diff --git a/code/WorkInProgress/Cael_Aislinn/Supermatter/SuperMatter.dm b/code/WorkInProgress/Cael_Aislinn/Supermatter/SuperMatter.dm deleted file mode 100644 index fd3bf8eea6..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Supermatter/SuperMatter.dm +++ /dev/null @@ -1,186 +0,0 @@ -#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more -#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation. - -#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation. -#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma -#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma. - -#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation. -#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen. -#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen. - -#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area. -#define RADIATION_FACTOR 10 -#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations. -#define HALLUCINATION_FACTOR 20 - -#define REACTION_POWER_MODIFIER 4 //Higher == more overall power - -#define WARNING_DELAY 45 //45 seconds between warnings. - -/obj/machinery/power/supermatter - name = "Supermatter" - desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it." - icon = 'icons/obj/engine.dmi' - icon_state = "darkmatter" - density = 1 - anchored = 0 - - var/gasefficency = 0.25 - - var/base_icon_state = "darkmatter" - - var/damage = 0 - var/damage_archived = 0 - var/safe_alert = "Crystaline hyperstructure returning to safe operating levels." - var/warning_point = 100 - var/warning_alert = "Danger! Crystal hyperstructure instability!" - var/emergency_point = 700 - var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT" - var/explosion_point = 1000 - - var/emergency_issued = 0 - - var/explosion_power = 8 - - var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning - - var/power = 0 - - - shard //Small subtype, less efficient and more sensitive, but less boom. - name = "Supermatter Shard" - desc = "A strangely translucent and iridescent crystal. Looks like it used to be part of a larger structure. \red You get headaches just from looking at it." - icon_state = "darkmatter_shard" - base_icon_state = "darkmatter_shard" - - warning_point = 50 - emergency_point = 500 - explosion_point = 900 - - gasefficency = 0.125 - - explosion_power = 3 //3,6,9,12? Or is that too small? - - - process() - - var/turf/L = loc - - if(!istype(L)) //If we are not on a turf, uh oh. - del src - - //Ok, get the air from the turf - var/datum/gas_mixture/env = L.return_air() - - //Remove gas from surrounding area - var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles) - - if (!removed) - return 1 - - if(damage > warning_point) // while the core is still damaged and it's still worth noting its status - if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY) - - if(damage > emergency_point) - //radioalert("states, \"[emergency_alert]\"","Supermatter Monitor") - lastwarning = world.timeofday - else if(damage >= damage_archived) // The damage is still going up - //radioalert("states, \"[warning_alert]\"","Supermatter Monitor") - lastwarning = world.timeofday-150 - else // Phew, we're safe - //radioalert("states, \"[safe_alert]\"","Supermatter Monitor") - lastwarning = world.timeofday - - if(damage > explosion_point) - explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1) - del src - - damage_archived = damage - damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 ) - - if(!removed.total_moles) - damage += max((power-1600)/10,0) - power = max(power,1600) - return 1 - - var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR - var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0) - - var/temp_factor = 0 - if(oxygen > 0.8) - // with a perfect gas mix, make the power less based on heat - temp_factor = 100 - icon_state = "[base_icon_state]_glow" - else - // in normal mode, base the produced energy around the heat - temp_factor = 60 - icon_state = base_icon_state - - //Calculate power released as heat and gas, in as the sqrt of the power. - var/power_factor = (power/500) ** 3 - var/device_energy = oxygen * power_factor - power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor - - //Final energy calcs. - device_energy = max(device_energy * REACTION_POWER_MODIFIER,0) - - //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. - - var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER - var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER - var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) - - //Put as much plasma out as is permitted. - if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency) - removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency) - other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency) - else - removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR - - //Put as much plasma out as is permitted. - if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency) - removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency) - other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency) - else - removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR - - - var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) - var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) - var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) - - var/heat_applied = max(heat_energy,0) - if(heat_applied + removed.temperature > 800) - removed.temperature = 800 - var/energy_to_reconsider = (heat_applied + removed.temperature - 800) - hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER) - rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER) - else - removed.temperature += heat_applied - - removed.update_values() - - env.merge(removed) - - for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations - if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson)) - l.hallucination += hallucination_energy/((get_dist(l,src)**2)) - - for(var/mob/living/l in range(src,round(rad_energy**0.25))) - var/rads = rad_energy/((get_dist(l,src)**2)) - l.apply_effect(rads, IRRADIATE) - - return 1 - - - bullet_act(var/obj/item/projectile/Proj) - if(Proj.flag != "bullet") - power += Proj.damage - return 0 \ No newline at end of file diff --git a/code/WorkInProgress/Yinadele/Supermatter.dm b/code/WorkInProgress/Yinadele/Supermatter.dm new file mode 100644 index 0000000000..e74d861112 --- /dev/null +++ b/code/WorkInProgress/Yinadele/Supermatter.dm @@ -0,0 +1,444 @@ +//THIS IS VIRGIL AND SKYMARSHAL'S WORK, NOT MINE/YINADELE'S. + +#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more +#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction +#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction +#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power +#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power + + +//These would be what you would get at point blank, decreases with distance +#define DETONATION_RADS 200 +#define DETONATION_HALLUCINATION 600 + + +#define WARNING_DELAY 60 //45 seconds between warnings. + +/obj/machinery/power/supermatter + name = "Supermatter" + desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it." + icon = 'icons/obj/engine.dmi' + icon_state = "darkmatter" + density = 1 + anchored = 0 + + var/gasefficency = 0.25 + + var/base_icon_state = "darkmatter" + + var/damage = 0 + var/damage_archived = 0 + var/safe_alert = "Crystaline hyperstructure returning to safe operating levels." + var/warning_point = 100 + var/warning_alert = "Danger! Crystal hyperstructure instability!" + var/emergency_point = 700 + var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT" + var/explosion_point = 1000 + + var/emergency_issued = 0 + + var/explosion_power = 8 + + var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning + + var/power = 0 + + //Temporary values so that we can optimize this + //How much the bullets damage should be multiplied by when it is added to the internal variables + var/config_bullet_energy = 2 + //How much of the power is left after processing is finished? +// var/config_power_reduction_per_tick = 0.5 + //How much hallucination should it produce per unit of power? + var/config_hallucination_power = 0.1 + + var/obj/item/device/radio/radio + + shard //Small subtype, less efficient and more sensitive, but less boom. + name = "Supermatter Shard" + 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." + icon_state = "darkmatter_shard" + base_icon_state = "darkmatter_shard" + + warning_point = 50 + emergency_point = 500 + explosion_point = 900 + + gasefficency = 0.125 + + explosion_power = 3 //3,6,9,12? Or is that too small? + + +/obj/machinery/power/supermatter/New() + . = ..() + radio = new (src) + + +/obj/machinery/power/supermatter/Del() + del radio + explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) + . = ..() + + +/obj/machinery/power/supermatter/process() + + var/turf/L = loc + + if(!istype(L)) //If we are not on a turf, uh oh. + del src + + //Ok, get the air from the turf + var/datum/gas_mixture/env = L.return_air() + + //Remove gas from surrounding area + var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles) + + if(!removed || !removed.total_moles) + damage += max((power-1600)/10, 0) + power = min(power, 1600) + return 1 + + if (!removed) + return 1 + + damage_archived = damage + damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 ) + + if(damage > warning_point) // while the core is still damaged and it's still worth noting its status + if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY) + + if(damage > emergency_point) + radio.autosay(emergency_alert, "Supermatter Monitor") + lastwarning = world.timeofday + + else if(damage >= damage_archived) // The damage is still going up + radio.autosay(warning_alert, "Supermatter Monitor") + lastwarning = world.timeofday - 150 + + else // Phew, we're safe + radio.autosay(safe_alert, "Supermatter Monitor") + lastwarning = world.timeofday + + if(damage > explosion_point) + for(var/mob/living/mob in living_mob_list) + if(istype(mob, /mob/living/carbon/human)) + //Hilariously enough, running into a closet should make you get hit the hardest. + mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) ) + var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) ) + mob.apply_effect(rads, IRRADIATE) + + del src + + //Ok, 100% oxygen atmosphere = best reaction + //Maxes out at 100% oxygen pressure + var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0) + + var/temp_factor = 100 + + if(oxygen > 0.8) + // with a perfect gas mix, make the power less based on heat + icon_state = "[base_icon_state]_glow" + else + // in normal mode, base the produced energy around the heat + temp_factor = 60 + icon_state = base_icon_state + + power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload + + //We've generated power, now let's transfer it to the collectors for storing/usage + transfer_energy() + + var/device_energy = power * REACTION_POWER_MODIFIER + + //To figure out how much temperature to add each tick, consider that at one atmosphere's worth + //of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature + //that the device energy is around 2140. At that stage, we don't want too much heat to be put out + //Since the core is effectively "cold" + + //Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock + //is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall. + removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER) + + removed.temperature = max(0, min(removed.temperature, 2500)) + + //Calculate how much gas to release + removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0) + + removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0) + + removed.update_values() + + env.merge(removed) + + for(var/mob/living/carbon/human/l in view(src, round(power ** 0.25))) // you have to be seeing the core to get hallucinations + if(!istype(l.glasses, /obj/item/clothing/glasses/meson)) + l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) ) + + for(var/mob/living/l in range(src, round((power / 100) ** 0.25))) + var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) ) + l.apply_effect(rads, IRRADIATE) + + power -= (power/500)**3 + + return 1 + + +/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj) + if(Proj.flag != "bullet") + power += Proj.damage * config_bullet_energy + else + damage += Proj.damage * config_bullet_energy + return 0 + + +/obj/machinery/power/supermatter/attack_paw(mob/user as mob) + return attack_hand(user) + + +/obj/machinery/power/supermatter/attack_robot(mob/user as mob) + return attack_hand(user) + + +/obj/machinery/power/supermatter/attack_hand(mob/user as mob) + user.visible_message("\The [user] reaches out and touches \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\ + "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.\"",\ + "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.") + + Consume(user) + +/obj/machinery/power/supermatter/proc/transfer_energy() + for(var/obj/machinery/power/rad_collector/R in rad_collectors) + if(get_dist(R, src) <= 15) // Better than using orange() every process + R.receive_pulse(power) + return + +/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob) + user.visible_message("\The [user] touches \a [W] to \the [src] as a silence fills the room...",\ + "You touch \the [W] to \the [src] when everything suddenly goes silent.\"\n\The [W] flashes into dust as you flinch away from \the [src].",\ + "Everything suddenly goes silent.") + + user.drop_from_inventory(W) + Consume(W) + + user.apply_effect(150, IRRADIATE) + + +/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj) + if(istype(AM, /mob/living)) + AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\ + "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\ + "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.") + else + AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.",\ + "You hear a loud crack as you are washed with a wave of heat.") + + Consume(AM) + + +/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user) + if(istype(user)) + user.dust() + power += 200 + else + del user + + power += 200 //nomnomnom + + //This could kill people who are too close when a person is vaporized. + for(var/mob/living/l in range(10)) + if(l in view()) + l.show_message("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.", 1,\ + "The unearthly ringing subsides and you notice you have new radiation burns.", 2) + else + l.show_message("You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.", 2) + var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) ) + l.apply_effect(rads, IRRADIATE) + +/* + +#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more +#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation. + +#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation. +#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma +#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma. + +#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation. +#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen. +#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen. + +#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area. +#define RADIATION_FACTOR 10 +#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations. +#define HALLUCINATION_FACTOR 20 + +#define REACTION_POWER_MODIFIER 4 //Higher == more overall power + +#define WARNING_DELAY 45 //45 seconds between warnings. + +/obj/machinery/power/supermatter + name = "Supermatter" + desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it." + icon = 'icons/obj/engine.dmi' + icon_state = "darkmatter" + density = 1 + anchored = 0 + + var/gasefficency = 0.25 + + var/base_icon_state = "darkmatter" + + var/damage = 0 + var/damage_archived = 0 + var/safe_alert = "Crystaline hyperstructure returning to safe operating levels." + var/warning_point = 100 + var/warning_alert = "Danger! Crystal hyperstructure instability!" + var/emergency_point = 700 + var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT" + var/explosion_point = 1000 + + var/emergency_issued = 0 + + var/explosion_power = 8 + + var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning + + var/power = 0 + + + shard //Small subtype, less efficient and more sensitive, but less boom. + name = "Supermatter Shard" + desc = "A strangely translucent and iridescent crystal. Looks like it used to be part of a larger structure. \red You get headaches just from looking at it." + icon_state = "darkmatter_shard" + base_icon_state = "darkmatter_shard" + + warning_point = 50 + emergency_point = 500 + explosion_point = 900 + + gasefficency = 0.125 + + explosion_power = 3 //3,6,9,12? Or is that too small? + + + process() + + var/turf/L = loc + + if(!istype(L)) //If we are not on a turf, uh oh. + del src + + //Ok, get the air from the turf + var/datum/gas_mixture/env = L.return_air() + + //Remove gas from surrounding area + var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles) + + if (!removed) + return 1 + + if(damage > warning_point) // while the core is still damaged and it's still worth noting its status + if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY) + + if(damage > emergency_point) + //radioalert("states, \"[emergency_alert]\"","Supermatter Monitor") + lastwarning = world.timeofday + else if(damage >= damage_archived) // The damage is still going up + //radioalert("states, \"[warning_alert]\"","Supermatter Monitor") + lastwarning = world.timeofday-150 + else // Phew, we're safe + //radioalert("states, \"[safe_alert]\"","Supermatter Monitor") + lastwarning = world.timeofday + + if(damage > explosion_point) + explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1) + del src + + damage_archived = damage + damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 ) + + if(!removed.total_moles) + damage += max((power-1600)/10,0) + power = max(power,1600) + return 1 + + var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR + var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0) + + var/temp_factor = 0 + if(oxygen > 0.8) + // with a perfect gas mix, make the power less based on heat + temp_factor = 100 + icon_state = "[base_icon_state]_glow" + else + // in normal mode, base the produced energy around the heat + temp_factor = 60 + icon_state = base_icon_state + + //Calculate power released as heat and gas, in as the sqrt of the power. + var/power_factor = (power/500) ** 3 + var/device_energy = oxygen * power_factor + power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor + + //Final energy calcs. + device_energy = max(device_energy * REACTION_POWER_MODIFIER,0) + + //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. + + var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER + var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER + var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) + + //Put as much plasma out as is permitted. + if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency) + removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency) + other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency) + else + removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR + + //Put as much plasma out as is permitted. + if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency) + removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency) + other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency) + else + removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR + + + var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) + var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) + var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER)) + + var/heat_applied = max(heat_energy,0) + if(heat_applied + removed.temperature > 800) + removed.temperature = 800 + var/energy_to_reconsider = (heat_applied + removed.temperature - 800) + hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER) + rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER) + else + removed.temperature += heat_applied + + removed.update_values() + + env.merge(removed) + + + for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations + if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson)) + l.hallucination += hallucination_energy/((get_dist(l,src)**2)) + + for(var/mob/living/l in range(src,round(rad_energy**0.25))) + var/rads = rad_energy/((get_dist(l,src)**2)) + l.apply_effect(rads, IRRADIATE) + + return 1 + + + bullet_act(var/obj/item/projectile/Proj) + if(Proj.flag != "bullet") + power += Proj.damage + return 0*/ \ No newline at end of file