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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #1427 from Fox-McCloud/supermatter
TG Supermatter Port
This commit is contained in:
@@ -108,6 +108,6 @@
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/datum/species/nucleation/handle_death(var/mob/living/carbon/human/H)
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var/turf/T = get_turf(H)
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H.visible_message("\red[H]'s body explodes, leaving behind a pile of microscopic crystals!")
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supermatter_delamination(T, 2, 0, 0) // Create a small supermatter burst upon death
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new /obj/item/weapon/shard/supermatter( T )
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explosion(T, 0, 0, 2, 2) // Create a small explosion burst upon death
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// new /obj/item/weapon/shard/supermatter( T )
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del(H)
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@@ -244,7 +244,7 @@
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/obj/singularity/proc/consume(var/atom/A)
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var/gain = A.singularity_act(current_size)
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src.energy += gain
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if(istype(A, /obj/machinery/power/supermatter) && !consumedSupermatter)
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if(istype(A, /obj/machinery/power/supermatter_shard) && !consumedSupermatter)
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desc = "[initial(desc)] It glows fiercely with inner fire."
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name = "supermatter-charged [initial(name)]"
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consumedSupermatter = 1
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@@ -0,0 +1,179 @@
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//separate dm since hydro is getting bloated already
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/obj/effect/supermatter_crystal
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name = "supermatter growth"
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anchored = 1
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opacity = 0
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density = 0
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icon = 'icons/obj/lighting.dmi'
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icon_state = "supermatter_crystalf"
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layer = 2.1
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light_color = "#8A8A00"
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var/endurance = 100
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var/delay = 1200
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var/floor = 0
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var/spreadChance = 10
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var/spreadIntoAdjacentChance = 10
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var/lastTick = 0
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var/spreaded = 1
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var/deleted = 0
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/obj/effect/supermatter_crystal/single
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spreadChance = 0
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/obj/effect/supermatter_crystal/New()
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..()
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light_color = "#8A8A00"
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dir = CalcDir()
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if(!floor)
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switch(dir) //offset to make it be on the wall rather than on the floor
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if(NORTH)
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pixel_y = 32
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if(SOUTH)
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pixel_y = -32
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if(EAST)
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pixel_x = 32
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if(WEST)
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pixel_x = -32
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icon_state = "supermatter_crystal"
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else
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if( prob( 10 )) // Only 10% of all floor crystals survive, so there's not a forest of 'em
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icon_state = "supermatter_crystalf"
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name = "supermatter crystal"
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density = 1
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else
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deleted = 1
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del( src )
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processing_objects += src
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set_light(3)
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lastTick = world.timeofday
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/obj/effect/supermatter_crystal/Del()
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if( !deleted )
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visible_message("\red <B>\The [src] shatters!</B>")
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new /obj/item/weapon/shard/supermatter( src.loc )
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processing_objects -= src
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..()
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/obj/effect/supermatter_crystal/process()
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if(!spreaded)
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return
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if(((world.timeofday - lastTick) > delay) || ((world.timeofday - lastTick) < 0))
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lastTick = world.timeofday
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spreaded = 0
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for(var/mob/living/l in range( src, 2 ))
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var/rads = 5
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l.apply_effect(rads, IRRADIATE)
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for(var/i=1,i<=3,i++)
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if(prob(spreadChance))
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var/list/possibleLocs = list()
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var/spreadsIntoAdjacent = 0
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if(prob(spreadIntoAdjacentChance))
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spreadsIntoAdjacent = 1
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for(var/turf/simulated/floor/floor in view(3,src))
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if(spreadsIntoAdjacent || !locate(/obj/effect/supermatter_crystal) in view(1,floor))
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possibleLocs += floor
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if(!possibleLocs.len)
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break
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var/turf/newLoc = pick(possibleLocs)
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var/crystalCount = 0 //hacky
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var/placeCount = 1
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for(var/obj/effect/supermatter_crystal/shroom in newLoc)
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crystalCount++
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for(var/wallDir in cardinal)
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var/turf/isWall = get_step(newLoc,wallDir)
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if(isWall.density)
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placeCount++
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if(crystalCount >= placeCount)
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continue
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var/obj/effect/supermatter_crystal/child = new /obj/effect/supermatter_crystal(newLoc)
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if( child )
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child.delay = delay
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child.endurance = endurance
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spreaded++
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/obj/effect/supermatter_crystal/proc/CalcDir(turf/location = loc)
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for(var/wallDir in cardinal)
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var/turf/newTurf = get_step(location,wallDir)
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if(newTurf.density)
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return wallDir
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/*
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var/direction = 16
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for(var/wallDir in cardinal)
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var/turf/newTurf = get_step(location,wallDir)
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if(newTurf.density)
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direction |= wallDir
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for(var/obj/effect/supermatter_crystal/crystal in location)
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if(crystal == src)
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continue
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if(crystal.floor) //special
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direction &= ~16
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else
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direction &= ~crystal.dir
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var/list/dirList = list()
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for(var/i=1,i<=16,i <<= 1)
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if(direction & i)
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dirList += i
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if(dirList.len)
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var/newDir = pick(dirList)
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if(newDir == 16)
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floor = 1
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newDir = 1
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return newDir
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*/
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floor = 1
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return 1
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/obj/effect/supermatter_crystal/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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endurance -= W.force
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CheckEndurance()
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/obj/effect/supermatter_crystal/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(50))
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qdel(src)
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return
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if(3.0)
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if (prob(5))
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qdel(src)
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return
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else
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return
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/obj/effect/supermatter_crystal/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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endurance -= 5
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CheckEndurance()
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/obj/effect/supermatter_crystal/proc/CheckEndurance()
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if(endurance <= 0)
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qdel(src)
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@@ -0,0 +1,103 @@
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/obj/item/weapon/shard/supermatter
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name = "supermatter shard"
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desc = "A shard of supermatter. Incredibly dangerous, though not large enough to go critical."
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force = 10.0
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throwforce = 20.0
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icon_state = "supermatter"
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sharp = 1
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edge = 1
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w_class = 2
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flags = CONDUCT
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light_color = "#8A8A00"
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var/brightness = 2
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/obj/item/weapon/shard/supermatter/New()
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src.icon_state = "supermatter" + pick("large", "medium", "small")
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switch(src.icon_state)
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if("supermattersmall")
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src.pixel_x = rand(-12, 12)
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src.pixel_y = rand(-12, 12)
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if("supermattermedium")
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src.pixel_x = rand(-8, 8)
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src.pixel_y = rand(-8, 8)
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if("supermatterlarge")
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src.pixel_x = rand(-5, 5)
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src.pixel_y = rand(-5, 5)
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else
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set_light(brightness)
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/obj/item/weapon/shard/supermatter/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if( istype( W, /obj/item/weapon/tongs ))
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var/obj/item/weapon/tongs/T = W
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T.pick_up( src )
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T.icon_state = "tongs_supermatter"
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return
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..()
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/obj/item/weapon/shard/supermatter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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/obj/item/weapon/shard/supermatter/Crossed(AM as mob|obj)
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if(ismob(AM))
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var/mob/M = AM
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M << "\red <B>You step on \the [src]!</B>"
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playsound(src.loc, 'sound/effects/glass_step_sm.ogg', 70, 1) // not sure how to handle metal shards with sounds
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_SYNTHETIC) //Thick skin.
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return
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if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
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var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
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if(affecting.status & ORGAN_ROBOT)
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return
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if(affecting.take_damage(5, 20))
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H.UpdateDamageIcon()
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H.updatehealth()
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if(!(H.species && (H.species.flags & NO_PAIN)))
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H.Weaken(3)
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..()
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/obj/item/weapon/shard/supermatter/attack_hand(var/mob/user)
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if(!istype(user,/mob/living/carbon/human/nucleation))
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user << pick( "\red You think twice before touching that without protection.",
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"\red You don't want to touch that without some protection.",
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"\red You probably should get something else to pick that up.",
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"\red You aren't sure that's a good idea.",
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"\red You aren't in the mood to get vaporized today.",
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"\red You really don't feel like frying your hand off.",
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"\red You assume that's a bad idea." )
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return
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..()
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/obj/item/weapon/tongs
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name = "tongs"
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desc = "Tungsten-alloy tongs used for handling dangerous materials."
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force = 7.0
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throwforce = 12.0
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icon = 'icons/obj/weapons.dmi'
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icon_state = "tongs"
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edge = 1
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w_class = 2
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flags = CONDUCT
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var/obj/item/held = null // The item currently being held
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/obj/item/weapon/tongs/proc/pick_up( var/obj/item/I )
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held = I
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I.loc = src
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playsound(loc, 'sound/effects/tong_pickup.ogg', 50, 1, -1)
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/obj/item/weapon/tongs/attack_self(var/mob/user as mob)
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if( held )
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var/turf/T = get_turf(user.loc)
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held.loc = T
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held = null
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icon_state = initial(icon_state)
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..()
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@@ -0,0 +1,299 @@
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//Ported from /vg/station13, which was in turn forked from baystation12;
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//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
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//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
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#define NITROGEN_RETARDATION_FACTOR 2 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction
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#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
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//These would be what you would get at point blank, decreases with distance
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#define DETONATION_RADS 200
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#define DETONATION_HALLUCINATION 600
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#define WARNING_DELAY 30 //seconds between warnings.
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/obj/machinery/power/supermatter_shard
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name = "supermatter shard"
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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>"
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icon = 'icons/obj/supermatter.dmi'
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icon_state = "darkmatter_shard"
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density = 1
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anchored = 0
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light_range = 4
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var/gasefficency = 0.125
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var/base_icon_state = "darkmatter_shard"
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var/damage = 0
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var/damage_archived = 0
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var/safe_alert = "Crystalline hyperstructure returning to safe operating levels."
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var/warning_point = 50
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var/warning_alert = "Danger! Crystal hyperstructure instability!"
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var/emergency_point = 500
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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var/explosion_point = 900
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var/emergency_issued = 0
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var/explosion_power = 8
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var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
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var/power = 0
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var/oxygen = 0 // Moving this up here for easier debugging.
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//Temporary values so that we can optimize this
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//How much the bullets damage should be multiplied by when it is added to the internal variables
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var/config_bullet_energy = 2
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//How much of the power is left after processing is finished?
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// var/config_power_reduction_per_tick = 0.5
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//How much hallucination should it produce per unit of power?
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var/config_hallucination_power = 0.1
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var/obj/item/device/radio/radio
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//for logging
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var/has_been_powered = 0
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var/has_reached_emergency = 0
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/obj/machinery/power/supermatter_shard/New()
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. = ..()
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radio = new(src)
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radio.listening = 0
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investigate_log("has been created.", "supermatter")
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/obj/machinery/power/supermatter_shard/Destroy()
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investigate_log("has been destroyed.", "supermatter")
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qdel(radio)
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. = ..()
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/obj/machinery/power/supermatter_shard/proc/explode()
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investigate_log("has exploded.", "supermatter")
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explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
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qdel(src)
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return
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/obj/machinery/power/supermatter_shard/process()
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var/turf/L = loc
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if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
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return PROCESS_KILL
|
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|
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if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
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return //Yeah just stop.
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|
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if(istype(L, /turf/space)) // Stop processing this stuff if we've been ejected.
|
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return
|
||||
|
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if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
|
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if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
|
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var/stability = num2text(round((damage / explosion_point) * 100))
|
||||
|
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if(damage > emergency_point)
|
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radio.autosay("[emergency_alert] Instability: [stability]%", src)
|
||||
lastwarning = world.timeofday
|
||||
if(!has_reached_emergency)
|
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investigate_log("has reached the emergency point for the first time.", "supermatter")
|
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message_admins("[src] has reached the emergency point <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>(JMP)</a>.")
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||||
has_reached_emergency = 1
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||||
|
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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)
|
||||
@@ -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