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* Initial commit * 0 * shuttle and maps * Equipping * Minor fixes, gyrojet removed, elite suits removed * E * reviews * Update base_alarm.dm * nnfghghg * more fix * Update dynamic_rulsesets_roundstart.dm * Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/assault_operatives/code/vending_machine.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * fyux * Update assault_operatives_outfits.dm * E * Update modular_skyrat/modules/assault_operatives/code/goldeneye.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * Update modular_skyrat/modules/assault_operatives/code/interrogator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/modules/assault_operatives/code/interrogator.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * more review * E * uber update * Update AntagInfoAssaultops.tsx * Update AntagInfoAssaultops.tsx * nyooom * E * ICARUS SUNBEAM * fioxes * Update sunbeam.dm * Update goldeneye.dm * Update vending_machine.dm * Update assault_operatives_outfits.dm * Update goldeneye.dm * e * eee * Update assault_operatives_outfits.dm * Update assault_operatives.dm * Update assault_operatives.dm * Update goldeneye_cruiser.dmm * fix * 0 * haha funneee * armament system * more updates * f * e * 0 * e * more based * 0 * e * CQC PLUS CAN SUCK MY COCK * Update __armament_bodyarmor.dm * Update assault_operatives.dm * e * MG9 balance * Update armament_utility.dm * Update sunbeam.dm * fixes * Update CentCom_skyrat_z2.dmm * Update armament_station.dm * Update modular_skyrat/modules/armaments/code/armament_entries.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * Update modular_skyrat/modules/armaments/code/armament_entries.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * e * Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * Update assaultops_armament_station.dm * reviuew * Update misc_items.dm * Update vending_machine.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
1425 lines
63 KiB
Plaintext
1425 lines
63 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//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
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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/supermatter.dmi'
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icon_state = "darkmatter"
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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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light_range = 4
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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 = "darkmatter"
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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/gasefficency = 0.15
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///Are we exploding?
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var/final_countdown = FALSE
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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. Used to limit the damage we can take each cycle, and for safe_alert
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var/damage_archived = 0
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///Our "Shit is no longer fucked" message. We send it when damage is less then damage_archived
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var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
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///The point at which we should start sending messeges about the damage to the engi channels.
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var/warning_point = 50
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///The alert we send when we've reached warning_point
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var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
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///The point at which we start sending messages to the common channel
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var/emergency_point = 700
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///The alert we send when we've reached emergency_point
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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///The point at which we delam
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var/explosion_point = 900
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///When we pass this amount of damage we start shooting bolts
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var/damage_penalty_point = 550
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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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///Refered to as eer on the moniter. This value effects gas output, heat, damage, and radiation.
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var/power = 0
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///Determines the rate of positve change in gas comp values
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var/gas_change_rate = 0.05
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///The list of gases we will be interacting with in process_atoms()
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var/list/gases_we_care_about = list(
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/datum/gas/oxygen,
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/datum/gas/water_vapor,
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/datum/gas/plasma,
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/datum/gas/carbon_dioxide,
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/datum/gas/nitrous_oxide,
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/datum/gas/nitrogen,
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/datum/gas/pluoxium,
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/datum/gas/tritium,
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/datum/gas/bz,
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/datum/gas/freon,
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/datum/gas/hydrogen,
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/datum/gas/healium,
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/datum/gas/proto_nitrate,
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/datum/gas/zauker,
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/datum/gas/miasma
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)
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///The list of gases mapped against their current comp. We use this to calculate different values the supermatter uses, like power or heat resistance. It doesn't perfectly match the air around the sm, instead moving up at a rate determined by gas_change_rate per call. Ranges from 0 to 1
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var/list/gas_comp = list(
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/datum/gas/oxygen = 0,
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/datum/gas/water_vapor = 0,
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/datum/gas/plasma = 0,
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/datum/gas/carbon_dioxide = 0,
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/datum/gas/nitrous_oxide = 0,
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/datum/gas/nitrogen = 0,
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/datum/gas/pluoxium = 0,
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/datum/gas/tritium = 0,
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/datum/gas/bz = 0,
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/datum/gas/freon = 0,
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/datum/gas/hydrogen = 0,
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/datum/gas/healium = 0,
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/datum/gas/proto_nitrate = 0,
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/datum/gas/zauker = 0,
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)
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///The list of gases mapped against their transmit values. We use it to determine the effect different gases have on the zaps
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var/list/gas_trans = list(
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/datum/gas/oxygen = OXYGEN_TRANSMIT_MODIFIER,
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/datum/gas/water_vapor = H2O_TRANSMIT_MODIFIER,
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/datum/gas/plasma = PLASMA_TRANSMIT_MODIFIER,
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/datum/gas/pluoxium = PLUOXIUM_TRANSMIT_MODIFIER,
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/datum/gas/tritium = TRITIUM_TRANSMIT_MODIFIER,
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/datum/gas/bz = BZ_TRANSMIT_MODIFIER,
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/datum/gas/hydrogen = HYDROGEN_TRANSMIT_MODIFIER,
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/datum/gas/healium = HEALIUM_TRANSMIT_MODIFIER,
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/datum/gas/proto_nitrate = PROTO_NITRATE_TRANSMIT_MODIFIER,
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/datum/gas/zauker = ZAUKER_TRANSMIT_MODIFIER,
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)
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///The list of gases mapped against their heat penaltys. We use it to determin molar and heat output
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var/list/gas_heat = list(
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/datum/gas/oxygen = OXYGEN_HEAT_PENALTY,
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/datum/gas/water_vapor = H2O_HEAT_PENALTY,
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/datum/gas/plasma = PLASMA_HEAT_PENALTY,
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/datum/gas/carbon_dioxide = CO2_HEAT_PENALTY,
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/datum/gas/nitrogen = NITROGEN_HEAT_PENALTY,
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/datum/gas/pluoxium = PLUOXIUM_HEAT_PENALTY,
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/datum/gas/tritium = TRITIUM_HEAT_PENALTY,
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/datum/gas/bz = BZ_HEAT_PENALTY,
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/datum/gas/freon = FREON_HEAT_PENALTY,
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/datum/gas/hydrogen = HYDROGEN_HEAT_PENALTY,
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/datum/gas/healium = HEALIUM_HEAT_PENALTY,
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/datum/gas/proto_nitrate = PROTO_NITRATE_HEAT_PENALTY,
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/datum/gas/zauker = ZAUKER_HEAT_PENALTY,
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)
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///The list of gases mapped against their heat resistance. We use it to moderate heat damage.
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var/list/gas_resist = list(
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/datum/gas/nitrous_oxide = N2O_HEAT_RESISTANCE,
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/datum/gas/hydrogen = HYDROGEN_HEAT_RESISTANCE,
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/datum/gas/proto_nitrate = PROTO_NITRATE_HEAT_RESISTANCE,
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)
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///The list of gases mapped against their powermix ratio
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var/list/gas_powermix = list(
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/datum/gas/oxygen = 1,
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/datum/gas/water_vapor = 1,
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/datum/gas/plasma = 1,
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/datum/gas/carbon_dioxide = 1,
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/datum/gas/nitrogen = -1,
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/datum/gas/pluoxium = -1,
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/datum/gas/tritium = 1,
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/datum/gas/bz = 1,
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/datum/gas/freon = -1,
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/datum/gas/hydrogen = 1,
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/datum/gas/healium = 1,
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/datum/gas/proto_nitrate = 1,
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/datum/gas/zauker = 1,
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/datum/gas/miasma = 0.5,
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)
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///The last air sample's total molar count, will always be above or equal to 0
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var/combined_gas = 0
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///Affects the power gain the sm experiances from heat
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var/gasmix_power_ratio = 0
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///Affects the amount of o2 and plasma the sm outputs, along with the heat it makes.
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var/dynamic_heat_modifier = 1
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///Affects the amount of damage and minimum point at which the sm takes heat damage
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var/dynamic_heat_resistance = 1
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///Uses powerloss_dynamic_scaling and combined_gas to lessen the effects of our powerloss functions
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var/powerloss_inhibitor = 1
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///Based on co2 percentage, slowly moves between 0 and 1. We use it to calc the powerloss_inhibitor
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var/powerloss_dynamic_scaling= 0
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///Affects the amount of radiation the sm makes. We multiply this with power to find the zap power.
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var/power_transmission_bonus = 0
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///Used to increase or lessen the amount of damage the sm takes from heat based on molar counts.
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var/mole_heat_penalty = 0
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///Takes the energy throwing things into the sm generates and slowly turns it into actual power
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var/matter_power = 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 = 1500
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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 = 2
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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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///Pressure bonus constants
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///If the SM is operating in sufficiently low pressure, increase power output.
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///This needs both a small amount of gas and a strong cooling system to keep temperature low in a low heat capacity environment.
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///These constants are used to derive the values in the pressure bonus equation from human-meaningful values
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///If you're varediting these, call update_constants() to update the derived values
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///What is the maximum multiplier reachable from having low pressure?
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var/pressure_bonus_max_multiplier = 0.5
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///At what environmental pressure, in kPa, should we start giving a pressure bonus?
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var/pressure_bonus_max_pressure = 100
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///How steeply angled is the pressure bonus curve? Higher values means more of the bonus is available at higher pressures.
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///Note that very low values can keep the bonus very close to 1 until it's nearly a vaccuum. Higher values can introduce diminishing returns on lower pressure.
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var/pressure_bonus_curve_angle = 1.8
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///These values are calculated from the above in update_constants() and immediately overwritten
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///The default values will always result in a no-op 1x modifier, in case something breaks.
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var/pressure_bonus_derived_constant = 1
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var/pressure_bonus_derived_steepness = 0
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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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///The engineering channel
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var/engineering_channel = "Engineering"
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///The common channel
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var/common_channel = null
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///Boolean used for logging if we've been powered
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var/has_been_powered = FALSE
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///Boolean used for logging if we've passed the emergency point
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var/has_reached_emergency = 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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///Used along with a global var to track if we can give out the sm sliver stealing objective
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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 psycologist is nearby, and decreases in the same way
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var/psyCoeff = 0
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///Should we check the psy overlay?
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var/psy_overlay = FALSE
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///A pinkish overlay used to denote the presance of a psycologist. We fade in and out of this depending on the amount of time they've spent near the crystal
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var/obj/overlay/psy/psyOverlay = /obj/overlay/psy
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//For making hugbox supermatters
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///Disables all methods of taking damage
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var/takes_damage = TRUE
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///Disables the production of gas, and pretty much any handling of it we do.
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var/produces_gas = TRUE
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///Disables power changes
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var/power_changes = TRUE
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///Disables the sm's proccessing totally.
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var/processes = TRUE
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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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///Do we show this crystal in the CIMS modular program
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var/include_in_cims = TRUE
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/obj/machinery/power/supermatter_crystal/Initialize(mapload)
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. = ..()
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uid = gl_uid++
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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_SUPERMATTER)
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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/call_explode)
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var/static/list/loc_connections = list(
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COMSIG_TURF_INDUSTRIAL_LIFT_ENTER = .proc/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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soundloop = new(src, TRUE)
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if(ispath(psyOverlay))
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psyOverlay = new psyOverlay()
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else
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stack_trace("Supermatter created with non-path psyOverlay variable. This can break things, please fix.")
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psyOverlay = new()
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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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update_constants()
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/obj/machinery/power/supermatter_crystal/Destroy()
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investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
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SSair.stop_processing_machine(src)
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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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if(psyOverlay)
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QDEL_NULL(psyOverlay)
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return ..()
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/obj/machinery/power/supermatter_crystal/proc/update_constants()
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pressure_bonus_derived_steepness = (1 - 1 / pressure_bonus_max_multiplier) / (pressure_bonus_max_pressure ** pressure_bonus_curve_angle)
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pressure_bonus_derived_constant = 1 / pressure_bonus_max_multiplier - pressure_bonus_derived_steepness
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/obj/machinery/power/supermatter_crystal/examine(mob/user)
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. = ..()
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var/immune = HAS_TRAIT(user, TRAIT_SUPERMATTER_MADNESS_IMMUNE) || (user.mind && HAS_TRAIT(user.mind, TRAIT_SUPERMATTER_MADNESS_IMMUNE))
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if(isliving(user) && !immune && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
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. += span_danger("You get headaches just from looking at it.")
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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, "SupermatterMonitor")
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ui.open()
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/obj/machinery/power/supermatter_crystal/ui_data(mob/user)
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var/list/data = list()
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var/turf/local_turf = get_turf(src)
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var/datum/gas_mixture/air = local_turf.return_air()
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// singlecrystal set to true eliminates the back sign on the gases breakdown.
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data["singlecrystal"] = TRUE
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data["active"] = TRUE
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data["SM_integrity"] = get_integrity_percent()
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data["SM_power"] = power
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data["SM_ambienttemp"] = air.temperature
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data["SM_ambientpressure"] = air.return_pressure()
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data["SM_bad_moles_amount"] = MOLE_PENALTY_THRESHOLD / gasefficency
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data["SM_moles"] = 0
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data["SM_uid"] = uid
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var/area/active_supermatter_area = get_area(src)
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data["SM_area_name"] = active_supermatter_area.name
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var/list/gasdata = list()
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if(air.total_moles())
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data["SM_moles"] = air.total_moles()
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for(var/gasid in air.gases)
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gasdata.Add(list(list(
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"name"= air.gases[gasid][GAS_META][META_GAS_NAME],
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"amount" = round(100*air.gases[gasid][MOLES]/air.total_moles(),0.01))))
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else
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for(var/gasid in air.gases)
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gasdata.Add(list(list(
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"name"= air.gases[gasid][GAS_META][META_GAS_NAME],
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"amount" = 0)))
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data["gases"] = gasdata
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return data
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/obj/machinery/power/supermatter_crystal/proc/get_status()
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var/turf/local_turf = get_turf(src)
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if(!local_turf)
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return SUPERMATTER_ERROR
|
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var/datum/gas_mixture/air = local_turf.return_air()
|
|
if(!air)
|
|
return SUPERMATTER_ERROR
|
|
|
|
var/integrity = get_integrity_percent()
|
|
if(integrity < SUPERMATTER_DELAM_PERCENT)
|
|
return SUPERMATTER_DELAMINATING
|
|
|
|
if(integrity < SUPERMATTER_EMERGENCY_PERCENT)
|
|
return SUPERMATTER_EMERGENCY
|
|
|
|
if(integrity < SUPERMATTER_DANGER_PERCENT)
|
|
return SUPERMATTER_DANGER
|
|
|
|
if((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_crystal/proc/alarm()
|
|
switch(get_status())
|
|
if(SUPERMATTER_DELAMINATING)
|
|
playsound(src, 'sound/misc/bloblarm.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
|
|
alert_sound_to_playing('modular_skyrat/master_files/sound/effects/reactor/meltdown.ogg', override_volume = TRUE)
|
|
alert_sound_to_playing('modular_skyrat/modules/alerts/sound/alert1.ogg', override_volume = TRUE)
|
|
if(SUPERMATTER_EMERGENCY)
|
|
playsound(src, 'sound/machines/engine_alert1.ogg', 100, FALSE, 30, 30, falloff_distance = 10)
|
|
alert_sound_to_playing('modular_skyrat/master_files/sound/effects/reactor/core_overheating.ogg', override_volume = TRUE)
|
|
alert_sound_to_playing('modular_skyrat/modules/alerts/sound/alert1.ogg', override_volume = TRUE)
|
|
if(SUPERMATTER_DANGER)
|
|
playsound(src, 'sound/machines/engine_alert2.ogg', 100, FALSE, 30, 30, falloff_distance = 10)
|
|
if(SUPERMATTER_WARNING)
|
|
playsound(src, 'sound/machines/terminal_alert.ogg', 75)
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/get_integrity_percent()
|
|
var/integrity = damage / explosion_point
|
|
integrity = round(100 - integrity * 100, 0.01)
|
|
integrity = integrity < 0 ? 0 : integrity
|
|
return integrity
|
|
|
|
/obj/machinery/power/supermatter_crystal/update_overlays()
|
|
. = ..()
|
|
if(final_countdown)
|
|
. += "casuality_field"
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/countdown()
|
|
set waitfor = FALSE
|
|
|
|
if(final_countdown) // We're already doing it go away
|
|
return
|
|
final_countdown = TRUE
|
|
update_appearance()
|
|
|
|
var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
|
|
radio.talk_into(src, speaking, common_channel, language = get_selected_language())
|
|
for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
|
|
if(damage < explosion_point) // Cutting it a bit close there engineers
|
|
radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel)
|
|
final_countdown = FALSE
|
|
update_appearance()
|
|
return
|
|
else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
|
|
sleep(10)
|
|
continue
|
|
else if(i > 50)
|
|
speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
|
|
else
|
|
speaking = "[i*0.1]..."
|
|
radio.talk_into(src, speaking, common_channel)
|
|
sleep(10)
|
|
|
|
explode()
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/explode()
|
|
|
|
for(var/mob/living/victim as anything in GLOB.alive_mob_list)
|
|
if(!istype(victim) || victim.z != z)
|
|
continue
|
|
if(ishuman(victim))
|
|
//Hilariously enough, running into a closet should make you get hit the hardest.
|
|
var/mob/living/carbon/human/human = victim
|
|
human.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(victim, src) + 1)) ) )
|
|
|
|
if (get_dist(victim, src) <= DETONATION_RADIATION_RANGE)
|
|
SSradiation.irradiate(victim)
|
|
|
|
var/turf/local_turf = get_turf(src)
|
|
alert_sound_to_playing('modular_skyrat/master_files/sound/effects/reactor/explode.ogg', override_volume = TRUE) // SKYRAT EDIT - SM EXPLOSION
|
|
for(var/mob/victim as anything in GLOB.player_list)
|
|
var/turf/mob_turf = get_turf(victim)
|
|
if(local_turf.z != mob_turf.z)
|
|
continue
|
|
SEND_SOUND(victim, 'sound/magic/charge.ogg')
|
|
|
|
if (victim.z != z)
|
|
to_chat(victim, span_boldannounce("You hold onto \the [victim.loc] as hard as you can, as reality distorts around you. You feel safe."))
|
|
continue
|
|
to_chat(victim, span_boldannounce("You feel reality distort for a moment..."))
|
|
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "delam", /datum/mood_event/delam)
|
|
|
|
if(combined_gas > MOLE_PENALTY_THRESHOLD)
|
|
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
|
|
if(local_turf) //If something fucks up we blow anyhow. This fix is 4 years old and none ever said why it's here. help.
|
|
var/obj/singularity/created_singularity = new(local_turf)
|
|
created_singularity.energy = 800
|
|
created_singularity.consume(src)
|
|
return //No boom for me sir
|
|
if(power > POWER_PENALTY_THRESHOLD)
|
|
investigate_log("has spawned additional energy balls.", INVESTIGATE_SUPERMATTER)
|
|
if(local_turf)
|
|
var/obj/energy_ball/created_tesla = new(local_turf)
|
|
created_tesla.energy = 200 //Gets us about 9 balls
|
|
//Dear mappers, balance the sm max explosion radius to 17.5, 37, 39, 41
|
|
explosion(origin = src,
|
|
devastation_range = explosion_power * max(gasmix_power_ratio, 0.205) * 0.5,
|
|
heavy_impact_range = explosion_power * max(gasmix_power_ratio, 0.205) + 2,
|
|
light_impact_range = explosion_power * max(gasmix_power_ratio, 0.205) + 4,
|
|
flash_range = explosion_power * max(gasmix_power_ratio, 0.205) + 6,
|
|
adminlog = TRUE,
|
|
ignorecap = TRUE
|
|
)
|
|
qdel(src)
|
|
|
|
|
|
//this is here to eat arguments
|
|
/obj/machinery/power/supermatter_crystal/proc/call_explode()
|
|
SIGNAL_HANDLER
|
|
|
|
explode()
|
|
|
|
/// Consume things that run into the supermatter from the tram. The tram calls forceMove (doesn't call Bump/ed) and not Move, and I'm afraid changing it will do something chaotic
|
|
/obj/machinery/power/supermatter_crystal/proc/tram_contents_consume(datum/source, list/tram_contents)
|
|
SIGNAL_HANDLER
|
|
|
|
for(var/atom/thing_to_consume as anything in tram_contents)
|
|
Bumped(thing_to_consume)
|
|
|
|
/obj/machinery/power/supermatter_crystal/process_atmos()
|
|
if(!processes) //Just fuck me up bro
|
|
return
|
|
var/turf/local_turf = loc
|
|
|
|
if(isnull(local_turf))// We have a null turf...something is wrong, stop processing this entity.
|
|
return PROCESS_KILL
|
|
|
|
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.
|
|
return //Yeah just stop.
|
|
|
|
if(isclosedturf(local_turf))
|
|
var/turf/did_it_melt = local_turf.Melt()
|
|
if(!isclosedturf(did_it_melt)) //In case some joker finds way to place these on indestructible walls
|
|
visible_message(span_warning("[src] melts through [local_turf]!"))
|
|
return
|
|
|
|
//We vary volume by power, and handle OH FUCK FUSION IN COOLING LOOP noises.
|
|
if(power)
|
|
soundloop.volume = clamp((50 + (power / 50)), 50, 100)
|
|
if(damage >= 300)
|
|
soundloop.mid_sounds = list('sound/machines/sm/loops/delamming.ogg' = 1)
|
|
else
|
|
soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1)
|
|
|
|
//We play delam/neutral sounds at a rate determined by power and damage
|
|
if(last_accent_sound < world.time && prob(20))
|
|
var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
|
|
if(damage >= 300)
|
|
playsound(src, SFX_SM_DELAM, max(50, aggression), FALSE, 40, 30, falloff_distance = 10)
|
|
else
|
|
playsound(src, SFX_SM_CALM, max(50, aggression), FALSE, 25, 25, falloff_distance = 10)
|
|
var/next_sound = round((100 - aggression) * 5)
|
|
last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN, next_sound)
|
|
|
|
//Ok, get the air from the turf
|
|
var/datum/gas_mixture/env = local_turf.return_air()
|
|
var/env_pressure = env.return_pressure()
|
|
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()
|
|
overlays -= psyOverlay
|
|
if(psy_overlay)
|
|
overlays -= psyOverlay
|
|
if(psyCoeff > 0)
|
|
psyOverlay.alpha = psyCoeff * 255
|
|
overlays += psyOverlay
|
|
else
|
|
psy_overlay = FALSE
|
|
damage_archived = damage
|
|
if(!removed || !removed.total_moles() || isspaceturf(local_turf)) //we're in space or there is no gas to process
|
|
if(takes_damage)
|
|
damage += max((power / 1000) * DAMAGE_INCREASE_MULTIPLIER, 0.1) // always does at least some damage
|
|
if(!istype(env, /datum/gas_mixture/immutable) && produces_gas && power) //There is no gas to process, but we are not in a space turf. Lets make them.
|
|
//Power * 0.55 * a value between 1 and 0.8
|
|
var/device_energy = power * REACTION_POWER_MODIFIER * (1 - (psyCoeff * 0.2))
|
|
//Can't do stuff if it's null, so lets make a new gasmix.
|
|
removed = new()
|
|
//Since there is no gas to process, we will produce as if heat penalty is 1 and temperature at TCMB.
|
|
removed.assert_gases(/datum/gas/plasma, /datum/gas/oxygen)
|
|
removed.temperature = ((device_energy) / THERMAL_RELEASE_MODIFIER)
|
|
removed.temperature = max(TCMB, min(removed.temperature, 2500))
|
|
removed.gases[/datum/gas/plasma][MOLES] = max((device_energy) / PLASMA_RELEASE_MODIFIER, 0)
|
|
removed.gases[/datum/gas/oxygen][MOLES] = max(((device_energy + TCMB) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
|
removed.garbage_collect()
|
|
env.merge(removed)
|
|
air_update_turf(FALSE, FALSE)
|
|
else
|
|
if(takes_damage)
|
|
//causing damage
|
|
//Due to DAMAGE_INCREASE_MULTIPLIER, we only deal one 4th of the damage the statements otherwise would cause
|
|
|
|
//((((some value between 0.5 and 1 * temp - ((273.15 + 40) * some values between 1 and 10)) * some number between 0.25 and knock your socks off / 150) * 0.25
|
|
//Heat and mols account for each other, a lot of hot mols are more damaging then a few
|
|
//Mols start to have a positive effect on damage after 350
|
|
damage = max(damage + (max(clamp(removed.total_moles() / 200, 0.5, 1) * removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
|
//Power only starts affecting damage when it is above 5000
|
|
damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
|
//Molar count only starts affecting damage when it is above 1800
|
|
damage = max(damage + (max(combined_gas - MOLE_PENALTY_THRESHOLD, 0)/80) * DAMAGE_INCREASE_MULTIPLIER, 0)
|
|
|
|
//There might be a way to integrate healing and hurting via heat
|
|
//healing damage
|
|
if(combined_gas < MOLE_PENALTY_THRESHOLD)
|
|
//Only has a net positive effect when the temp is below 313.15, heals up to 2 damage. Psycologists increase this temp min by up to 45
|
|
damage = max(damage + (min(removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD) + (45 * psyCoeff)), 0) / 150 ), 0)
|
|
|
|
//Check for holes in the SM inner chamber
|
|
for(var/turf/open/space/turf_to_check in RANGE_TURFS(1, loc))
|
|
if(LAZYLEN(turf_to_check.atmos_adjacent_turfs))
|
|
var/integrity = get_integrity_percent()
|
|
if(integrity < 10)
|
|
damage += clamp((power * 0.0005) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE)
|
|
else if(integrity < 25)
|
|
damage += clamp((power * 0.0009) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE)
|
|
else if(integrity < 45)
|
|
damage += clamp((power * 0.005) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE)
|
|
else if(integrity < 75)
|
|
damage += clamp((power * 0.002) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE)
|
|
break
|
|
//caps damage rate
|
|
|
|
//Takes the lower number between archived damage + (1.8) and damage
|
|
//This means we can only deal 1.8 damage per function call
|
|
damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage)
|
|
|
|
for(var/gas_id in gases_we_care_about)
|
|
removed.assert_gas(gas_id)
|
|
|
|
//calculating gas related values
|
|
//Wanna know a secret? See that max() to zero? it's used for error checking. If we get a mol count in the negative, we'll get a divide by zero error //Old me, you're insane
|
|
combined_gas = max(removed.total_moles(), 0)
|
|
|
|
//This is more error prevention, according to all known laws of atmos, gas_mix.remove() should never make negative mol values.
|
|
//But this is tg
|
|
|
|
//Lets get the proportions of the gasses in the mix for scaling stuff later
|
|
//They range between 0 and 1
|
|
for(var/gas_id in gases_we_care_about)
|
|
gas_comp[gas_id] = clamp(removed.gases[gas_id][MOLES] / combined_gas, 0, 1)
|
|
|
|
var/list/heat_mod = gases_we_care_about.Copy()
|
|
var/list/transit_mod = gases_we_care_about.Copy()
|
|
var/list/resistance_mod = gases_we_care_about.Copy()
|
|
|
|
var/h2obonus = 1 - (gas_comp[/datum/gas/water_vapor] * 0.25)//At max this value should be 0.75
|
|
var/freonbonus = (gas_comp[/datum/gas/freon] <= 0.03) //Let's just yeet power output if this shit is high
|
|
|
|
|
|
//No less then zero, and no greater then one, we use this to do explosions and heat to power transfer
|
|
//Be very careful with modifing this var by large amounts, and for the love of god do not push it past 1
|
|
gasmix_power_ratio = 0
|
|
for(var/gas_id in gas_powermix)
|
|
gasmix_power_ratio += gas_comp[gas_id] * gas_powermix[gas_id]
|
|
gasmix_power_ratio = clamp(gasmix_power_ratio, 0, 1)
|
|
|
|
//Minimum value of -10, maximum value of 23. Effects plasma and o2 output and the output heat
|
|
dynamic_heat_modifier = 0
|
|
for(var/gas_id in gas_heat)
|
|
dynamic_heat_modifier += gas_comp[gas_id] * gas_heat[gas_id] * (isnull(heat_mod[gas_id]) ? 1 : heat_mod[gas_id])
|
|
dynamic_heat_modifier = max(dynamic_heat_modifier, 0.5)
|
|
|
|
//Value between 1 and 10. Effects the damage heat does to the crystal
|
|
dynamic_heat_resistance = 0
|
|
for(var/gas_id in gas_resist)
|
|
dynamic_heat_resistance += gas_comp[gas_id] * gas_resist[gas_id] * (isnull(resistance_mod[gas_id]) ? 1 : resistance_mod[gas_id])
|
|
dynamic_heat_resistance = max(dynamic_heat_resistance, 1)
|
|
|
|
//Value between -5 and 30, used to determine radiation output as it concerns things like collectors.
|
|
power_transmission_bonus = 0
|
|
for(var/gas_id in gas_trans)
|
|
power_transmission_bonus += gas_comp[gas_id] * gas_trans[gas_id] * (isnull(transit_mod[gas_id]) ? 1 : transit_mod[gas_id])
|
|
power_transmission_bonus *= h2obonus
|
|
|
|
//Miasma is really just microscopic particulate. It gets consumed like anything else that touches the crystal.
|
|
if(gas_comp[/datum/gas/miasma])
|
|
var/miasma_pp = env.return_pressure() * gas_comp[/datum/gas/miasma]
|
|
var/consumed_miasma = clamp(((miasma_pp - MIASMA_CONSUMPTION_PP) / (miasma_pp + MIASMA_PRESSURE_SCALING)) * (1 + (gasmix_power_ratio * MIASMA_GASMIX_SCALING)), MIASMA_CONSUMPTION_RATIO_MIN, MIASMA_CONSUMPTION_RATIO_MAX)
|
|
consumed_miasma *= gas_comp[/datum/gas/miasma] * combined_gas
|
|
if(consumed_miasma)
|
|
removed.gases[/datum/gas/miasma][MOLES] -= consumed_miasma
|
|
matter_power += consumed_miasma * MIASMA_POWER_GAIN
|
|
|
|
//Let's say that the CO2 touches the SM surface and the radiation turns it into Pluoxium.
|
|
if(gas_comp[/datum/gas/carbon_dioxide] && gas_comp[/datum/gas/oxygen])
|
|
var/carbon_dioxide_pp = env.return_pressure() * gas_comp[/datum/gas/carbon_dioxide]
|
|
var/consumed_carbon_dioxide = clamp(((carbon_dioxide_pp - CO2_CONSUMPTION_PP) / (carbon_dioxide_pp + CO2_PRESSURE_SCALING)), CO2_CONSUMPTION_RATIO_MIN, CO2_CONSUMPTION_RATIO_MAX)
|
|
consumed_carbon_dioxide = min(consumed_carbon_dioxide * gas_comp[/datum/gas/carbon_dioxide] * combined_gas, removed.gases[/datum/gas/carbon_dioxide][MOLES] * INVERSE(0.5), removed.gases[/datum/gas/oxygen][MOLES] * INVERSE(0.5))
|
|
if(consumed_carbon_dioxide)
|
|
removed.gases[/datum/gas/carbon_dioxide][MOLES] -= consumed_carbon_dioxide * 0.5
|
|
removed.gases[/datum/gas/oxygen][MOLES] -= consumed_carbon_dioxide * 0.5
|
|
removed.gases[/datum/gas/pluoxium][MOLES] += consumed_carbon_dioxide * 0.25
|
|
|
|
//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)
|
|
|
|
//Ramps up or down in increments of 0.02 up to the proportion of co2
|
|
//Given infinite time, powerloss_dynamic_scaling = co2comp
|
|
//Some value between 0 and 1
|
|
if (combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && gas_comp[/datum/gas/carbon_dioxide] > POWERLOSS_INHIBITION_GAS_THRESHOLD) //If there are more then 20 mols, and more then 20% co2
|
|
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(gas_comp[/datum/gas/carbon_dioxide] - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
|
|
else
|
|
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling - 0.05, 0, 1)
|
|
//Ranges from 0 to 1(1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
|
|
//We take the mol count, and scale it to be our inhibitor
|
|
powerloss_inhibitor = clamp(1-(powerloss_dynamic_scaling * clamp(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD, 1, 1.5)), 0, 1)
|
|
|
|
//Releases stored power into the general pool
|
|
//We get this by consuming shit or being scalpeled
|
|
if(matter_power && power_changes)
|
|
//We base our removed power off one 10th of the matter_power.
|
|
var/removed_matter = max(matter_power/MATTER_POWER_CONVERSION, 40)
|
|
//Adds at least 40 power
|
|
power = max(power + removed_matter, 0)
|
|
//Removes at least 40 matter power
|
|
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 more based on heat
|
|
icon_state = "[base_icon_state]_glow"
|
|
else
|
|
//in normal mode, power is less effected by heat
|
|
temp_factor = 30
|
|
icon_state = base_icon_state
|
|
|
|
//if there is more pluox and n2 then anything else, we receive no power increase from heat
|
|
if(power_changes)
|
|
power = max((removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0)
|
|
|
|
emit_radiation()
|
|
|
|
//Zaps around 2.5 seconds at 1500 MeV, limited to 0.5 from 4000 MeV and up
|
|
if(power && (last_power_zap + 4 SECONDS - (power * 0.001)) < world.time)
|
|
//(1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))) * freonbonus
|
|
playsound(src, 'sound/weapons/emitter2.ogg', 70, TRUE)
|
|
var/power_multiplier = max(0, (1 + (power_transmission_bonus / (10 - (gas_comp[/datum/gas/bz] * BZ_RADIOACTIVITY_MODIFIER)))) * freonbonus)// RadModBZ(500%)
|
|
var/pressure_multiplier = max((1 / ((env_pressure ** pressure_bonus_curve_angle) + 1) * pressure_bonus_derived_steepness) + pressure_bonus_derived_constant, 1)
|
|
var/co2_power_increase = max(gas_comp[/datum/gas/carbon_dioxide] * 2, 1)
|
|
supermatter_zap(
|
|
zapstart = src,
|
|
range = 3,
|
|
zap_str = 2.5 * power * power_multiplier * pressure_multiplier * co2_power_increase,
|
|
zap_flags = ZAP_SUPERMATTER_FLAGS,
|
|
zap_cutoff = 300,
|
|
power_level = power
|
|
)
|
|
last_power_zap = world.time
|
|
|
|
if(prob(gas_comp[/datum/gas/zauker]))
|
|
playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, TRUE, extrarange = 10)
|
|
supermatter_zap(src, 6, clamp(power*2, 4000, 20000), ZAP_MOB_STUN, zap_cutoff = src.zap_cutoff, power_level = power, zap_icon = src.zap_icon)
|
|
|
|
if(gas_comp[/datum/gas/bz] >= 0.4 && prob(30 * gas_comp[/datum/gas/bz]))
|
|
src.fire_nuclear_particle() // Start to emit radballs at a maximum of 30% chance per tick
|
|
|
|
//Power * 0.55 * a value between 1 and 0.8
|
|
var/device_energy = power * REACTION_POWER_MODIFIER * (1 - (psyCoeff * 0.2))
|
|
|
|
//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.
|
|
//Power * 0.55 * (some value between 1.5 and 23) / 5
|
|
removed.temperature += ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER)
|
|
//We can only emit so much heat, that being 57500
|
|
removed.temperature = max(TCMB, min(removed.temperature, 2500 * dynamic_heat_modifier))
|
|
|
|
//Calculate how much gas to release
|
|
//Varies based on power and gas content
|
|
removed.gases[/datum/gas/plasma][MOLES] += max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0)
|
|
//Varies based on power, gas content, and heat
|
|
removed.gases[/datum/gas/oxygen][MOLES] += max(((device_energy + removed.temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
|
|
|
if(produces_gas)
|
|
removed.garbage_collect()
|
|
env.merge(removed)
|
|
air_update_turf(FALSE, FALSE)
|
|
|
|
// Defaults to a value less than 1. Over time the psyCoeff goes to 0 if
|
|
// no supermatter soothers are nearby.
|
|
var/psy_coeff_diff = -0.05
|
|
for(var/mob/living/carbon/human/seen_by_sm in view(src, HALLUCINATION_RANGE(power)))
|
|
// Someone (generally a Psychologist), when looking at the SM
|
|
// within hallucination range makes it easier to manage.
|
|
if(HAS_TRAIT(seen_by_sm, TRAIT_SUPERMATTER_SOOTHER) || (seen_by_sm.mind && HAS_TRAIT(seen_by_sm.mind, TRAIT_SUPERMATTER_SOOTHER)))
|
|
psy_coeff_diff = 0.05
|
|
psy_overlay = TRUE
|
|
|
|
// If they are immune to supermatter hallucinations.
|
|
if (HAS_TRAIT(seen_by_sm, TRAIT_SUPERMATTER_MADNESS_IMMUNE) || (seen_by_sm.mind && HAS_TRAIT(seen_by_sm.mind, TRAIT_SUPERMATTER_MADNESS_IMMUNE)))
|
|
continue
|
|
|
|
// Blind people don't get supermatter hallucinations.
|
|
if (seen_by_sm.is_blind())
|
|
continue
|
|
|
|
// Everyone else gets hallucinations.
|
|
var/dist = sqrt(1 / max(1, get_dist(seen_by_sm, src)))
|
|
seen_by_sm.hallucination += power * hallucination_power * dist
|
|
seen_by_sm.hallucination = clamp(seen_by_sm.hallucination, 0, 200)
|
|
psyCoeff = clamp(psyCoeff + psy_coeff_diff, 0, 1)
|
|
|
|
//Transitions between one function and another, one we use for the fast inital startup, the other is used to prevent errors with fusion temperatures.
|
|
//Use of the second function improves the power gain imparted by using co2
|
|
if(power_changes)
|
|
power = max(power - min(((power/500)**3) * powerloss_inhibitor, power * 0.83 * powerloss_inhibitor) * (1 - (0.2 * psyCoeff)),0)
|
|
//After this point power is lowered
|
|
//This wraps around to the begining of the function
|
|
//Handle high power zaps/anomaly generation
|
|
if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point) //If the power is above 5000 or if the damage is above 550
|
|
var/range = 4
|
|
zap_cutoff = 1500
|
|
if(removed && removed.return_pressure() > 0 && removed.return_temperature() > 0)
|
|
//You may be able to freeze the zapstate of the engine with good planning, we'll see
|
|
zap_cutoff = clamp(3000 - (power * (removed.total_moles()) / 10) / removed.return_temperature(), 350, 3000)//If the core is cold, it's easier to jump, ditto if there are a lot of mols
|
|
//We should always be able to zap our way out of the default enclosure
|
|
//See supermatter_zap() for more details
|
|
range = clamp(power / removed.return_pressure() * 10, 2, 7)
|
|
var/flags = ZAP_SUPERMATTER_FLAGS
|
|
var/zap_count = 0
|
|
//Deal with power zaps
|
|
switch(power)
|
|
if(POWER_PENALTY_THRESHOLD to SEVERE_POWER_PENALTY_THRESHOLD)
|
|
zap_icon = DEFAULT_ZAP_ICON_STATE
|
|
zap_count = 2
|
|
if(SEVERE_POWER_PENALTY_THRESHOLD to CRITICAL_POWER_PENALTY_THRESHOLD)
|
|
zap_icon = SLIGHTLY_CHARGED_ZAP_ICON_STATE
|
|
//Uncaps the zap damage, it's maxed by the input power
|
|
//Objects take damage now
|
|
flags |= (ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
|
|
zap_count = 3
|
|
if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY)
|
|
zap_icon = OVER_9000_ZAP_ICON_STATE
|
|
//It'll stun more now, and damage will hit harder, gloves are no garentee.
|
|
//Machines go boom
|
|
flags |= (ZAP_MOB_STUN | ZAP_MACHINE_EXPLOSIVE | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
|
|
zap_count = 4
|
|
//Now we deal with damage shit
|
|
if (damage > damage_penalty_point && prob(20))
|
|
zap_count += 1
|
|
|
|
if(zap_count >= 1)
|
|
playsound(loc, 'sound/weapons/emitter2.ogg', 100, TRUE, extrarange = 10)
|
|
for(var/i in 1 to zap_count)
|
|
supermatter_zap(src, range, clamp(power*2, 4000, 20000), flags, zap_cutoff = src.zap_cutoff, power_level = power, zap_icon = src.zap_icon)
|
|
|
|
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(prob(15))
|
|
supermatter_pull(loc, min(power/850, 3))//850, 1700, 2550
|
|
|
|
//Tells the engi team to get their butt in gear
|
|
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
|
|
if(damage_archived < warning_point) //If damage_archive is under the warning point, this is the very first cycle that we've reached said point.
|
|
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_START_ALARM)
|
|
if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
|
|
alarm()
|
|
|
|
//Oh shit it's bad, time to freak out
|
|
if(damage > emergency_point)
|
|
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity_percent()]%", common_channel)
|
|
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_ALARM)
|
|
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_percent()]%", engineering_channel)
|
|
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_ALARM)
|
|
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
|
|
|
|
else // Phew, we're safe
|
|
radio.talk_into(src, "[safe_alert] Integrity: [get_integrity_percent()]%", engineering_channel)
|
|
lastwarning = REALTIMEOFDAY
|
|
|
|
if(power > POWER_PENALTY_THRESHOLD)
|
|
radio.talk_into(src, "Warning: Hyperstructure has reached dangerous power level.", engineering_channel)
|
|
if(powerloss_inhibitor < 0.5)
|
|
radio.talk_into(src, "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", engineering_channel)
|
|
|
|
if(combined_gas > MOLE_PENALTY_THRESHOLD)
|
|
radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
|
|
//Boom (Mind blown)
|
|
if(damage > explosion_point)
|
|
countdown()
|
|
|
|
return TRUE
|
|
|
|
/obj/machinery/power/supermatter_crystal/bullet_act(obj/projectile/projectile)
|
|
var/turf/local_turf = loc
|
|
var/kiss_power = 0
|
|
switch(projectile.type)
|
|
if(/obj/projectile/kiss)
|
|
kiss_power = 60
|
|
if(/obj/projectile/kiss/death)
|
|
kiss_power = 20000
|
|
if(!istype(local_turf))
|
|
return FALSE
|
|
if(!istype(projectile.firer, /obj/machinery/power/emitter) && power_changes)
|
|
investigate_log("has been hit by [projectile] fired by [key_name(projectile.firer)]", INVESTIGATE_SUPERMATTER)
|
|
if(projectile.armor_flag != BULLET || kiss_power)
|
|
if(kiss_power)
|
|
psyCoeff = 1
|
|
psy_overlay = TRUE
|
|
if(power_changes) //This needs to be here I swear
|
|
power += projectile.damage * bullet_energy + kiss_power
|
|
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 += (projectile.damage * bullet_energy) * clamp((emergency_point - damage) / emergency_point, 0, 1)
|
|
if(damage > damage_penalty_point)
|
|
visible_message(span_notice("[src] compresses under stress, resisting further impacts!"))
|
|
return BULLET_ACT_HIT
|
|
|
|
/obj/machinery/power/supermatter_crystal/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_userdanger("[src] is consumed by the singularity!"))
|
|
for(var/mob/hearing_mob as anything in GLOB.player_list)
|
|
if(hearing_mob.z != z)
|
|
continue
|
|
SEND_SOUND(hearing_mob, 'sound/effects/supermatter.ogg') //everyone goan know bout this
|
|
to_chat(hearing_mob, span_boldannounce("A horrible screeching fills your ears, and a wave of dread washes over you..."))
|
|
qdel(src)
|
|
return gain
|
|
|
|
/obj/machinery/power/supermatter_crystal/blob_act(obj/structure/blob/blob)
|
|
if(!blob || isspaceturf(loc)) //does nothing in space
|
|
return
|
|
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
damage += blob.get_integrity() * 0.5 //take damage equal to 50% of remaining blob health before it tried to eat us
|
|
if(blob.get_integrity() > 100)
|
|
blob.visible_message(span_danger("\The [blob] strikes at \the [src] and flinches away!"),
|
|
span_hear("You hear a loud crack as you are washed with a wave of heat."))
|
|
blob.take_damage(100, BURN)
|
|
else
|
|
blob.visible_message(span_danger("\The [blob] strikes at \the [src] and rapidly flashes to ash."),
|
|
span_hear("You hear a loud crack as you are washed with a wave of heat."))
|
|
Consume(blob)
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_tk(mob/user)
|
|
if(!iscarbon(user))
|
|
return
|
|
var/mob/living/carbon/jedi = user
|
|
to_chat(jedi, span_userdanger("That was a really dense idea."))
|
|
jedi.ghostize()
|
|
var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in jedi.internal_organs
|
|
if(rip_u)
|
|
rip_u.Remove(jedi)
|
|
qdel(rip_u)
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_paw(mob/user, list/modifiers)
|
|
dust_mob(user, cause = "monkey attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_alien(mob/user, list/modifiers)
|
|
dust_mob(user, cause = "alien attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_animal(mob/living/simple_animal/user, list/modifiers)
|
|
var/murder
|
|
if(!user.melee_damage_upper && !user.melee_damage_lower)
|
|
murder = user.friendly_verb_continuous
|
|
else
|
|
murder = user.attack_verb_continuous
|
|
dust_mob(user, \
|
|
span_danger("[user] unwisely [murder] [src], and [user.p_their()] body burns brilliantly before flashing into ash!"), \
|
|
span_userdanger("You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops."), \
|
|
"simple animal attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_robot(mob/user)
|
|
if(Adjacent(user))
|
|
dust_mob(user, cause = "cyborg attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_ai(mob/user)
|
|
return
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_hulk(mob/user)
|
|
dust_mob(user, cause = "hulk attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_larva(mob/user)
|
|
dust_mob(user, cause = "larva attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.incorporeal_move || user.status_flags & GODMODE)
|
|
return
|
|
|
|
. = TRUE
|
|
if(user.zone_selected != BODY_ZONE_PRECISE_MOUTH)
|
|
dust_mob(user, cause = "hand")
|
|
return
|
|
|
|
if(!user.is_mouth_covered())
|
|
if(user.combat_mode)
|
|
dust_mob(user,
|
|
span_danger("As [user] tries to take a bite out of [src] everything goes silent before [user.p_their()] body starts to glow and burst into flames before flashing to ash."),
|
|
span_userdanger("You try to take a bite out of [src], but find [p_them()] far too hard to get anywhere before everything starts burning and your ears fill with ringing!"),
|
|
"attempted bite"
|
|
)
|
|
return
|
|
|
|
var/obj/item/organ/tongue/licking_tongue = user.getorganslot(ORGAN_SLOT_TONGUE)
|
|
if(licking_tongue)
|
|
dust_mob(user,
|
|
span_danger("As [user] hesitantly leans in and licks [src] everything goes silent before [user.p_their()] body starts to glow and burst into flames before flashing to ash!"),
|
|
span_userdanger("You tentatively lick [src], but you can't figure out what it tastes like before everything starts burning and your ears fill with ringing!"),
|
|
"attempted lick"
|
|
)
|
|
return
|
|
|
|
var/obj/item/bodypart/head/forehead = user.get_bodypart(BODY_ZONE_HEAD)
|
|
if(forehead)
|
|
dust_mob(user,
|
|
span_danger("As [user]'s forehead bumps into [src], inducing a resonance... Everything goes silent before [user.p_their()] [forehead] flashes to ash!"),
|
|
span_userdanger("You feel your forehead bump into [src] and everything suddenly goes silent. As your head fills with ringing you come to realize that that was not a wise decision."),
|
|
"failed lick"
|
|
)
|
|
return
|
|
|
|
dust_mob(user,
|
|
span_danger("[user] leans in and tries to lick [src], inducing a resonance... [user.p_their()] body starts to glow and burst into flames before flashing into dust!"),
|
|
span_userdanger("You lean in and try to lick [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\""),
|
|
"failed lick"
|
|
)
|
|
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/dust_mob(mob/living/nom, vis_msg, mob_msg, cause)
|
|
if(nom.incorporeal_move || nom.status_flags & GODMODE) //try to keep supermatter sliver's + hemostat's dust conditions in sync with this too
|
|
return
|
|
if(!vis_msg)
|
|
vis_msg = span_danger("[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and burst into flames before flashing into dust!")
|
|
if(!mob_msg)
|
|
mob_msg = span_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.\"")
|
|
if(!cause)
|
|
cause = "contact"
|
|
nom.visible_message(vis_msg, mob_msg, span_hear("You hear an unearthly noise as a wave of heat washes over you."))
|
|
investigate_log("has been attacked ([cause]) by [key_name(nom)]", INVESTIGATE_SUPERMATTER)
|
|
add_memory_in_range(src, 7, MEMORY_SUPERMATTER_DUSTED, list(DETAIL_PROTAGONIST = nom, DETAIL_WHAT_BY = src), story_value = STORY_VALUE_OKAY, memory_flags = MEMORY_CHECK_BLIND_AND_DEAF)
|
|
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
Consume(nom)
|
|
|
|
/obj/machinery/power/supermatter_crystal/attackby(obj/item/item, mob/living/user, params)
|
|
if(!istype(item) || (item.item_flags & ABSTRACT) || !istype(user))
|
|
return
|
|
if(istype(item, /obj/item/melee/roastingstick))
|
|
return FALSE
|
|
if(istype(item, /obj/item/clothing/mask/cigarette))
|
|
var/obj/item/clothing/mask/cigarette/cig = item
|
|
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
|
|
if(clumsy)
|
|
var/which_hand = BODY_ZONE_L_ARM
|
|
if(!(user.active_hand_index % 2))
|
|
which_hand = BODY_ZONE_R_ARM
|
|
var/obj/item/bodypart/dust_arm = user.get_bodypart(which_hand)
|
|
dust_arm.dismember()
|
|
user.visible_message(span_danger("The [item] flashes out of existence on contact with \the [src], resonating with a horrible sound..."),\
|
|
span_danger("Oops! The [item] flashes out of existence on contact with \the [src], taking your arm with it! That was clumsy of you!"))
|
|
playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
|
|
Consume(dust_arm)
|
|
qdel(item)
|
|
return
|
|
if(cig.lit || user.combat_mode)
|
|
user.visible_message(span_danger("A hideous sound echoes as [item] is ashed out on contact with \the [src]. That didn't seem like a good idea..."))
|
|
playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
|
|
Consume(item)
|
|
radiation_pulse(src, max_range = 3, threshold = 0.1, chance = 50)
|
|
return ..()
|
|
else
|
|
cig.light()
|
|
user.visible_message(span_danger("As [user] lights \their [item] on \the [src], silence fills the room..."),\
|
|
span_danger("Time seems to slow to a crawl as you touch \the [src] with \the [item].</span>\n<span class='notice'>\The [item] flashes alight with an eerie energy as you nonchalantly lift your hand away from \the [src]. Damn."))
|
|
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
radiation_pulse(src, max_range = 1, threshold = 0, chance = 100)
|
|
return
|
|
if(istype(item, /obj/item/scalpel/supermatter))
|
|
var/obj/item/scalpel/supermatter/scalpel = item
|
|
to_chat(user, span_notice("You carefully begin to scrape \the [src] with \the [item]..."))
|
|
if(item.use_tool(src, user, 60, volume=100))
|
|
if (scalpel.usesLeft)
|
|
to_chat(user, span_danger("You extract a sliver from \the [src]. \The [src] begins to react violently!"))
|
|
new /obj/item/nuke_core/supermatter_sliver(drop_location())
|
|
matter_power += 800
|
|
scalpel.usesLeft--
|
|
if (!scalpel.usesLeft)
|
|
to_chat(user, span_notice("A tiny piece of \the [item] falls off, rendering it useless!"))
|
|
else
|
|
to_chat(user, span_warning("You fail to extract a sliver from \The [src]! \the [item] isn't sharp enough anymore."))
|
|
else if(user.dropItemToGround(item))
|
|
user.visible_message(span_danger("As [user] touches \the [src] with \a [item], silence fills the room..."),\
|
|
span_userdanger("You touch \the [src] with \the [item], and everything suddenly goes silent.</span>\n<span class='notice'>\The [item] flashes into dust as you flinch away from \the [src]."),\
|
|
span_hear("Everything suddenly goes silent."))
|
|
investigate_log("has been attacked ([item]) by [key_name(user)]", INVESTIGATE_SUPERMATTER)
|
|
Consume(item)
|
|
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
|
|
radiation_pulse(src, max_range = 3, threshold = 0.1, chance = 50)
|
|
|
|
else if(Adjacent(user)) //if the item is stuck to the person, kill the person too instead of eating just the item.
|
|
var/vis_msg = span_danger("[user] reaches out and touches [src] with [item], inducing a resonance... [item] starts to glow briefly before the light continues up to [user]'s body. [user.p_they(TRUE)] bursts into flames before flashing into dust!")
|
|
var/mob_msg = span_userdanger("You reach out and touch [src] with [item]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"")
|
|
dust_mob(user, vis_msg, mob_msg)
|
|
|
|
/obj/machinery/power/supermatter_crystal/wrench_act(mob/user, obj/item/tool)
|
|
..()
|
|
if (moveable)
|
|
default_unfasten_wrench(user, tool, time = 20)
|
|
return TRUE
|
|
|
|
/obj/machinery/power/supermatter_crystal/Bumped(atom/movable/hit_object)
|
|
// SKYRAT EDIT ADDITION
|
|
if(istype(hit_object, /obj/item/goldeneye_key))
|
|
return FALSE
|
|
// SKYRAT EDIT ADDITION
|
|
if(isliving(hit_object))
|
|
hit_object.visible_message(span_danger("\The [hit_object] slams into \the [src] inducing a resonance... [hit_object.p_their()] body starts to glow and burst into flames before flashing into dust!"),
|
|
span_userdanger("You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\""),
|
|
span_hear("You hear an unearthly noise as a wave of heat washes over you."))
|
|
else if(isobj(hit_object) && !iseffect(hit_object))
|
|
hit_object.visible_message(span_danger("\The [hit_object] smacks into \the [src] and rapidly flashes to ash."), null,
|
|
span_hear("You hear a loud crack as you are washed with a wave of heat."))
|
|
else
|
|
return
|
|
|
|
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
Consume(hit_object)
|
|
|
|
/obj/machinery/power/supermatter_crystal/intercept_zImpact(list/falling_movables, levels)
|
|
. = ..()
|
|
for(var/atom/movable/hit_object as anything in falling_movables)
|
|
Bumped(hit_object)
|
|
. |= FALL_STOP_INTERCEPTING | FALL_INTERCEPTED
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/Consume(atom/movable/consumed_object)
|
|
if(isliving(consumed_object))
|
|
var/mob/living/consumed_mob = consumed_object
|
|
if(consumed_mob.status_flags & GODMODE)
|
|
return
|
|
message_admins("[src] has consumed [key_name_admin(consumed_mob)] [ADMIN_JMP(src)].")
|
|
investigate_log("has consumed [key_name(consumed_mob)].", INVESTIGATE_SUPERMATTER)
|
|
consumed_mob.dust(force = TRUE)
|
|
if(power_changes)
|
|
matter_power += 200
|
|
if(takes_damage && is_clown_job(consumed_mob.mind?.assigned_role))
|
|
damage += rand(-300, 300) // HONK
|
|
damage = max(damage, 0)
|
|
else if(consumed_object.flags_1 & SUPERMATTER_IGNORES_1)
|
|
return
|
|
else if(isobj(consumed_object))
|
|
if(!iseffect(consumed_object))
|
|
var/suspicion = ""
|
|
if(consumed_object.fingerprintslast)
|
|
suspicion = "last touched by [consumed_object.fingerprintslast]"
|
|
message_admins("[src] has consumed [consumed_object], [suspicion] [ADMIN_JMP(src)].")
|
|
investigate_log("has consumed [consumed_object] - [suspicion].", INVESTIGATE_SUPERMATTER)
|
|
qdel(consumed_object)
|
|
if(!iseffect(consumed_object) && power_changes)
|
|
matter_power += 200
|
|
|
|
//Some poor sod got eaten, go ahead and irradiate people nearby.
|
|
radiation_pulse(src, max_range = 6, threshold = 0.3, chance = 30)
|
|
for(var/mob/living/near_mob in range(10))
|
|
investigate_log("has irradiated [key_name(near_mob)] after consuming [consumed_object].", INVESTIGATE_SUPERMATTER)
|
|
if (HAS_TRAIT(near_mob, TRAIT_RADIMMUNE) || issilicon(near_mob))
|
|
continue
|
|
if(ishuman(near_mob) && SSradiation.wearing_rad_protected_clothing(near_mob))
|
|
continue
|
|
if(near_mob in view())
|
|
near_mob.show_message(span_danger("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns."), MSG_VISUAL,
|
|
span_danger("The unearthly ringing subsides and you find your skin covered in new radiation burns."), MSG_AUDIBLE)
|
|
else
|
|
near_mob.show_message(span_hear("An unearthly ringing fills your ears, and you find your skin covered in new radiation burns."), MSG_AUDIBLE)
|
|
//Do not blow up our internal radio
|
|
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
|
|
return
|
|
|
|
/obj/machinery/power/supermatter_crystal/engine
|
|
is_main_engine = TRUE
|
|
|
|
/obj/machinery/power/supermatter_crystal/shard
|
|
name = "supermatter shard"
|
|
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure."
|
|
base_icon_state = "darkmatter_shard"
|
|
icon_state = "darkmatter_shard"
|
|
anchored = FALSE
|
|
gasefficency = 0.125
|
|
explosion_power = 12
|
|
layer = ABOVE_MOB_LAYER
|
|
plane = GAME_PLANE_UPPER
|
|
moveable = TRUE
|
|
psyOverlay = /obj/overlay/psy/shard
|
|
|
|
/obj/machinery/power/supermatter_crystal/shard/engine
|
|
name = "anchored supermatter shard"
|
|
is_main_engine = TRUE
|
|
anchored = TRUE
|
|
moveable = FALSE
|
|
|
|
// When you wanna make a supermatter shard for the dramatic effect, but
|
|
// don't want it exploding suddenly
|
|
/obj/machinery/power/supermatter_crystal/shard/hugbox
|
|
name = "anchored supermatter shard"
|
|
takes_damage = FALSE
|
|
produces_gas = FALSE
|
|
power_changes = FALSE
|
|
processes = FALSE //SHUT IT DOWN
|
|
moveable = FALSE
|
|
anchored = TRUE
|
|
|
|
/obj/machinery/power/supermatter_crystal/shard/hugbox/fakecrystal //Hugbox shard with crystal visuals, used in the Supermatter/Hyperfractal shuttle
|
|
name = "supermatter crystal"
|
|
base_icon_state = "darkmatter"
|
|
icon_state = "darkmatter"
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/supermatter_pull(turf/center, pull_range = 3)
|
|
playsound(center, 'sound/weapons/marauder.ogg', 100, TRUE, extrarange = pull_range - world.view)
|
|
for(var/atom/movable/movable_atom in orange(pull_range,center))
|
|
if((movable_atom.anchored || movable_atom.move_resist >= MOVE_FORCE_EXTREMELY_STRONG)) //move resist memes.
|
|
if(istype(movable_atom, /obj/structure/closet))
|
|
var/obj/structure/closet/closet = movable_atom
|
|
closet.open(force = TRUE)
|
|
continue
|
|
if(ismob(movable_atom))
|
|
var/mob/pulled_mob = movable_atom
|
|
if(pulled_mob.mob_negates_gravity())
|
|
continue //You can't pull someone nailed to the deck
|
|
step_towards(movable_atom,center)
|
|
|
|
/* - SKYRAT EDIT CHANGE - QOL - ORIGINAL
|
|
/obj/machinery/power/supermatter_crystal/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5)
|
|
var/turf/local_turf = pick(orange(anomalyrange, anomalycenter))
|
|
if(!local_turf)
|
|
return
|
|
switch(type)
|
|
if(FLUX_ANOMALY)
|
|
var/obj/effect/anomaly/flux/flux = new(local_turf, 300, FALSE)
|
|
flux.explosive = FALSE
|
|
if(GRAVITATIONAL_ANOMALY)
|
|
new /obj/effect/anomaly/grav(local_turf, 250, FALSE)
|
|
if(PYRO_ANOMALY)
|
|
new /obj/effect/anomaly/pyro(local_turf, 200, FALSE)
|
|
*/
|
|
|
|
/obj/machinery/power/supermatter_crystal/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5)
|
|
var/turf/local_turf = pick(orange(anomalyrange, anomalycenter))
|
|
if(!local_turf)
|
|
return
|
|
// BEGIN SKYRAT CHANGE - High Energy Anomaly Core Generation
|
|
var/drops_core = FALSE
|
|
// Every 334 EER above POWER_PENALTY_THRESHOLD adds 10% chance for the anomalies to leave behind a core when neutralized
|
|
var/chance_bonus = clamp((10 * (power - POWER_PENALTY_THRESHOLD) / 334), 0, 95)
|
|
if(prob(25 + round(chance_bonus))) // 25% base chance to drop a core
|
|
drops_core = TRUE
|
|
|
|
switch(type)
|
|
if(FLUX_ANOMALY)
|
|
var/obj/effect/anomaly/flux/flux = new(local_turf, 300, drops_core)
|
|
flux.explosive = FALSE
|
|
if(GRAVITATIONAL_ANOMALY)
|
|
new /obj/effect/anomaly/grav(local_turf, 250, drops_core)
|
|
if(PYRO_ANOMALY)
|
|
new /obj/effect/anomaly/pyro(local_turf, 200, drops_core)
|
|
// END SKYRAT CHANGE
|
|
|
|
/obj/machinery/proc/supermatter_zap(atom/zapstart = src, range = 5, zap_str = 4000, zap_flags = ZAP_SUPERMATTER_FLAGS, list/targets_hit = list(), zap_cutoff = 1500, power_level = 0, zap_icon = DEFAULT_ZAP_ICON_STATE)
|
|
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/test 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(!(bike.obj_flags & 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(coil.anchored && !(coil.obj_flags & BEING_SHOCKED) && !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(istype(test, /mob/living/))
|
|
var/mob/living/alive = test
|
|
if(!(HAS_TRAIT(alive, TRAIT_TESLA_SHOCKIMMUNE)) && !(alive.flags_1 & SHOCKED_1) && 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(istype(test, /obj/machinery/))
|
|
var/obj/machinery/machine = test
|
|
if(!(machine.obj_flags & BEING_SHOCKED) && prob(40))
|
|
if(target_type != MACHINERY)
|
|
arc_targets = list()
|
|
arc_targets += test
|
|
target_type = MACHINERY
|
|
|
|
if(target_type > OBJECT)
|
|
continue
|
|
|
|
if(istype(test, /obj/))
|
|
var/obj/object = test
|
|
if(!(object.obj_flags & 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)
|
|
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)
|
|
var/multi = 2
|
|
switch(power_level)//Between 7k and 9k it's 4, above that it's 8
|
|
if(SEVERE_POWER_PENALTY_THRESHOLD to CRITICAL_POWER_PENALTY_THRESHOLD)
|
|
multi = 4
|
|
if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY)
|
|
multi = 8
|
|
if(zap_flags & ZAP_SUPERMATTER_FLAGS)
|
|
var/remaining_power = target.zap_act(zap_str * multi, zap_flags)
|
|
zap_str = remaining_power * 0.5 //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
|
|
creature.set_shocked()
|
|
addtimer(CALLBACK(creature, /mob/living/proc/reset_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)
|
|
|
|
/obj/overlay/psy
|
|
icon = 'icons/obj/supermatter.dmi'
|
|
icon_state = "psy"
|
|
layer = FLOAT_LAYER - 1
|
|
|
|
/obj/overlay/psy/shard
|
|
icon_state = "psy_shard"
|
|
|
|
#undef HALLUCINATION_RANGE
|
|
#undef GRAVITATIONAL_ANOMALY
|
|
#undef FLUX_ANOMALY
|
|
#undef PYRO_ANOMALY
|
|
#undef BIKE
|
|
#undef COIL
|
|
#undef ROD
|
|
#undef LIVING
|
|
#undef MACHINERY
|
|
#undef OBJECT
|
|
#undef LOWEST
|