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coil.dm
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/// The fraction of stored power that gets sent to the grid every process(). Lower numbers make output more consistent but take more time to ramp up to full production.
#define TESLA_COIL_PROCESS_RATE 0.2
/obj/machinery/power/tesla_coil
name = "tesla coil"
desc = "For the union!"
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "coil0"
base_icon_state = "coil"
anchored = FALSE
density = TRUE
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70, ELECTRIC = 100)
// Executing a traitor caught releasing tesla was never this fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
circuit = /obj/item/circuitboard/machine/tesla_coil
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/percentage_power_loss = 0 // 0-1. Regular coils don't have power loss.
var/input_power_multiplier = 0
var/zap_cooldown = 10 SECONDS
/// The amount of power built up in the coil.
var/stored_power = 0
var/datum/techweb/linked_techweb
var/research_points_per_zap = 2 // Research points gained per minute is indirectly buffed by having a lower zap cooldown.
// level 1 coil: 15/m, level coil 2: 20/m, level coil 3: 30/m, level coil 4: 60/m
var/datum/bank_account/linked_account
var/money_per_zap = 2 // This is tied to coil cooldown in the same way research points are.
/obj/machinery/power/tesla_coil/power
circuit = /obj/item/circuitboard/machine/tesla_coil/power
/obj/machinery/power/tesla_coil/Initialize(mapload)
. = ..()
wires = new /datum/wires/tesla_coil(src)
linked_techweb = SSresearch.science_tech
linked_account = SSeconomy.get_dep_account(ACCOUNT_ENG)
/obj/machinery/power/tesla_coil/RefreshParts()
input_power_multiplier = 0
zap_cooldown = 100
for(var/obj/item/stock_parts/capacitor/C in component_parts)
input_power_multiplier += sqrt(C.rating) // Each level increases power gain by 100%
zap_cooldown -= (C.rating * 2 SECONDS) // Each level decreases cooldown by 2 seconds
/obj/machinery/power/tesla_coil/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads: \
Power generation at <b>[input_power_multiplier*100]%</b>.<br>\
Shock interval at <b>[zap_cooldown*0.1]</b> seconds.<br>\
Stored power at <b>[display_joules(stored_power)]</b><span>")
/obj/machinery/power/tesla_coil/on_construction()
if(anchored)
connect_to_network()
/obj/machinery/power/tesla_coil/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "[base_icon_state]_open[anchored]"
else
icon_state = "[base_icon_state][anchored]"
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/tesla_coil/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "[base_icon_state]_open[anchored]", "[base_icon_state][anchored]", W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(W))
return
if(is_wire_tool(W) && panel_open)
wires.interact(user)
return
return ..()
/obj/machinery/power/tesla_coil/tesla_act(source, power, zap_range, tesla_flags, list/shocked_targets)
if(anchored && !panel_open)
stored_power += power
flick("[base_icon_state]hit", src)
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
if(istype(linked_account))
linked_account.adjust_money(money_per_zap)
if(istype(linked_techweb))
linked_techweb.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, research_points_per_zap)
tesla_buckle_check(power)
tesla_flags &= ~(TESLA_MACHINE_EXPLOSIVE|TESLA_OBJ_DAMAGE)
return ..(source, power, zap_range, tesla_flags, shocked_targets)
/obj/machinery/power/tesla_coil/process()
if(!powernet)
return
add_avail((stored_power * TESLA_COIL_PROCESS_RATE * (1 - percentage_power_loss)) * input_power_multiplier)
stored_power *= (1 - TESLA_COIL_PROCESS_RATE)
/obj/machinery/power/tesla_coil/proc/zap()
var/coeff = max(20 - ((input_power_multiplier - 1) * 3), 10)
var/power = stored_power / coeff
if(powernet)
power += powernet.avail / coeff
add_load(powernet.avail / coeff)
else
stored_power -= power
playsound(loc, (power > 100000 ? 'sound/magic/lightningbolt.ogg' : 'sound/magic/lightningshock.ogg'), 100, 1, extrarange = 5)
tesla_zap(src, 10, power, tesla_flags)
tesla_buckle_check(power)
// Tesla R&D researcher
/obj/machinery/power/tesla_coil/research
name = "Tesla Corona Analyzer"
desc = "A modified Tesla Coil used to study the effects of Edison's Bane for research."
icon_state = "rpcoil0"
base_icon_state = "rpcoil"
circuit = /obj/item/circuitboard/machine/tesla_coil/research
percentage_power_loss = 0.95 // Research coils lose 95% of the power (converting power to research or something idk)
research_points_per_zap = 6 // level 1 coil: 44/m, level coil 2: 60/m, level coil 3: 90/m, level coil 4: 180/m
money_per_zap = 6
/obj/machinery/power/grounding_rod
name = "grounding rod"
desc = "Keep an area from being fried from Edison's Bane."
icon = 'icons/obj/tesla_engine/tesla_coil.dmi'
icon_state = "grounding_rod0"
anchored = FALSE
density = TRUE
circuit = /obj/item/circuitboard/machine/grounding_rod
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70, ELECTRIC = 100)
/obj/machinery/power/grounding_rod/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "grounding_rod_open[anchored]"
else
icon_state = "grounding_rod[anchored]"
/obj/machinery/power/grounding_rod/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "grounding_rod_open[anchored]", "grounding_rod[anchored]", W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_crowbar(W))
return
return ..()
/obj/machinery/power/grounding_rod/tesla_act(source, power, zap_range, tesla_flags, list/shocked_targets)
if(anchored && !panel_open)
flick("grounding_rodhit", src)
tesla_buckle_check(power)
return TRUE
else
return ..()