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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Moved Supermatter.dm out of the WorkInProgress directory.
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@@ -1,266 +0,0 @@
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#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
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#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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//These would be what you would get at point blank, decreases with distance
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#define DETONATION_RADS 200
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#define DETONATION_HALLUCINATION 600
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#define WARNING_DELAY 60 //45 seconds between warnings.
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/obj/machinery/power/supermatter
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name = "Supermatter"
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desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
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icon = 'icons/obj/engine.dmi'
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icon_state = "darkmatter"
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density = 1
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anchored = 0
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var/gasefficency = 0.25
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var/base_icon_state = "darkmatter"
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var/damage = 0
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var/damage_archived = 0
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var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
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var/warning_point = 100
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var/warning_alert = "Danger! Crystal hyperstructure instability!"
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var/emergency_point = 700
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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var/explosion_point = 1000
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var/emergency_issued = 0
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var/explosion_power = 8
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var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
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var/power = 0
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//Temporary values so that we can optimize this
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//How much the bullets damage should be multiplied by when it is added to the internal variables
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var/config_bullet_energy = 2
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//How much of the power is left after processing is finished?
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// var/config_power_reduction_per_tick = 0.5
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//How much hallucination should it produce per unit of power?
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var/config_hallucination_power = 0.1
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var/obj/item/device/radio/radio
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shard //Small subtype, less efficient and more sensitive, but less boom.
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name = "Supermatter Shard"
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desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
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icon_state = "darkmatter_shard"
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base_icon_state = "darkmatter_shard"
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warning_point = 50
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emergency_point = 500
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explosion_point = 900
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gasefficency = 0.125
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explosion_power = 3 //3,6,9,12? Or is that too small?
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/obj/machinery/power/supermatter/New()
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. = ..()
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radio = new (src)
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/obj/machinery/power/supermatter/Del()
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del radio
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. = ..()
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/obj/machinery/power/supermatter/proc/explode()
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explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
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del src
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return
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/obj/machinery/power/supermatter/process()
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var/turf/L = loc
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if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
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return PROCESS_KILL
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if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
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return //Yeah just stop.
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//Ok, get the air from the turf
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var/datum/gas_mixture/env = L.return_air()
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//Remove gas from surrounding area
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var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
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if(!removed || !removed.total_moles)
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damage += max((power-1600)/10, 0)
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power = min(power, 1600)
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return 1
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if (!removed)
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return 1
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
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if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
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if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
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if(damage > emergency_point)
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radio.autosay(emergency_alert, "Supermatter Monitor")
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lastwarning = world.timeofday
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else if(damage >= damage_archived) // The damage is still going up
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radio.autosay(warning_alert, "Supermatter Monitor")
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lastwarning = world.timeofday - 150
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else // Phew, we're safe
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radio.autosay(safe_alert, "Supermatter Monitor")
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lastwarning = world.timeofday
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if(damage > explosion_point)
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for(var/mob/living/mob in living_mob_list)
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if(istype(mob, /mob/living/carbon/human))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
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mob.apply_effect(rads, IRRADIATE)
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explode()
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//Ok, 100% oxygen atmosphere = best reaction
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//Maxes out at 100% oxygen pressure
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var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
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var/temp_factor = 100
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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icon_state = "[base_icon_state]_glow"
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else
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// in normal mode, base the produced energy around the heat
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temp_factor = 60
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icon_state = base_icon_state
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power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
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//We've generated power, now let's transfer it to the collectors for storing/usage
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transfer_energy()
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var/device_energy = power * REACTION_POWER_MODIFIER
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
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removed.temperature = max(0, min(removed.temperature, 2500))
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//Calculate how much gas to release
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removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
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removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
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removed.update_values()
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env.merge(removed)
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for(var/mob/living/carbon/human/l in view(src, round(power ** 0.25))) // you have to be seeing the core to get hallucinations
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if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
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l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
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for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
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var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
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l.apply_effect(rads, IRRADIATE)
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power -= (power/500)**3
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return 1
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/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power += Proj.damage * config_bullet_energy
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else
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damage += Proj.damage * config_bullet_energy
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return 0
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/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
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return attack_hand(user)
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/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
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if(Adjacent(user))
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return attack_hand(user)
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else
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user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
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return
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/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
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user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
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/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
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user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
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"<span class=\"danger\">You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
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"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
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Consume(user)
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/obj/machinery/power/supermatter/proc/transfer_energy()
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for(var/obj/machinery/power/rad_collector/R in rad_collectors)
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if(get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(power)
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return
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/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
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user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
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"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
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"<span class=\"warning\">Everything suddenly goes silent.</span>")
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user.drop_from_inventory(W)
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Consume(W)
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user.apply_effect(150, IRRADIATE)
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/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
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if(istype(AM, /mob/living))
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AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
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"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
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"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
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else
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AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
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"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
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Consume(AM)
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/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
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if(istype(user))
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user.dust()
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power += 200
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else
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del user
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power += 200
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//Some poor sod got eaten, go ahead and irradiate people nearby.
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for(var/mob/living/l in range(10))
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if(l in view())
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l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
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"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
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else
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l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
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l.apply_effect(rads, IRRADIATE)
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