diff --git a/code/modules/power/singularity/emitter.dm b/code/modules/power/singularity/emitter.dm index 70f0a869e5b..0b138c0bb3f 100644 --- a/code/modules/power/singularity/emitter.dm +++ b/code/modules/power/singularity/emitter.dm @@ -1,4 +1,3 @@ -//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33 #define EMITTER_DAMAGE_POWER_TRANSFER 400 //used to transfer power to containment field generators /obj/machinery/power/emitter diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm index 6d8d3018747..25798091f3e 100644 --- a/code/modules/supermatter/supermatter.dm +++ b/code/modules/supermatter/supermatter.dm @@ -5,9 +5,19 @@ #define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power #define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power -//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. -#define POWER_FACTOR 0.5 //Obtained from testing. Aiming to make the ideal running output (400 kW) run the SM to ~85% of the safety level. +/* + How to tweak the SM + + 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. + CRITICAL_TEMPERATURE The temperature at which the SM starts taking damage. + + CHARGING_FACTOR Controls how much emitter shots excite the SM. + DAMAGE_RATE_LIMIT Controls the maximum rate at which the SM will take damage due to high temperatures. +*/ +//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. +#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. +#define CRITICAL_TEMPERATURE 800 //K #define CHARGING_FACTOR 0.11 #define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power @@ -168,28 +178,31 @@ removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area if(!env || !removed || !removed.total_moles) - damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside. + damage += max((power-(2*CRITICAL_TEMPERATURE*POWER_FACTOR))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside. else if (grav_pulling) //If supermatter is detonating, remove all air from the zone env.remove(env.total_moles) else damage_archived = damage - damage = max( damage + min( ( (removed.temperature - 800) / 150 ), damage_inc_limit ) , 0 ) + damage = max( damage + min( ( (removed.temperature - CRITICAL_TEMPERATURE) / 150 ), damage_inc_limit ) , 0 ) //Ok, 100% oxygen atmosphere = best reaction //Maxes out at 100% oxygen pressure oxygen = max(min((removed.gas["oxygen"] - (removed.gas["nitrogen"] * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0) - var/temp_factor = 100 - - if(oxygen > 0.8) - // with a perfect gas mix, make the power less based on heat + //calculate power gain for oxygen reaction + var/temp_factor + if (oxygen > 0.8) + //If chain reacting at oxygen == 1, we want the power at 800 K to stabilize at a level of 1200*POWER_FACTOR + var/equilibrium_power = 1200*POWER_FACTOR + temp_factor = ( (equilibrium_power/500)**3 )/800 icon_state = "[base_icon_state]_glow" else - // in normal mode, base the produced energy around the heat - temp_factor = 60 + //If chain reacting at oxygen == 0.8, we want the power at 700 K to stabilize at a power level of 300 + var/equilibrium_power = 860*POWER_FACTOR + temp_factor = ( (equilibrium_power/500)**3 )/(700*0.8) icon_state = base_icon_state - - power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload + + power = max( (removed.temperature * temp_factor) * oxygen + power, 0) //We've generated power, now let's transfer it to the collectors for storing/usage transfer_energy() @@ -241,8 +254,8 @@ // Then bring it inside to explode instantly upon landing on a valid turf. - if(Proj.flag != "bullet") - power += Proj.damage * config_bullet_energy * CHARGING_FACTOR + if(istype(Proj, /obj/item/projectile/beam)) + power += Proj.damage * config_bullet_energy * CHARGING_FACTOR else damage += Proj.damage * config_bullet_energy return 0 @@ -272,7 +285,7 @@ /obj/machinery/power/supermatter/proc/transfer_energy() for(var/obj/machinery/power/rad_collector/R in rad_collectors) if(get_dist(R, src) <= 15) // Better than using orange() every process - R.receive_pulse(power * POWER_FACTOR) + 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 return /obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)