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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport. May have overwritten some tweaks from Sky here.
Conflicts: code/WorkInProgress/Cael_Aislinn/Supermatter/SuperMatter.dm code/ZAS/Fire.dm code/game/machinery/alarm.dm code/modules/mob/living/carbon/human/life.dm code/setup.dm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
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@@ -1,10 +1,22 @@
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#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more
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#define THERMAL_RELEASE_MODIFIER 20 //Higher == less heat released during reaction
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#define PLASMA_RELEASE_MODIFIER 200 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 150 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
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#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation.
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#define WARNING_DELAY 30 //30 seconds between warnings.
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#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation.
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#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma
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#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma.
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#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation.
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#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen.
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#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen.
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#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area.
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#define RADIATION_FACTOR 10
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#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations.
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#define HALLUCINATION_FACTOR 20
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#define REACTION_POWER_MODIFIER 4 //Higher == more overall power
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#define WARNING_DELAY 45 //45 seconds between warnings.
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/obj/machinery/power/supermatter
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name = "Supermatter"
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@@ -19,14 +31,18 @@
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var/gasefficency = 0.25
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var/base_icon_state = "darkmatter"
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var/damage = 0
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var/damage_archived = 0
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var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
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var/warning_point = 300
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var/warning_point = 100
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var/warning_alert = "Danger! Crystal hyperstructure instability!"
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var/emergency_point = 3000
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var/emergency_point = 700
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT"
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var/explosion_point = 4500
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var/explosion_point = 1000
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var/emergency_issued = 0
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var/explosion_power = 8
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@@ -34,27 +50,25 @@
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var/power = 0
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var/halucination_range = 8
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var/rad_range = 4
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shard //Small subtype, less efficient and more sensitive, but less boom.
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name = "Supermatter Shard"
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desc = "A strangely translucent and iridescent crystal. Looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
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warning_point = 200
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emergency_point = 2500
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explosion_point = 3500
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icon_state = "darkmatter_shard"
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base_icon_state = "darkmatter_shard"
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gasefficency = 12.5
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halucination_range = 5
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rad_range = 2
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warning_point = 50
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emergency_point = 500
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explosion_point = 900
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explosion_power = 2 //2,4,6,8? Or is that too small?
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gasefficency = 0.125
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explosion_power = 3 //3,6,9,12? Or is that too small?
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process()
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var/turf/simulated/L = loc
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var/turf/L = loc
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if(!istype(L)) //If we are not on a turf, uh oh.
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del src
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@@ -63,79 +77,109 @@
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var/datum/gas_mixture/env = L.return_air()
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//Remove gas from surrounding area
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var/transfer_moles = gasefficency * env.total_moles()
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var/datum/gas_mixture/removed = env.remove(transfer_moles)
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var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
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if (!removed)
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return 1
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
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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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if(damage > emergency_point)
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radioalert("states, \"[emergency_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday
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else if(damage >= damage_archived) // The damage is still going up
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radioalert("states, \"[warning_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday-150
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else // Phew, we're safe
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radioalert("states, \"[safe_alert]\"","Supermatter Monitor")
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lastwarning = world.timeofday
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lastwarning = world.timeofday
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if(damage > explosion_point)
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explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1)
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del src
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var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles())) * NITROGEN_RETARDATION_FACTOR
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var/oxygen = max(min(removed.oxygen / removed.total_moles() - nitrogen_mod, 1), 0)
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damage_archived = damage
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damage = max( damage + ( (removed.temperature - 1000) / 150 ) , 0 )
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if(!removed.total_moles)
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damage += max((power-1600)/10,0)
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power = max(power,1600)
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return 1
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var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR
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var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0)
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var/temp_factor = 0
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if(oxygen > 0.8)
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// with a perfect gas mix, make the power less based on heat
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temp_factor = 100
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icon_state = "darkmatter_glow"
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icon_state = "[base_icon_state]_glow"
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else
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// in normal mode, base the produced energy around the heat
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temp_factor = 20
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icon_state = "darkmatter"
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temp_factor = 60
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icon_state = base_icon_state
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//Calculate power released as heat and gas, in as the sqrt of the power.
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var/power_factor = (power/100) ** 3
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var/power_factor = (power/500) ** 3
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var/device_energy = oxygen * power_factor
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power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor
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//Final energy calcs.
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device_energy *= removed.temperature / T0C
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device_energy = round(device_energy * REACTION_POWER_MODIFIER)
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device_energy = max(device_energy * REACTION_POWER_MODIFIER,0)
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
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//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
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//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
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//Since the core is effectively "cold"
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature += max((device_energy / THERMAL_RELEASE_MODIFIER), 0)
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//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
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//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
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removed.temperature = min(removed.temperature, 1500)
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var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER
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var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER
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var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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//Calculate how much gas to release
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removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
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//Put as much plasma out as is permitted.
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if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
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removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency)
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other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
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else
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removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR
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removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
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//Put as much plasma out as is permitted.
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if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
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removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency)
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other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
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else
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removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR
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var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
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var/heat_applied = max(heat_energy,0)
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if(heat_applied + removed.temperature > 800)
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removed.temperature = 800
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var/energy_to_reconsider = (heat_applied + removed.temperature - 800)
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hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
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rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
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else
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removed.temperature += heat_applied
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removed.update_values()
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env.merge(removed)
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for(var/mob/living/carbon/human/l in range(src, halucination_range)) // you have to be seeing the core to get hallucinations
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for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations
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if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson))
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l.hallucination = 50
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world << "Inducing hallucinations"
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l.hallucination += hallucination_energy/((get_dist(l,src)**2))
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for(var/mob/living/l in range(src,rad_range))
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l.apply_effect(rand(20,60)/(get_dist(src, l)+1), IRRADIATE)
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for(var/mob/living/l in range(src,round(rad_energy**0.25)))
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var/rads = rad_energy/((get_dist(l,src)**2))
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l.apply_effect(rads, IRRADIATE)
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return 1
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