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Bubberstation/code/modules/power/supermatter/supermatter.dm
2017-10-01 05:04:13 -05:00

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//Ported from /vg/station13, which was in turn forked from baystation12;
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
#define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
#define OXYGEN_HEAT_PENALTY 1
#define CO2_HEAT_PENALTY 0.1
#define NITROGEN_HEAT_MODIFIER -1.5
#define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation.
#define PLASMA_TRANSMIT_MODIFIER 4
#define FREON_TRANSMIT_PENALTY 0.75 // Scales how much freon reduces total power transmission. 1 equals 1% per 1% of freon in the mix.
#define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage.
#define POWERLOSS_INHIBITION_GAS_THRESHOLD 0.20 //Higher == Higher percentage of inhibitor gas needed before the charge inertia chain reaction effect starts.
#define POWERLOSS_INHIBITION_MOLE_THRESHOLD 20 //Higher == More moles of the gas are needed before the charge inertia chain reaction effect starts. //Scales powerloss inhibition down until this amount of moles is reached
#define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500 //bonus powerloss inhibition boost if this amount of moles is reached
#define MOLE_PENALTY_THRESHOLD 1800 //Higher == Shard can absorb more moles before triggering the high mole penalties.
#define MOLE_HEAT_PENALTY 350 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled
#define POWER_PENALTY_THRESHOLD 5000 //Higher == Engine can generate more power before triggering the high power penalties.
#define SEVERE_POWER_PENALTY_THRESHOLD 7000 //Same as above, but causes more dangerous effects
#define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //Even more dangerous effects, threshold for tesla delamination
#define HEAT_PENALTY_THRESHOLD 40 //Higher == Crystal safe operational temperature is higher.
#define DAMAGE_HARDCAP 0.0025
#define DAMAGE_INCREASE_MULTIPLIER 0.25
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
#define FREON_BREEDING_MODIFIER 100 //Higher == less freon created
#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
#define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy.
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 60
#define HALLUCINATION_RANGE(P) (min(7, round(P ** 0.25)))
#define GRAVITATIONAL_ANOMALY "gravitational_anomaly"
#define FLUX_ANOMALY "flux_anomaly"
#define PYRO_ANOMALY "pyro_anomaly"
//If integrity percent remaining is less than these values, the monitor sets off the relevant alarm.
#define SUPERMATTER_DELAM_PERCENT 5
#define SUPERMATTER_EMERGENCY_PERCENT 25
#define SUPERMATTER_DANGER_PERCENT 50
#define SUPERMATTER_WARNING_PERCENT 100
GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_shard)
/obj/machinery/power/supermatter_shard
name = "supermatter shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter_shard"
density = TRUE
anchored = FALSE
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
critical_machine = TRUE
var/gasefficency = 0.125
var/base_icon_state = "darkmatter_shard"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
var/warning_point = 50
var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
var/damage_penalty_point = 550
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 900
var/emergency_issued = FALSE
var/explosion_power = 12
var/temp_factor = 30
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
var/n2comp = 0 // raw composition of each gas in the chamber, ranges from 0 to 1
var/freoncomp = 0
var/plasmacomp = 0
var/o2comp = 0
var/co2comp = 0
var/n2ocomp = 0
var/combined_gas = 0
var/gasmix_power_ratio = 0
var/dynamic_heat_modifier = 1
var/dynamic_heat_resistance = 1
var/powerloss_inhibitor = 1
var/powerloss_dynamic_scaling= 0
var/power_transmission_bonus = 0
var/mole_heat_penalty = 0
var/freon_transmit_modifier = 1
var/matter_power = 0
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/device/radio/radio
var/radio_key = /obj/item/device/encryptionkey/headset_eng
var/engineering_channel = "Engineering"
var/common_channel = null
//for logging
var/has_been_powered = FALSE
var/has_reached_emergency = FALSE
// For making hugbox supermatter
var/takes_damage = TRUE
var/produces_gas = TRUE
var/obj/effect/countdown/supermatter/countdown
var/is_main_engine = FALSE
/obj/machinery/power/supermatter_shard/Initialize()
. = ..()
SSair.atmos_machinery += src
countdown = new(src)
countdown.start()
GLOB.poi_list |= src
radio = new(src)
radio.keyslot = new radio_key
radio.listening = 0
radio.recalculateChannels()
investigate_log("has been created.", INVESTIGATE_SUPERMATTER)
if(is_main_engine)
GLOB.main_supermatter_engine = src
/obj/machinery/power/supermatter_shard/Destroy()
investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
SSair.atmos_machinery -= src
QDEL_NULL(radio)
GLOB.poi_list -= src
QDEL_NULL(countdown)
if(is_main_engine && GLOB.main_supermatter_engine == src)
GLOB.main_supermatter_engine = null
. = ..()
/obj/machinery/power/supermatter_shard/examine(mob/user)
..()
if(!ishuman(user))
return
var/range = HALLUCINATION_RANGE(power)
for(var/mob/living/carbon/human/H in viewers(range, src))
if(H != user)
continue
if(!istype(H.glasses, /obj/item/clothing/glasses/meson))
to_chat(H, "<span class='danger'>You get headaches just from looking at it.</span>")
return
/obj/machinery/power/supermatter_shard/get_spans()
return list(SPAN_ROBOT)
#define CRITICAL_TEMPERATURE 10000
/obj/machinery/power/supermatter_shard/proc/get_status()
var/turf/T = get_turf(src)
if(!T)
return SUPERMATTER_ERROR
var/datum/gas_mixture/air = T.return_air()
if(!air)
return SUPERMATTER_ERROR
if(get_integrity() < SUPERMATTER_DELAM_PERCENT)
return SUPERMATTER_DELAMINATING
if(get_integrity() < SUPERMATTER_EMERGENCY_PERCENT)
return SUPERMATTER_EMERGENCY
if(get_integrity() < SUPERMATTER_DANGER_PERCENT)
return SUPERMATTER_DANGER
if((get_integrity() < SUPERMATTER_WARNING_PERCENT) || (air.temperature > CRITICAL_TEMPERATURE))
return SUPERMATTER_WARNING
if(air.temperature > (CRITICAL_TEMPERATURE * 0.8))
return SUPERMATTER_NOTIFY
if(power > 5)
return SUPERMATTER_NORMAL
return SUPERMATTER_INACTIVE
/obj/machinery/power/supermatter_shard/proc/alarm()
switch(get_status())
if(SUPERMATTER_DELAMINATING)
playsound(src, 'sound/misc/bloblarm.ogg', 100)
if(SUPERMATTER_EMERGENCY)
playsound(src, 'sound/machines/engine_alert1.ogg', 100)
if(SUPERMATTER_DANGER)
playsound(src, 'sound/machines/engine_alert2.ogg', 100)
if(SUPERMATTER_WARNING)
playsound(src, 'sound/machines/terminal_alert.ogg', 75)
/obj/machinery/power/supermatter_shard/proc/get_integrity()
var/integrity = damage / explosion_point
integrity = round(100 - integrity * 100, 0.01)
integrity = integrity < 0 ? 0 : integrity
return integrity
/obj/machinery/power/supermatter_shard/proc/explode()
var/turf/T = get_turf(src)
for(var/mob/M in GLOB.mob_list)
if(M.z == z)
SEND_SOUND(M, 'sound/magic/charge.ogg')
to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
if(combined_gas > MOLE_PENALTY_THRESHOLD)
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
if(T)
var/obj/singularity/S = new(T)
S.energy = 800
S.consume(src)
else
investigate_log("has exploded.", INVESTIGATE_SUPERMATTER)
explosion(get_turf(T), explosion_power * max(gasmix_power_ratio, 0.205) * 0.5 , explosion_power * max(gasmix_power_ratio, 0.205) + 2, explosion_power * max(gasmix_power_ratio, 0.205) + 4 , explosion_power * max(gasmix_power_ratio, 0.205) + 6, 1, 1)
if(power > POWER_PENALTY_THRESHOLD)
investigate_log("has spawned additional energy balls.", INVESTIGATE_SUPERMATTER)
var/obj/singularity/energy_ball/E = new(T)
E.energy = power
qdel(src)
/obj/machinery/power/supermatter_shard/process_atmos()
var/turf/T = loc
if(isnull(T)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(T)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
//Ok, get the air from the turf
var/datum/gas_mixture/env = T.return_air()
var/datum/gas_mixture/removed
if(produces_gas)
//Remove gas from surrounding area
removed = env.remove(gasefficency * env.total_moles())
else
// Pass all the gas related code an empty gas container
removed = new()
if(!removed || !removed.total_moles() || isspaceturf(T)) //we're in space or there is no gas to process
if(takes_damage)
damage += max((power-1600)/10, 0)
return 1
damage_archived = damage
if(takes_damage)
//causing damage
damage = max(damage + (max(removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0)
damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0)
damage = max(damage + (max(combined_gas - MOLE_PENALTY_THRESHOLD, 0)/80) * DAMAGE_INCREASE_MULTIPLIER, 0)
//healing damage
if(combined_gas < MOLE_PENALTY_THRESHOLD)
damage = max(damage + (min(removed.temperature - (T0C + HEAT_PENALTY_THRESHOLD), 0) / 150 ), 0)
//capping damage
damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
if(damage > damage_archived && prob(10))
playsound(get_turf(src), 'sound/effects/empulse.ogg', 50, 1)
removed.assert_gases("o2", "plasma", "co2", "n2o", "n2", "freon")
//calculating gas related values
combined_gas = max(removed.total_moles(), 0)
plasmacomp = max(removed.gases["plasma"][MOLES]/combined_gas, 0)
o2comp = max(removed.gases["o2"][MOLES]/combined_gas, 0)
co2comp = max(removed.gases["co2"][MOLES]/combined_gas, 0)
n2ocomp = max(removed.gases["n2o"][MOLES]/combined_gas, 0)
n2comp = max(removed.gases["n2"][MOLES]/combined_gas, 0)
freoncomp = max(removed.gases["freon"][MOLES]/combined_gas, 0)
gasmix_power_ratio = min(max(plasmacomp + o2comp + co2comp - n2comp - freoncomp, 0), 1)
dynamic_heat_modifier = max((plasmacomp * PLASMA_HEAT_PENALTY)+(o2comp * OXYGEN_HEAT_PENALTY)+(co2comp * CO2_HEAT_PENALTY)+(n2comp * NITROGEN_HEAT_MODIFIER), 0.5)
dynamic_heat_resistance = max(n2ocomp * N2O_HEAT_RESISTANCE, 1)
power_transmission_bonus = max((plasmacomp * PLASMA_TRANSMIT_MODIFIER) + (o2comp * OXYGEN_TRANSMIT_MODIFIER), 0)
freon_transmit_modifier = max(1-(freoncomp * FREON_TRANSMIT_PENALTY), 0)
//more moles of gases are harder to heat than fewer, so let's scale heat damage around them
mole_heat_penalty = max(combined_gas / MOLE_HEAT_PENALTY, 0.25)
if (combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && co2comp > POWERLOSS_INHIBITION_GAS_THRESHOLD)
powerloss_dynamic_scaling = Clamp(powerloss_dynamic_scaling + Clamp(co2comp - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
else
powerloss_dynamic_scaling = Clamp(powerloss_dynamic_scaling - 0.05,0, 1)
powerloss_inhibitor = Clamp(1-(powerloss_dynamic_scaling * Clamp(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD,1 ,1.5)),0 ,1)
if(matter_power)
var/removed_matter = max(matter_power/MATTER_POWER_CONVERSION, 40)
power = max(power + removed_matter, 0)
matter_power = max(matter_power - removed_matter, 0)
var/temp_factor = 50
if(gasmix_power_ratio > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 30
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500 * dynamic_heat_modifier))
//Calculate how much gas to release
removed.gases["plasma"][MOLES] += max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0)
removed.gases["o2"][MOLES] += max(((device_energy + removed.temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
if(combined_gas < 50)
removed.gases["freon"][MOLES] = max((removed.gases["freon"][MOLES] + device_energy) * freoncomp / FREON_BREEDING_MODIFIER, 0)
if(produces_gas)
env.merge(removed)
air_update_turf()
for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
var/D = sqrt(1 / max(1, get_dist(l, src)))
l.hallucination += power * config_hallucination_power * D
l.hallucination = Clamp(0, 200, l.hallucination)
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
l.rad_act(rads)
if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point)
if(power > POWER_PENALTY_THRESHOLD)
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
supermatter_zap(src, 5, min(power*2, 20000))
supermatter_zap(src, 5, min(power*2, 20000))
if(power > SEVERE_POWER_PENALTY_THRESHOLD)
supermatter_zap(src, 5, min(power*2, 20000))
if(power > CRITICAL_POWER_PENALTY_THRESHOLD)
supermatter_zap(src, 5, min(power*2, 20000))
else if (damage > damage_penalty_point && prob(20))
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, 1, extrarange = 10)
supermatter_zap(src, 5, Clamp(power*2, 4000, 20000))
if(prob(15) && power > POWER_PENALTY_THRESHOLD)
supermatter_pull(src, power/750)
if(prob(5))
supermatter_anomaly_gen(src, FLUX_ANOMALY, rand(5, 10))
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(5) || prob(1))
supermatter_anomaly_gen(src, GRAVITATIONAL_ANOMALY, rand(5, 10))
if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2) || prob(0.3) && power > POWER_PENALTY_THRESHOLD)
supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10))
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
alarm()
if(damage > emergency_point)
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel, get_spans(), get_default_language())
lastwarning = REALTIMEOFDAY
if(!has_reached_emergency)
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_SUPERMATTER)
message_admins("[src] has reached the emergency point [ADMIN_JMP(src)].")
has_reached_emergency = TRUE
else if(damage >= damage_archived) // The damage is still going up
radio.talk_into(src, "[warning_alert] Integrity: [get_integrity()]%", engineering_channel, get_spans(), get_default_language())
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
else // Phew, we're safe
radio.talk_into(src, "[safe_alert] Integrity: [get_integrity()]%", engineering_channel, get_spans(), get_default_language())
lastwarning = REALTIMEOFDAY
if(power > POWER_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Hyperstructure has reached dangerous power level.", engineering_channel, get_spans(), get_default_language())
if(powerloss_inhibitor < 0.5)
radio.talk_into(src, "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", engineering_channel, get_spans(), get_default_language())
if(combined_gas > MOLE_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel, get_spans(), get_default_language())
if(damage > explosion_point)
for(var/mob in GLOB.living_mob_list)
var/mob/living/L = mob
if(istype(L) && L.z == z)
if(ishuman(mob))
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(L, src) + 1) )
L.rad_act(rads)
explode()
power -= ((power/500)**3) * powerloss_inhibitor
return 1
/obj/machinery/power/supermatter_shard/bullet_act(obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L) || isspaceturf(L)) // We don't run process() when we are in space
return FALSE // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
if(!istype(Proj.firer, /obj/machinery/power/emitter))
investigate_log("has been hit by [Proj] fired by [Proj.firer]", INVESTIGATE_SUPERMATTER)
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
if(!has_been_powered)
investigate_log("has been powered for the first time.", INVESTIGATE_SUPERMATTER)
message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
has_been_powered = TRUE
else if(takes_damage)
damage += Proj.damage * config_bullet_energy
return FALSE
/obj/machinery/power/supermatter_shard/singularity_act()
var/gain = 100
investigate_log("Supermatter shard consumed by singularity.", INVESTIGATE_SINGULO)
message_admins("Singularity has consumed a supermatter shard and can now become stage six.")
visible_message("<span class='userdanger'>[src] is consumed by the singularity!</span>")
for(var/mob/M in GLOB.mob_list)
if(M.z == z)
SEND_SOUND(M, 'sound/effects/supermatter.ogg') //everyone goan know bout this
to_chat(M, "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>")
qdel(src)
return gain
/obj/machinery/power/supermatter_shard/blob_act(obj/structure/blob/B)
if(B && !isspaceturf(loc)) //does nothing in space
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
damage += B.obj_integrity * 0.5 //take damage equal to 50% of remaining blob health before it tried to eat us
if(B.obj_integrity > 100)
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and flinches away!</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
B.take_damage(100, BURN)
else
B.visible_message("<span class='danger'>\The [B] strikes at \the [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
Consume(B)
/obj/machinery/power/supermatter_shard/attack_tk(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
to_chat(C, "<span class='userdanger'>That was a really dumb idea.</span>")
var/obj/item/bodypart/head/rip_u = C.get_bodypart("head")
rip_u.dismember(BURN) //nice try jedi
/obj/machinery/power/supermatter_shard/attack_paw(mob/user)
dust_mob(user, cause = "monkey attack")
/obj/machinery/power/supermatter_shard/attack_alien(mob/user)
dust_mob(user, cause = "alien attack")
/obj/machinery/power/supermatter_shard/attack_animal(mob/living/simple_animal/S)
var/murder
if(!S.melee_damage_upper && !S.melee_damage_lower)
murder = S.friendly
else
murder = S.attacktext
dust_mob(S, \
"<span class='danger'>[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!</span>", \
"<span class='userdanger'>You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.</span>", \
"simple animal attack")
/obj/machinery/power/supermatter_shard/attack_robot(mob/user)
if(Adjacent(user))
dust_mob(user, cause = "cyborg attack")
/obj/machinery/power/supermatter_shard/attack_ai(mob/user)
return
/obj/machinery/power/supermatter_shard/attack_hand(mob/living/user)
dust_mob(user, cause = "hand")
/obj/machinery/power/supermatter_shard/proc/dust_mob(mob/living/nom, vis_msg, mob_msg, cause)
if(!vis_msg)
vis_msg = "<span class='danger'>[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and bursts into flames before flashing into ash"
if(!mob_msg)
mob_msg = "<span class='userdanger'>You reach out and touch [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>"
if(!cause)
cause = "contact"
nom.visible_message(vis_msg, mob_msg, "<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
investigate_log("has been attacked ([cause]) by [nom]", INVESTIGATE_SUPERMATTER)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(nom)
/obj/machinery/power/supermatter_shard/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in GLOB.rad_collectors)
if(R.z == z && get_dist(R, src) <= 15) //Better than using orange() every process
R.receive_pulse(power * (1 + power_transmission_bonus)/10 * freon_transmit_modifier)
/obj/machinery/power/supermatter_shard/attackby(obj/item/W, mob/living/user, params)
if(!istype(W) || (W.flags_1 & ABSTRACT_1) || !istype(user))
return
if(istype(W, /obj/item/scalpel/supermatter))
playsound(src, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You carefully begin to scrape \the [src] with \the [W]...</span>")
if(do_after(user, 60 * W.toolspeed, TRUE, src))
to_chat(user, "<span class='notice'>You extract a sliver from \the [src]. \The [src] begins to react violently!</span>")
new /obj/item/nuke_core/supermatter_sliver(drop_location())
matter_power += 200
else if(user.dropItemToGround(W))
user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class='italics'>Everything suddenly goes silent.</span>")
investigate_log("has been attacked ([W]) by [user]", INVESTIGATE_SUPERMATTER)
Consume(W)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
radiation_pulse(get_turf(src), 1, 1, 150, 1)
/obj/machinery/power/supermatter_shard/CollidedWith(atom/movable/AM)
if(isliving(AM))
AM.visible_message("<span class='danger'>\The [AM] slams into \the [src] inducing a resonance... [AM.p_their()] body starts to glow and catch flame before flashing into ash.</span>",\
"<span class='userdanger'>You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
else if(isobj(AM) && !istype(AM, /obj/effect))
AM.visible_message("<span class='danger'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>", null,\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
else
return
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
Consume(AM)
/obj/machinery/power/supermatter_shard/proc/Consume(atom/movable/AM)
if(isliving(AM))
var/mob/living/user = AM
message_admins("[src] has consumed [key_name_admin(user)] [ADMIN_JMP(src)].")
investigate_log("has consumed [key_name(user)].", INVESTIGATE_SUPERMATTER)
user.dust()
matter_power += 200
else if(istype(AM, /obj/singularity))
return
else if(isobj(AM) && !istype(AM, /obj/effect))
investigate_log("has consumed [AM].", INVESTIGATE_SUPERMATTER)
qdel(AM)
matter_power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
radiation_pulse(get_turf(src), 4, 10, 500, 1)
for(var/mob/living/L in range(10))
investigate_log("has irradiated [L] after consuming [AM].", INVESTIGATE_SUPERMATTER)
if(L in view())
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
/obj/machinery/power/supermatter_shard/engine
is_main_engine = TRUE
// When you wanna make a supermatter shard for the dramatic effect, but
// don't want it exploding suddenly
/obj/machinery/power/supermatter_shard/hugbox
takes_damage = FALSE
produces_gas = FALSE
/obj/machinery/power/supermatter_shard/crystal
name = "supermatter crystal"
desc = "A strangely translucent and iridescent crystal."
base_icon_state = "darkmatter"
icon_state = "darkmatter"
anchored = TRUE
gasefficency = 0.15
explosion_power = 35
/obj/machinery/power/supermatter_shard/crystal/engine
is_main_engine = TRUE
/obj/machinery/power/supermatter_shard/proc/supermatter_pull(turf/center, pull_range = 10)
playsound(src.loc, 'sound/weapons/marauder.ogg', 100, 1, extrarange = 7)
for(var/atom/P in orange(pull_range,center))
if(ismovableatom(P))
var/atom/movable/pulled_object = P
if(ishuman(P))
var/mob/living/carbon/human/H = P
H.apply_effect(40, KNOCKDOWN, 0)
if(pulled_object && !pulled_object.anchored && !ishuman(P))
step_towards(pulled_object,center)
step_towards(pulled_object,center)
step_towards(pulled_object,center)
step_towards(pulled_object,center)
/obj/machinery/power/supermatter_shard/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5)
var/turf/L = pick(orange(anomalyrange, anomalycenter))
if(L)
switch(type)
if(FLUX_ANOMALY)
var/obj/effect/anomaly/flux/A = new(L, 300)
A.explosive = FALSE
if(GRAVITATIONAL_ANOMALY)
new /obj/effect/anomaly/grav(L, 250)
if(PYRO_ANOMALY)
new /obj/effect/anomaly/pyro(L, 200)
/obj/machinery/power/supermatter_shard/proc/supermatter_zap(atom/zapstart, range = 3, power)
. = zapstart.dir
if(power < 1000)
return
var/target_atom
var/mob/living/target_mob
var/obj/machinery/target_machine
var/obj/structure/target_structure
var/list/arctargetsmob = list()
var/list/arctargetsmachine = list()
var/list/arctargetsstructure = list()
if(prob(20)) //let's not hit all the engineers with every beam and/or segment of the arc
for(var/mob/living/Z in oview(zapstart, range+2))
arctargetsmob += Z
if(arctargetsmob.len)
var/mob/living/H = pick(arctargetsmob)
var/atom/A = H
target_mob = H
target_atom = A
else
for(var/obj/machinery/X in oview(zapstart, range+2))
arctargetsmachine += X
if(arctargetsmachine.len)
var/obj/machinery/M = pick(arctargetsmachine)
var/atom/A = M
target_machine = M
target_atom = A
else
for(var/obj/structure/Y in oview(zapstart, range+2))
arctargetsstructure += Y
if(arctargetsstructure.len)
var/obj/structure/O = pick(arctargetsstructure)
var/atom/A = O
target_structure = O
target_atom = A
if(target_atom)
zapstart.Beam(target_atom, icon_state="nzcrentrs_power", time=5)
var/zapdir = get_dir(zapstart, target_atom)
if(zapdir)
. = zapdir
if(target_mob)
target_mob.electrocute_act(rand(5,10), "Supermatter Discharge Bolt", 1, stun = 0)
if(prob(15))
supermatter_zap(target_mob, 5, power / 2)
supermatter_zap(target_mob, 5, power / 2)
else
supermatter_zap(target_mob, 5, power / 1.5)
else if(target_machine)
if(prob(15))
supermatter_zap(target_machine, 5, power / 2)
supermatter_zap(target_machine, 5, power / 2)
else
supermatter_zap(target_machine, 5, power / 1.5)
else if(target_structure)
if(prob(15))
supermatter_zap(target_structure, 5, power / 2)
supermatter_zap(target_structure, 5, power / 2)
else
supermatter_zap(target_structure, 5, power / 1.5)
#undef HALLUCINATION_RANGE
#undef GRAVITATIONAL_ANOMALY
#undef FLUX_ANOMALY
#undef PYRO_ANOMALY