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* Delamination variants are now locked in after the countdown is reached (#80324) ## About The Pull Request Does what it says on the tin. ## Why It's Good For The Game This effectively changes one and only one thing: The "All Within Theoretical Limits" achievement is easier/fairer to get with this. Previously, if you edged a crystal with the gas composition method to get a resonance cascade, you had to make sure that your gas composition stayed until it left the explosion point, which made the achievement extremely finnicky and unfun to get this way. Regular delaminations won't really be affected, because yeah. It's at the explosion point. What are you going to do about it? This makes the achievement easier to cheese, but honestly, in my opinion as person who added the achievement, meh. If people feel like this isn't good for the achievement, say something in the comments. Closes #79528 ## Changelog 🆑 balance: Delamination variants no longer change once the explosion point has been reached. /🆑 * Delamination variants are now locked in after the countdown is reached --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
1076 lines
43 KiB
Plaintext
1076 lines
43 KiB
Plaintext
//Ported from /vg/station13, which was in turn forked from baystation12;
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//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
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//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
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//Zap constants, speeds up targeting
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#define BIKE (COIL + 1)
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#define COIL (ROD + 1)
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#define ROD (LIVING + 1)
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#define LIVING (MACHINERY + 1)
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#define MACHINERY (OBJECT + 1)
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#define OBJECT (LOWEST + 1)
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#define LOWEST (1)
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GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
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/obj/machinery/power/supermatter_crystal
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name = "supermatter crystal"
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desc = "A strangely translucent and iridescent crystal."
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icon = 'icons/obj/machines/engine/supermatter.dmi'
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density = TRUE
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anchored = TRUE
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layer = MOB_LAYER
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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critical_machine = TRUE
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base_icon_state = "sm"
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icon_state = "sm"
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light_on = FALSE
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///The id of our supermatter
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var/uid = 1
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///The amount of supermatters that have been created this round
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var/static/gl_uid = 1
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///Tracks the bolt color we are using
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var/zap_icon = DEFAULT_ZAP_ICON_STATE
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///The portion of the gasmix we're on that we should remove
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var/absorption_ratio = 0.15
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/// The gasmix we just recently absorbed. Tile's air multiplied by absorption_ratio
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var/datum/gas_mixture/absorbed_gasmix
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/// The current gas behaviors for this particular crystal
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var/list/current_gas_behavior
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///Refered to as EER on the monitor. This value effects gas output, damage, and power generation.
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var/internal_energy = 0
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var/list/internal_energy_factors
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///The amount of damage we have currently.
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var/damage = 0
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/// The damage we had before this cycle.
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/// Used to check if we are currently taking damage or healing.
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var/damage_archived = 0
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var/list/damage_factors
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/// The zap power transmission over internal energy. W/MeV.
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var/zap_transmission_rate = BASE_POWER_TRANSMISSION_RATE
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var/list/zap_factors
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/// The temperature at which we start taking damage
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var/temp_limit = T0C + HEAT_PENALTY_THRESHOLD
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var/list/temp_limit_factors
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/// Multiplies our waste gas amount and temperature.
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var/waste_multiplier = 0
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var/list/waste_multiplier_factors
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///The point at which we consider the supermatter to be [SUPERMATTER_STATUS_WARNING]
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var/warning_point = 5
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var/warning_channel = RADIO_CHANNEL_ENGINEERING
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///The point at which we consider the supermatter to be [SUPERMATTER_STATUS_DANGER]
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///Spawns anomalies when more damaged than this too.
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var/danger_point = 60
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///The point at which we consider the supermatter to be [SUPERMATTER_STATUS_EMERGENCY]
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var/emergency_point = 75
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var/emergency_channel = null // Need null to actually broadcast, lol.
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///The point at which we delam [SUPERMATTER_STATUS_DELAMINATING].
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var/explosion_point = 100
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///Are we exploding?
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var/final_countdown = FALSE
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///A scaling value that affects the severity of explosions.
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var/explosion_power = 35
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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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/// The list of gases mapped against their current comp.
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/// We use this to calculate different values the supermatter uses, like power or heat resistance.
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/// Ranges from 0 to 1
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var/list/gas_percentage
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/// Affects the heat our SM makes.
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var/gas_heat_modifier = 0
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/// Affects the minimum point at which the SM takes heat damage
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var/gas_heat_resistance = 0
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/// How much power decay is negated. Complete power decay negation at 1.
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var/gas_powerloss_inhibition = 0
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/// Affects the amount of power the main SM zap makes.
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var/gas_power_transmission_rate = 0
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/// Affects the power gain the SM experiances from heat.
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var/gas_heat_power_generation = 0
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/// External power that are added over time instead of immediately.
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var/external_power_trickle = 0
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/// External power that are added to the sm on next [/obj/machinery/power/supermatter_crystal/process_atmos] call.
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var/external_power_immediate = 0
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/// External damage that are added to the sm on next [/obj/machinery/power/supermatter_crystal/process_atmos] call.
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/// SM will not take damage if it's health is lower than emergency point.
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var/external_damage_immediate = 0
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///The cutoff for a bolt jumping, grows with heat, lowers with higher mol count,
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var/zap_cutoff = 1.2e6
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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/bullet_energy = SUPERMATTER_DEFAULT_BULLET_ENERGY
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///How much hallucination should we produce per unit of power?
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var/hallucination_power = 0.1
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///Our internal radio
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var/obj/item/radio/radio
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///The key our internal radio uses
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var/radio_key = /obj/item/encryptionkey/headset_eng
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///Boolean used to log the first activation of the SM.
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var/activation_logged = FALSE
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///An effect we show to admins and ghosts the percentage of delam we're at
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var/obj/effect/countdown/supermatter/countdown
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///Only main engines can have their sliver stolen, can trigger cascades, and can spawn stationwide anomalies.
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var/is_main_engine = FALSE
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///Our soundloop
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var/datum/looping_sound/supermatter/soundloop
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///Can it be moved?
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var/moveable = FALSE
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///cooldown tracker for accent sounds
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var/last_accent_sound = 0
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///Var that increases from 0 to 1 when a psychologist is nearby, and decreases in the same way
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var/psy_coeff = 0
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/// Disables all methods of taking damage.
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var/disable_damage = FALSE
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/// Disables the calculation of gas effects and production of waste.
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/// SM still "breathes" though, still takes gas and spits it out. Nothing is done on them though.
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/// Cleaner code this way. Get rid of if it's too wasteful.
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var/disable_gas = FALSE
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/// Disables power changes.
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var/disable_power_change = FALSE
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/// Disables the SM's proccessing totally when set to SM_PROCESS_DISABLED.
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/// Temporary disables the processing when it's set to SM_PROCESS_TIMESTOP.
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/// Make sure absorbed_gasmix and gas_percentage isnt null if this is on SM_PROCESS_DISABLED.
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var/disable_process = SM_PROCESS_ENABLED
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///Stores the time of when the last zap occurred
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var/last_power_zap = 0
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var/last_high_energy_zap = 0
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///Do we show this crystal in the CIMS modular program
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var/include_in_cims = TRUE
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///Hue shift of the zaps color based on the power of the crystal
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var/hue_angle_shift = 0
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///Reference to the warp effect
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var/atom/movable/supermatter_warp_effect/warp
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///The power threshold required to transform the powerloss function into a linear function from a cubic function.
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var/powerloss_linear_threshold = 0
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///The offset of the linear powerloss function set so the transition is differentiable.
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var/powerloss_linear_offset = 0
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/// How we are delaminating.
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var/datum/sm_delam/delamination_strategy
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/// Whether the sm is forced in a specific delamination_strategy or not. All truthy values means it's forced.
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/// Only values greater or equal to the current one can change the strat.
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var/delam_priority = SM_DELAM_PRIO_NONE
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/// Lazy list of the crazy engineers who managed to turn a cascading engine around.
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var/list/datum/weakref/saviors = null
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/// If a sliver of the supermatter has been removed. Almost certainly by a traitor. Lowers the delamination countdown time.
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var/supermatter_sliver_removed = FALSE
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/// If the SM is decorated with holiday lights
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var/holiday_lights = FALSE
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/// Cooldown for sending emergency alerts to the common radio channel
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COOLDOWN_DECLARE(common_radio_cooldown)
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/obj/machinery/power/supermatter_crystal/Initialize(mapload)
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. = ..()
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current_gas_behavior = init_sm_gas()
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gas_percentage = list()
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absorbed_gasmix = new()
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uid = gl_uid++
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set_delam(SM_DELAM_PRIO_NONE, /datum/sm_delam/explosive)
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SSair.start_processing_machine(src)
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countdown = new(src)
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countdown.start()
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SSpoints_of_interest.make_point_of_interest(src)
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radio = new(src)
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radio.keyslot = new radio_key
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radio.set_listening(FALSE)
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radio.recalculateChannels()
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investigate_log("has been created.", INVESTIGATE_ENGINE)
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if(is_main_engine)
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GLOB.main_supermatter_engine = src
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AddElement(/datum/element/bsa_blocker)
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RegisterSignal(src, COMSIG_ATOM_BSA_BEAM, PROC_REF(force_delam))
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RegisterSignal(src, COMSIG_ATOM_TIMESTOP_FREEZE, PROC_REF(time_frozen))
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RegisterSignal(src, COMSIG_ATOM_TIMESTOP_UNFREEZE, PROC_REF(time_unfrozen))
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RegisterSignal(src, COMSIG_ATOM_PRE_BULLET_ACT, PROC_REF(eat_bullets))
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var/static/list/loc_connections = list(
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COMSIG_TURF_INDUSTRIAL_LIFT_ENTER = PROC_REF(tram_contents_consume),
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)
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AddElement(/datum/element/connect_loc, loc_connections) //Speficially for the tram, hacky
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AddComponent(/datum/component/supermatter_crystal, CALLBACK(src, PROC_REF(wrench_act_callback)), CALLBACK(src, PROC_REF(consume_callback)))
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soundloop = new(src, TRUE)
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if(!isnull(check_holidays(FESTIVE_SEASON)))
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holiday_lights()
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if (!moveable)
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move_resist = MOVE_FORCE_OVERPOWERING // Avoid being moved by statues or other memes
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// Damn math nerds
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powerloss_linear_threshold = sqrt(POWERLOSS_LINEAR_RATE / 3 * POWERLOSS_CUBIC_DIVISOR ** 3)
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powerloss_linear_offset = -1 * powerloss_linear_threshold * POWERLOSS_LINEAR_RATE + (powerloss_linear_threshold / POWERLOSS_CUBIC_DIVISOR) ** 3
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/obj/machinery/power/supermatter_crystal/Destroy()
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if(warp)
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vis_contents -= warp
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QDEL_NULL(warp)
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investigate_log("has been destroyed.", INVESTIGATE_ENGINE)
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SSair.stop_processing_machine(src)
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absorbed_gasmix = null
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QDEL_NULL(radio)
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QDEL_NULL(countdown)
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if(is_main_engine && GLOB.main_supermatter_engine == src)
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GLOB.main_supermatter_engine = null
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QDEL_NULL(soundloop)
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return ..()
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/obj/machinery/power/supermatter_crystal/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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. = ..()
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if(same_z_layer)
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return
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if(warp)
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SET_PLANE_EXPLICIT(warp, PLANE_TO_TRUE(warp.plane), src)
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/obj/machinery/power/supermatter_crystal/examine(mob/user)
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. = ..()
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var/immune = HAS_MIND_TRAIT(user, TRAIT_MADNESS_IMMUNE)
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if(isliving(user))
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if (!immune && (get_dist(user, src) < SM_HALLUCINATION_RANGE(internal_energy)))
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. += span_danger("You get headaches just from looking at it.")
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var/mob/living/living_user = user
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if (HAS_TRAIT(user, TRAIT_REMOTE_TASTING))
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to_chat(user, span_warning("The taste is overwhelming and indescribable!"))
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living_user.electrocute_act(shock_damage = 15, source = src, flags = SHOCK_KNOCKDOWN | SHOCK_NOGLOVES)
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. += span_notice("It could use a little more Sodium Chloride...")
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if(holiday_lights)
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. += span_notice("Radiating both festive cheer and actual radiation, it has a dazzling spectacle lights wrapped lovingly around the base transforming it from a potential doomsday device into a cosmic yuletide centerpiece.")
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. += delamination_strategy.examine(src)
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return .
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/obj/machinery/power/supermatter_crystal/process_atmos()
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// PART 1: PRELIMINARIES
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if(disable_process != SM_PROCESS_ENABLED)
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return
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var/turf/local_turf = loc
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if(!istype(local_turf))//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(isclosedturf(local_turf))
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var/turf/did_it_melt = local_turf.Melt()
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if(!isclosedturf(did_it_melt)) //In case some joker finds way to place these on indestructible walls
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visible_message(span_warning("[src] melts through [local_turf]!"))
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return
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// PART 2: GAS PROCESSING
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var/datum/gas_mixture/env = local_turf.return_air()
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absorbed_gasmix = env?.remove_ratio(absorption_ratio) || new()
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absorbed_gasmix.volume = (env?.volume || CELL_VOLUME) * absorption_ratio // To match the pressure.
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calculate_gases()
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// Extra effects should always fire after the compositions are all finished
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// Some extra effects like [/datum/sm_gas/carbon_dioxide/extra_effects]
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// needs more than one gas and rely on a fully parsed gas_percentage.
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for (var/gas_path in absorbed_gasmix.gases)
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var/datum/sm_gas/sm_gas = current_gas_behavior[gas_path]
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sm_gas?.extra_effects(src)
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// PART 3: POWER PROCESSING
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internal_energy_factors = calculate_internal_energy()
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zap_factors = calculate_zap_transmission_rate()
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if(internal_energy && (last_power_zap + (4 - internal_energy * 0.001) SECONDS) < world.time)
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playsound(src, 'sound/weapons/emitter2.ogg', 70, TRUE)
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hue_angle_shift = clamp(903 * log(10, (internal_energy + 8000)) - 3590, -50, 240)
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var/zap_color = color_matrix_rotate_hue(hue_angle_shift)
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//Scale the strength of the zap with the world's time elapsed between zaps in seconds.
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//Capped at 16 seconds to prevent a crazy burst of energy if atmos was halted for a long time.
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var/delta_time = min((world.time - last_power_zap) * 0.1, 16)
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supermatter_zap(
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zapstart = src,
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range = 3,
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zap_str = internal_energy * zap_transmission_rate * delta_time,
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zap_flags = ZAP_SUPERMATTER_FLAGS,
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zap_cutoff = 2.4e5 * delta_time,
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power_level = internal_energy,
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color = zap_color,
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)
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last_power_zap = world.time
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// PART 4: DAMAGE PROCESSING
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temp_limit_factors = calculate_temp_limit()
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damage_archived = damage
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damage_factors = calculate_damage()
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if(damage == 0) // Clear any in game forced delams if on full health.
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set_delam(SM_DELAM_PRIO_IN_GAME, SM_DELAM_STRATEGY_PURGE)
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else if(damage <= explosion_point)
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set_delam(SM_DELAM_PRIO_NONE, SM_DELAM_STRATEGY_PURGE) // This one cant clear any forced delams.
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delamination_strategy.delam_progress(src)
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if(damage > explosion_point && !final_countdown)
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count_down()
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// PART 5: WASTE GAS PROCESSING
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waste_multiplier_factors = calculate_waste_multiplier()
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var/device_energy = internal_energy * REACTION_POWER_MODIFIER
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/// Do waste on another gasmix so we can keep a copy of the gasmix we use for processing.
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var/datum/gas_mixture/merged_gasmix = absorbed_gasmix.copy()
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merged_gasmix.temperature += device_energy * waste_multiplier / THERMAL_RELEASE_MODIFIER
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merged_gasmix.temperature = clamp(merged_gasmix.temperature, TCMB, 2500 * waste_multiplier)
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merged_gasmix.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
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merged_gasmix.gases[/datum/gas/plasma][MOLES] += max(device_energy * waste_multiplier / PLASMA_RELEASE_MODIFIER, 0)
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merged_gasmix.gases[/datum/gas/oxygen][MOLES] += max(((device_energy + merged_gasmix.temperature * waste_multiplier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
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merged_gasmix.garbage_collect()
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env.merge(merged_gasmix)
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air_update_turf(FALSE, FALSE)
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// PART 6: EXTRA BEHAVIOUR
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emit_radiation()
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processing_sound()
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handle_high_power()
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psychological_examination()
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// handle the engineers that saved the engine from cascading, if there were any
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if(get_status() < SUPERMATTER_EMERGENCY && !isnull(saviors))
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for(var/datum/weakref/savior_ref as anything in saviors)
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var/mob/living/savior = savior_ref.resolve()
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if(!istype(savior)) // didn't live to tell the tale, sadly.
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continue
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savior.client?.give_award(/datum/award/achievement/jobs/theoretical_limits, savior)
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LAZYNULL(saviors)
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if(prob(15))
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supermatter_pull(loc, min(internal_energy/850, 3))//850, 1700, 2550
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update_appearance()
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delamination_strategy.lights(src)
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delamination_strategy.filters(src)
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return TRUE
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// SupermatterMonitor UI for ghosts only. Inherited attack_ghost will call this.
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/obj/machinery/power/supermatter_crystal/ui_interact(mob/user, datum/tgui/ui)
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if(!isobserver(user))
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return FALSE
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. = ..()
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ui = SStgui.try_update_ui(user, src, ui)
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if (!ui)
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ui = new(user, src, "Supermatter")
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ui.open()
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/obj/machinery/power/supermatter_crystal/ui_static_data(mob/user)
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var/list/data = list()
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data["gas_metadata"] = sm_gas_data()
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return data
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/// Returns data that are exclusively about this sm.
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/obj/machinery/power/supermatter_crystal/proc/sm_ui_data()
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var/list/data = list()
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data["uid"] = uid
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data["area_name"] = get_area_name(src)
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data["integrity"] = get_integrity_percent()
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data["integrity_factors"] = list()
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for (var/factor in damage_factors)
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var/amount = round(damage_factors[factor], 0.01)
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if(!amount)
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continue
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data["integrity_factors"] += list(list(
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"name" = factor,
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"amount" = amount * -1
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))
|
|
var/list/internal_energy_si_derived_data = siunit_isolated(internal_energy * 1e6, "eV", 3)
|
|
data["internal_energy"] = internal_energy
|
|
data["internal_energy_coefficient"] = internal_energy_si_derived_data[SI_COEFFICIENT]
|
|
data["internal_energy_unit"] = internal_energy_si_derived_data[SI_UNIT]
|
|
data["internal_energy_factors"] = list()
|
|
for (var/factor in internal_energy_factors)
|
|
var/list/internal_energy_factor_si_derived_data = siunit_isolated(internal_energy_factors[factor] * 1e6, "eV", 3)
|
|
var/amount = round(internal_energy_factors[factor], 0.01)
|
|
if(!amount)
|
|
continue
|
|
data["internal_energy_factors"] += list(list(
|
|
"name" = factor,
|
|
"amount" = internal_energy_factor_si_derived_data[SI_COEFFICIENT],
|
|
"unit" = internal_energy_factor_si_derived_data[SI_UNIT],
|
|
))
|
|
data["temp_limit"] = temp_limit
|
|
data["temp_limit_factors"] = list()
|
|
for (var/factor in temp_limit_factors)
|
|
var/amount = round(temp_limit_factors[factor], 0.01)
|
|
if(!amount)
|
|
continue
|
|
data["temp_limit_factors"] += list(list(
|
|
"name" = factor,
|
|
"amount" = amount,
|
|
))
|
|
data["waste_multiplier"] = waste_multiplier
|
|
data["waste_multiplier_factors"] = list()
|
|
for (var/factor in waste_multiplier_factors)
|
|
var/amount = round(waste_multiplier_factors[factor], 0.01)
|
|
if(!amount)
|
|
continue
|
|
data["waste_multiplier_factors"] += list(list(
|
|
"name" = factor,
|
|
"amount" = amount,
|
|
))
|
|
|
|
data["zap_transmission_factors"] = list()
|
|
for (var/factor in zap_factors)
|
|
var/list/zap_factor_si_derived_data = siunit_isolated(zap_factors[factor] * internal_energy, "W", 2)
|
|
if(!zap_factor_si_derived_data[SI_COEFFICIENT])
|
|
continue
|
|
data["zap_transmission_factors"] += list(list(
|
|
"name" = factor,
|
|
"amount" = zap_factor_si_derived_data[SI_COEFFICIENT],
|
|
"unit" = zap_factor_si_derived_data[SI_UNIT],
|
|
))
|
|
|
|
///Add high energy bonus to the zap transmission data so we can accurately measure our power generation from zaps.
|
|
var/high_energy_bonus = 0
|
|
var/zap_transmission = zap_transmission_rate * internal_energy
|
|
var/zap_power_multiplier = 1
|
|
if(internal_energy > POWER_PENALTY_THRESHOLD) //Supermatter zaps multiply power internally under some conditions for some reason, so we'll snowflake this for now.
|
|
///Power multiplier bonus applied to all zaps. Zap power generation doubles when it reaches 7GeV and 9GeV.
|
|
zap_power_multiplier *= 2 ** clamp(round((internal_energy - POWER_PENALTY_THRESHOLD) / 2000), 0, 2)
|
|
///The supermatter releases additional zaps after 5GeV, with more at 7GeV and 9GeV.
|
|
var/additional_zap_bonus = clamp(internal_energy * 3200, 6.4e6, 3.2e7) * clamp(round(INVERSE_LERP(1000, 3000, internal_energy)), 1, 4)
|
|
high_energy_bonus = (zap_transmission + additional_zap_bonus) * zap_power_multiplier - zap_transmission
|
|
var/list/zap_factor_si_derived_data = siunit_isolated(high_energy_bonus, "W", 2)
|
|
data["zap_transmission_factors"] += list(list(
|
|
"name" = "High Energy Bonus",
|
|
"amount" = zap_factor_si_derived_data[SI_COEFFICIENT],
|
|
"unit" = zap_factor_si_derived_data[SI_UNIT],
|
|
))
|
|
|
|
var/list/zap_transmission_si_derived_data = siunit_isolated(zap_transmission + high_energy_bonus, "W", 2)
|
|
data["zap_transmission"] = zap_transmission + high_energy_bonus
|
|
data["zap_transmission_coefficient"] = zap_transmission_si_derived_data[SI_COEFFICIENT]
|
|
data["zap_transmission_unit"] = zap_transmission_si_derived_data[SI_UNIT]
|
|
|
|
data["absorbed_ratio"] = absorption_ratio
|
|
var/list/formatted_gas_percentage = list()
|
|
for (var/datum/gas/gas_path as anything in subtypesof(/datum/gas))
|
|
formatted_gas_percentage[gas_path] = gas_percentage?[gas_path] || 0
|
|
data["gas_composition"] = formatted_gas_percentage
|
|
data["gas_temperature"] = absorbed_gasmix.temperature
|
|
data["gas_total_moles"] = absorbed_gasmix.total_moles()
|
|
return data
|
|
|
|
/obj/machinery/power/supermatter_crystal/ui_data(mob/user)
|
|
var/list/data = list()
|
|
data["sm_data"] = list(sm_ui_data())
|
|
return data
|
|
|
|
/// Encodes the current state of the supermatter.
|
|
/obj/machinery/power/supermatter_crystal/proc/get_status()
|
|
if(!absorbed_gasmix)
|
|
return SUPERMATTER_ERROR
|
|
if(final_countdown)
|
|
return SUPERMATTER_DELAMINATING
|
|
if(damage >= emergency_point)
|
|
return SUPERMATTER_EMERGENCY
|
|
if(damage >= danger_point)
|
|
return SUPERMATTER_DANGER
|
|
if(damage >= warning_point)
|
|
return SUPERMATTER_WARNING
|
|
if(absorbed_gasmix.temperature > temp_limit * 0.8)
|
|
return SUPERMATTER_NOTIFY
|
|
if(internal_energy)
|
|
return SUPERMATTER_NORMAL
|
|
return SUPERMATTER_INACTIVE
|
|
|
|
/// Returns the integrity percent of the Supermatter. No rounding made yet, round it yourself.
|
|
/obj/machinery/power/supermatter_crystal/proc/get_integrity_percent()
|
|
var/integrity = damage / explosion_point
|
|
integrity = 100 - integrity * 100
|
|
integrity = integrity < 0 ? 0 : integrity
|
|
return integrity
|
|
|
|
/obj/machinery/power/supermatter_crystal/update_overlays()
|
|
. = ..()
|
|
if(psy_coeff > 0)
|
|
. += mutable_appearance(icon = icon, icon_state = "[base_icon_state]-psy", layer = FLOAT_LAYER - 1, alpha = psy_coeff * 255)
|
|
if(delamination_strategy)
|
|
. += delamination_strategy.overlays(src)
|
|
if(holiday_lights)
|
|
if(istype(src, /obj/machinery/power/supermatter_crystal/shard))
|
|
. += mutable_appearance(icon, "holiday_lights_shard")
|
|
. += emissive_appearance(icon, "holiday_lights_shard_e", src, alpha = src.alpha)
|
|
else
|
|
. += mutable_appearance(icon, "holiday_lights")
|
|
. += emissive_appearance(icon, "holiday_lights_e", src, alpha = src.alpha)
|
|
return .
|
|
|
|
/obj/machinery/power/supermatter_crystal/update_icon(updates)
|
|
. = ..()
|
|
if(gas_heat_power_generation > 0.8)
|
|
icon_state = "[base_icon_state]-glow"
|
|
else
|
|
icon_state = base_icon_state
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/time_frozen()
|
|
SIGNAL_HANDLER
|
|
if(disable_process != SM_PROCESS_ENABLED)
|
|
return
|
|
|
|
disable_process = SM_PROCESS_TIMESTOP
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/time_unfrozen()
|
|
SIGNAL_HANDLER
|
|
if(disable_process != SM_PROCESS_TIMESTOP)
|
|
return
|
|
|
|
disable_process = SM_PROCESS_ENABLED
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/force_delam()
|
|
SIGNAL_HANDLER
|
|
investigate_log("was forcefully delaminated", INVESTIGATE_ENGINE)
|
|
INVOKE_ASYNC(delamination_strategy, TYPE_PROC_REF(/datum/sm_delam, delaminate), src)
|
|
|
|
/**
|
|
* Count down, spout some messages, and then execute the delam itself.
|
|
* We guard for last second delam strat changes here, mostly because some have diff messages.
|
|
*
|
|
* By last second changes, we mean that it's possible for say, a tesla delam to
|
|
* just explode normally if at the absolute last second it loses power and switches to default one.
|
|
* Even after countdown is already in progress.
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/count_down()
|
|
set waitfor = FALSE
|
|
|
|
if(final_countdown) // We're already doing it go away
|
|
stack_trace("[src] told to delaminate again while it's already delaminating.")
|
|
return
|
|
|
|
final_countdown = TRUE
|
|
|
|
SEND_GLOBAL_SIGNAL(COMSIG_MAIN_SM_DELAMINATING, final_countdown) // SKYRAT EDIT ADDITION - DELAM_SCRAM
|
|
notify_ghosts(
|
|
"[src] has begun the delamination process!",
|
|
source = src,
|
|
header = "Meltdown Incoming",
|
|
)
|
|
|
|
var/datum/sm_delam/last_delamination_strategy = delamination_strategy
|
|
var/list/count_down_messages = delamination_strategy.count_down_messages()
|
|
|
|
radio.talk_into(
|
|
src,
|
|
count_down_messages[1],
|
|
emergency_channel,
|
|
list(SPAN_COMMAND)
|
|
)
|
|
|
|
var/delamination_countdown_time = SUPERMATTER_COUNTDOWN_TIME
|
|
// If a sliver was removed from the supermatter, the countdown time is significantly decreased
|
|
if (supermatter_sliver_removed == TRUE)
|
|
delamination_countdown_time = SUPERMATTER_SLIVER_REMOVED_COUNTDOWN_TIME
|
|
radio.talk_into(
|
|
src,
|
|
"WARNING: Projected time until full crystal delamination significantly lower than expected. \
|
|
Please inspect crystal for structural abnormalities or sabotage!",
|
|
emergency_channel,
|
|
list(SPAN_COMMAND)
|
|
)
|
|
|
|
for(var/i in delamination_countdown_time to 0 step -10)
|
|
if(last_delamination_strategy != delamination_strategy)
|
|
count_down_messages = delamination_strategy.count_down_messages()
|
|
last_delamination_strategy = delamination_strategy
|
|
|
|
var/message
|
|
var/healed = FALSE
|
|
|
|
if(damage < explosion_point) // Cutting it a bit close there engineers
|
|
message = count_down_messages[2]
|
|
healed = TRUE
|
|
else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
|
|
sleep(1 SECONDS)
|
|
continue
|
|
else if(i > 50)
|
|
message = "[DisplayTimeText(i, TRUE)] [count_down_messages[3]]"
|
|
else
|
|
message = "[i*0.1]..."
|
|
|
|
radio.talk_into(src, message, emergency_channel, list(SPAN_COMMAND))
|
|
|
|
if(healed)
|
|
final_countdown = FALSE
|
|
|
|
if(!istype(delamination_strategy, /datum/sm_delam/cascade))
|
|
return
|
|
|
|
for(var/mob/living/lucky_engi as anything in mobs_in_area_type(list(/area/station/engineering/supermatter)))
|
|
if(isnull(lucky_engi.client))
|
|
continue
|
|
if(isanimal_or_basicmob(lucky_engi))
|
|
continue
|
|
LAZYADD(saviors, WEAKREF(lucky_engi))
|
|
|
|
return // delam averted
|
|
sleep(1 SECONDS)
|
|
|
|
delamination_strategy.delaminate(src)
|
|
|
|
// All the calculate procs should only update variables.
|
|
// Move the actual real-world effects to [/obj/machinery/power/supermatter_crystal/process_atmos].
|
|
|
|
/**
|
|
* Perform calculation for variables that depend on gases.
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/list/gas_percentage]
|
|
* [/obj/machinery/power/supermatter_crystal/var/gas_power_transmission_rate]
|
|
* [/obj/machinery/power/supermatter_crystal/var/gas_heat_modifier]
|
|
* [/obj/machinery/power/supermatter_crystal/var/gas_heat_resistance]
|
|
* [/obj/machinery/power/supermatter_crystal/var/gas_heat_power_generation]
|
|
* [/obj/machinery/power/supermatter_crystal/var/gas_powerloss_inhibition]
|
|
*
|
|
* Returns: null
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_gases()
|
|
if(disable_gas)
|
|
return
|
|
|
|
gas_percentage = list()
|
|
gas_power_transmission_rate = 0
|
|
gas_heat_modifier = 0
|
|
gas_heat_resistance = 0
|
|
gas_heat_power_generation = 0
|
|
gas_powerloss_inhibition = 0
|
|
|
|
var/total_moles = absorbed_gasmix.total_moles()
|
|
if(total_moles < MINIMUM_MOLE_COUNT) //it's not worth processing small amounts like these, total_moles can also be 0 in vacuume
|
|
return
|
|
for (var/gas_path in absorbed_gasmix.gases)
|
|
var/mole_count = absorbed_gasmix.gases[gas_path][MOLES]
|
|
if(mole_count < MINIMUM_MOLE_COUNT) //save processing power from small amounts like these
|
|
continue
|
|
gas_percentage[gas_path] = mole_count / total_moles
|
|
var/datum/sm_gas/sm_gas = current_gas_behavior[gas_path]
|
|
if(!sm_gas)
|
|
continue
|
|
gas_power_transmission_rate += sm_gas.power_transmission * gas_percentage[gas_path]
|
|
gas_heat_modifier += sm_gas.heat_modifier * gas_percentage[gas_path]
|
|
gas_heat_resistance += sm_gas.heat_resistance * gas_percentage[gas_path]
|
|
gas_heat_power_generation += sm_gas.heat_power_generation * gas_percentage[gas_path]
|
|
gas_powerloss_inhibition += sm_gas.powerloss_inhibition * gas_percentage[gas_path]
|
|
|
|
gas_heat_power_generation = clamp(gas_heat_power_generation, 0, 1)
|
|
gas_powerloss_inhibition = clamp(gas_powerloss_inhibition, 0, 1)
|
|
|
|
/**
|
|
* Perform calculation for power lost and gained this tick.
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/internal_energy]
|
|
* [/obj/machinery/power/supermatter_crystal/var/external_power_trickle]
|
|
* [/obj/machinery/power/supermatter_crystal/var/external_power_immediate]
|
|
*
|
|
* Returns: The factors that have influenced the calculation. list[FACTOR_DEFINE] = number
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_internal_energy()
|
|
if(disable_power_change)
|
|
return
|
|
var/list/additive_power = list()
|
|
|
|
/// If we have a small amount of external_power_trickle we just round it up to 40.
|
|
additive_power[SM_POWER_EXTERNAL_TRICKLE] = external_power_trickle ? max(external_power_trickle/MATTER_POWER_CONVERSION, 40) : 0
|
|
external_power_trickle -= min(additive_power[SM_POWER_EXTERNAL_TRICKLE], external_power_trickle)
|
|
additive_power[SM_POWER_EXTERNAL_IMMEDIATE] = external_power_immediate
|
|
external_power_immediate = 0
|
|
additive_power[SM_POWER_HEAT] = gas_heat_power_generation * absorbed_gasmix.temperature * GAS_HEAT_POWER_SCALING_COEFFICIENT
|
|
additive_power[SM_POWER_HEAT] && log_activation(who = "environmental factors")
|
|
|
|
// I'm sorry for this, but we need to calculate power lost immediately after power gain.
|
|
// Helps us prevent cases when someone dumps superhothotgas into the SM and shoots the power to the moon for one tick.
|
|
/// Power if we dont have decay. Used for powerloss calc.
|
|
var/momentary_power = internal_energy
|
|
for(var/powergain_type in additive_power)
|
|
momentary_power += additive_power[powergain_type]
|
|
if(momentary_power < powerloss_linear_threshold) // Negative numbers
|
|
additive_power[SM_POWER_POWERLOSS] = -1 * (momentary_power / POWERLOSS_CUBIC_DIVISOR) ** 3
|
|
else
|
|
additive_power[SM_POWER_POWERLOSS] = -1 * (momentary_power * POWERLOSS_LINEAR_RATE + powerloss_linear_offset)
|
|
// Positive number
|
|
additive_power[SM_POWER_POWERLOSS_GAS] = -1 * gas_powerloss_inhibition * additive_power[SM_POWER_POWERLOSS]
|
|
additive_power[SM_POWER_POWERLOSS_SOOTHED] = -1 * min(1-gas_powerloss_inhibition , 0.2 * psy_coeff) * additive_power[SM_POWER_POWERLOSS]
|
|
|
|
for(var/powergain_types in additive_power)
|
|
internal_energy += additive_power[powergain_types]
|
|
internal_energy = max(internal_energy, 0)
|
|
if(internal_energy && !activation_logged)
|
|
stack_trace("Supermatter powered for the first time without being logged. Internal energy factors: [json_encode(internal_energy_factors)]")
|
|
activation_logged = TRUE // so we dont spam the log.
|
|
else if(!internal_energy)
|
|
last_power_zap = world.time
|
|
return additive_power
|
|
|
|
/** Log when the supermatter is activated for the first time.
|
|
* Everything that can increase [/obj/machinery/power/supermatter_crystal/var/internal_energy]
|
|
* either directly or indirectly MUST call this.
|
|
*
|
|
* Arguments:
|
|
* * who - Either a string or a datum. Whatever gave power to the SM. Mandatory.
|
|
* * how - A datum. How they powered it. Optional.
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/log_activation(who, how)
|
|
if(activation_logged || disable_power_change)
|
|
return
|
|
if(!who)
|
|
CRASH("Supermatter activated by an unknown source")
|
|
|
|
if(istext(who))
|
|
investigate_log("has been powered for the first time by [who][how ? " with [how]" : ""].", INVESTIGATE_ENGINE)
|
|
message_admins("[src] [ADMIN_JMP(src)] has been powered for the first time by [who][how ? " with [how]" : ""].")
|
|
else
|
|
investigate_log("has been powered for the first time by [key_name(who)][how ? " with [how]" : ""].", INVESTIGATE_ENGINE)
|
|
message_admins("[src] [ADMIN_JMP(src)] has been powered for the first time by [ADMIN_FULLMONTY(who)][how ? " with [how]" : ""].")
|
|
activation_logged = TRUE
|
|
|
|
/**
|
|
* Perform calculation for the main zap power transmission rate in W/MeV.
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/zap_transmission_rate]
|
|
*
|
|
* Returns: The factors that have influenced the calculation. list[FACTOR_DEFINE] = number
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_zap_transmission_rate()
|
|
var/list/additive_transmission_rate = list()
|
|
additive_transmission_rate[SM_ZAP_BASE] = BASE_POWER_TRANSMISSION_RATE
|
|
additive_transmission_rate[SM_ZAP_GAS] = BASE_POWER_TRANSMISSION_RATE * gas_power_transmission_rate
|
|
|
|
zap_transmission_rate = 0
|
|
for (var/transmission_types in additive_transmission_rate)
|
|
zap_transmission_rate += additive_transmission_rate[transmission_types]
|
|
zap_transmission_rate = max(zap_transmission_rate, 0)
|
|
return additive_transmission_rate
|
|
|
|
/**
|
|
* Perform calculation for the waste multiplier.
|
|
* This number affects the temperature, plasma, and oxygen of the waste gas.
|
|
* Multiplier is applied to energy for plasma and temperature but temperature for oxygen.
|
|
*
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/waste_multiplier]
|
|
*
|
|
* Returns: The factors that have influenced the calculation. list[FACTOR_DEFINE] = number
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_waste_multiplier()
|
|
waste_multiplier = 0
|
|
if(disable_gas)
|
|
return
|
|
/// Tell people the heat output in energy. More informative than telling them the heat multiplier.
|
|
var/additive_waste_multiplier = list()
|
|
additive_waste_multiplier[SM_WASTE_BASE] = 1
|
|
additive_waste_multiplier[SM_WASTE_GAS] = gas_heat_modifier
|
|
additive_waste_multiplier[SM_WASTE_SOOTHED] = -0.2 * psy_coeff
|
|
|
|
for (var/waste_type in additive_waste_multiplier)
|
|
waste_multiplier += additive_waste_multiplier[waste_type]
|
|
waste_multiplier = clamp(waste_multiplier, 0.5, INFINITY)
|
|
return additive_waste_multiplier
|
|
|
|
/**
|
|
* Calculate at which temperature the sm starts taking damage.
|
|
* heat limit is given by: (T0C+40) * (1 + gas heat res + psy_coeff)
|
|
*
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/temp_limit]
|
|
*
|
|
* Returns: The factors that have influenced the calculation. list[FACTOR_DEFINE] = number
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_temp_limit()
|
|
var/list/additive_temp_limit = list()
|
|
additive_temp_limit[SM_TEMP_LIMIT_BASE] = T0C + HEAT_PENALTY_THRESHOLD
|
|
additive_temp_limit[SM_TEMP_LIMIT_GAS] = gas_heat_resistance * (T0C + HEAT_PENALTY_THRESHOLD)
|
|
additive_temp_limit[SM_TEMP_LIMIT_SOOTHED] = psy_coeff * 45
|
|
additive_temp_limit[SM_TEMP_LIMIT_LOW_MOLES] = clamp(2 - absorbed_gasmix.total_moles() / 100, 0, 1) * (T0C + HEAT_PENALTY_THRESHOLD)
|
|
|
|
temp_limit = 0
|
|
for (var/resistance_type in additive_temp_limit)
|
|
temp_limit += additive_temp_limit[resistance_type]
|
|
temp_limit = max(temp_limit, TCMB)
|
|
|
|
return additive_temp_limit
|
|
|
|
/**
|
|
* Perform calculation for the damage taken or healed.
|
|
* Description of each factors can be found in the defines.
|
|
*
|
|
* Updates:
|
|
* [/obj/machinery/power/supermatter_crystal/var/damage]
|
|
*
|
|
* Returns: The factors that have influenced the calculation. list[FACTOR_DEFINE] = number
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/calculate_damage()
|
|
if(disable_damage)
|
|
return
|
|
|
|
var/list/additive_damage = list()
|
|
var/total_moles = absorbed_gasmix.total_moles()
|
|
|
|
// We dont let external factors deal more damage than the emergency point.
|
|
// Only cares about the damage before this proc is run. We ignore soon-to-be-applied damage.
|
|
additive_damage[SM_DAMAGE_EXTERNAL] = external_damage_immediate * clamp((emergency_point - damage) / emergency_point, 0, 1)
|
|
external_damage_immediate = 0
|
|
|
|
additive_damage[SM_DAMAGE_HEAT] = clamp((absorbed_gasmix.temperature - temp_limit) / 24000, 0, 0.15)
|
|
additive_damage[SM_DAMAGE_POWER] = clamp((internal_energy - POWER_PENALTY_THRESHOLD) / 40000, 0, 0.1)
|
|
additive_damage[SM_DAMAGE_MOLES] = clamp((total_moles - MOLE_PENALTY_THRESHOLD) / 3200, 0, 0.1)
|
|
|
|
var/is_spaced = FALSE
|
|
if(isturf(src.loc))
|
|
var/turf/local_turf = src.loc
|
|
for (var/turf/open/space/turf in ((local_turf.atmos_adjacent_turfs || list()) + local_turf))
|
|
additive_damage[SM_DAMAGE_SPACED] = clamp(internal_energy * 0.000125, 0, 1)
|
|
is_spaced = TRUE
|
|
break
|
|
|
|
if(total_moles > 0 && !is_spaced)
|
|
additive_damage[SM_DAMAGE_HEAL_HEAT] = clamp((absorbed_gasmix.temperature - temp_limit) / 6000, -0.1, 0)
|
|
|
|
var/total_damage = 0
|
|
for (var/damage_type in additive_damage)
|
|
total_damage += additive_damage[damage_type]
|
|
|
|
damage += total_damage
|
|
damage = max(damage, 0)
|
|
return additive_damage
|
|
|
|
/**
|
|
* Sets the delam of our sm.
|
|
*
|
|
* Arguments:
|
|
* * priority: Truthy values means a forced delam. If current forced_delam is higher than priority we dont run.
|
|
* Set to a number higher than [SM_DELAM_PRIO_IN_GAME] to fully force an admin delam.
|
|
* * delam_path: Typepath of a [/datum/sm_delam]. [SM_DELAM_STRATEGY_PURGE] means reset and put prio back to zero.
|
|
*
|
|
* Returns: Not used for anything, just returns true on succesful set, manual and automatic. Helps admins check stuffs.
|
|
*/
|
|
/obj/machinery/power/supermatter_crystal/proc/set_delam(priority = SM_DELAM_PRIO_NONE, manual_delam_path = SM_DELAM_STRATEGY_PURGE)
|
|
if(priority < delam_priority)
|
|
return FALSE
|
|
var/datum/sm_delam/new_delam = null
|
|
|
|
if(manual_delam_path == SM_DELAM_STRATEGY_PURGE)
|
|
for (var/delam_path in GLOB.sm_delam_list)
|
|
var/datum/sm_delam/delam = GLOB.sm_delam_list[delam_path]
|
|
if(!delam.can_select(src))
|
|
continue
|
|
if(delam == delamination_strategy)
|
|
return FALSE
|
|
new_delam = delam
|
|
break
|
|
delam_priority = SM_DELAM_PRIO_NONE
|
|
else
|
|
new_delam = GLOB.sm_delam_list[manual_delam_path]
|
|
delam_priority = priority
|
|
|
|
if(!new_delam)
|
|
return FALSE
|
|
delamination_strategy?.on_deselect(src)
|
|
delamination_strategy = new_delam
|
|
delamination_strategy.on_select(src)
|
|
return TRUE
|
|
|
|
/obj/machinery/proc/supermatter_zap(atom/zapstart = src, range = 5, zap_str = 3.2e6, zap_flags = ZAP_SUPERMATTER_FLAGS, list/targets_hit = list(), zap_cutoff = 1.2e6, power_level = 0, zap_icon = DEFAULT_ZAP_ICON_STATE, color = null)
|
|
if(QDELETED(zapstart))
|
|
return
|
|
. = zapstart.dir
|
|
//If the strength of the zap decays past the cutoff, we stop
|
|
if(zap_str < zap_cutoff)
|
|
return
|
|
var/atom/target
|
|
var/target_type = LOWEST
|
|
var/list/arc_targets = list()
|
|
//Making a new copy so additons further down the recursion do not mess with other arcs
|
|
//Lets put this ourself into the do not hit list, so we don't curve back to hit the same thing twice with one arc
|
|
for(var/atom/test as anything in oview(zapstart, range))
|
|
if(!(zap_flags & ZAP_ALLOW_DUPLICATES) && LAZYACCESS(targets_hit, test))
|
|
continue
|
|
|
|
if(istype(test, /obj/vehicle/ridden/bicycle/))
|
|
var/obj/vehicle/ridden/bicycle/bike = test
|
|
if(!HAS_TRAIT(bike, TRAIT_BEING_SHOCKED) && bike.can_buckle)//God's not on our side cause he hates idiots.
|
|
if(target_type != BIKE)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = BIKE
|
|
|
|
if(target_type > COIL)
|
|
continue
|
|
|
|
if(istype(test, /obj/machinery/power/energy_accumulator/tesla_coil/))
|
|
var/obj/machinery/power/energy_accumulator/tesla_coil/coil = test
|
|
if(!HAS_TRAIT(coil, TRAIT_BEING_SHOCKED) && coil.anchored && !coil.panel_open && prob(70))//Diversity of death
|
|
if(target_type != COIL)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = COIL
|
|
|
|
if(target_type > ROD)
|
|
continue
|
|
|
|
if(istype(test, /obj/machinery/power/energy_accumulator/grounding_rod/))
|
|
var/obj/machinery/power/energy_accumulator/grounding_rod/rod = test
|
|
//We're adding machine damaging effects, rods need to be surefire
|
|
if(rod.anchored && !rod.panel_open)
|
|
if(target_type != ROD)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = ROD
|
|
|
|
if(target_type > LIVING)
|
|
continue
|
|
|
|
if(isliving(test))
|
|
var/mob/living/alive = test
|
|
if(!HAS_TRAIT(alive, TRAIT_TESLA_SHOCKIMMUNE) && !HAS_TRAIT(alive, TRAIT_BEING_SHOCKED) && alive.stat != DEAD && prob(20))//let's not hit all the engineers with every beam and/or segment of the arc
|
|
if(target_type != LIVING)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = LIVING
|
|
|
|
if(target_type > MACHINERY)
|
|
continue
|
|
|
|
if(ismachinery(test))
|
|
if(!HAS_TRAIT(test, TRAIT_BEING_SHOCKED) && prob(40))
|
|
if(target_type != MACHINERY)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = MACHINERY
|
|
|
|
if(target_type > OBJECT)
|
|
continue
|
|
|
|
if(isobj(test))
|
|
if(!HAS_TRAIT(test, TRAIT_BEING_SHOCKED))
|
|
if(target_type != OBJECT)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = OBJECT
|
|
|
|
if(arc_targets.len)//Pick from our pool
|
|
target = pick(arc_targets)
|
|
|
|
if(QDELETED(target))//If we didn't found something
|
|
return
|
|
|
|
//Do the animation to zap to it from here
|
|
if(!(zap_flags & ZAP_ALLOW_DUPLICATES))
|
|
LAZYSET(targets_hit, target, TRUE)
|
|
zapstart.Beam(target, icon_state=zap_icon, time = 0.5 SECONDS, beam_color = color)
|
|
var/zapdir = get_dir(zapstart, target)
|
|
if(zapdir)
|
|
. = zapdir
|
|
|
|
//Going boom should be rareish
|
|
if(prob(80))
|
|
zap_flags &= ~ZAP_MACHINE_EXPLOSIVE
|
|
if(target_type == COIL || target_type == ROD)
|
|
var/multi = 1
|
|
switch(power_level)//Between 7k and 9k it's 2, above that it's 4
|
|
if(SEVERE_POWER_PENALTY_THRESHOLD to CRITICAL_POWER_PENALTY_THRESHOLD)
|
|
multi = 2
|
|
if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY)
|
|
multi = 4
|
|
if(zap_flags & ZAP_SUPERMATTER_FLAGS)
|
|
var/remaining_power = target.zap_act(zap_str * multi, zap_flags)
|
|
zap_str = remaining_power / multi //Coils should take a lot out of the power of the zap
|
|
else
|
|
zap_str /= 3
|
|
|
|
else if(isliving(target))//If we got a fleshbag on our hands
|
|
var/mob/living/creature = target
|
|
ADD_TRAIT(creature, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
|
|
addtimer(TRAIT_CALLBACK_REMOVE(creature, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
|
|
//3 shots a human with no resistance. 2 to crit, one to death. This is at at least 10000 power.
|
|
//There's no increase after that because the input power is effectivly capped at 10k
|
|
//Does 1.5 damage at the least
|
|
var/shock_damage = ((zap_flags & ZAP_MOB_DAMAGE) ? (power_level / 200) - 10 : rand(5,10))
|
|
creature.electrocute_act(shock_damage, "Supermatter Discharge Bolt", 1, ((zap_flags & ZAP_MOB_STUN) ? SHOCK_TESLA : SHOCK_NOSTUN))
|
|
zap_str /= 1.5 //Meatsacks are conductive, makes working in pairs more destructive
|
|
|
|
else
|
|
zap_str = target.zap_act(zap_str, zap_flags)
|
|
|
|
//This gotdamn variable is a boomer and keeps giving me problems
|
|
var/turf/target_turf = get_turf(target)
|
|
var/pressure = 1
|
|
if(target_turf?.return_air())
|
|
pressure = max(1,target_turf.return_air().return_pressure())
|
|
//We get our range with the strength of the zap and the pressure, the higher the former and the lower the latter the better
|
|
var/new_range = clamp(zap_str / pressure * 10, 2, 7)
|
|
var/zap_count = 1
|
|
if(prob(5))
|
|
zap_str -= (zap_str/10)
|
|
zap_count += 1
|
|
for(var/j in 1 to zap_count)
|
|
var/child_targets_hit = targets_hit
|
|
if(zap_count > 1)
|
|
child_targets_hit = targets_hit.Copy() //Pass by ref begone
|
|
supermatter_zap(target, new_range, zap_str, zap_flags, child_targets_hit, zap_cutoff, power_level, zap_icon, color)
|
|
|
|
// For /datum/sm_delam to check if it should be sending an alert on common radio channel
|
|
/obj/machinery/power/supermatter_crystal/proc/should_alert_common()
|
|
if(!COOLDOWN_FINISHED(src, common_radio_cooldown))
|
|
return FALSE
|
|
|
|
COOLDOWN_START(src, common_radio_cooldown, SUPERMATTER_COMMON_RADIO_DELAY)
|
|
return TRUE
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/holiday_lights()
|
|
holiday_lights = TRUE
|
|
RegisterSignal(src, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(holiday_item_interaction))
|
|
update_appearance()
|
|
|
|
/// Consume the santa hat and add it as an overlay
|
|
/obj/machinery/power/supermatter_crystal/proc/holiday_item_interaction(source, mob/living/user, obj/item/item, list/modifiers)
|
|
SIGNAL_HANDLER
|
|
if(istype(item, /obj/item/clothing/head/costume/santa) || istype(item, /obj/item/clothing/head/costume/skyrat/christmas)) // SKYRAT EDIT CHANGE - Loadouts
|
|
QDEL_NULL(item)
|
|
RegisterSignal(src, COMSIG_ATOM_EXAMINE, PROC_REF(holiday_hat_examine))
|
|
if(istype(src, /obj/machinery/power/supermatter_crystal/shard))
|
|
add_overlay(mutable_appearance(icon, "santa_hat_shard"))
|
|
else
|
|
add_overlay(mutable_appearance(icon, "santa_hat"))
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
return NONE
|
|
|
|
/// Adds the hat flavor text when examined
|
|
/obj/machinery/power/supermatter_crystal/proc/holiday_hat_examine(atom/source, mob/user, list/examine_list)
|
|
SIGNAL_HANDLER
|
|
examine_list += span_info("There's a santa hat placed atop it. How it got there without being dusted is a mystery.")
|
|
|
|
#undef BIKE
|
|
#undef COIL
|
|
#undef ROD
|
|
#undef LIVING
|
|
#undef MACHINERY
|
|
#undef OBJECT
|
|
#undef LOWEST
|