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CHOMPStation2/code/modules/supermatter/supermatter.dm
2015-07-02 19:04:01 +09:30

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#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
//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
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 = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
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/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 /obj/item/device/radio{channels=list("Engineering")}(src)
/obj/machinery/power/supermatter/Destroy()
qdel(radio)
. = ..()
/obj/machinery/power/supermatter/proc/explode()
message_admins("Supermatter exploded at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",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)
var/turf/T = get_turf(mob)
if(T && (loc.z == T.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)
qdel(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(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]%"
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", "Engineering")
//Public alerts
if((damage > emergency_point) && !public_alert)
radio.autosay("WARNING: SUPERMATTER CRYSTAL DELAMINATION IMMINENT!", "Supermatter Monitor")
public_alert = 1
else if(safe_warned && public_alert)
radio.autosay(alert_msg, "Supermatter Monitor")
public_alert = 0
/obj/machinery/power/supermatter/get_transit_zlevel()
//don't send it back to the station -- most of the time
if(prob(99))
var/list/candidates = accessible_z_levels.Copy()
for(var/zlevel in config.station_levels)
candidates.Remove("[zlevel]")
candidates.Remove("[src.z]")
if(candidates.len)
return text2num(pickweight(candidates))
return ..()
/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(light_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 170 (pretty high) results in 9 tiles, roughly the distance from the core to the engine monitoring room.
//note that the rads given at the maximum range is a constant 0.2 - as power increases the maximum range merely increases.
for(var/mob/living/l in range(src, round(sqrt(power / 2))))
var/radius = max(get_dist(l, src), 1)
var/rads = (power / 10) * ( 1 / (radius**2) )
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
ui_interact(user)
return
/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
ui_interact(user)
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
"<span class=\"danger\">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.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
Consume(user)
// This is purely informational UI that may be accessed by AIs or robots
/obj/machinery/power/supermatter/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
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
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "supermatter_crystal.tmpl", "Supermatter Crystal", 500, 300)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
/*
/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("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class=\"warning\">Everything suddenly goes silent.</span>")
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("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
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("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 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))
spawn() X.singularity_pull(src, STAGE_FIVE)
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