#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 ..()