#define NITROGEN_RETARDATION_FACTOR 0.15 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 10000 //Higher == more heat released during reaction
#define PHORON_RELEASE_MODIFIER 1500 //Higher == less phoron released by reaction
#define OXYGEN_RELEASE_MODIFIER 15000 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
/*
How to tweak the SM
POWER_FACTOR directly controls how much power the SM puts out at a given level of excitation (power var). Making this lower means you have to work the SM harder to get the same amount of power.
CRITICAL_TEMPERATURE The temperature at which the SM starts taking damage.
CHARGING_FACTOR Controls how much emitter shots excite the SM.
DAMAGE_RATE_LIMIT Controls the maximum rate at which the SM will take damage due to high temperatures.
*/
//Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game.
#define POWER_FACTOR 1.0
#define DECAY_FACTOR 700 //Affects how fast the supermatter power decays
#define CRITICAL_TEMPERATURE 5000 //K
#define CHARGING_FACTOR 0.05
#define DAMAGE_RATE_LIMIT 3 //damage rate cap at power = 300, scales linearly with power
// Base variants are applied to everyone on the same Z level
// Range variants are applied on per-range basis: numbers here are on point blank, it scales with the map size (assumes square shaped Z levels)
#define DETONATION_RADS 40
#define DETONATION_MOB_CONCUSSION 4 // Value that will be used for Weaken() for mobs.
// Base amount of ticks for which a specific type of machine will be offline for. +- 20% added by RNG.
// This does pretty much the same thing as an electrical storm, it just affects the whole Z level instantly.
#define DETONATION_APC_OVERLOAD_PROB 10 // prob() of overloading an APC's lights.
#define DETONATION_SHUTDOWN_APC 120 // Regular APC.
#define DETONATION_SHUTDOWN_CRITAPC 10 // Critical APC. AI core and such. Considerably shorter as we don't want to kill the AI with a single blast. Still a nuisance.
#define DETONATION_SHUTDOWN_SMES 60 // SMES
#define DETONATION_SHUTDOWN_RNG_FACTOR 20 // RNG factor. Above shutdown times can be +- X%, where this setting is the percent. Do not set to 100 or more.
#define DETONATION_SOLAR_BREAK_CHANCE 60 // prob() of breaking solar arrays (this is per-panel, and only affects the Z level SM is on)
// If power level is between these two, explosion strength will be scaled accordingly between min_explosion_power and max_explosion_power
#define DETONATION_EXPLODE_MIN_POWER 200 // If power level is this or lower, minimal detonation strength will be used
#define DETONATION_EXPLODE_MAX_POWER 2000 // If power level is this or higher maximal detonation strength will be used
#define WARNING_DELAY 20 //seconds between warnings.
#define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS // Causality destabilzation field will last this long, giving engineers a last-ditch chance to prevent boom, or get out.
// Keeps Accent sounds from layering, increase or decrease as preferred.
#define SUPERMATTER_ACCENT_SOUND_COOLDOWN 2 SECONDS
/obj/machinery/power/supermatter
name = "Supermatter"
desc = "A strangely translucent and iridescent crystal. You get headaches just from looking at it."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter"
plane = MOB_PLANE // So people can walk behind the top part
layer = ABOVE_MOB_LAYER // So people can walk behind the top part
density = TRUE
anchored = FALSE
unacidable = TRUE
light_range = 4
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/safe_warned = 0
var/public_alert = 0 //Stick to Engineering frequency except for big warnings when integrity bad
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 500
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
///Are we exploding? (Chompers Edit)
var/final_countdown = FALSE
light_color = "#8A8A00"
var/warning_color = "#B8B800"
var/emergency_color = "#D9D900"
var/grav_pulling = 0
var/pull_radius = 14
// Time in ticks between delamination ('exploding') and exploding (as in the actual boom)
var/pull_time = 100
var/min_explosion_power = 8
var/max_explosion_power = 16
var/emergency_issued = 0
// Time in 1/10th of seconds since the last sent warning
var/lastwarning = 0
// This stops spawning redundand explosions. Also incidentally makes supermatter unexplodable if set to 1.
var/exploded = 0
var/power = 0
var/oxygen = 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/debug = 0
/// Cooldown tracker for accent sounds,
var/last_accent_sound = 0
var/datum/looping_sound/supermatter/soundloop
/obj/machinery/power/supermatter/New()
..()
uid = gl_uid++
/obj/machinery/power/supermatter/Initialize()
soundloop = new(list(src), TRUE)
return ..()
/obj/machinery/power/supermatter/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/supermatter/proc/get_status()
var/turf/T = get_turf(src)
if(!T)
return SUPERMATTER_ERROR
var/datum/gas_mixture/air = T.return_air()
if(!air)
return SUPERMATTER_ERROR
if(grav_pulling || exploded)
return SUPERMATTER_DELAMINATING
if(get_integrity() < 25)
return SUPERMATTER_EMERGENCY
if(get_integrity() < 50)
return SUPERMATTER_DANGER
if((get_integrity() < 100) || (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/proc/get_epr()
var/turf/T = get_turf(src)
if(!istype(T))
return
var/datum/gas_mixture/air = T.return_air()
if(!air)
return 0
return round((air.total_moles / air.group_multiplier) / 23.1, 0.01)
/obj/machinery/power/supermatter/proc/explode()
set waitfor = 0
message_admins("Supermatter exploded at ([x],[y],[z] - JMP)",0,1)
log_game("SUPERMATTER([x],[y],[z]) Exploded. Power:[power], Oxygen:[oxygen], Damage:[damage], Integrity:[get_integrity()]")
anchored = TRUE
grav_pulling = 1
exploded = 1
sleep(pull_time)
var/turf/TS = get_turf(src) // The turf supermatter is on. SM being in a locker, exosuit, or other container shouldn't block it's effects that way.
if(!istype(TS))
return
var/list/affected_z = GetConnectedZlevels(TS.z)
// Effect 1: Radiation, weakening to all mobs on Z level
for(var/z in affected_z)
SSradiation.z_radiate(locate(1, 1, z), DETONATION_RADS, 1)
for(var/mob/living/mob in living_mob_list)
var/turf/TM = get_turf(mob)
if(!TM)
continue
if(!(TM.z in affected_z))
continue
mob.Weaken(DETONATION_MOB_CONCUSSION)
to_chat(mob, "An invisible force slams you against the ground!")
// Effect 2: Z-level wide electrical pulse
for(var/obj/machinery/power/apc/A in GLOB.apcs)
if(!(A.z in affected_z))
continue
// Overloads lights
if(prob(DETONATION_APC_OVERLOAD_PROB))
A.overload_lighting()
// Causes the APCs to go into system failure mode.
var/random_change = rand(100 - DETONATION_SHUTDOWN_RNG_FACTOR, 100 + DETONATION_SHUTDOWN_RNG_FACTOR) / 100
if(A.is_critical)
A.energy_fail(round(DETONATION_SHUTDOWN_CRITAPC * random_change))
else
A.energy_fail(round(DETONATION_SHUTDOWN_APC * random_change))
// Effect 3: Break solar arrays
for(var/obj/machinery/power/solar/S in machines)
if(!(S.z in affected_z))
continue
if(prob(DETONATION_SOLAR_BREAK_CHANCE))
S.health = -1
S.broken()
// Effect 4: Medium scale explosion
spawn(0)
var/explosion_power = min_explosion_power
if(power > 0)
// 0-100% where 0% is at DETONATION_EXPLODE_MIN_POWER or lower and 100% is at DETONATION_EXPLODE_MAX_POWER or higher
var/strength_percentage = between(0, (power - DETONATION_EXPLODE_MIN_POWER) / ((DETONATION_EXPLODE_MAX_POWER - DETONATION_EXPLODE_MIN_POWER) / 100), 100)
explosion_power = between(min_explosion_power, (((max_explosion_power - min_explosion_power) * (strength_percentage / 100)) + min_explosion_power), max_explosion_power)
explosion(TS, explosion_power/2, explosion_power, max_explosion_power, explosion_power * 4, 1)
qdel(src)
// Allow the explosion to finish
spawn(5)
new /obj/item/broken_sm(TS)
//Changes color and luminosity of the light to these values if they were not already set
/obj/machinery/power/supermatter/proc/shift_light(var/lum, var/clr)
if(lum != light_range || clr != light_color)
set_light(lum, l_color = clr)
/obj/machinery/power/supermatter/proc/get_integrity()
var/integrity = damage / explosion_point
integrity = round(100 - integrity * 100)
integrity = integrity < 0 ? 0 : integrity
return integrity
/obj/machinery/power/supermatter/proc/announce_warning()
var/integrity = get_integrity()
var/alert_msg = " Integrity at [integrity]%"
var/message_sound = 'sound/ambience/matteralarm.ogg'
if(final_countdown) // Chompers additon
return
if(damage > emergency_point)
alert_msg = emergency_alert + alert_msg
lastwarning = world.timeofday - WARNING_DELAY * 4
else if(damage >= damage_archived) // The damage is still going up
safe_warned = 0
alert_msg = warning_alert + alert_msg
lastwarning = world.timeofday
else if(!safe_warned)
safe_warned = 1 // We are safe, warn only once
alert_msg = safe_alert
lastwarning = world.timeofday
else
alert_msg = null
if(alert_msg)
global_announcer.autosay(alert_msg, "Supermatter Monitor", "Engineering")
log_game("SUPERMATTER([x],[y],[z]) Emergency engineering announcement. Power:[power], Oxygen:[oxygen], Damage:[damage], Integrity:[get_integrity()]")
//Public alerts
if((damage > emergency_point) && !public_alert)
global_announcer.autosay("WARNING: SUPERMATTER CRYSTAL DELAMINATION IMMINENT!", "Supermatter Monitor")
for(var/mob/M in player_list) // Rykka adds SM Delam alarm
if(!istype(M,/mob/new_player) && !isdeaf(M)) // Rykka adds SM Delam alarm
M << message_sound // Rykka adds SM Delam alarm
admin_chat_message(message = "SUPERMATTER DELAMINATING!", color = "#FF2222") //VOREStation Add
public_alert = 1
log_game("SUPERMATTER([x],[y],[z]) Emergency PUBLIC announcement. Power:[power], Oxygen:[oxygen], Damage:[damage], Integrity:[get_integrity()]")
else if(safe_warned && public_alert)
global_announcer.autosay(alert_msg, "Supermatter Monitor")
public_alert = 0
/obj/machinery/power/supermatter/process()
var/turf/L = loc
if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(L)) //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(damage > explosion_point)
if(!exploded)
if(!istype(L, /turf/space))
announce_warning()
countdown() // Chompers Edit
else if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
shift_light(5, warning_color)
if(damage > emergency_point)
shift_light(7, emergency_color)
if(!istype(L, /turf/space) && (world.timeofday - lastwarning) >= WARNING_DELAY * 10)
announce_warning()
else
shift_light(4,initial(light_color))
if(grav_pulling)
supermatter_pull(src)
// Vary volume by power produced.
if(power)
// Volume will be 1 at no power, ~12.5 at ENERGY_NITROGEN, and 20+ at ENERGY_PHORON.
// Capped to 20 volume since higher volumes get annoying and it sounds worse.
// Formula previously was min(round(power/10)+1, 20)
soundloop.volume = CLAMP((50 + (power / 50)), 50, 100)
// Swap loops between calm and delamming.
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)
// Play Delam/Neutral sounds at 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, "smdelam", max(50, aggression), FALSE, 10)
else
playsound(src, "smcalm", max(50, aggression), FALSE, 10)
var/next_sound = round((100 - aggression) * 5)
last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_COOLDOWN, next_sound)
//Ok, get the air from the turf
var/datum/gas_mixture/removed = null
var/datum/gas_mixture/env = null
//ensure that damage doesn't increase too quickly due to super high temperatures resulting from no coolant, for example. We dont want the SM exploding before anyone can react.
//We want the cap to scale linearly with power (and explosion_point). Let's aim for a cap of 5 at power = 300 (based on testing, equals roughly 5% per SM alert announcement).
var/damage_inc_limit = (power/300)*(explosion_point/1000)*DAMAGE_RATE_LIMIT
if(!istype(L, /turf/space))
env = L.return_air()
removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area
if(!env || !removed || !removed.total_moles)
damage += max((power - 15*POWER_FACTOR)/10, 0)
else if (grav_pulling) //If supermatter is detonating, remove all air from the zone
env.remove(env.total_moles)
else
damage_archived = damage
damage = max( damage + min( ( (removed.temperature - CRITICAL_TEMPERATURE) / 150 ), damage_inc_limit ) , 0 )
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.gas["oxygen"] - (removed.gas["nitrogen"] * NITROGEN_RETARDATION_FACTOR)) / removed.total_moles, 1), 0)
//calculate power gain for oxygen reaction
var/temp_factor
var/equilibrium_power
if (oxygen > 0.8)
//If chain reacting at oxygen == 1, we want the power at 800 K to stabilize at a power level of 400
equilibrium_power = 400
icon_state = "[base_icon_state]_glow"
else
//If chain reacting at oxygen == 1, we want the power at 800 K to stabilize at a power level of 250
equilibrium_power = 250
icon_state = base_icon_state
temp_factor = ( (equilibrium_power/DECAY_FACTOR)**3 )/800
power = max( (removed.temperature * temp_factor) * oxygen + power, 0)
//We've generated power, now let's transfer it to the collectors for storing/usage
//transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//Release reaction gasses
var/heat_capacity = removed.heat_capacity()
removed.adjust_multi("phoron", max(device_energy / PHORON_RELEASE_MODIFIER, 0), \
"oxygen", max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
var/thermal_power = THERMAL_RELEASE_MODIFIER * device_energy
if (debug)
var/heat_capacity_new = removed.heat_capacity()
visible_message("[src]: Releasing [round(thermal_power)] W.")
visible_message("[src]: Releasing additional [round((heat_capacity_new - heat_capacity)*removed.temperature)] W with exhaust gasses.")
removed.add_thermal_energy(thermal_power)
removed.temperature = between(0, removed.temperature, 10000)
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, min(7, round(sqrt(power/6))))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson)) // VOREStation Edit - Only mesons can protect you!
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) )
SSradiation.radiate(src, max(power * 1.5, 50) ) //Better close those shutters!
power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation
return 1
/obj/machinery/power/supermatter/update_icon() // Chompers Edit Start
cut_overlays()
if(final_countdown)
add_overlay("causality_field")
/obj/machinery/power/supermatter/proc/countdown()
set waitfor = FALSE
if(final_countdown) // We're already doing it go away
return
final_countdown = TRUE
update_icon()
var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
global_announcer.autosay(speaking, "Supermatter Monitor")
for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
if(damage < explosion_point) // Cutting it a bit close there engineers
global_announcer.autosay("[safe_alert] Failsafe has been disengaged.", "Supermatter Monitor")
final_countdown = FALSE
update_icon()
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]..."
global_announcer.autosay(speaking, "Supermatter Monitor")
sleep(10)
explode() // Chompers Edit End
/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L)) // We don't run process() when we are in space
return 0 // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
var/added_energy
var/added_damage
var/proj_damage = Proj.get_structure_damage()
if(istype(Proj, /obj/item/projectile/beam))
added_energy = proj_damage * config_bullet_energy * CHARGING_FACTOR / POWER_FACTOR
power += added_energy
else
added_damage = proj_damage * config_bullet_energy
damage += added_damage
if(added_energy || added_damage)
log_game("SUPERMATTER([x],[y],[z]) Hit by \"[Proj.name]\". +[added_energy] Energy, +[added_damage] Damage.")
return 0
/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
if(Adjacent(user))
return attack_hand(user)
else
tgui_interact(user)
return
/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
tgui_interact(user)
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
user.visible_message("\The [user] reaches out and touches \the [src], inducing a resonance... [TU.his] body starts to glow and bursts into flames 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/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "AiSupermatter", name)
ui.open()
// This is purely informational UI that may be accessed by AIs or robots
/obj/machinery/power/supermatter/tgui_data(mob/user)
var/list/data = list()
data["integrity_percentage"] = round(get_integrity())
var/datum/gas_mixture/env = null
if(!istype(src.loc, /turf/space))
env = src.loc.return_air()
if(!env)
data["ambient_temp"] = 0
data["ambient_pressure"] = 0
else
data["ambient_temp"] = round(env.temperature)
data["ambient_pressure"] = round(env.return_pressure())
data["detonating"] = grav_pulling
return data
/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, /obj/effect))
return
if(istype(AM, /mob/living))
var/mob/living/M = AM
var/datum/gender/T = gender_datums[M.get_visible_gender()]
AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... [T.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 if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
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
qdel(user)
power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
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
SSradiation.radiate(src, rads)
/proc/supermatter_pull(var/atom/target, var/pull_range = 255, var/pull_power = STAGE_FIVE)
for(var/atom/A in range(pull_range, target))
A.singularity_pull(target, pull_power)
/obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow
return
/obj/machinery/power/supermatter/RepelAirflowDest(n)
return
/obj/machinery/power/supermatter/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. You get headaches just from looking at it."
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"
warning_point = 50
emergency_point = 400
explosion_point = 600
gasefficency = 0.125
pull_radius = 5
pull_time = 45
min_explosion_power = 3
max_explosion_power = 6
/obj/machinery/power/supermatter/shard/announce_warning() //Shards don't get announcements
return
/obj/item/broken_sm
name = "shattered supermatter plinth"
desc = "The shattered remains of a supermatter shard plinth. It doesn't look safe to be around."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter_broken"
/obj/item/broken_sm/New()
message_admins("Broken SM shard created at ([x],[y],[z] - JMP)",0,1)
START_PROCESSING(SSobj, src)
return ..()
/obj/item/broken_sm/process()
SSradiation.radiate(src, 50)
/obj/item/broken_sm/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()