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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
Some more work on FEA, WIP FEA/ZAS work, does not effect the game currently.
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@@ -60,6 +60,11 @@
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//a lot of these variables are pretty hacked, so dont rely on the comments
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/obj/machinery/power/supermatter/process()
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var/datum/gas_mixture/env = loc.return_air()
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//Remove gas from surrounding area
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var/transfer_moles = gasefficency * env.total_moles
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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//core can no longer spontaneously explode
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/*
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@@ -110,15 +115,15 @@
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//nothing can happen in a vacuum
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var/datum/gas_mixture/removed = env
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var/retardation_factor = 0.5
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if(env.total_moles())
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if(env.total_moles)
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//Remove gas from surrounding area
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var/transfer_moles = gasefficency * env.total_moles()
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var/transfer_moles = gasefficency * env.total_moles
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removed = env.remove(transfer_moles)
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//100% oxygen atmosphere = 100% plasma production
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//100% nitrogen atmosphere = 0% plasma production
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//anything else is halfway in between; an atmosphere with no nitrogen or oxygen will still be at 50% (but steadily rise as more oxygen is made)
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var/total_moles = removed.total_moles()
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var/total_moles = removed.total_moles
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if(total_moles)
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retardation_factor += removed.oxygen / (total_moles * 2) - removed.nitrogen / (total_moles * 2)
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else
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@@ -143,6 +148,7 @@
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//
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produced = device_energy * OXYGEN_RELEASE_MODIFIER * retardation_factor
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removed.oxygen += produced
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removed.update_values()
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//
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mega_energy = 0
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@@ -1,120 +0,0 @@
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#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 50 //Higher == less heat released during reaction
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#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 1500 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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/obj/machinery/engine/supermatter
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name = "Supermatter"
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desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
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icon = 'engine.dmi'
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icon_state = "darkmatter"
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density = 1
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anchored = 1
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var/gasefficency = 0.25
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var/det = 0
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var/previousdet = 0
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var/const/explosiondet = 3500
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var/const/warningtime = 50 // Make the CORE OVERLOAD message repeat only every aprox. ?? seconds
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var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
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/obj/machinery/engine/klaxon
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name = "Emergency Klaxon"
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icon = 'engine.dmi'
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icon_state = "darkmatter"
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density = 1
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anchored = 1
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var/obj/machinery/engine/supermatter/sup
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/obj/machinery/engine/klaxon/process()
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if(!sup)
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for(var/obj/machinery/engine/supermatter/T in world)
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sup = T
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break
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if(sup.det >= 1)
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return
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/obj/machinery/engine/supermatter/process()
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var/turf/simulated/L = loc
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//Ok, get the air from the turf
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var/datum/gas_mixture/env = L.return_air()
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//Remove gas from surrounding area
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var/transfer_moles = gasefficency * env.total_moles
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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previousdet = det
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det += (removed.temperature - 1000) / 150
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det = max(det, 0)
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if(det > 0 && removed.temperature > 1000) // while the core is still damaged and it's still worth noting its status
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if((world.realtime - lastwarning) / 10 >= warningtime)
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lastwarning = world.realtime
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if(explosiondet - det <= 300)
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radioalert("CORE EXPLOSION IMMINENT","Core control computer")
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else if(det >= previousdet) // The damage is still going up
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radioalert("CORE OVERLOAD","Core control computer")
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else // Phew, we're safe
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radioalert("Core returning to safe operating levels.","Core control computer")
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if(det > explosiondet)
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roundinfo.core = 1
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//proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, force = 0)
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explosion(src.loc,8,15,20,30,1)
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det = 0
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if (!removed)
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return 1
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var/power = max(round((removed.temperature - T0C) / 20), 0) //Total laser power plus an overload factor
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//Get the collective laser power
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for(var/dir in cardinal)
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var/turf/T = get_step(L, dir)
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for(var/obj/effect/beam/e_beam/item in T)
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power += item.power
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//Ok, 100% oxygen atmosphere = best reaction
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//Maxes out at 100% oxygen pressure
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var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
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var/device_energy = oxygen * power
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device_energy *= removed.temperature / T0C
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device_energy = round(device_energy * REACTION_POWER_MODIFIER)
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature += max((device_energy / THERMAL_RELEASE_MODIFIER), 0)
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removed.temperature = min(removed.temperature, 1500)
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//Calculate how much gas to release
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removed.toxins += max(round(device_energy / PLASMA_RELEASE_MODIFIER), 0)
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removed.oxygen += max(round((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER), 0)
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env.merge(removed)
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//Not functional currently. -- SkyMarshal
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/*
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for(var/mob/living/carbon/l in view(src, 6)) // you have to be seeing the core to get hallucinations
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if(prob(10) && !(l.glasses && istype(l.glasses, /obj/item/clothing/glasses/meson)))
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l.hallucination = 50
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*/
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for(var/mob/living/l in view(src,3))
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l.bruteloss += 50
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l.updatehealth()
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return 1
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