#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 . = ..() /obj/machinery/power/supermatter/proc/explode() explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) del src return /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) explode() //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 //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)