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https://github.com/Aurorastation/Aurora.3.git
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4ecb0bc21c
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
517 lines
20 KiB
Plaintext
517 lines
20 KiB
Plaintext
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#define NITROGEN_RETARDATION_FACTOR 0.15 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 10000 //Higher == more heat released during reaction
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#define PHORON_RELEASE_MODIFIER 1500 //Higher == less phoron released by reaction
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#define OXYGEN_RELEASE_MODIFIER 15000 //Higher == less oxygen released at high temperature/power
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#define RADIATION_RELEASE_MODIFIER 2 //Higher == more radiation released with more power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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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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///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 1.0
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///Affects how fast the supermatter power decays
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#define DECAY_FACTOR 700
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///The temperature at which the SM starts taking damage.
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#define CRITICAL_TEMPERATURE 5000//K
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///Controls how much emitter shots excite the SM.
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#define CHARGING_FACTOR 0.05
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///damage rate cap at power = 300, scales linearly with power
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#define DAMAGE_RATE_LIMIT 4
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///multiplier for damage taken in a vacuum, but on a tile. Used to prevent/configure near-instant explosions when vented
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#define SPACED_DAMAGE_FACTOR 0.5
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//These would be what you would get at point blank, does NOT decrease with distance.
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///The amount of radiation the whole Z level (except maintenance) will recieve. Rads decay slowly over time. This will give an unprotected person 1275 rads over 100 seconds.
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#define DETONATION_RADS 50
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///How many seconds of halucinations affected mobs are given.
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#define DETONATION_HALLUCINATION 600
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///This creates a radiation source of strength 500 at the explosion site. This will kill through a radsuit but falls off rapidly with distance.
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#define LOCAL_DETONATION_RADS 500
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///Seconds between warnings.
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#define WARNING_DELAY 20
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///to prevent accent sounds from layering
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#define SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN 2 SECONDS
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#define LIGHT_POWER_CALC (max(power / 50, 1))
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/obj/structure/machinery/power/supermatter
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name = "supermatter crystal"
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desc = "A strangely translucent and iridescent crystal. <span class='warning'>You get headaches just from looking at it.</span>"
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icon = 'icons/obj/supermatter.dmi'
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icon_state = "supermatter"
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density = TRUE
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anchored = FALSE
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light_range = 4
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light_power = 1
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layer = ABOVE_HUMAN_LAYER
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maxhealth = null
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var/gasefficency = 0.25
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var/base_icon_state = "supermatter"
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var/last_power
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var/damage = 0
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var/damage_archived = 0
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var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
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var/safe_warned = 0
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var/public_alert = 0 //Stick to Engineering frequency except for big warnings when integrity bad
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var/warning_point = 100
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var/warning_alert = "Danger! Crystal hyperstructure instability!"
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var/emergency_point = 700
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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var/explosion_point = 1000
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light_color = "#8A8A00"
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var/warning_color = "#B8B800"
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var/emergency_color = "#D9D900"
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var/rotation_angle = 0
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var/filter_offset = 0
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var/grav_pulling = FALSE
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var/pull_radius = 14
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// Time in ticks between delamination ('exploding') and exploding (as in the actual boom)
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var/pull_time = 100
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var/explosion_power = 8
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var/emergency_issued = 0
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// Time in 1/10th of seconds since the last sent warning
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var/lastwarning = 0
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// This stops spawning redundant explosions. Also incidentally makes supermatter unexplodable if set to 1.
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var/exploded = FALSE
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var/power = 0
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var/oxygen = 0
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//Temporary values so that we can optimize this
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//How much the bullets damage should be multiplied by when it is added to the internal variables
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var/config_bullet_energy = 2
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//How much of the power is left after processing is finished?
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// var/config_power_reduction_per_tick = 0.5
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//How much hallucination should it produce per unit of power?
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var/config_hallucination_power = 0.1
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var/obj/item/radio/radio
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var/debug = 0
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var/last_message_time = -100 //for message
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var/datum/looping_sound/supermatter/soundloop
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/// cooldown tracker for accent sounds,
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var/last_accent_sound = 0
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/obj/structure/machinery/power/supermatter/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "When energized by a laser (or something hitting it), it emits radiation and heat. If the heat reaches above 7000 kelvin, it will send an alert and start taking damage."
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. += "After integrity falls to zero percent, it will delaminate, causing a massive explosion, station-wide radiation spikes, and hallucinations."
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. += "Supermatter reacts badly to oxygen in the atmosphere. It'll also heat up really quick if it is in vacuum."
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. += "Supermatter cores are extremely dangerous to be close to, and requires protection to handle properly. Safety goggles and full rad suits are needed to protect against both hallucinations and radiation."
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. += "Touching the supermatter will result in *instant death*, with no corpse left behind! You can drag the supermatter, but anything else will kill you."
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/obj/structure/machinery/power/supermatter/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Always ahelp before sabotaging the supermatter, as it can potentially ruin the round."
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/obj/structure/machinery/power/supermatter/Initialize()
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. = ..()
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radio = new /obj/item/radio{channels=list("Engineering")}(src)
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soundloop = new(src, TRUE)
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/obj/structure/machinery/power/supermatter/Destroy()
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QDEL_NULL(radio)
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QDEL_NULL(soundloop)
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. = ..()
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/obj/structure/machinery/power/supermatter/proc/explode()
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message_admins("Supermatter exploded at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Supermatter exploded at ([x],[y],[z])")
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anchored = TRUE
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grav_pulling = TRUE
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exploded = TRUE
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for(var/mob/living/mob in GLOB.living_mob_list)
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var/turf/T = get_turf(mob)
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if(T && (loc.z == T.z))
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if(istype(mob, /mob/living/carbon/human))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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var/mob/living/carbon/human/H = mob
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H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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SSradiation.z_radiate(locate(1, 1, z), DETONATION_RADS, TRUE)
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SSradiation.radiate(src, LOCAL_DETONATION_RADS)
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spawn(pull_time)
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explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
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qdel(src)
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return
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//Changes color and luminosity of the light to these values if they were not already set
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/obj/structure/machinery/power/supermatter/proc/shift_light(var/lum, var/clr)
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if(lum != light_range || abs(power - last_power) > 10 || clr != light_color)
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set_light(lum, LIGHT_POWER_CALC, clr)
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last_power = power
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/obj/structure/machinery/power/supermatter/proc/get_integrity()
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var/integrity = damage / explosion_point
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integrity = round(100 - integrity * 100)
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integrity = integrity < 0 ? 0 : integrity
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return integrity
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/obj/structure/machinery/power/supermatter/proc/announce_warning()
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var/integrity = get_integrity()
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var/alert_msg = " Integrity at [integrity]%"
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if(damage > emergency_point)
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alert_msg = emergency_alert + alert_msg
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lastwarning = world.timeofday - WARNING_DELAY * 4
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else if(damage >= damage_archived) // The damage is still going up
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safe_warned = 0
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alert_msg = warning_alert + alert_msg
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lastwarning = world.timeofday
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else if(!safe_warned)
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safe_warned = 1 // We are safe, warn only once
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alert_msg = safe_alert
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lastwarning = world.timeofday
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else
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alert_msg = null
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if(alert_msg)
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radio.autosay(alert_msg, "Supermatter Monitor", "Engineering")
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//Public alerts
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if((damage > emergency_point) && !public_alert)
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radio.autosay("WARNING: SUPERMATTER CRYSTAL DELAMINATION IMMINENT! EVACUATE INTO MAINTAINANCE IMMEDIATELY!" , "Supermatter Monitor") //Adds a warning that lets people know maint is safe.
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public_alert = 1
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make_maint_all_access() //Radiation will persist for a long time after the explosion, so we want to make sure people can get into maint to avoid it.
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for(var/mob/M in GLOB.player_list)
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var/turf/T = get_turf(M)
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if(T && !istype(M, /mob/abstract/new_player) && !isdeaf(M))
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sound_to(M, 'sound/effects/nuclearsiren.ogg')
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else if(safe_warned && public_alert)
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radio.autosay(alert_msg, "Supermatter Monitor")
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public_alert = 0
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/obj/structure/machinery/power/supermatter/get_transit_zlevel()
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//don't send it back to the station -- most of the time
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if(prob(99))
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var/list/candidates = SSatlas.current_map.accessible_z_levels.Copy()
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for(var/zlevel in SSmapping.levels_by_trait(ZTRAIT_STATION))
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candidates.Remove("[zlevel]")
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candidates.Remove("[src.z]")
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if(candidates.len)
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return text2num(pickweight(candidates))
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return ..()
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/obj/structure/machinery/power/supermatter/process()
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var/turf/L = loc
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if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
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return PROCESS_KILL
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if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
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return //Yeah just stop.
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if(damage > explosion_point)
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if(!exploded)
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if(!istype(L, /turf/space))
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announce_warning()
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explode()
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else if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
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shift_light(5, warning_color)
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if(damage > emergency_point)
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shift_light(7, emergency_color)
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if(!istype(L, /turf/space) && (world.timeofday - lastwarning) >= WARNING_DELAY * 10)
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announce_warning()
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else
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shift_light(4, initial(light_color))
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if(grav_pulling)
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supermatter_pull()
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if(power)
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soundloop.volume = clamp((50 + (power / 50)), 50, 100)
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if(damage >= 300)
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soundloop.mid_sounds = list('sound/machines/sm/loops/delamming.ogg' = 1)
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else
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soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1)
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if(last_accent_sound < world.time && prob(20))
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var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
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if(damage >= 300)
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playsound(src, SFX_SM_DELAM, clamp(aggression, 50, 75), FALSE, 10)
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else
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playsound(src, SFX_SM_CALM, clamp(aggression, 50, 75), FALSE, 10)
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var/next_sound = round((100 - aggression) * 5)
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last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN, next_sound)
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//Ok, get the air from the turf
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var/datum/gas_mixture/env = null
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var/datum/gas_mixture/removed = null
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//ensure that damage doesn't increase too quickly due to super high temperatures resulting from no coolant, for example. We dont want the SM exploding before anyone can react.
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//We want the cap to scale linearly with power (and explosion_point). Let's aim for a cap of 5 at power = 300 (based on testing, equals roughly 5% per SM alert announcement).
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var/damage_inc_limit = (power/300)*(explosion_point/1000)*DAMAGE_RATE_LIMIT
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if(!istype(L, /turf/space))
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env = L.return_air()
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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((SPACED_DAMAGE_FACTOR*(power - 15*POWER_FACTOR))/10, 0)
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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 - 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[GAS_OXYGEN] - (removed.gas[GAS_NITROGEN] * NITROGEN_RETARDATION_FACTOR)) / removed.total_moles, 1), 0)
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//calculate power gain for oxygen reaction
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var/temp_factor
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var/equilibrium_power
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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 power level of 400
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equilibrium_power = 400
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icon_state = "[base_icon_state]_glow"
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else
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//If chain reacting at oxygen == 1, we want the power at 800 K to stabilize at a power level of 250
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equilibrium_power = 250
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icon_state = base_icon_state
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temp_factor = ( (equilibrium_power/DECAY_FACTOR)**3 )/800
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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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var/device_energy = power * REACTION_POWER_MODIFIER
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//Release reaction gasses
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var/heat_capacity = removed.heat_capacity()
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removed.adjust_multi(GAS_PHORON, max(device_energy / PHORON_RELEASE_MODIFIER, 0), \
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GAS_OXYGEN, max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
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var/thermal_power = THERMAL_RELEASE_MODIFIER * device_energy
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if (debug)
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var/heat_capacity_new = removed.heat_capacity()
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visible_message("[src]: Releasing [round(thermal_power)] W.")
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visible_message("[src]: Releasing additional [round((heat_capacity_new - heat_capacity)*removed.temperature)] W with exhaust gasses.")
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removed.add_thermal_energy(thermal_power)
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removed.temperature = between(0, removed.temperature, 10000)
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env.merge(removed)
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for(var/mob/living/carbon/human/l in view(src, min(7, round(sqrt(power/6))))) // If they can see it without mesons on. Bad on them.
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if(!istype(l.glasses, /obj/item/clothing/glasses/safety) && !l.is_diona() && !l.isSynthetic())
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
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var/level = Interpolate(0, 50, clamp( (damage - emergency_point) / (explosion_point - emergency_point),0,1))
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var/list/new_color = color_contrast(level)
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//Apply visual effects based on damage
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if(rotation_angle != 0)
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if(level != 0)
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new_color = multiply_matrices(new_color, color_rotation(rotation_angle), 4, 3,3)
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else
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new_color = color_rotation(rotation_angle)
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color = new_color
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if (damage >= emergency_point && !length(filters))
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filters = filter(type="rays", size = 64, color = "#ffd04f", factor = 0.6, density = 12)
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animate(filters[1], time = 10 SECONDS, offset = 10, loop=-1)
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animate(time = 10 SECONDS, offset = 0, loop=-1)
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animate(filters[1], time = 2 SECONDS, size = 80, loop=-1, flags = ANIMATION_PARALLEL)
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animate(time = 2 SECONDS, size = 10, loop=-1, flags = ANIMATION_PARALLEL)
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else if (damage < emergency_point)
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filters = null
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SSradiation.radiate(src, power * RADIATION_RELEASE_MODIFIER) //Better close those shutters!
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power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation
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return 1
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/obj/structure/machinery/power/supermatter/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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var/turf/L = loc
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if(!istype(L)) // We don't run process() when we are in space
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return 0 // This stops people from being able to really power up the supermatter
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// Then bring it inside to explode instantly upon landing on a valid turf.
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var/proj_damage = hitting_projectile.get_structure_damage()
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if(istype(hitting_projectile, /obj/projectile/beam))
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power += proj_damage * config_bullet_energy * CHARGING_FACTOR / POWER_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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/obj/structure/machinery/power/supermatter/attack_robot(mob/user as mob)
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if(Adjacent(user))
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return attack_hand(user)
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else
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ui_interact(user)
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return
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/obj/structure/machinery/power/supermatter/attack_ai(mob/user as mob)
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if(!ai_can_interact(user))
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return
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ui_interact(user)
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/obj/structure/machinery/power/supermatter/attack_hand(mob/user as mob)
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user.visible_message(
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SPAN_WARNING("\The [user] reaches out and touches \the [src], inducing a resonance. For a brief instant, [user.get_pronoun("his")] body glows brilliantly, then flashes into ash."),
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SPAN_DANGER(FONT_LARGE("You reach out and touch \the [src]. Instantly, you feel a curious sensation as your body turns into new and exciting forms of plasma. That was not a wise decision.")),
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SPAN_WARNING("You hear an unearthly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
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)
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Consume(user)
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// Only accessed by AIs or robots.
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/obj/structure/machinery/power/supermatter/ui_data(mob/user)
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var/list/data = list()
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data["integrity_percentage"] = round(get_integrity())
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var/datum/gas_mixture/env = null
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if(loc && !istype(loc, /turf/space))
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env = src.loc.return_air()
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data["ambient_temp"] = round(env?.temperature)
|
|
data["ambient_pressure"] = round(SAFE_XGM_PRESSURE(env))
|
|
data["detonating"] = grav_pulling
|
|
return data
|
|
|
|
/obj/structure/machinery/power/supermatter/ui_interact(mob/user, var/datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "Supermatter", "Supermatter Crystal", 500, 300)
|
|
ui.open()
|
|
|
|
/obj/structure/machinery/power/supermatter/attackby(obj/item/attacking_item, mob/user)
|
|
var/mob/living/living_user = user
|
|
if(!istype(living_user))
|
|
return
|
|
|
|
living_user.visible_message(
|
|
SPAN_WARNING("\The [living_user] touches \a [attacking_item] to \the [src], then flinches away as it flashes instantly into dust. Silence blankets the air."),
|
|
SPAN_DANGER("You touch \the [attacking_item] to \the [src]. Everything suddenly goes silent as it flashes into dust, and you flinch away."),
|
|
SPAN_WARNING("For a brief moment, you hear an oppressive, unnatural silence.")
|
|
)
|
|
|
|
living_user.drop_from_inventory(attacking_item)
|
|
Consume(attacking_item)
|
|
|
|
living_user.apply_damage(150, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
|
|
|
|
/obj/structure/machinery/power/supermatter/CollidedWith(atom/bumped_atom)
|
|
. = ..()
|
|
|
|
if(!bumped_atom.simulated)
|
|
return
|
|
if(istype(bumped_atom, /obj/effect))
|
|
return
|
|
if(isprojectile(bumped_atom))
|
|
return
|
|
if(istype(bumped_atom, /mob/living))
|
|
bumped_atom.visible_message(
|
|
SPAN_WARNING("\The [bumped_atom] slams \the [src], inducing a resonance. For a brief instant, [bumped_atom.get_pronoun("his")] body glows brilliantly, then flashes into ash."),
|
|
SPAN_DANGER(FONT_LARGE("You slam into \the [src], and your mind fills with unearthly shrieking. Your vision floods with light as your body instantly dissolves into dust.")),
|
|
SPAN_WARNING("You hear an unearthly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
|
|
)
|
|
else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
|
|
bumped_atom.visible_message(
|
|
SPAN_WARNING("\The [bumped_atom] smacks into \the [src] and rapidly flashes to ash."),
|
|
SPAN_WARNING("You hear a loud crack as you are washed with a wave of heat.")
|
|
)
|
|
|
|
Consume(bumped_atom)
|
|
|
|
/obj/structure/machinery/power/supermatter/proc/Consume(var/mob/living/user)
|
|
if(istype(user))
|
|
user.dust()
|
|
power += 200
|
|
else
|
|
if (istype(user, /obj/item/holder))
|
|
var/obj/item/holder/H = user
|
|
Consume(H.contained)//If its a holder, eat the thing inside
|
|
qdel(H)
|
|
return
|
|
qdel(user)
|
|
|
|
power += 200
|
|
|
|
//Some poor sod got eaten, go ahead and irradiate people nearby.
|
|
for(var/mob/living/L in view(10))
|
|
to_chat(L, SPAN_WARNING("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns."))
|
|
SSradiation.radiate(src, 500)
|
|
|
|
/obj/structure/machinery/power/supermatter/proc/supermatter_pull()
|
|
//following is adapted from singulo code
|
|
// Let's just make this one loop.
|
|
for(var/atom/X in orange(pull_radius,src))
|
|
X.singularity_pull(src, STAGE_FIVE)
|
|
CHECK_TICK
|
|
|
|
/obj/structure/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
|
|
return
|
|
|
|
/obj/structure/machinery/power/supermatter/RepelAirflowDest(n)
|
|
return
|
|
|
|
/obj/structure/machinery/power/supermatter/shard //Small subtype, less efficient and more sensitive, but less boom.
|
|
name = "Supermatter Shard"
|
|
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <span class='warning'>You get headaches just from looking at it.</span>"
|
|
icon_state = "darkmatter_shard"
|
|
base_icon_state = "darkmatter_shard"
|
|
|
|
warning_point = 50
|
|
emergency_point = 400
|
|
explosion_point = 600
|
|
|
|
gasefficency = 0.125
|
|
|
|
pull_radius = 5
|
|
pull_time = 45
|
|
explosion_power = 3
|
|
|
|
/obj/structure/machinery/power/supermatter/shard/announce_warning() //Shards don't get announcements
|
|
return
|
|
|
|
|
|
|
|
#undef NITROGEN_RETARDATION_FACTOR
|
|
#undef THERMAL_RELEASE_MODIFIER
|
|
#undef PHORON_RELEASE_MODIFIER
|
|
#undef OXYGEN_RELEASE_MODIFIER
|
|
#undef REACTION_POWER_MODIFIER
|
|
#undef POWER_FACTOR
|
|
#undef DECAY_FACTOR
|
|
#undef CRITICAL_TEMPERATURE
|
|
#undef CHARGING_FACTOR
|
|
#undef DAMAGE_RATE_LIMIT
|
|
#undef SPACED_DAMAGE_FACTOR
|
|
#undef DETONATION_RADS
|
|
#undef DETONATION_HALLUCINATION
|
|
#undef WARNING_DELAY
|
|
#undef SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN
|
|
#undef LIGHT_POWER_CALC
|