#define NITROGEN_RETARDATION_FACTOR 0.15 //Higher == N2 slows reaction more #define THERMAL_RELEASE_MODIFIER 750 //Higher == more heat released during reaction #define PHORON_RELEASE_MODIFIER 1500 //Higher == less phoron released by reaction #define OXYGEN_RELEASE_MODIFIER 1500 //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 800 //K #define CHARGING_FACTOR 0.05 #define DAMAGE_RATE_LIMIT 3 //damage rate cap at power = 300, scales linearly with 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 20 //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 luminosity = 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/warning_point = 100 var/warning_alert = "Danger! Crystal hyperstructure instability!" var/emergency_point = 700 var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT." var/explosion_point = 1000 l_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/explosion_power = 8 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/obj/item/device/radio/radio var/debug = 0 /obj/machinery/power/supermatter/New() . = ..() radio = new (src) /obj/machinery/power/supermatter/Del() del radio . = ..() /obj/machinery/power/supermatter/proc/explode() message_admins("Supermatter exploded at ([x],[y],[z] - JMP)",0,1) log_game("Supermatter exploded at ([x],[y],[z])") anchored = 1 grav_pulling = 1 exploded = 1 for(var/mob/living/mob in living_mob_list) if(loc.z == mob.loc.z) if(istype(mob, /mob/living/carbon/human)) //Hilariously enough, running into a closet should make you get hit the hardest. var/mob/living/carbon/human/H = mob H.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) spawn(pull_time) explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) del src return //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(l_color != clr) l_color = clr if(luminosity != lum) SetLuminosity(lum) /obj/machinery/power/supermatter/proc/announce_warning() var/integrity = damage / explosion_point integrity = round(100 - integrity * 100) integrity = integrity < 0 ? 0 : integrity var/alert_msg = " Integrity at [integrity]%" 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) radio.autosay(alert_msg, "Supermatter Monitor") /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() explode() 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(l_color)) if(grav_pulling) supermatter_pull() //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)) l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / max(1,get_dist(l, src)) ) ) ) //adjusted range so that a power of 300 (pretty high) results in 8 tiles, roughly the distance from the core to the engine monitoring room. for(var/mob/living/l in range(src, round(sqrt(power / 5)))) var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) ) l.apply_effect(rads, IRRADIATE) power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation return 1 /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. if(istype(Proj, /obj/item/projectile/beam)) power += Proj.damage * config_bullet_energy * CHARGING_FACTOR / POWER_FACTOR else damage += Proj.damage * config_bullet_energy return 0 /obj/machinery/power/supermatter/attack_robot(mob/user as mob) if(Adjacent(user)) return attack_hand(user) else user << "You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update." return /obj/machinery/power/supermatter/attack_ai(mob/user as mob) user << "You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update." /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 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/proc/transfer_energy() for(var/obj/machinery/power/rad_collector/R in rad_collectors) var/distance = get_dist(R, src) if(distance <= 15) //for collectors using standard phoron tanks at 1013 kPa, the actual power generated will be this power*POWER_FACTOR*20*29 = power*POWER_FACTOR*580 R.receive_pulse(power * POWER_FACTOR * (min(3/distance, 1))**2) 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 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 del 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 * sqrt( 1 / (get_dist(l, src) + 1) ) l.apply_effect(rads, IRRADIATE) /obj/machinery/power/supermatter/proc/supermatter_pull() //following is adapted from singulo code if(defer_powernet_rebuild != 2) defer_powernet_rebuild = 1 // Let's just make this one loop. for(var/atom/X in orange(pull_radius,src)) // Movable atoms only if(istype(X, /atom/movable)) if(is_type_in_list(X, uneatable)) continue if(((X) && (!istype(X,/mob/living/carbon/human)))) step_towards(X,src) if(istype(X, /obj)) //unanchored objects pulled twice as fast var/obj/O = X if(!O.anchored) step_towards(X,src) else step_towards(X,src) if(istype(X, /obj/structure/window)) //shatter windows var/obj/structure/window/W = X W.ex_act(2.0) else if(istype(X,/mob/living/carbon/human)) var/mob/living/carbon/human/H = X if(istype(H.shoes,/obj/item/clothing/shoes/magboots)) var/obj/item/clothing/shoes/magboots/M = H.shoes if(M.magpulse) step_towards(H,src) //step just once with magboots continue step_towards(H,src) //step twice step_towards(H,src) if(defer_powernet_rebuild != 2) defer_powernet_rebuild = 0 return /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. \red 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 explosion_power = 3 /obj/machinery/power/supermatter/shard/announce_warning() //Shards don't get announcements return