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@@ -5,10 +5,20 @@
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#define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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//Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
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#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
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/*
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How to tweak the SM
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POWER_FACTOR directly controls how much power the SM puts out at a given level of excitation (power var). Making this lower means you have to work the SM harder to get the same amount of power.
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CRITICAL_TEMPERATURE The temperature at which the SM starts taking damage.
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CHARGING_FACTOR Controls how much emitter shots excite the SM.
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DAMAGE_RATE_LIMIT Controls the maximum rate at which the SM will take damage due to high temperatures.
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*/
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#define CHARGING_FACTOR 0.55
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//Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
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#define POWER_FACTOR 0.5 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
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#define CRITICAL_TEMPERATURE 800 //K
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#define CHARGING_FACTOR 0.11
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#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
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@@ -168,28 +178,31 @@
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removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area
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if(!env || !removed || !removed.total_moles)
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damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside.
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damage += max((power-(2*CRITICAL_TEMPERATURE*POWER_FACTOR))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside.
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else if (grav_pulling) //If supermatter is detonating, remove all air from the zone
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env.remove(env.total_moles)
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else
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damage_archived = damage
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damage = max( damage + min( ( (removed.temperature - 800) / 150 ), damage_inc_limit ) , 0 )
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damage = max( damage + min( ( (removed.temperature - CRITICAL_TEMPERATURE) / 150 ), damage_inc_limit ) , 0 )
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//Ok, 100% oxygen atmosphere = best reaction
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//Maxes out at 100% oxygen pressure
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oxygen = max(min((removed.gas["oxygen"] - (removed.gas["nitrogen"] * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
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var/temp_factor = 100
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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//calculate power gain for oxygen reaction
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var/temp_factor
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if (oxygen > 0.8)
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//If chain reacting at oxygen == 1, we want the power at 800 K to stabilize at a level of 1200*POWER_FACTOR
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var/equilibrium_power = 1200*POWER_FACTOR
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temp_factor = ( (equilibrium_power/500)**3 )/800
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icon_state = "[base_icon_state]_glow"
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else
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// in normal mode, base the produced energy around the heat
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temp_factor = 60
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//If chain reacting at oxygen == 0.8, we want the power at 700 K to stabilize at a power level of 300
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var/equilibrium_power = 860*POWER_FACTOR
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temp_factor = ( (equilibrium_power/500)**3 )/(700*0.8)
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icon_state = base_icon_state
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power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
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power = max( (removed.temperature * temp_factor) * oxygen + power, 0)
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//We've generated power, now let's transfer it to the collectors for storing/usage
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transfer_energy()
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@@ -241,8 +254,8 @@
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// Then bring it inside to explode instantly upon landing on a valid turf.
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if(Proj.flag != "bullet")
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power += Proj.damage * config_bullet_energy * CHARGING_FACTOR
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if(istype(Proj, /obj/item/projectile/beam))
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power += Proj.damage * config_bullet_energy * CHARGING_FACTOR
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else
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damage += Proj.damage * config_bullet_energy
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return 0
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@@ -272,7 +285,7 @@
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/obj/machinery/power/supermatter/proc/transfer_energy()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if(get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(power * POWER_FACTOR)
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R.receive_pulse(power * POWER_FACTOR) //for collectors using standard phoron tanks at 1013 kPa, the actual power generated will be this power*POWER_FACTOR*20*29 = power*POWER_FACTOR*580
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return
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/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
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