mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 23:11:52 +00:00
New turf proc: assume_gas(). Maps to air.adjust_gas_temp(). Lots of optimizations to processing, fire, lighting, HasEntered() and more. Zones now process all fire data and existance in one go, fire objects only handle spreading. Most code has been ported straight so some of it mightn't be ideally structured for the new gas_mixtures. Signed-off-by: Mloc-Argent <colmohici@gmail.com>
354 lines
14 KiB
Plaintext
354 lines
14 KiB
Plaintext
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#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 750 //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 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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#define CHARGING_FACTOR 0.55
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#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
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//These would be what you would get at point blank, decreases with distance
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#define DETONATION_RADS 200
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#define DETONATION_HALLUCINATION 600
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#define WARNING_DELAY 30 //seconds between warnings.
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/obj/machinery/power/supermatter
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name = "Supermatter"
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desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
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icon = 'icons/obj/engine.dmi'
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icon_state = "darkmatter"
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density = 1
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anchored = 0
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luminosity = 4
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var/gasefficency = 0.25
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var/base_icon_state = "darkmatter"
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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/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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l_color = "#8A8A00"
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var/warning_color = "#B8B800"
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var/emergency_color = "#D9D900"
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var/grav_pulling = 0
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var/pull_radius = 14
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var/emergency_issued = 0
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var/explosion_power = 8
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var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
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var/power = 0
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var/oxygen = 0 // Moving this up here for easier debugging.
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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/device/radio/radio
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shard //Small subtype, less efficient and more sensitive, but less boom.
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name = "Supermatter Shard"
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desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
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icon_state = "darkmatter_shard"
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base_icon_state = "darkmatter_shard"
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warning_point = 50
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emergency_point = 500
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explosion_point = 900
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gasefficency = 0.125
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pull_radius = 5
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explosion_power = 3 //3,6,9,12? Or is that too small?
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/obj/machinery/power/supermatter/New()
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. = ..()
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radio = new (src)
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/obj/machinery/power/supermatter/Del()
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del radio
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. = ..()
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/obj/machinery/power/supermatter/proc/explode()
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anchored = 1
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grav_pulling = 1
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spawn(100)
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explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
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del 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/machinery/power/supermatter/proc/shift_light(var/lum, var/clr)
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if(l_color != clr)
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l_color = clr
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if(luminosity != lum)
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SetLuminosity(lum)
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/obj/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 > 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((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
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var/stability = num2text(round((damage / explosion_point) * 100))
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var/alert_msg
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if(damage > emergency_point)
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shift_light(7, emergency_color)
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alert_msg = addtext(emergency_alert, " Instability: ",stability,"%")
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lastwarning = world.timeofday
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else if(damage >= damage_archived) // The damage is still going up
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alert_msg = addtext(warning_alert," Instability: ",stability,"%")
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lastwarning = world.timeofday - 150
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else // Phew, we're safe
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alert_msg = safe_alert
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lastwarning = world.timeofday
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if(!istype(L, /turf/space) && alert_msg)
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radio.autosay(alert_msg, "Supermatter Monitor")
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if(damage > explosion_point)
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for(var/mob/living/mob in living_mob_list)
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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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mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
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mob.apply_effect(rads, IRRADIATE)
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explode()
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else
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shift_light(4,initial(l_color))
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if(grav_pulling)
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supermatter_pull()
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//Ok, get the air from the turf
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var/datum/gas_mixture/removed = null
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var/datum/gas_mixture/env = 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 = 900 (based on testing, equals roughly 5% per SM alert announcement).
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var/damage_inc_limit = (power/900)*(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(((power-(1600*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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//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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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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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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//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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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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var/thermal_power = THERMAL_RELEASE_MODIFIER
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//This shouldn't be necessary. If the number of moles is low, then heat_capacity should be tiny.
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//if(removed.total_moles < 35) thermal_power += 750 //If you don't add coolant, you are going to have a bad time.
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removed.temperature += ((device_energy * thermal_power) / removed.heat_capacity())
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removed.temperature = max(0, min(removed.temperature, 10000))
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//Calculate how much gas to release
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removed.adjust_multi("phoron", max(device_energy / PHORON_RELEASE_MODIFIER, 0), \
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"oxygen", max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
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env.merge(removed)
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for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
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if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
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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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//adjusted range so that a power of 600 (pretty high) results in 8 tiles, roughly the distance from the core to the engine monitoring room.
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//at power of 1210 this becomes 9 tiles --> increases very very slowly.
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for(var/mob/living/l in range(src, round((power / 0.146484375) ** 0.25)))
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var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
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l.apply_effect(rads, IRRADIATE)
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power -= (power/500)**3 //energy losses due to radiation
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return 1
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/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
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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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if(Proj.flag != "bullet")
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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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/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/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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user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
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return
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/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
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user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
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/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
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user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
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"<span class=\"danger\">You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
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"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
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Consume(user)
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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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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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user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
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"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
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"<span class=\"warning\">Everything suddenly goes silent.</span>")
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user.drop_from_inventory(W)
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Consume(W)
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user.apply_effect(150, IRRADIATE)
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/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
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if(istype(AM, /mob/living))
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AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
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"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
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"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
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else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
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AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
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"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
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Consume(AM)
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/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
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if(istype(user))
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user.dust()
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power += 200
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else
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del user
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power += 200
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//Some poor sod got eaten, go ahead and irradiate people nearby.
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for(var/mob/living/l in range(10))
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if(l in view())
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l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
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"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
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else
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l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
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l.apply_effect(rads, IRRADIATE)
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/obj/machinery/power/supermatter/proc/supermatter_pull()
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//following is adapted from singulo code
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 1
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// Let's just make this one loop.
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for(var/atom/X in orange(pull_radius,src))
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// Movable atoms only
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if(istype(X, /atom/movable))
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if(is_type_in_list(X, uneatable)) continue
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if(((X) && (!istype(X,/mob/living/carbon/human))))
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step_towards(X,src)
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if(!X:anchored) //unanchored objects pulled twice as fast
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step_towards(X,src)
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if(istype(X, /obj/structure/window)) //shatter windows
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X.ex_act(2.0)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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var/obj/item/clothing/shoes/magboots/M = H.shoes
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if(M.magpulse)
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step_towards(H,src) //step just once with magboots
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continue
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step_towards(H,src) //step twice
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step_towards(H,src)
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if(defer_powernet_rebuild != 2)
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defer_powernet_rebuild = 0
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return
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/obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
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return
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/obj/machinery/power/supermatter/RepelAirflowDest(n)
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return |