mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 00:53:23 +01:00
Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into STILLALOTOFBLOOD
This commit is contained in:
@@ -43,6 +43,7 @@ proc/createRandomZlevel()
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// Initialize air for the away mission's turfs
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if(air_master)
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air_master.setup_allturfs(block(locate(1, 1, world.maxz), locate(world.maxx, world.maxy, world.maxz)))
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create_lighting_overlays(world.maxz)
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world.log << "away mission loaded: [map]"
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for(var/obj/effect/landmark/L in landmarks_list)
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@@ -18,7 +18,8 @@ var/global/list/special_roles = list( //keep synced with the defines BE_* in set
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"vampire" = IS_MODE_COMPILED("vampire"), // 2048 / 12
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"mutineer" = IS_MODE_COMPILED("mutiny"), // 4096 / 13
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"blob" = IS_MODE_COMPILED("blob"), // 8192 / 14
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"shadowling" = IS_MODE_COMPILED("shadowling") //16384 / 15
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"shadowling" = IS_MODE_COMPILED("shadowling"), //16384 / 15
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"Revenant" = 1 //32768 / 16
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)
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var/global/list/special_role_times = list( //minimum age (in days) for accounts to play these roles
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num2text(BE_PAI) = 0,
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@@ -35,7 +36,8 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
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num2text(BE_ALIEN) = 21,
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num2text(BE_NINJA) = 21,
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num2text(BE_MUTINEER) = 21,
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num2text(BE_MALF) = 30
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num2text(BE_MALF) = 30,
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num2text(BE_REVENANT) = 7
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)
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/proc/player_old_enough_antag(client/C, role)
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@@ -3,7 +3,7 @@ var/list/dreams = list(
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"an ID card","a bottle","a familiar face","a crewmember","a toolbox","a security officer","the captain",
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"voices from all around","deep space","a doctor","the engine","a traitor","an ally","darkness",
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"light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun",
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"a hat","the Luna","a ruined station","a planet","phoron","air","the medical bay","the bridge","blinking lights",
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"a hat","the Luna","a ruined station","a planet","plasma","air","the medical bay","the bridge","blinking lights",
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"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
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"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying","the eggs","money",
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"the head of personnel","the head of security","a chief engineer","a research director","a chief medical officer",
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@@ -29,7 +29,7 @@
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sleep(250) // ugly hack, should mean roundstart plants are fine.
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if(!plant_controller)
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world << "<span class='danger'>Plant controller does not exist and [src] requires it. Aborting.</span>"
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del(src)
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qdel(src)
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return
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seed = plant_controller.seeds[plantname]
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@@ -80,7 +80,7 @@
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sleep(250) // ugly hack, should mean roundstart plants are fine.
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if(!plant_controller)
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world << "<span class='danger'>Plant controller does not exist and [src] requires it. Aborting.</span>"
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del(src)
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qdel(src)
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return
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if(plant_controller.product_descs["[seed.uid]"])
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@@ -178,7 +178,7 @@
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M.Weaken(5)
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seed.thrown_at(src,M)
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sleep(-1)
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if(src) del(src)
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if(src) qdel(src)
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return
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/obj/item/weapon/reagent_containers/food/snacks/grown/throw_impact(atom/hit_atom)
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@@ -198,7 +198,7 @@
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user.put_in_hands(pocell)
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pocell.maxcharge = src.potency * 10
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pocell.charge = pocell.maxcharge
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del(src)
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qdel(src)
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return
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else if(W.sharp)
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var/reagents_per_slice
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@@ -206,21 +206,21 @@
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if(seed.kitchen_tag == "pumpkin") // Ugggh these checks are awful.
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user.show_message("<span class='notice'>You carve a face into [src]!</span>", 1)
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new /obj/item/clothing/head/hardhat/pumpkinhead (user.loc)
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del(src)
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qdel(src)
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return
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else if(seed.kitchen_tag == "potato")
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user << "You slice \the [src] into sticks."
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reagents_per_slice = reagents.total_volume
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slice = new /obj/item/weapon/reagent_containers/food/snacks/rawsticks(get_turf(src))
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reagents.trans_to(slice, reagents_per_slice)
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del(src)
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qdel(src)
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return
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else if(seed.kitchen_tag == "carrot")
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user << "You slice \the [src] into sticks."
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reagents_per_slice = reagents.total_volume
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slice = new /obj/item/weapon/reagent_containers/food/snacks/carrotfries(get_turf(src))
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reagents.trans_to(slice, reagents_per_slice)
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del(src)
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qdel(src)
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return
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else if(seed.kitchen_tag == "watermelon")
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user << "You slice \the [src] into large slices."
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@@ -228,14 +228,14 @@
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for(var/i=0,i<5,i++)
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slice = new /obj/item/weapon/reagent_containers/food/snacks/watermelonslice(get_turf(src))
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reagents.trans_to(slice, reagents_per_slice)
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del(src)
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qdel(src)
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return
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else if(seed.kitchen_tag == "soybeans")
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user << "You roughly chop up \the [src]."
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reagents_per_slice = reagents.total_volume
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slice = new /obj/item/weapon/reagent_containers/food/snacks/soydope(get_turf(src))
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reagents.trans_to(slice, reagents_per_slice)
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del(src)
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qdel(src)
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return
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else if(seed.chems)
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if(istype(W,/obj/item/weapon/hatchet) && !isnull(seed.chems["woodpulp"]))
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@@ -250,7 +250,7 @@
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continue
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G.attackby(NG, user)
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user << "You add the newly-formed wood to the stack. It now contains [NG.amount] planks."
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del(src)
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qdel(src)
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return
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else if(istype(W, /obj/item/weapon/rollingpaper))
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if(seed.kitchen_tag == "ambrosia" || seed.kitchen_tag == "ambrosiadeus" || seed.kitchen_tag == "tobacco" || seed.kitchen_tag == "stobacco")
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@@ -259,22 +259,22 @@
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var/obj/item/clothing/mask/cigarette/joint/J = new /obj/item/clothing/mask/cigarette/joint(user.loc)
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J.chem_volume = src.reagents.total_volume
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src.reagents.trans_to(J, J.chem_volume)
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del(W)
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qdel(W)
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user.put_in_active_hand(J)
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else if(seed.kitchen_tag == "ambrosiadeus")
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var/obj/item/clothing/mask/cigarette/joint/deus/J = new /obj/item/clothing/mask/cigarette/joint/deus(user.loc)
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J.chem_volume = src.reagents.total_volume
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src.reagents.trans_to(J, J.chem_volume)
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del(W)
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qdel(W)
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user.put_in_active_hand(J)
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else if(seed.kitchen_tag == "tobacco" || seed.kitchen_tag == "stobacco")
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var/obj/item/clothing/mask/cigarette/handroll/J = new /obj/item/clothing/mask/cigarette/handroll(user.loc)
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J.chem_volume = src.reagents.total_volume
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src.reagents.trans_to(J, J.chem_volume)
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del(W)
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qdel(W)
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user.put_in_active_hand(J)
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user << "\blue You roll the [src] into a rolling paper."
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del(src)
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qdel(src)
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else
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user << "\red You can't roll a smokable from the [src]."
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@@ -333,7 +333,7 @@
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if(user)
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user << "<span class='danger'>\The [src] has fallen to bits.</span>"
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//user.drop_from_inventory(src)
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del(src)
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qdel(src)
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add_fingerprint(user)
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return 1
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@@ -353,7 +353,7 @@
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user.visible_message("<span class='danger'>\The [user] squashes \the [src]!</span>")
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seed.thrown_at(src,user)
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sleep(-1)
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if(src) del(src)
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if(src) qdel(src)
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return
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if(seed.kitchen_tag == "grass")
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@@ -368,14 +368,14 @@
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continue
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NG.attackby(G, user)
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user << "You add the newly-formed grass to the stack. It now contains [G.amount] tiles."
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del(src)
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qdel(src)
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return
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if(seed.get_trait(TRAIT_SPREAD) > 0)
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user << "<span class='notice'>You plant the [src.name].</span>"
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new /obj/machinery/portable_atmospherics/hydroponics/soil/invisible(get_turf(user),src.seed)
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new /obj/effect/plant(get_turf(user), src.seed)
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del(src)
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qdel(src)
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return
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/*
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@@ -71,7 +71,7 @@
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if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/kitchen/utensil/knife) || istype(W, /obj/item/weapon/kitchenknife) || istype(W, /obj/item/weapon/kitchenknife/ritual))
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user << "<span class='notice'>You use [W] to fashion a pipe out of the corn cob!</span>"
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new /obj/item/clothing/mask/cigarette/pipe/cobpipe (user.loc)
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del(src)
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qdel(src)
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return
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/obj/item/weapon/bananapeel
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@@ -103,7 +103,7 @@
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if(!istype(target))
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if(istype(target, /mob/living/simple_animal/mouse) || istype(target, /mob/living/simple_animal/lizard))
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new /obj/effect/decal/cleanable/blood/splatter(get_turf(target))
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del(target)
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qdel(target)
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return
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@@ -228,7 +228,7 @@
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apply_special_effect(M)
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splatter(T,thrown)
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origin_turf.visible_message("<span class='danger'>The [thrown.name] explodes!</span>")
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del(thrown)
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qdel(thrown)
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return
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if(istype(target,/mob/living))
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@@ -241,7 +241,7 @@
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if(get_trait(TRAIT_JUICY) && splatted)
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splatter(origin_turf,thrown)
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origin_turf.visible_message("<span class='danger'>The [thrown.name] splatters against [target]!</span>")
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del(thrown)
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qdel(thrown)
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/datum/seed/proc/handle_environment(var/turf/current_turf, var/datum/gas_mixture/environment, var/light_supplied, var/obj/item/weapon/tank/holding, var/check_only)
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@@ -37,7 +37,7 @@ var/global/datum/controller/plants/plant_controller // Set in New().
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/datum/controller/plants/New()
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if(plant_controller && plant_controller != src)
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log_debug("Rebuilding plant controller.")
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del(plant_controller)
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qdel(plant_controller)
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plant_controller = src
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setup()
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process()
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@@ -136,7 +136,7 @@ var/global/datum/controller/plants/plant_controller // Set in New().
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break
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var/obj/effect/plant/plant = pick(plant_queue)
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plant_queue -= plant
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if(!istype(plant))
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if(!istype(plant) || !isnull(plant.gcDestroyed))
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continue
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plant.process()
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processed++
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@@ -224,7 +224,7 @@
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genetics = seed.seed
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degradation = 0
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del(seed)
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qdel(seed)
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seed = null
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if(href_list["get_gene"])
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@@ -188,16 +188,16 @@
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N.seeds -= O
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if (N.amount <= 0 || N.seeds.len <= 0)
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piles -= N
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del(N)
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qdel(N)
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O.loc = src.loc
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else
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piles -= N
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del(N)
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qdel(N)
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else if (task == "purge")
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for (var/obj/O in N.seeds)
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del(O)
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||||
qdel(O)
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piles -= N
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del(N)
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||||
qdel(N)
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break
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updateUsrDialog()
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@@ -32,13 +32,13 @@
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color = DEAD_PLANT_COLOUR
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||||
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/obj/effect/dead_plant/attack_hand()
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del(src)
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qdel(src)
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/obj/effect/dead_plant/attackby()
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..()
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for(var/obj/effect/plant/neighbor in range(1))
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neighbor.update_neighbors()
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del(src)
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||||
qdel(src)
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||||
|
||||
/obj/effect/plant
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name = "plant"
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||||
@@ -70,12 +70,12 @@
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||||
var/mob/living/buckled_mob = null
|
||||
var/movable = 0
|
||||
|
||||
/obj/effect/plant/Del()
|
||||
/obj/effect/plant/Destroy()
|
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if(plant_controller)
|
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plant_controller.remove_plant(src)
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for(var/obj/effect/plant/neighbor in range(1,src))
|
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plant_controller.add_plant(neighbor)
|
||||
..()
|
||||
return ..()
|
||||
/obj/effect/plant/single
|
||||
spread_chance = 0
|
||||
|
||||
@@ -91,14 +91,14 @@
|
||||
sleep(250) // ugly hack, should mean roundstart plants are fine.
|
||||
if(!plant_controller)
|
||||
world << "<span class='danger'>Plant controller does not exist and [src] requires it. Aborting.</span>"
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(!istype(newseed))
|
||||
newseed = plant_controller.seeds[DEFAULT_SEED]
|
||||
seed = newseed
|
||||
if(!seed)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
name = seed.display_name
|
||||
|
||||
@@ -104,6 +104,6 @@
|
||||
for(var/obj/effect/plant/neighbor in check_turf.contents)
|
||||
neighbor.neighbors |= check_turf
|
||||
plant_controller.add_plant(neighbor)
|
||||
spawn(1) if(src) del(src)
|
||||
spawn(1) if(src) qdel(src)
|
||||
|
||||
#undef NEIGHBOR_REFRESH_TIME
|
||||
@@ -574,7 +574,7 @@
|
||||
weedlevel -= P.weed_kill_str
|
||||
user << "You spray [src] with [O]."
|
||||
playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
|
||||
del(O)
|
||||
qdel(O)
|
||||
|
||||
check_level_sanity()
|
||||
update_icon()
|
||||
@@ -587,7 +587,7 @@
|
||||
weedlevel -= W.weed_kill_str
|
||||
user << "You spray [src] with [O]."
|
||||
playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
|
||||
del(O)
|
||||
qdel(O)
|
||||
|
||||
check_level_sanity()
|
||||
update_icon()
|
||||
@@ -682,7 +682,7 @@
|
||||
|
||||
if(!S.seed)
|
||||
user << "The packet seems to be empty. You throw it away."
|
||||
del(O)
|
||||
qdel(O)
|
||||
return
|
||||
|
||||
user << "You plant the [S.seed.seed_name] [S.seed.seed_noun]."
|
||||
@@ -693,7 +693,7 @@
|
||||
health = (istype(S, /obj/item/seeds/cutting) ? round(seed.get_trait(TRAIT_ENDURANCE)/rand(2,5)) : seed.get_trait(TRAIT_ENDURANCE))
|
||||
lastcycle = world.time
|
||||
|
||||
del(O)
|
||||
qdel(O)
|
||||
|
||||
check_health()
|
||||
|
||||
@@ -735,13 +735,13 @@
|
||||
user << "<span class='danger'>[src] is already occupied!</span>"
|
||||
else
|
||||
user.drop_item()
|
||||
del(O)
|
||||
qdel(O)
|
||||
|
||||
var/obj/machinery/apiary/A = new(src.loc)
|
||||
A.icon = src.icon
|
||||
A.icon_state = src.icon_state
|
||||
A.hydrotray_type = src.type
|
||||
del(src)
|
||||
qdel(src)
|
||||
else if ((istype(O, /obj/item/weapon/tank) && !( src.destroyed )))
|
||||
if (src.holding)
|
||||
user << "\blue There is alreadu a tank loaded into the [src]."
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
health = 10
|
||||
nutrilevel += 10
|
||||
user.drop_item()
|
||||
del(O)
|
||||
qdel(O)
|
||||
user << "\blue You carefully insert the queen into [src], she gets busy making a hive."
|
||||
bees_in_hive = 0
|
||||
else if(istype(O, /obj/item/beezeez))
|
||||
@@ -62,7 +62,7 @@
|
||||
user << "\blue You insert [O] into [src]. A relaxed humming appears to pick up."
|
||||
else
|
||||
user << "\blue You insert [O] into [src]. Now it just needs some bees."
|
||||
del(O)
|
||||
qdel(O)
|
||||
else if(istype(O, /obj/item/weapon/minihoe))
|
||||
if(health > 0)
|
||||
user << "\red <b>You begin to dislodge the apiary from the tray, the bees don't like that.</b>"
|
||||
@@ -73,7 +73,7 @@
|
||||
new hydrotray_type(src.loc)
|
||||
new /obj/item/apiary(src.loc)
|
||||
user << "\red You dislodge the apiary from the tray."
|
||||
del(src)
|
||||
qdel(src)
|
||||
else if(istype(O, /obj/item/weapon/bee_net))
|
||||
var/obj/item/weapon/bee_net/N = O
|
||||
if(N.caught_bees > 0)
|
||||
@@ -115,11 +115,11 @@
|
||||
if(swarming <= 0)
|
||||
for(var/mob/living/simple_animal/bee/B in src.loc)
|
||||
bees_in_hive += B.strength
|
||||
del(B)
|
||||
qdel(B)
|
||||
else if(bees_in_hive < 10)
|
||||
for(var/mob/living/simple_animal/bee/B in src.loc)
|
||||
bees_in_hive += B.strength
|
||||
del(B)
|
||||
qdel(B)
|
||||
|
||||
if(world.time > (lastcycle + cycledelay))
|
||||
lastcycle = world.time
|
||||
@@ -199,7 +199,7 @@
|
||||
B.target_turf = get_turf(src)
|
||||
B.strength -= 1
|
||||
if(B.strength <= 0)
|
||||
del(B)
|
||||
qdel(B)
|
||||
else if(B.strength <= 5)
|
||||
B.icon_state = "bees[B.strength]"
|
||||
bees_in_hive = 0
|
||||
|
||||
@@ -44,27 +44,27 @@
|
||||
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/remove_dead()
|
||||
..()
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/harvest()
|
||||
..()
|
||||
if(!seed) // Repeat harvests are a thing.
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/die()
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/process()
|
||||
if(!seed)
|
||||
del(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(name=="plant")
|
||||
name = seed.display_name
|
||||
..()
|
||||
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/Del()
|
||||
/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/Destroy()
|
||||
// Check if we're masking a decal that needs to be visible again.
|
||||
for(var/obj/effect/plant/plant in get_turf(src))
|
||||
if(plant.invisibility == INVISIBILITY_MAXIMUM)
|
||||
plant.invisibility = initial(plant.invisibility)
|
||||
..()
|
||||
return ..()
|
||||
|
||||
@@ -37,7 +37,7 @@ Rare minerals:
|
||||
diamond
|
||||
|
||||
Deep minerals:
|
||||
phoron
|
||||
plasma
|
||||
xerxium (adamantine)
|
||||
fulgurium (mythril)
|
||||
*/
|
||||
@@ -178,7 +178,7 @@ Deep minerals:
|
||||
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
|
||||
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
|
||||
target_turf.resources["diamond"] = 0
|
||||
target_turf.resources["phoron"] = 0
|
||||
target_turf.resources["plasma"] = 0
|
||||
target_turf.resources["osmium"] = 0
|
||||
target_turf.resources["hydrogen"] = 0
|
||||
if(100 to 124)
|
||||
@@ -187,7 +187,7 @@ Deep minerals:
|
||||
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
target_turf.resources["diamond"] = 0
|
||||
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
target_turf.resources["plasma"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
target_turf.resources["hydrogen"] = 0
|
||||
if(125 to 255)
|
||||
@@ -196,7 +196,7 @@ Deep minerals:
|
||||
target_turf.resources["silver"] = 0
|
||||
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
|
||||
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
|
||||
target_turf.resources["phoron"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
|
||||
target_turf.resources["plasma"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
|
||||
target_turf.resources["osmium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
|
||||
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
"gold" = /obj/item/weapon/ore/gold,
|
||||
"silver" = /obj/item/weapon/ore/silver,
|
||||
"diamond" = /obj/item/weapon/ore/diamond,
|
||||
"phoron" = /obj/item/weapon/ore/plasma,
|
||||
"plasma" = /obj/item/weapon/ore/plasma,
|
||||
"osmium" = /obj/item/weapon/ore/osmium,
|
||||
"hydrogen" = /obj/item/weapon/ore/hydrogen,
|
||||
"silicates" = /obj/item/weapon/ore/glass,
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
if("silicates" || "carbonaceous rock" || "iron") ore_type = "surface minerals"
|
||||
if("gold" || "silver" || "diamond") ore_type = "precious metals"
|
||||
if("uranium") ore_type = "nuclear fuel"
|
||||
if("phoron" || "osmium" || "hydrogen") ore_type = "exotic matter"
|
||||
if("plasma" || "osmium" || "hydrogen") ore_type = "exotic matter"
|
||||
|
||||
if(ore_type) metals[ore_type] += T.resources[metal]
|
||||
|
||||
|
||||
@@ -99,7 +99,7 @@
|
||||
|
||||
|
||||
/obj/machinery/mineral/processing_unit
|
||||
name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron...
|
||||
name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable plasma...
|
||||
icon = 'icons/obj/machines/mining_machines.dmi'
|
||||
icon_state = "furnace"
|
||||
density = 1
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
mob_container.forceMove(get_turf(src))
|
||||
M.reset_view()
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
|
||||
for(var/mob/M in src.contents)
|
||||
@@ -34,6 +34,23 @@
|
||||
for(var/mob/living/M in contents)
|
||||
M.show_message(message,m_type)
|
||||
|
||||
//Mob procs and vars for scooping up
|
||||
/mob/living/var/holder_type
|
||||
|
||||
/mob/living/proc/get_scooped(var/mob/living/carbon/grabber)
|
||||
if(!holder_type) return
|
||||
|
||||
var/obj/item/weapon/holder/H = new holder_type(loc)
|
||||
src.forceMove(H)
|
||||
H.name = name
|
||||
if(desc) H.desc = desc
|
||||
H.attack_hand(grabber)
|
||||
|
||||
grabber << "<span class='notice'>You scoop up \the [src]."
|
||||
src << "<span class='notice'>\The [grabber] scoops you up.</span>"
|
||||
grabber.status_flags |= PASSEMOTES
|
||||
return
|
||||
|
||||
//Mob specific holders.
|
||||
|
||||
/obj/item/weapon/holder/diona
|
||||
|
||||
@@ -108,6 +108,6 @@
|
||||
/datum/species/nucleation/handle_death(var/mob/living/carbon/human/H)
|
||||
var/turf/T = get_turf(H)
|
||||
H.visible_message("\red[H]'s body explodes, leaving behind a pile of microscopic crystals!")
|
||||
supermatter_delamination(T, 2, 0, 0) // Create a small supermatter burst upon death
|
||||
new /obj/item/weapon/shard/supermatter( T )
|
||||
explosion(T, 0, 0, 2, 2) // Create a small explosion burst upon death
|
||||
// new /obj/item/weapon/shard/supermatter( T )
|
||||
del(H)
|
||||
@@ -13,6 +13,7 @@
|
||||
var/ready_evolve = 0
|
||||
ventcrawler = 1
|
||||
var/environment_smash = 0 // This is a sloppy way to solve attack_animal runtimes. Stupid nymphs...
|
||||
holder_type = /obj/item/weapon/holder/diona
|
||||
|
||||
/mob/living/carbon/primitive/diona/New()
|
||||
|
||||
@@ -30,16 +31,9 @@
|
||||
src << "You feel your being twine with that of [M] as you merge with its biomass."
|
||||
src.verbs += /mob/living/carbon/primitive/diona/proc/split
|
||||
src.verbs -= /mob/living/carbon/primitive/diona/proc/merge
|
||||
src.loc = M
|
||||
src.forceMove(M)
|
||||
else
|
||||
var/obj/item/weapon/holder/diona/D = new(loc)
|
||||
src.loc = D
|
||||
D.name = loc.name
|
||||
D.attack_hand(M)
|
||||
M << "You scoop up [src]."
|
||||
src << "[M] scoops you up."
|
||||
M.status_flags |= PASSEMOTES
|
||||
return
|
||||
get_scooped(M)
|
||||
|
||||
..()
|
||||
|
||||
|
||||
@@ -25,6 +25,8 @@
|
||||
|
||||
//Used for self-mailing.
|
||||
var/mail_destination = 0
|
||||
|
||||
holder_type = /obj/item/weapon/holder/drone
|
||||
// var/sprite[0]
|
||||
|
||||
|
||||
|
||||
@@ -45,14 +45,7 @@
|
||||
|
||||
//Actual picking-up event.
|
||||
/mob/living/silicon/robot/drone/attack_hand(mob/living/carbon/human/M as mob)
|
||||
|
||||
if(M.a_intent == "help")
|
||||
var/obj/item/weapon/holder/drone/D = new(loc)
|
||||
src.loc = D
|
||||
D.attack_hand(M)
|
||||
M << "You scoop up [src]."
|
||||
src << "[M] scoops you up."
|
||||
M.status_flags |= PASSEMOTES
|
||||
return
|
||||
get_scooped(M)
|
||||
|
||||
..()
|
||||
File diff suppressed because one or more lines are too long
@@ -256,7 +256,7 @@
|
||||
use_power = 1
|
||||
set_light(0)
|
||||
|
||||
active_power_usage = ((light_range + light_power) * 10)
|
||||
active_power_usage = brightness_range * 10
|
||||
if(on != on_gs)
|
||||
on_gs = on
|
||||
|
||||
@@ -564,11 +564,11 @@
|
||||
|
||||
#define LIGHTING_POWER_FACTOR 20 //20W per unit luminosity
|
||||
|
||||
/*
|
||||
|
||||
/obj/machinery/light/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
|
||||
if(on)
|
||||
use_power(light_range * LIGHTING_POWER_FACTOR, LIGHT)
|
||||
*/
|
||||
use_power(brightness_range * LIGHTING_POWER_FACTOR, LIGHT)
|
||||
|
||||
|
||||
// called when area power state changes
|
||||
/obj/machinery/light/power_change()
|
||||
|
||||
@@ -244,7 +244,7 @@
|
||||
/obj/singularity/proc/consume(var/atom/A)
|
||||
var/gain = A.singularity_act(current_size)
|
||||
src.energy += gain
|
||||
if(istype(A, /obj/machinery/power/supermatter) && !consumedSupermatter)
|
||||
if(istype(A, /obj/machinery/power/supermatter_shard) && !consumedSupermatter)
|
||||
desc = "[initial(desc)] It glows fiercely with inner fire."
|
||||
name = "supermatter-charged [initial(name)]"
|
||||
consumedSupermatter = 1
|
||||
|
||||
@@ -0,0 +1,179 @@
|
||||
//separate dm since hydro is getting bloated already
|
||||
|
||||
/obj/effect/supermatter_crystal
|
||||
name = "supermatter growth"
|
||||
anchored = 1
|
||||
opacity = 0
|
||||
density = 0
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "supermatter_crystalf"
|
||||
layer = 2.1
|
||||
light_color = "#8A8A00"
|
||||
|
||||
var/endurance = 100
|
||||
var/delay = 1200
|
||||
var/floor = 0
|
||||
var/spreadChance = 10
|
||||
var/spreadIntoAdjacentChance = 10
|
||||
var/lastTick = 0
|
||||
var/spreaded = 1
|
||||
var/deleted = 0
|
||||
|
||||
/obj/effect/supermatter_crystal/single
|
||||
spreadChance = 0
|
||||
|
||||
/obj/effect/supermatter_crystal/New()
|
||||
..()
|
||||
light_color = "#8A8A00"
|
||||
|
||||
dir = CalcDir()
|
||||
|
||||
if(!floor)
|
||||
switch(dir) //offset to make it be on the wall rather than on the floor
|
||||
if(NORTH)
|
||||
pixel_y = 32
|
||||
if(SOUTH)
|
||||
pixel_y = -32
|
||||
if(EAST)
|
||||
pixel_x = 32
|
||||
if(WEST)
|
||||
pixel_x = -32
|
||||
icon_state = "supermatter_crystal"
|
||||
else
|
||||
if( prob( 10 )) // Only 10% of all floor crystals survive, so there's not a forest of 'em
|
||||
icon_state = "supermatter_crystalf"
|
||||
name = "supermatter crystal"
|
||||
density = 1
|
||||
else
|
||||
deleted = 1
|
||||
del( src )
|
||||
|
||||
processing_objects += src
|
||||
|
||||
set_light(3)
|
||||
lastTick = world.timeofday
|
||||
|
||||
/obj/effect/supermatter_crystal/Del()
|
||||
if( !deleted )
|
||||
visible_message("\red <B>\The [src] shatters!</B>")
|
||||
new /obj/item/weapon/shard/supermatter( src.loc )
|
||||
|
||||
processing_objects -= src
|
||||
..()
|
||||
|
||||
/obj/effect/supermatter_crystal/process()
|
||||
if(!spreaded)
|
||||
return
|
||||
|
||||
if(((world.timeofday - lastTick) > delay) || ((world.timeofday - lastTick) < 0))
|
||||
lastTick = world.timeofday
|
||||
spreaded = 0
|
||||
|
||||
for(var/mob/living/l in range( src, 2 ))
|
||||
var/rads = 5
|
||||
l.apply_effect(rads, IRRADIATE)
|
||||
|
||||
for(var/i=1,i<=3,i++)
|
||||
if(prob(spreadChance))
|
||||
var/list/possibleLocs = list()
|
||||
var/spreadsIntoAdjacent = 0
|
||||
|
||||
if(prob(spreadIntoAdjacentChance))
|
||||
spreadsIntoAdjacent = 1
|
||||
|
||||
for(var/turf/simulated/floor/floor in view(3,src))
|
||||
if(spreadsIntoAdjacent || !locate(/obj/effect/supermatter_crystal) in view(1,floor))
|
||||
possibleLocs += floor
|
||||
|
||||
if(!possibleLocs.len)
|
||||
break
|
||||
|
||||
var/turf/newLoc = pick(possibleLocs)
|
||||
|
||||
var/crystalCount = 0 //hacky
|
||||
var/placeCount = 1
|
||||
for(var/obj/effect/supermatter_crystal/shroom in newLoc)
|
||||
crystalCount++
|
||||
for(var/wallDir in cardinal)
|
||||
var/turf/isWall = get_step(newLoc,wallDir)
|
||||
if(isWall.density)
|
||||
placeCount++
|
||||
if(crystalCount >= placeCount)
|
||||
continue
|
||||
|
||||
var/obj/effect/supermatter_crystal/child = new /obj/effect/supermatter_crystal(newLoc)
|
||||
if( child )
|
||||
child.delay = delay
|
||||
child.endurance = endurance
|
||||
|
||||
spreaded++
|
||||
|
||||
/obj/effect/supermatter_crystal/proc/CalcDir(turf/location = loc)
|
||||
for(var/wallDir in cardinal)
|
||||
var/turf/newTurf = get_step(location,wallDir)
|
||||
if(newTurf.density)
|
||||
return wallDir
|
||||
|
||||
/*
|
||||
var/direction = 16
|
||||
|
||||
for(var/wallDir in cardinal)
|
||||
var/turf/newTurf = get_step(location,wallDir)
|
||||
if(newTurf.density)
|
||||
direction |= wallDir
|
||||
|
||||
for(var/obj/effect/supermatter_crystal/crystal in location)
|
||||
if(crystal == src)
|
||||
continue
|
||||
if(crystal.floor) //special
|
||||
direction &= ~16
|
||||
else
|
||||
direction &= ~crystal.dir
|
||||
|
||||
var/list/dirList = list()
|
||||
|
||||
for(var/i=1,i<=16,i <<= 1)
|
||||
if(direction & i)
|
||||
dirList += i
|
||||
|
||||
if(dirList.len)
|
||||
var/newDir = pick(dirList)
|
||||
if(newDir == 16)
|
||||
floor = 1
|
||||
newDir = 1
|
||||
return newDir
|
||||
*/
|
||||
floor = 1
|
||||
return 1
|
||||
|
||||
/obj/effect/supermatter_crystal/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
|
||||
endurance -= W.force
|
||||
|
||||
CheckEndurance()
|
||||
|
||||
/obj/effect/supermatter_crystal/ex_act(severity)
|
||||
switch(severity)
|
||||
if(1.0)
|
||||
qdel(src)
|
||||
return
|
||||
if(2.0)
|
||||
if (prob(50))
|
||||
qdel(src)
|
||||
return
|
||||
if(3.0)
|
||||
if (prob(5))
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
return
|
||||
|
||||
/obj/effect/supermatter_crystal/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > 300)
|
||||
endurance -= 5
|
||||
CheckEndurance()
|
||||
|
||||
/obj/effect/supermatter_crystal/proc/CheckEndurance()
|
||||
if(endurance <= 0)
|
||||
qdel(src)
|
||||
@@ -0,0 +1,103 @@
|
||||
|
||||
/obj/item/weapon/shard/supermatter
|
||||
name = "supermatter shard"
|
||||
desc = "A shard of supermatter. Incredibly dangerous, though not large enough to go critical."
|
||||
force = 10.0
|
||||
throwforce = 20.0
|
||||
icon_state = "supermatter"
|
||||
sharp = 1
|
||||
edge = 1
|
||||
w_class = 2
|
||||
flags = CONDUCT
|
||||
light_color = "#8A8A00"
|
||||
var/brightness = 2
|
||||
|
||||
/obj/item/weapon/shard/supermatter/New()
|
||||
src.icon_state = "supermatter" + pick("large", "medium", "small")
|
||||
switch(src.icon_state)
|
||||
if("supermattersmall")
|
||||
src.pixel_x = rand(-12, 12)
|
||||
src.pixel_y = rand(-12, 12)
|
||||
if("supermattermedium")
|
||||
src.pixel_x = rand(-8, 8)
|
||||
src.pixel_y = rand(-8, 8)
|
||||
if("supermatterlarge")
|
||||
src.pixel_x = rand(-5, 5)
|
||||
src.pixel_y = rand(-5, 5)
|
||||
else
|
||||
|
||||
set_light(brightness)
|
||||
|
||||
/obj/item/weapon/shard/supermatter/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if( istype( W, /obj/item/weapon/tongs ))
|
||||
var/obj/item/weapon/tongs/T = W
|
||||
T.pick_up( src )
|
||||
T.icon_state = "tongs_supermatter"
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/shard/supermatter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/shard/supermatter/Crossed(AM as mob|obj)
|
||||
if(ismob(AM))
|
||||
var/mob/M = AM
|
||||
M << "\red <B>You step on \the [src]!</B>"
|
||||
playsound(src.loc, 'sound/effects/glass_step_sm.ogg', 70, 1) // not sure how to handle metal shards with sounds
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
|
||||
if(H.species.flags & IS_SYNTHETIC) //Thick skin.
|
||||
return
|
||||
|
||||
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
|
||||
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
|
||||
if(affecting.status & ORGAN_ROBOT)
|
||||
return
|
||||
if(affecting.take_damage(5, 20))
|
||||
H.UpdateDamageIcon()
|
||||
H.updatehealth()
|
||||
if(!(H.species && (H.species.flags & NO_PAIN)))
|
||||
H.Weaken(3)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/shard/supermatter/attack_hand(var/mob/user)
|
||||
if(!istype(user,/mob/living/carbon/human/nucleation))
|
||||
user << pick( "\red You think twice before touching that without protection.",
|
||||
"\red You don't want to touch that without some protection.",
|
||||
"\red You probably should get something else to pick that up.",
|
||||
"\red You aren't sure that's a good idea.",
|
||||
"\red You aren't in the mood to get vaporized today.",
|
||||
"\red You really don't feel like frying your hand off.",
|
||||
"\red You assume that's a bad idea." )
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/tongs
|
||||
name = "tongs"
|
||||
desc = "Tungsten-alloy tongs used for handling dangerous materials."
|
||||
force = 7.0
|
||||
throwforce = 12.0
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "tongs"
|
||||
edge = 1
|
||||
w_class = 2
|
||||
flags = CONDUCT
|
||||
var/obj/item/held = null // The item currently being held
|
||||
|
||||
/obj/item/weapon/tongs/proc/pick_up( var/obj/item/I )
|
||||
held = I
|
||||
I.loc = src
|
||||
playsound(loc, 'sound/effects/tong_pickup.ogg', 50, 1, -1)
|
||||
|
||||
/obj/item/weapon/tongs/attack_self(var/mob/user as mob)
|
||||
if( held )
|
||||
var/turf/T = get_turf(user.loc)
|
||||
held.loc = T
|
||||
held = null
|
||||
icon_state = initial(icon_state)
|
||||
..()
|
||||
@@ -0,0 +1,299 @@
|
||||
//Ported from /vg/station13, which was in turn forked from baystation12;
|
||||
//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
|
||||
//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
|
||||
|
||||
#define NITROGEN_RETARDATION_FACTOR 2 //Higher == N2 slows reaction more
|
||||
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction
|
||||
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
|
||||
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
|
||||
#define REACTION_POWER_MODIFIER 0.55 //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 30 //seconds between warnings.
|
||||
|
||||
/obj/machinery/power/supermatter_shard
|
||||
name = "supermatter shard"
|
||||
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. <span class='danger'>You get headaches just from looking at it.</span>"
|
||||
icon = 'icons/obj/supermatter.dmi'
|
||||
icon_state = "darkmatter_shard"
|
||||
density = 1
|
||||
anchored = 0
|
||||
light_range = 4
|
||||
|
||||
|
||||
var/gasefficency = 0.125
|
||||
|
||||
var/base_icon_state = "darkmatter_shard"
|
||||
|
||||
var/damage = 0
|
||||
var/damage_archived = 0
|
||||
var/safe_alert = "Crystalline hyperstructure returning to safe operating levels."
|
||||
var/warning_point = 50
|
||||
var/warning_alert = "Danger! Crystal hyperstructure instability!"
|
||||
var/emergency_point = 500
|
||||
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
|
||||
var/explosion_point = 900
|
||||
|
||||
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
|
||||
|
||||
var/oxygen = 0 // Moving this up here for easier debugging.
|
||||
|
||||
//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
|
||||
|
||||
//for logging
|
||||
var/has_been_powered = 0
|
||||
var/has_reached_emergency = 0
|
||||
|
||||
/obj/machinery/power/supermatter_shard/New()
|
||||
. = ..()
|
||||
radio = new(src)
|
||||
radio.listening = 0
|
||||
investigate_log("has been created.", "supermatter")
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter_shard/Destroy()
|
||||
investigate_log("has been destroyed.", "supermatter")
|
||||
qdel(radio)
|
||||
. = ..()
|
||||
|
||||
/obj/machinery/power/supermatter_shard/proc/explode()
|
||||
investigate_log("has exploded.", "supermatter")
|
||||
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_shard/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(istype(L, /turf/space)) // Stop processing this stuff if we've been ejected.
|
||||
return
|
||||
|
||||
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)
|
||||
var/stability = num2text(round((damage / explosion_point) * 100))
|
||||
|
||||
if(damage > emergency_point)
|
||||
radio.autosay("[emergency_alert] Instability: [stability]%", src)
|
||||
lastwarning = world.timeofday
|
||||
if(!has_reached_emergency)
|
||||
investigate_log("has reached the emergency point for the first time.", "supermatter")
|
||||
message_admins("[src] has reached the emergency point <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
|
||||
has_reached_emergency = 1
|
||||
|
||||
else if(damage >= damage_archived) // The damage is still going up
|
||||
radio.autosay("[warning_alert] Instability: [stability]%", src)
|
||||
lastwarning = world.timeofday - 150
|
||||
|
||||
else // Phew, we're safe
|
||||
radio.autosay("[safe_alert]", src)
|
||||
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.
|
||||
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)
|
||||
|
||||
explode()
|
||||
|
||||
//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
|
||||
|
||||
damage_archived = damage
|
||||
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
|
||||
//Ok, 100% oxygen atmosphere = best reaction
|
||||
//Maxes out at 100% oxygen pressure
|
||||
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
|
||||
|
||||
var/temp_factor = 50
|
||||
|
||||
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 = 30
|
||||
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)
|
||||
|
||||
env.merge(removed)
|
||||
|
||||
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // 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)) ) ) )
|
||||
|
||||
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
|
||||
var/rads = (power / 10) * sqrt( 1 / max(get_dist(l, src),1) )
|
||||
l.apply_effect(rads, IRRADIATE)
|
||||
|
||||
power -= (power/500)**3
|
||||
|
||||
return 1
|
||||
|
||||
/obj/machinery/power/supermatter_shard
|
||||
|
||||
/obj/machinery/power/supermatter_shard/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(Proj.flag != "bullet")
|
||||
power += Proj.damage * config_bullet_energy
|
||||
if(!has_been_powered)
|
||||
investigate_log("has been powered for the first time.", "supermatter")
|
||||
message_admins("[src] has been powered for the first time <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
|
||||
has_been_powered = 1
|
||||
else
|
||||
damage += Proj.damage * config_bullet_energy
|
||||
return 0
|
||||
|
||||
/obj/machinery/power/supermatter_shard/singularity_act()
|
||||
var/gain = 100
|
||||
investigate_log("Supermatter shard consumed by singularity.","singulo")
|
||||
message_admins("Singularity has consumed a supermatter shard and can now become stage six.")
|
||||
visible_message("<span class='userdanger'>[src] is consumed by the singularity!</span>")
|
||||
for(var/mob/M in mob_list)
|
||||
M << 'sound/effects/supermatter.ogg' //everyone goan know bout this
|
||||
M << "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>"
|
||||
qdel(src)
|
||||
return(gain)
|
||||
|
||||
/obj/machinery/power/supermatter_shard/attack_robot(mob/user as mob)
|
||||
if(Adjacent(user))
|
||||
return attack_hand(user)
|
||||
else
|
||||
user << "<span class='warning'>You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_shard/attack_ai(mob/user as mob)
|
||||
user << "<span class='warning'>You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
|
||||
|
||||
/obj/machinery/power/supermatter_shard/attack_hand(mob/living/user as mob)
|
||||
if(!istype(user))
|
||||
return
|
||||
user.visible_message("<span class='danger'>\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='userdanger'>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='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
||||
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
|
||||
Consume(user)
|
||||
|
||||
/obj/machinery/power/supermatter_shard/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/10)
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter_shard/attackby(obj/item/W as obj, mob/living/user as mob, params)
|
||||
if(!istype(W) || (W.flags & ABSTRACT) || !istype(user))
|
||||
return
|
||||
if(user.drop_item(W))
|
||||
Consume(W)
|
||||
user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
|
||||
"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.\"</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
|
||||
"<span class='italics'>Everything suddenly goes silent.</span>")
|
||||
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
|
||||
user.apply_effect(150, IRRADIATE)
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter_shard/Bumped(atom/AM as mob|obj)
|
||||
if(istype(AM, /mob/living))
|
||||
AM.visible_message("<span class='danger'>\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
|
||||
"<span class='userdanger'>You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
|
||||
"<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
||||
else if(isobj(AM) && !istype(AM, /obj/effect))
|
||||
AM.visible_message("<span class='danger'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
|
||||
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
||||
else
|
||||
return
|
||||
|
||||
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
|
||||
|
||||
Consume(AM)
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter_shard/proc/Consume(atom/movable/AM)
|
||||
if(istype(AM, /mob/living))
|
||||
var/mob/living/user = AM
|
||||
user.dust()
|
||||
power += 200
|
||||
message_admins("[src] has consumed [key_name_admin(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
|
||||
investigate_log("has consumed [key_name(user)].", "supermatter")
|
||||
else if(isobj(AM) && !istype(AM, /obj/effect))
|
||||
investigate_log("has consumed [AM].", "supermatter")
|
||||
qdel(AM)
|
||||
|
||||
power += 200
|
||||
|
||||
//Some poor sod got eaten, go ahead and irradiate people nearby.
|
||||
for(var/mob/living/L in range(10))
|
||||
var/rads = 500 * sqrt( 1 / (get_dist(L, src) + 1) )
|
||||
L.apply_effect(rads, IRRADIATE)
|
||||
investigate_log("has irradiated [L] after consuming [AM].", "supermatter")
|
||||
if(L in view())
|
||||
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
|
||||
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
|
||||
else
|
||||
L.show_message("<span class='italics'>You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
|
||||
@@ -705,273 +705,10 @@
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/machinery/chem_master/condimaster
|
||||
name = "CondiMaster 3000"
|
||||
condi = 1
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/*
|
||||
|
||||
/obj/machinery/computer/pandemic
|
||||
name = "PanD.E.M.I.C 2200"
|
||||
density = 1
|
||||
anchored = 1
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "mixer0"
|
||||
circuit = /obj/item/weapon/circuitboard/pandemic
|
||||
//use_power = 1
|
||||
//idle_power_usage = 20 //defaults make more sense.
|
||||
var/temphtml = ""
|
||||
var/wait = null
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker = null
|
||||
|
||||
|
||||
/obj/machinery/computer/pandemic/set_broken()
|
||||
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
|
||||
stat |= BROKEN
|
||||
|
||||
|
||||
/obj/machinery/computer/pandemic/power_change()
|
||||
|
||||
if(stat & BROKEN)
|
||||
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
|
||||
|
||||
else if(powered())
|
||||
icon_state = (src.beaker?"mixer1":"mixer0")
|
||||
stat &= ~NOPOWER
|
||||
|
||||
else
|
||||
spawn(rand(0, 15))
|
||||
src.icon_state = (src.beaker?"mixer1_nopower":"mixer0_nopower")
|
||||
stat |= NOPOWER
|
||||
|
||||
|
||||
/obj/machinery/computer/pandemic/Topic(href, href_list)
|
||||
if(stat & (NOPOWER|BROKEN)) return
|
||||
if(usr.stat || usr.restrained()) return
|
||||
if(!in_range(src, usr)) return
|
||||
|
||||
usr.set_machine(src)
|
||||
if(!beaker) return
|
||||
|
||||
if (href_list["create_vaccine"])
|
||||
if(!src.wait)
|
||||
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
|
||||
if(B)
|
||||
var/path = href_list["create_vaccine"]
|
||||
var/vaccine_type = text2path(path)
|
||||
var/datum/disease/D = null
|
||||
|
||||
if(!vaccine_type)
|
||||
D = archive_diseases[path]
|
||||
vaccine_type = path
|
||||
else
|
||||
if(vaccine_type in diseases)
|
||||
D = new vaccine_type(0, null)
|
||||
|
||||
if(D)
|
||||
B.name = "[D.name] vaccine bottle"
|
||||
B.reagents.add_reagent("vaccine",15,vaccine_type)
|
||||
wait = 1
|
||||
var/datum/reagents/R = beaker.reagents
|
||||
var/datum/reagent/blood/Blood = null
|
||||
for(var/datum/reagent/blood/L in R.reagent_list)
|
||||
if(L)
|
||||
Blood = L
|
||||
break
|
||||
var/list/res = Blood.data["resistances"]
|
||||
spawn(res.len*200)
|
||||
src.wait = null
|
||||
else
|
||||
src.temphtml = "The replicator is not ready yet."
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else if (href_list["create_virus_culture"])
|
||||
if(!wait)
|
||||
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
|
||||
B.icon_state = "bottle3"
|
||||
var/type = text2path(href_list["create_virus_culture"])//the path is received as string - converting
|
||||
var/datum/disease/D = null
|
||||
if(!type)
|
||||
var/datum/disease/advance/A = archive_diseases[href_list["create_virus_culture"]]
|
||||
if(A)
|
||||
D = new A.type(0, A)
|
||||
else
|
||||
if(type in diseases) // Make sure this is a disease
|
||||
D = new type(0, null)
|
||||
var/list/data = list("viruses"=list(D))
|
||||
var/name = sanitize(input(usr,"Name:","Name the culture",D.name))
|
||||
if(!name || name == " ") name = D.name
|
||||
B.name = "[name] culture bottle"
|
||||
B.desc = "A small bottle. Contains [D.agent] culture in synthblood medium."
|
||||
B.reagents.add_reagent("blood",20,data)
|
||||
src.updateUsrDialog()
|
||||
wait = 1
|
||||
spawn(1000)
|
||||
src.wait = null
|
||||
else
|
||||
src.temphtml = "The replicator is not ready yet."
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else if (href_list["empty_beaker"])
|
||||
beaker.reagents.clear_reagents()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else if (href_list["eject"])
|
||||
beaker:loc = src.loc
|
||||
beaker = null
|
||||
icon_state = "mixer0"
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else if(href_list["clear"])
|
||||
src.temphtml = ""
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
else if(href_list["name_disease"])
|
||||
var/new_name = stripped_input(usr, "Name the Disease", "New Name", "", MAX_NAME_LEN)
|
||||
if(stat & (NOPOWER|BROKEN)) return
|
||||
if(usr.stat || usr.restrained()) return
|
||||
if(!in_range(src, usr)) return
|
||||
var/id = href_list["name_disease"]
|
||||
if(archive_diseases[id])
|
||||
var/datum/disease/advance/A = archive_diseases[id]
|
||||
A.AssignName(new_name)
|
||||
for(var/datum/disease/advance/AD in active_diseases)
|
||||
AD.Refresh()
|
||||
src.updateUsrDialog()
|
||||
|
||||
|
||||
else
|
||||
usr << browse(null, "window=pandemic")
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/pandemic/attack_ai(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/pandemic/attack_paw(mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/pandemic/attack_hand(mob/user as mob)
|
||||
if(stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = ""
|
||||
if(src.temphtml)
|
||||
dat = "[src.temphtml]<BR><BR><A href='?src=\ref[src];clear=1'>Main Menu</A>"
|
||||
else if(!beaker)
|
||||
dat += "Please insert beaker.<BR>"
|
||||
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
|
||||
else
|
||||
var/datum/reagents/R = beaker.reagents
|
||||
var/datum/reagent/blood/Blood = null
|
||||
for(var/datum/reagent/blood/B in R.reagent_list)
|
||||
if(B)
|
||||
Blood = B
|
||||
break
|
||||
if(!R.total_volume||!R.reagent_list.len)
|
||||
dat += "The beaker is empty<BR>"
|
||||
else if(!Blood)
|
||||
dat += "No blood sample found in beaker"
|
||||
else if(!Blood.data)
|
||||
dat += "No blood data found in beaker."
|
||||
else
|
||||
dat += "<h3>Blood sample data:</h3>"
|
||||
dat += "<b>Blood DNA:</b> [(Blood.data["blood_DNA"]||"none")]<BR>"
|
||||
dat += "<b>Blood Type:</b> [(Blood.data["blood_type"]||"none")]<BR>"
|
||||
|
||||
|
||||
if(Blood.data["viruses"])
|
||||
var/list/vir = Blood.data["viruses"]
|
||||
if(vir.len)
|
||||
for(var/datum/disease/D in Blood.data["viruses"])
|
||||
if(!D.hidden[PANDEMIC])
|
||||
|
||||
|
||||
var/disease_creation = D.type
|
||||
if(istype(D, /datum/disease/advance))
|
||||
|
||||
var/datum/disease/advance/A = D
|
||||
D = archive_diseases[A.GetDiseaseID()]
|
||||
disease_creation = A.GetDiseaseID()
|
||||
if(D.name == "Unknown")
|
||||
dat += "<b><a href='?src=\ref[src];name_disease=[A.GetDiseaseID()]'>Name Disease</a></b><BR>"
|
||||
|
||||
if(!D)
|
||||
CRASH("We weren't able to get the advance disease from the archive.")
|
||||
|
||||
dat += "<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[disease_creation]'>Create virus culture bottle</A>":"none"]<BR>"
|
||||
dat += "<b>Common name:</b> [(D.name||"none")]<BR>"
|
||||
dat += "<b>Description: </b> [(D.desc||"none")]<BR>"
|
||||
dat += "<b>Spread:</b> [(D.spread||"none")]<BR>"
|
||||
dat += "<b>Possible cure:</b> [(D.cure||"none")]<BR><BR>"
|
||||
|
||||
if(istype(D, /datum/disease/advance))
|
||||
var/datum/disease/advance/A = D
|
||||
dat += "<b>Symptoms:</b> "
|
||||
var/english_symptoms = list()
|
||||
for(var/datum/symptom/S in A.symptoms)
|
||||
english_symptoms += S.name
|
||||
dat += english_list(english_symptoms)
|
||||
|
||||
|
||||
dat += "<BR><b>Contains antibodies to:</b> "
|
||||
if(Blood.data["resistances"])
|
||||
var/list/res = Blood.data["resistances"]
|
||||
if(res.len)
|
||||
dat += "<ul>"
|
||||
for(var/type in Blood.data["resistances"])
|
||||
var/disease_name = "Unknown"
|
||||
|
||||
if(!ispath(type))
|
||||
var/datum/disease/advance/A = archive_diseases[type]
|
||||
if(A)
|
||||
disease_name = A.name
|
||||
else
|
||||
var/datum/disease/D = new type(0, null)
|
||||
disease_name = D.name
|
||||
|
||||
dat += "<li>[disease_name] - <A href='?src=\ref[src];create_vaccine=[type]'>Create vaccine bottle</A></li>"
|
||||
dat += "</ul><BR>"
|
||||
else
|
||||
dat += "nothing<BR>"
|
||||
else
|
||||
dat += "nothing<BR>"
|
||||
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject beaker</A>[((R.total_volume&&R.reagent_list.len) ? "-- <A href='?src=\ref[src];empty_beaker=1'>Empty beaker</A>":"")]<BR>"
|
||||
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
|
||||
|
||||
user << browse("<TITLE>[src.name]</TITLE><BR>[dat]", "window=pandemic;size=575x400")
|
||||
onclose(user, "pandemic")
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/computer/pandemic/attackby(var/obj/I as obj, var/mob/user as mob, params)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(stat & (NOPOWER|BROKEN)) return
|
||||
if(src.beaker)
|
||||
user << "A beaker is already loaded into the machine."
|
||||
return
|
||||
|
||||
src.beaker = I
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
user << "You add the beaker to the machine!"
|
||||
src.updateUsrDialog()
|
||||
icon_state = "mixer1"
|
||||
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
*/
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
/obj/machinery/reagentgrinder
|
||||
|
||||
name = "All-In-One Grinder"
|
||||
@@ -986,6 +723,8 @@
|
||||
var/inuse = 0
|
||||
var/obj/item/weapon/reagent_containers/beaker = null
|
||||
var/limit = 10
|
||||
|
||||
//IMPORTANT NOTE! A negative number is a multiplier, a positive number is a flat amount to add. 0 means equal to the amount of the original reagent
|
||||
var/list/blend_items = list (
|
||||
|
||||
//Sheets
|
||||
@@ -996,12 +735,10 @@
|
||||
/obj/item/stack/sheet/mineral/gold = list("gold" = 20),
|
||||
/obj/item/weapon/grown/novaflower = list("capsaicin" = 0),
|
||||
|
||||
|
||||
//archaeology!
|
||||
/obj/item/weapon/rocksliver = list("ground_rock" = 50),
|
||||
|
||||
|
||||
|
||||
//All types that you can put into the grinder to transfer the reagents to the beaker. !Put all recipes above this.!
|
||||
/obj/item/weapon/reagent_containers/pill = list(),
|
||||
/obj/item/weapon/reagent_containers/food = list()
|
||||
@@ -1013,9 +750,8 @@
|
||||
"soybeans" = list("soymilk" = 0),
|
||||
"tomato" = list("ketchup" = 0),
|
||||
///obj/item/weapon/reagent_containers/food/snacks/grown/wheat = list("flour" = -5),
|
||||
"ricestalk" = list("rice" = 5),
|
||||
"rice" = list("rice" = -5),
|
||||
"cherries" = list("cherryjelly" = 0),
|
||||
"plastellium" = list("plasticide" = 5),
|
||||
)
|
||||
|
||||
var/list/juice_items = list (
|
||||
@@ -1036,9 +772,6 @@
|
||||
"corn" = list("cornoil" = 0),
|
||||
)
|
||||
|
||||
|
||||
|
||||
|
||||
var/list/holdingitems = list()
|
||||
|
||||
/obj/machinery/reagentgrinder/New()
|
||||
@@ -1050,10 +783,8 @@
|
||||
icon_state = "juicer"+num2text(!isnull(beaker))
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/reagentgrinder/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
|
||||
|
||||
|
||||
if (istype(O,/obj/item/weapon/reagent_containers/glass) || \
|
||||
istype(O,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
|
||||
istype(O,/obj/item/weapon/reagent_containers/food/drinks/shaker))
|
||||
@@ -1152,7 +883,6 @@
|
||||
onclose(user, "reagentgrinder")
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/reagentgrinder/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
@@ -1313,15 +1043,21 @@
|
||||
|
||||
var/space = beaker.reagents.maximum_volume - beaker.reagents.total_volume
|
||||
var/amount = allowed[r_id]
|
||||
if(amount <= 0)
|
||||
if(amount <= 0) //Negative amounts are multipliers for the reagent amount (Example: "amount = -5" means "reagent_amount * 5")
|
||||
if(amount == 0)
|
||||
if (O.reagents != null && O.reagents.has_reagent("nutriment"))
|
||||
beaker.reagents.add_reagent(r_id, min(O.reagents.get_reagent_amount("nutriment"), space))
|
||||
O.reagents.remove_reagent("nutriment", min(O.reagents.get_reagent_amount("nutriment"), space))
|
||||
if (O.reagents != null && O.reagents.has_reagent("plantmatter"))
|
||||
beaker.reagents.add_reagent(r_id, min(O.reagents.get_reagent_amount("plantmatter"), space))
|
||||
O.reagents.remove_reagent("plantmatter", min(O.reagents.get_reagent_amount("plantmatter"), space))
|
||||
else
|
||||
if (O.reagents != null && O.reagents.has_reagent("nutriment"))
|
||||
beaker.reagents.add_reagent(r_id, min(round(O.reagents.get_reagent_amount("nutriment")*abs(amount)), space))
|
||||
O.reagents.remove_reagent("nutriment", min(O.reagents.get_reagent_amount("nutriment"), space))
|
||||
if (O.reagents != null && O.reagents.has_reagent("plantmatter"))
|
||||
beaker.reagents.add_reagent(r_id, min(round(O.reagents.get_reagent_amount("plantmatter")*abs(amount)), space))
|
||||
O.reagents.remove_reagent("plantmatter", min(O.reagents.get_reagent_amount("plantmatter"), space))
|
||||
|
||||
else
|
||||
O.reagents.trans_id_to(beaker, r_id, min(amount, space))
|
||||
|
||||
@@ -182,16 +182,6 @@
|
||||
build_path = /obj/item/weapon/circuitboard/operating
|
||||
category = list("Computer Boards")
|
||||
|
||||
/datum/design/pandemic
|
||||
name = "Console Board (PanD.E.M.I.C. 2200)"
|
||||
desc = "Allows for the construction of circuit boards used to build a PanD.E.M.I.C. 2200 console."
|
||||
id = "pandemic"
|
||||
req_tech = list("programming" = 2, "biotech" = 2)
|
||||
build_type = IMPRINTER
|
||||
materials = list("$glass" = 1000, "sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/pandemic
|
||||
category = list("Computer Boards")
|
||||
|
||||
/datum/design/powermonitor
|
||||
name = "Console Board (Power Monitor)"
|
||||
desc = "Allows for the construction of circuit boards used to build a new power monitor"
|
||||
|
||||
@@ -13,10 +13,9 @@
|
||||
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
|
||||
|
||||
artifact_find_type = pick(\
|
||||
5;/obj/machinery/power/supermatter,\
|
||||
5;/obj/structure/constructshell,\
|
||||
5;/obj/machinery/wish_granter,\
|
||||
25;/obj/machinery/power/supermatter/shard,\
|
||||
25;/obj/machinery/power/supermatter_shard,\
|
||||
50;/obj/structure/cult/pylon,\
|
||||
100;/obj/machinery/auto_cloner,\
|
||||
100;/obj/machinery/giga_drill,\
|
||||
|
||||
@@ -135,10 +135,7 @@
|
||||
ecosystem involving self cannibalism and a symbiotic relationship with the contained liquid.<br><br>\
|
||||
Structure is composed of a carbo-titanium alloy with interlaced reinforcing energy fields, and the contained liquid \
|
||||
resembles proto-plasmic residue supportive of single cellular developmental conditions."
|
||||
if(/obj/machinery/power/supermatter)
|
||||
return "Super dense plasma clump - Appears to have been shaped or hewn, structure is composed of matter 2000% denser than ordinary carbon matter residue.\
|
||||
Potential application as unrefined plasma source."
|
||||
if(/obj/machinery/power/supermatter)
|
||||
if(/obj/machinery/power/supermatter_shard)
|
||||
return "Super dense plasma clump - Appears to have been shaped or hewn, structure is composed of matter 2000% denser than ordinary carbon matter residue.\
|
||||
Potential application as unrefined plasma source."
|
||||
if(/obj/structure/constructshell)
|
||||
|
||||
@@ -1,473 +0,0 @@
|
||||
|
||||
#define NITROGEN_RETARDATION_FACTOR 0.15 //Higher == N2 slows reaction more
|
||||
#define THERMAL_RELEASE_MODIFIER 750 //Higher == more heat released during reaction
|
||||
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma 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 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 TRANSFORM_DISTANCE_MOD 2 // Size/this is maximum distance from SM during burst for transformation to Nucleation
|
||||
|
||||
#define WARNING_DELAY 30 //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/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
|
||||
var/uneatable = list(/turf/space, /obj/effect/overlay, /atom/movable/lighting_overlay, /mob/dead, /mob/camera, /mob/new_player)
|
||||
|
||||
/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] - <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
|
||||
spawn(pull_time)
|
||||
var/turf/epicenter = get_turf(src)
|
||||
explosion(epicenter, explosion_power, explosion_power*2, explosion_power*3, explosion_power*4, 1)
|
||||
supermatter_delamination( epicenter, explosion_power*4, 1 )
|
||||
del src
|
||||
return
|
||||
|
||||
//Changes color and light_range of the light to these values if they were not already set
|
||||
/obj/machinery/power/supermatter/proc/shift_light(var/lum, var/clr)
|
||||
if(light_color != clr)
|
||||
light_color = clr
|
||||
if(light_range != lum)
|
||||
set_light(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(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.oxygen - (removed.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
|
||||
|
||||
|
||||
//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)
|
||||
|
||||
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/singularity_act()
|
||||
var/gain = 100
|
||||
investigate_log("Supermatter shard consumed by singularity.","singulo")
|
||||
message_admins("Singularity has consumed a supermatter shard and can now become stage six.")
|
||||
visible_message("<span class='userdanger'>[src] is consumed by the singularity!</span>")
|
||||
for(var/mob/M in mob_list)
|
||||
M << 'sound/effects/supermatter.ogg' //everyone goan know bout this
|
||||
M << "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>"
|
||||
qdel(src)
|
||||
return(gain)
|
||||
|
||||
/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
|
||||
if(Adjacent(user))
|
||||
return attack_hand(user)
|
||||
else
|
||||
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
|
||||
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
|
||||
|
||||
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
|
||||
if(istype(user,/mob/living/carbon/human/nucleation)) // Nucleation's biology doesn't react to this
|
||||
return
|
||||
|
||||
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)
|
||||
|
||||
/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 plasma 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/carbon/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.unEquip(W)
|
||||
Consume(W)
|
||||
|
||||
user.apply_effect(150, IRRADIATE)
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
|
||||
if(istype(AM, /mob/living))
|
||||
if(istype(AM,/mob/living/carbon/human/nucleation)) // Nucleation's biology doesn't react to this
|
||||
return
|
||||
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,/mob/living/carbon/human/nucleation)) // Nucleation's biology doesn't react to this
|
||||
return
|
||||
|
||||
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("<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))
|
||||
// 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
|
||||
|
||||
|
||||
proc/supermatter_delamination(var/turf/epicenter, var/size, var/transform_mobs = 0, var/adminlog = 1)
|
||||
spawn(0)
|
||||
var/start = world.timeofday
|
||||
epicenter = get_turf(epicenter)
|
||||
if(!epicenter) return
|
||||
|
||||
if(adminlog)
|
||||
message_admins("Supermatter delamination with size ([size]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
|
||||
log_game("Supermatter delamination with size ([size]) in area [epicenter.loc.name] ")
|
||||
|
||||
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(size*2,1) )
|
||||
playsound(epicenter, "explosion", 100, 1, round(size,1) )
|
||||
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 1
|
||||
|
||||
var/x = epicenter.x
|
||||
var/y = epicenter.y
|
||||
var/z = epicenter.z
|
||||
|
||||
epicenter.ChangeTurf( /turf/simulated/floor/plating/smatter )
|
||||
|
||||
for(var/mob/living/mob in orange( epicenter, size*2 )) // Irradiate area twice the size of the main blast
|
||||
if(epicenter.z == mob.loc.z)
|
||||
if( ishuman(mob) )
|
||||
//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(size*10, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, epicenter) + 1)) ) )
|
||||
var/rads = size*10 * sqrt( 1 / (get_dist(mob, epicenter) + 1) )
|
||||
mob.apply_effect(rads, IRRADIATE)
|
||||
|
||||
for(var/i=0, i<size, i++) // An awful way to do this, but i'm tired
|
||||
for(var/j=0, j<i, j++)
|
||||
var/turf/cur_turf = locate((x-i)+j, y+j, z )
|
||||
var/dist = get_dist( cur_turf, epicenter )
|
||||
var/percent = min( 100, ((( size-dist )/size )*100 ))
|
||||
blow_lights( cur_turf )
|
||||
if( prob( percent ))
|
||||
supermatter_convert( cur_turf, transform_mobs )
|
||||
|
||||
cur_turf = locate(x+j, (y+i)-j, z )
|
||||
dist = get_dist( cur_turf, epicenter )
|
||||
percent = min( 100, ((( size-dist )/size )*100 ))
|
||||
blow_lights( cur_turf )
|
||||
if( prob( percent ))
|
||||
supermatter_convert( cur_turf, transform_mobs )
|
||||
|
||||
cur_turf = locate((x+i)-j, y-j, z )
|
||||
dist = get_dist( cur_turf, epicenter )
|
||||
percent = min( 100, ((( size-dist )/size )*100 ))
|
||||
blow_lights( cur_turf )
|
||||
if( prob( percent ))
|
||||
supermatter_convert( cur_turf, transform_mobs )
|
||||
|
||||
cur_turf = locate(x-j, (y-i)+j, z )
|
||||
dist = get_dist( cur_turf, epicenter )
|
||||
percent = min( 100, ((( size-dist )/size )*100 ))
|
||||
blow_lights( cur_turf )
|
||||
if( prob( percent ))
|
||||
supermatter_convert( cur_turf, transform_mobs )
|
||||
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 0
|
||||
|
||||
diary << "## Supermatter delamination with size [size]. Took [(world.timeofday-start)/10] seconds."
|
||||
return 1
|
||||
|
||||
|
||||
proc/supermatter_convert( var/turf/T, var/transform_mobs = 0 )
|
||||
if( transform_mobs )
|
||||
for( var/mob/item in T.contents )
|
||||
if( ishuman( item ))
|
||||
var/mob/living/carbon/human/M = item
|
||||
if( istype(M.species, /datum/species/human ))
|
||||
if( prob( 33 ))
|
||||
M.set_species( "Nucleation", 1 )
|
||||
item.ex_act( 3 )
|
||||
|
||||
if( istype( T, /turf/simulated/floor ))
|
||||
new /obj/effect/supermatter_crystal(T)
|
||||
|
||||
proc/blow_lights( var/turf/T )
|
||||
for( var/obj/machinery/power/apc/apc in T )
|
||||
apc.overload_lighting()
|
||||
|
||||
|
||||
/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
|
||||
Reference in New Issue
Block a user