get_cell()
if(C)
if(C.charge < C.maxcharge)
C.give(C.chargerate * recharge_coeff * delta_time / 2)
use_power(125 * recharge_coeff * delta_time)
update_appearance(UPDATE_ICON)
if(istype(charging, /obj/item/ammo_box/magazine/recharge))
var/obj/item/ammo_box/magazine/recharge/R = charging
if(R.stored_ammo.len < R.max_ammo)
for(var/i in 1 to recharge_coeff) //So it actually gives more ammo when upgraded
R.stored_ammo += new R.ammo_type(R)
if(R.stored_ammo.len <= R.max_ammo)
break
use_power(100 * recharge_coeff)
update_appearance(UPDATE_ICON)
return
if(istype(charging, /obj/item/ammo_box/magazine/m308/laser))
var/obj/item/ammo_box/magazine/m308/laser/R = charging
if(R.stored_ammo.len < R.max_ammo)
for(var/i in 1 to recharge_coeff) //See above
R.stored_ammo += new R.ammo_type(R)
use_power(100 * recharge_coeff)
update_appearance(UPDATE_ICON)
return
else
if(charging)
charging.update_appearance(UPDATE_ICON)
charging.forceMove(drop_location())
setCharging(null)
return PROCESS_KILL
/obj/machinery/recharger/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_CONTENTS)
return
if(!(stat & (NOPOWER|BROKEN)) && anchored)
if(istype(charging, /obj/item/gun/energy))
var/obj/item/gun/energy/E = charging
if(E.cell)
E.cell.emp_act(severity)
else if(istype(charging, /obj/item/melee/baton))
var/obj/item/melee/baton/B = charging
if(B.cell)
B.cell.charge = 0
/obj/machinery/recharger/update_overlays()
. = ..()
if(charging)
var/mutable_appearance/scan = mutable_appearance(icon, "[initial(icon_state)]filled")
var/obj/item/stock_parts/cell/C = charging.get_cell()
var/num = 0
if(C)
num = round(C.charge/C.maxcharge, 0.01)
if(istype(charging, /obj/item/ammo_box/magazine/recharge))
var/obj/item/ammo_box/magazine/recharge/R = charging
num = round(R.stored_ammo.len/R.max_ammo, 0.01)
if(istype(charging, /obj/item/ammo_box/magazine/m308/laser))
var/obj/item/ammo_box/magazine/m308/laser/R = charging
num = round(R.stored_ammo.len/R.max_ammo, 0.01)
if(num >= 1)
scan.color = "#58d0ff"
else
scan.color = gradient(list(0, "#ff0000", 0.99, "#00ff00", 1, "#cece00"), num)
. += scan
/obj/machinery/recharger/wallrecharger
name = "wall recharger"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "wrecharger"
desc = "A wall mounted charging dock for energy based weaponry."
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 400
icon_state_filled = "wrechargerweapon"
icon_state_open = "wrechargeropen"