mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 03:57:13 +01:00
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
This commit is contained in:
@@ -183,16 +183,7 @@
|
||||
//message_admins("The probability of a new traitor is [traitor_prob]%")
|
||||
if(prob(traitor_prob))
|
||||
message_admins("New traitor roll passed. Making a new Traitor.")
|
||||
forge_traitor_objectives(character.mind)
|
||||
equip_traitor(character)
|
||||
traitors += character.mind
|
||||
character << "\red <B>You are the traitor.</B>"
|
||||
character.mind.special_role = "traitor"
|
||||
var/obj_count = 1
|
||||
character << "\blue Your current objectives:"
|
||||
for(var/datum/objective/objective in character.mind.objectives)
|
||||
character << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
obj_count++
|
||||
character.mind.make_Tratior() //TEMP: Add proper checks for loyalty here. uc_guy
|
||||
//else
|
||||
//message_admins("New traitor roll failed. No new traitor.")
|
||||
//else
|
||||
|
||||
@@ -1,10 +1,19 @@
|
||||
|
||||
#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
|
||||
#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
|
||||
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
|
||||
#define PHORON_RELEASE_MODIFIER 1500 //Higher == less phoron released by reaction
|
||||
#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
|
||||
#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
|
||||
#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
|
||||
|
||||
//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 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level.
|
||||
|
||||
#define CHARGING_FACTOR 0.55
|
||||
#define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power
|
||||
|
||||
|
||||
//These would be what you would get at point blank, decreases with distance
|
||||
#define DETONATION_RADS 200
|
||||
@@ -73,6 +82,7 @@
|
||||
|
||||
gasefficency = 0.125
|
||||
|
||||
pull_radius = 5
|
||||
explosion_power = 3 //3,6,9,12? Or is that too small?
|
||||
|
||||
|
||||
@@ -81,11 +91,14 @@
|
||||
radio = new (src)
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter/Destroy()
|
||||
/obj/machinery/power/supermatter/Del()
|
||||
del radio
|
||||
. = ..()
|
||||
|
||||
/obj/machinery/power/supermatter/proc/explode()
|
||||
anchored = 1
|
||||
grav_pulling = 1
|
||||
spawn(100)
|
||||
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
|
||||
del src
|
||||
return
|
||||
@@ -147,53 +160,78 @@
|
||||
|
||||
//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 = 900 (based on testing, equals roughly 5% per SM alert announcement).
|
||||
var/damage_inc_limit = (power/900)*(explosion_point/1000)*DAMAGE_RATE_LIMIT
|
||||
|
||||
var/temp_factor = 100
|
||||
if(!istype(L, /turf/space))
|
||||
env = L.return_air()
|
||||
removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area
|
||||
|
||||
if(oxygen > 0.8)
|
||||
// with a perfect gas mix, make the power less based on heat
|
||||
icon_state = "[base_icon_state]_glow"
|
||||
if(!env || !removed || !removed.total_moles)
|
||||
damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside.
|
||||
else if (grav_pulling) //If supermatter is detonating, remove all air from the zone
|
||||
env.remove(env.total_moles)
|
||||
else
|
||||
// in normal mode, base the produced energy around the heat
|
||||
temp_factor = 60
|
||||
icon_state = base_icon_state
|
||||
damage_archived = damage
|
||||
|
||||
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
|
||||
damage = max( damage + min( ( (removed.temperature - 800) / 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)) / MOLES_CELLSTANDARD, 1), 0)
|
||||
|
||||
//We've generated power, now let's transfer it to the collectors for storing/usage
|
||||
transfer_energy()
|
||||
var/temp_factor = 100
|
||||
|
||||
var/device_energy = power * REACTION_POWER_MODIFIER
|
||||
if(oxygen > 0.8)
|
||||
// with a perfect gas mix, make the power less based on heat
|
||||
icon_state = "[base_icon_state]_glow"
|
||||
else
|
||||
// in normal mode, base the produced energy around the heat
|
||||
temp_factor = 60
|
||||
icon_state = base_icon_state
|
||||
|
||||
//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"
|
||||
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
|
||||
|
||||
//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)
|
||||
//We've generated power, now let's transfer it to the collectors for storing/usage
|
||||
transfer_energy()
|
||||
|
||||
removed.temperature = max(0, min(removed.temperature, 2500))
|
||||
var/device_energy = power * REACTION_POWER_MODIFIER
|
||||
|
||||
//Calculate how much gas to release
|
||||
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
|
||||
//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"
|
||||
|
||||
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
||||
//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.update_values()
|
||||
var/thermal_power = THERMAL_RELEASE_MODIFIER
|
||||
|
||||
env.merge(removed)
|
||||
//This shouldn't be necessary. If the number of moles is low, then heat_capacity should be tiny.
|
||||
//if(removed.total_moles < 35) thermal_power += 750 //If you don't add coolant, you are going to have a bad time.
|
||||
|
||||
removed.temperature += ((device_energy * thermal_power) / removed.heat_capacity())
|
||||
|
||||
removed.temperature = max(0, min(removed.temperature, 10000))
|
||||
|
||||
//Calculate how much gas to release
|
||||
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
|
||||
|
||||
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
||||
|
||||
removed.update_values()
|
||||
|
||||
env.merge(removed)
|
||||
|
||||
for(var/mob/living/carbon/human/l in view(src, 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)))
|
||||
//adjusted range so that a power of 600 (pretty high) results in 8 tiles, roughly the distance from the core to the engine monitoring room.
|
||||
//at power of 1210 this becomes 9 tiles --> increases very very slowly.
|
||||
for(var/mob/living/l in range(src, round((power / 0.146484375) ** 0.25)))
|
||||
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
|
||||
l.apply_effect(rads, IRRADIATE)
|
||||
|
||||
power -= (power/500)**3
|
||||
power -= (power/500)**3 //energy losses due to radiation
|
||||
|
||||
return 1
|
||||
|
||||
@@ -206,7 +244,7 @@
|
||||
|
||||
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage * config_bullet_energy
|
||||
power += Proj.damage * config_bullet_energy * CHARGING_FACTOR
|
||||
else
|
||||
damage += Proj.damage * config_bullet_energy
|
||||
return 0
|
||||
@@ -236,7 +274,7 @@
|
||||
/obj/machinery/power/supermatter/proc/transfer_energy()
|
||||
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
|
||||
if(get_dist(R, src) <= 15) // Better than using orange() every process
|
||||
R.receive_pulse(power)
|
||||
R.receive_pulse(power * POWER_FACTOR)
|
||||
return
|
||||
|
||||
/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
|
||||
@@ -255,7 +293,7 @@
|
||||
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
|
||||
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>")
|
||||
|
||||
@@ -281,6 +319,7 @@
|
||||
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
|
||||
|
||||
@@ -785,7 +785,7 @@ var/list/compatible_mobs = list(/mob/living/carbon/human, /mob/living/carbon/mon
|
||||
name = "Watery Eyes"
|
||||
stage = 1
|
||||
activate(var/mob/living/carbon/mob,var/multiplier)
|
||||
mob << "<span class='warning'Your eyes sting and water!</span>"
|
||||
mob << "<span class='warning'>Your eyes sting and water!</span>"
|
||||
|
||||
/datum/disease2/effect/wheeze
|
||||
name = "Wheezing"
|
||||
|
||||
Reference in New Issue
Block a user