Adds two new event species
@@ -0,0 +1,179 @@
|
||||
//separate dm since hydro is getting bloated already
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||||
|
||||
/obj/effect/supermatter_crystal
|
||||
name = "supermatter growth"
|
||||
anchored = 1
|
||||
opacity = 0
|
||||
density = 0
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
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
|
||||
var/delay = 1200
|
||||
var/floor = 0
|
||||
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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||||
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||||
/obj/effect/supermatter_crystal/single
|
||||
spreadChance = 0
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||||
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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)
|
||||
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
|
||||
deleted = 1
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||||
del( src )
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||||
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||||
processing_objects += src
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||||
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||||
set_light(3)
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||||
lastTick = world.timeofday
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||||
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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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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(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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del(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 = pick("supermatter")
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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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@@ -117,14 +117,33 @@
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icon_state = "cutters-y"
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item_state = "cutters_yellow"
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/obj/item/weapon/wirecutters/attack(mob/living/carbon/C as mob, mob/user as mob)
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if((C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable)))
|
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usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
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"You cut \the [C]'s restraints with \the [src]!",\
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"You hear cable being cut.")
|
||||
C.handcuffed = null
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C.update_inv_handcuffed()
|
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return
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/obj/item/weapon/wirecutters/attack(mob/living/carbon/human/C as mob, mob/user as mob)
|
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if(C.handcuffed)
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if(C.species.name == "Wryn" && (locate(C.internal_organs_by_name["antennae"]) in C.internal_organs))
|
||||
|
||||
var/turf/p_loc = user.loc
|
||||
var/turf/p_loc_m = C.loc
|
||||
|
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user.visible_message("\blue [user] begins to cut off [C]'s antennae.")
|
||||
C << "\red <B>[user] begins to cut off your antennae!<B>"
|
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do_after(C, 150)
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if(p_loc == user.loc && p_loc_m == C.loc)
|
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del(C.internal_organs_by_name["antennae"])
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C.remove_language("Wryn Hivemind")
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new /obj/item/organ/wryn/hivenode(user.loc)
|
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user << "\blue You hear a loud crunch as you mercilessly off cut [C]'s antennae."
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C << "\red <B>You hear a loud crunch as the wirecutters rip through your antennae.</B>"
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C << "\red <B>Its so quiet...</B>"
|
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C.h_style = "Bald"
|
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C.update_hair()
|
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else
|
||||
if(istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
|
||||
usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
|
||||
"You cut \the [C]'s restraints with \the [src]!",\
|
||||
"You hear cable being cut.")
|
||||
C.handcuffed = null
|
||||
C.update_inv_handcuffed()
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
|
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@@ -114,6 +114,12 @@
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shroom.icon_state = "glowshroomf"
|
||||
shroom.pixel_x = 0
|
||||
shroom.pixel_y = 0
|
||||
for(var/obj/effect/supermatter_crystal/crystal in get_step(src,direction))
|
||||
if(!crystal.floor) //crystals drop to the floor
|
||||
crystal.floor = 1
|
||||
crystal.icon_state = "supermatter_crystalf"
|
||||
crystal.pixel_x = 0
|
||||
crystal.pixel_y = 0
|
||||
..()
|
||||
|
||||
/turf/simulated/wall/relativewall()
|
||||
|
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@@ -970,7 +970,7 @@ datum/preferences
|
||||
if("age")
|
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age = rand(AGE_MIN, AGE_MAX)
|
||||
if("hair")
|
||||
if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Machine")
|
||||
if(species == "Human" || species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Machine" || species == "Wryn")
|
||||
r_hair = rand(0,255)
|
||||
g_hair = rand(0,255)
|
||||
b_hair = rand(0,255)
|
||||
@@ -996,7 +996,7 @@ datum/preferences
|
||||
if(species == "Human")
|
||||
s_tone = random_skin_tone()
|
||||
if("s_color")
|
||||
if(species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Slime People")
|
||||
if(species == "Unathi" || species == "Tajaran" || species == "Skrell" || species == "Slime People" || species == "Wryn")
|
||||
r_skin = rand(0,255)
|
||||
g_skin = rand(0,255)
|
||||
b_skin = rand(0,255)
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
//Set species_restricted list
|
||||
switch(target_species)
|
||||
if("Human", "Skrell") //humanoid bodytypes
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox")
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Diona","Vox","Wryn")
|
||||
else
|
||||
species_restricted = list(target_species)
|
||||
|
||||
@@ -161,7 +161,7 @@ BLIND // can't see anything
|
||||
var/transfer_prints = FALSE
|
||||
var/pickpocket = 0 //Master pickpocket?
|
||||
var/clipped = 0
|
||||
species_restricted = list("exclude","Unathi","Tajaran")
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Wryn")
|
||||
|
||||
/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/wirecutters))
|
||||
@@ -295,7 +295,7 @@ BLIND // can't see anything
|
||||
|
||||
permeability_coefficient = 0.50
|
||||
slowdown = SHOES_SLOWDOWN
|
||||
species_restricted = list("exclude","Unathi","Tajaran")
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Wryn")
|
||||
|
||||
/obj/item/proc/negates_gravity()
|
||||
return 0
|
||||
@@ -328,7 +328,7 @@ BLIND // can't see anything
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0.9
|
||||
species_restricted = list("exclude","Diona","Vox")
|
||||
species_restricted = list("exclude","Diona","Vox","Wryn")
|
||||
loose = 0 // What kind of idiot designs a pressurized suit where the helmet can fall off?
|
||||
flash_protect = 2
|
||||
|
||||
@@ -351,7 +351,7 @@ BLIND // can't see anything
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
|
||||
siemens_coefficient = 0.9
|
||||
species_restricted = list("exclude","Diona","Vox")
|
||||
species_restricted = list("exclude","Diona","Vox","Wryn")
|
||||
|
||||
//Under clothing
|
||||
/obj/item/clothing/under
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
action_button_name = "Toggle Helmet Light"
|
||||
|
||||
//Species-specific stuff.
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox")
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox","Wryn")
|
||||
sprite_sheets = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
|
||||
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
|
||||
@@ -51,7 +51,7 @@
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/t_scanner, /obj/item/weapon/rcd)
|
||||
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox")
|
||||
species_restricted = list("exclude","Unathi","Tajaran","Skrell","Diona","Vox","Wryn")
|
||||
sprite_sheets = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
|
||||
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
|
||||
|
||||
@@ -326,6 +326,26 @@
|
||||
key = "0"
|
||||
syllables = list ("honk","squeak","bonk","toot","narf","zub","wee","wub","norf")
|
||||
|
||||
/datum/language/wryn
|
||||
name = "Wryn Hivemind"
|
||||
desc = "Wryn have the strange ability to commune over a psychic hivemind."
|
||||
speech_verb = "chitters"
|
||||
ask_verb = "chitters"
|
||||
exclaim_verb = "chitters"
|
||||
colour = "alien"
|
||||
key = "y"
|
||||
flags = RESTRICTED | HIVEMIND
|
||||
|
||||
/datum/language/wryn/check_special_condition(var/mob/other)
|
||||
|
||||
var/mob/living/carbon/M = other
|
||||
if(!istype(M))
|
||||
return 1
|
||||
if(locate(/obj/item/organ/wryn/hivenode) in M.internal_organs)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/datum/language/xenocommon
|
||||
name = "Xenomorph"
|
||||
colour = "alien"
|
||||
|
||||
@@ -22,6 +22,9 @@
|
||||
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
|
||||
|
||||
attackby(var/obj/item/O as obj, var/mob/user as mob, params)
|
||||
if(istype(O, /obj/item/organ/brain/crystal ))
|
||||
user << "\red This brain is too malformed to be able to use with the [src]."
|
||||
return
|
||||
if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
|
||||
if(!O:brainmob)
|
||||
user << "\red You aren't sure where this brain came from, but you're pretty sure it's a useless brain."
|
||||
|
||||
@@ -110,6 +110,14 @@
|
||||
h_style = "Bald"
|
||||
..(new_loc, "Golem")
|
||||
|
||||
/mob/living/carbon/human/wryn/New(var/new_loc)
|
||||
h_style = "Antennae"
|
||||
..(new_loc, "Wryn")
|
||||
|
||||
/mob/living/carbon/human/nucleation/New(var/new_loc)
|
||||
h_style = "Nucleation Crystals"
|
||||
..(new_loc, "Nucleation")
|
||||
|
||||
/mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes)
|
||||
if ((!( yes ) || now_pushing))
|
||||
return
|
||||
|
||||
@@ -117,6 +117,30 @@
|
||||
return
|
||||
//end vampire codes
|
||||
|
||||
if(src.species.name == "Wryn")
|
||||
if(src.handcuffed)
|
||||
if(!(locate(src.internal_organs_by_name["antennae"]) in src.internal_organs)) return
|
||||
var/turf/p_loc = M.loc
|
||||
var/turf/p_loc_m = src.loc
|
||||
|
||||
M.visible_message("\blue [M] begins to violently pull off [src]'s antennae.")
|
||||
src << "\red <B>[M] grips your antennae and starts violently pulling!<B>"
|
||||
do_after(src, 250)
|
||||
if(p_loc == M.loc && p_loc_m == src.loc)
|
||||
del(src.internal_organs_by_name["antennae"])
|
||||
src.remove_language("Wryn Hivemind")
|
||||
new /obj/item/organ/wryn/hivenode(M.loc)
|
||||
M << "\blue You hear a loud crunch as you mercilessly pull off [src]'s antennae."
|
||||
src << "\red <B>You hear a loud crunch as your antennae is ripped off your head by [M].</B>"
|
||||
src << "\red <B>Its so quiet...</B>"
|
||||
src.h_style = "Bald"
|
||||
src.update_hair()
|
||||
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='red'>removed antennae [src.name] ([src.ckey])</font>")
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their antennae removed by [M.name] ([M.ckey])</font>")
|
||||
msg_admin_attack("[key_name(M)] removed [key_name(src)]'s antennae")
|
||||
return 0
|
||||
|
||||
M.do_attack_animation(src)
|
||||
add_logs(src, M, "[pick(attack.attack_verb)]ed")
|
||||
|
||||
|
||||
@@ -6,7 +6,29 @@
|
||||
tally -= 2
|
||||
|
||||
if(species.slowdown)
|
||||
tally = species.slowdown
|
||||
if(src.species.name == "Wryn") //handles Wryn specific movement
|
||||
if(!istype(get_turf(src), /turf/space)) //Space is 20c whut..
|
||||
var/loc_temp = T0C
|
||||
var/datum/gas_mixture/environment = loc.return_air()
|
||||
if(istype(src.loc, /obj/mecha))
|
||||
var/obj/mecha/M = src.loc
|
||||
loc_temp = M.return_temperature()
|
||||
else
|
||||
loc_temp = environment.temperature
|
||||
|
||||
switch(loc_temp) //messy switch statement to assign the proper speed
|
||||
if(0 to 213.15) tally = -6 //you deserve this, god speed to you
|
||||
if(213.15 to 250.15) tally = -5 //must get colder..
|
||||
if(260.15 to 273.15) tally = -4
|
||||
if(273.15 to 283.15) tally = -3 //pretty fast, though will likely never happen
|
||||
if(283.15 to 300.15) tally = 2 //slower than humans at normal room temperatures
|
||||
if(300.15 to 310.15) tally = 5
|
||||
if(317.15 to 400) tally = 8
|
||||
else tally = 12 //Stop running into fire you stupid bug
|
||||
else
|
||||
tally = -7
|
||||
else
|
||||
tally = species.slowdown
|
||||
|
||||
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
|
||||
|
||||
|
||||
@@ -264,6 +264,16 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
|
||||
gene.OnMobLife(src)
|
||||
|
||||
if (radiation)
|
||||
|
||||
if((locate(src.internal_organs_by_name["resonant crystal"]) in src.internal_organs))
|
||||
var/rads = radiation/25
|
||||
radiation -= rads
|
||||
radiation -= 0.1
|
||||
reagents.add_reagent("radium", rads/10)
|
||||
if( prob(10) )
|
||||
src << "\blue You feel relaxed."
|
||||
return
|
||||
|
||||
if (radiation > 100)
|
||||
radiation = 100
|
||||
if(!(species.flags & RAD_ABSORB))
|
||||
@@ -276,7 +286,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
|
||||
radiation = 0
|
||||
|
||||
else
|
||||
|
||||
if(species.flags & RAD_ABSORB)
|
||||
var/rads = radiation/25
|
||||
radiation -= rads
|
||||
|
||||
@@ -0,0 +1,87 @@
|
||||
/datum/species/wryn
|
||||
name = "Wryn"
|
||||
icobase = 'icons/mob/human_races/r_wryn.dmi'
|
||||
deform = 'icons/mob/human_races/r_wryn.dmi'
|
||||
language = "Wryn Hivemind"
|
||||
tail = "wryntail"
|
||||
unarmed_type = /datum/unarmed_attack/punch/weak
|
||||
primitive = /mob/living/carbon/monkey/wryn
|
||||
darksight = 3
|
||||
slowdown = 1
|
||||
warning_low_pressure = -300
|
||||
hazard_low_pressure = 1
|
||||
blurb = "The wryn (r-in, singular r-in) are a humanoid race that possess many bee-like features. Originating from Alveare they \
|
||||
have adapted extremely well to cold environments though have lost most of their muscles over generations.\
|
||||
In order to communicate and work with multi-species crew Wryn were forced to take on names. Wryn have tended towards using only \
|
||||
first names, these names are generally simplistic and easy to pronounce. Wryn have rarely had to communicate using their mouths, \
|
||||
so in order to integrate with the multi-species crew they have been taught broken sol?."
|
||||
|
||||
cold_level_1 = 200 //Default 260 - Lower is better
|
||||
cold_level_2 = 150 //Default 200
|
||||
cold_level_3 = 115 //Default 120
|
||||
|
||||
heat_level_1 = 300 //Default 360 - Higher is better
|
||||
heat_level_2 = 310 //Default 400
|
||||
heat_level_3 = 317 //Default 1000
|
||||
|
||||
body_temperature = 286
|
||||
|
||||
has_organ = list(
|
||||
"heart" = /obj/item/organ/heart,
|
||||
"brain" = /obj/item/organ/brain,
|
||||
"eyes" = /obj/item/organ/eyes,
|
||||
"appendix" = /obj/item/organ/appendix,
|
||||
"antennae" = /obj/item/organ/wryn/hivenode
|
||||
)
|
||||
|
||||
flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | NO_BREATHE | HAS_SKIN_COLOR | NO_SCAN | NO_SCAN | HIVEMIND
|
||||
|
||||
|
||||
base_color = "#704300"
|
||||
flesh_color = "#704300"
|
||||
blood_color = "#FFFF99"
|
||||
|
||||
|
||||
/datum/species/wryn/handle_death(var/mob/living/carbon/human/H)
|
||||
for(var/mob/living/carbon/C in world)
|
||||
if(locate(/obj/item/organ/wryn/hivenode) in C.internal_organs)
|
||||
C << "\red <B>Your antennae tingle as you are overcome with pain...</B>"
|
||||
C << "\red It feels like part of you has died."
|
||||
|
||||
|
||||
|
||||
/datum/species/nucleation
|
||||
name = "Nucleation"
|
||||
icobase = 'icons/mob/human_races/r_nucleation.dmi'
|
||||
unarmed_type = /datum/unarmed_attack/punch
|
||||
blurb = "A sub-race of unforunates who have been exposed to too much supermatter radiation. As a result, \
|
||||
supermatter crystal clusters have begun to grow across their bodies. Research to find a cure for this ailment \
|
||||
has been slow, and so this is a common fate for veteran engineers. The supermatter crystals produce oxygen, \
|
||||
negating the need for the individual to breath. Their massive change in biology, however, renders most medicines \
|
||||
obselete. Ionizing radiation seems to cause resonance in some of their crystals, which seems to encourage regeneration \
|
||||
and produces a calming effect on the individual. Nucleations are highly stigmatized, and are treated much in the same \
|
||||
way as lepers were back on Earth."
|
||||
language = "Sol Common"
|
||||
burn_mod = 4 // holy shite, poor guys wont survive half a second cooking smores
|
||||
brute_mod = 2 // damn, double wham, double dam
|
||||
flags = IS_WHITELISTED | NO_BREATHE | NO_BLOOD | NO_PAIN | HAS_LIPS | NO_SCAN
|
||||
|
||||
has_organ = list(
|
||||
"heart" = /obj/item/organ/heart,
|
||||
"crystalized brain" = /obj/item/organ/brain/crystal,
|
||||
"eyes" = /obj/item/organ/eyes/luminescent_crystal,
|
||||
"strange crystal" = /obj/item/organ/nucleation/strange_crystal,
|
||||
"resonant crystal" = /obj/item/organ/nucleation/resonant_crystal
|
||||
)
|
||||
|
||||
/datum/species/nucleation/handle_post_spawn(var/mob/living/carbon/human/H)
|
||||
H.light_color = "#1C1C00"
|
||||
H.set_light(2)
|
||||
return ..()
|
||||
|
||||
/datum/species/nucleation/handle_death(var/mob/living/carbon/human/H)
|
||||
var/turf/T = get_turf(H)
|
||||
H.visible_message("\red[H]'s body explodes, leaving behind a pile of microscopic crystals!")
|
||||
supermatter_delamination(T, 2, 0, 0) // Create a small supermatter burst upon death
|
||||
new /obj/item/weapon/shard/supermatter( T )
|
||||
del(H)
|
||||
@@ -38,6 +38,13 @@
|
||||
icon_state = "stokkey1"
|
||||
uni_append = list(0x044,0xC5D) // 044C5D
|
||||
|
||||
/mob/living/carbon/monkey/wryn
|
||||
name = "lajavi"
|
||||
voice_name = "lajavi"
|
||||
speak_emote = list("hisses")
|
||||
icon_state = "wrynkey1"
|
||||
uni_append = list(0x022,0xF5D) // 022F5D
|
||||
|
||||
/mob/living/carbon/monkey/New()
|
||||
var/datum/reagents/R = new/datum/reagents(330)
|
||||
reagents = R
|
||||
|
||||
@@ -745,6 +745,10 @@
|
||||
/datum/unarmed_attack/punch
|
||||
attack_verb = list("punch")
|
||||
|
||||
/datum/unarmed_attack/punch/weak
|
||||
attack_verb = list("flail")
|
||||
damage = 1
|
||||
|
||||
/datum/unarmed_attack/diona
|
||||
attack_verb = list("lash", "bludgeon")
|
||||
|
||||
|
||||
@@ -689,6 +689,51 @@
|
||||
icon_state = "vox_keetquills"
|
||||
species_allowed = list("Vox")
|
||||
|
||||
// Apollo-specific
|
||||
|
||||
//Wryn antennae
|
||||
|
||||
wry_antennae_default
|
||||
name = "Antennae"
|
||||
icon_state = "wryn_antennae"
|
||||
species_allowed = list("Wryn")
|
||||
|
||||
//Nucleation "hairstyles"
|
||||
|
||||
nuc_crystals
|
||||
name = "Nucleation Crystals"
|
||||
icon_state = "nuc_crystal"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_betaburns
|
||||
name = "Nucleation Beta Burns"
|
||||
icon_state = "nuc_betaburns"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_fallout
|
||||
name = "Nucleation Fallout"
|
||||
icon_state = "nuc_fallout"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_frission
|
||||
name = "Nucleation Frission"
|
||||
icon_state = "nuc_frission"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_radical
|
||||
name = "Nucleation Free Radical"
|
||||
icon_state = "nuc_radical"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_gammaray
|
||||
name = "Nucleation Gamma Ray"
|
||||
icon_state = "nuc_gammaray"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
nuc_neutron
|
||||
name = "Nucleation Neutron Bomb"
|
||||
icon_state = "nuc_neutron"
|
||||
species_allowed = list("Nucleation")
|
||||
|
||||
/datum/sprite_accessory/facial_hair
|
||||
|
||||
|
||||
@@ -336,3 +336,51 @@
|
||||
name = "vox cortical stack"
|
||||
|
||||
/obj/item/organ/stack/vox/stack
|
||||
|
||||
|
||||
//WRYN ORGAN
|
||||
|
||||
/obj/item/organ/wryn/hivenode
|
||||
name = "antennae"
|
||||
parent_organ = "head"
|
||||
|
||||
/obj/item/organ/wryn/hivenode
|
||||
name = "antennae"
|
||||
organ_tag = "antennae"
|
||||
icon = 'icons/mob/human_races/r_wryn.dmi'
|
||||
icon_state = "antennae"
|
||||
|
||||
|
||||
//NUCLEATION ORGAN
|
||||
|
||||
/obj/item/organ/nucleation
|
||||
name = "nucleation organ"
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
desc = "A crystalized human organ. /red It has a strangely iridescent glow."
|
||||
|
||||
/obj/item/organ/nucleation/resonant_crystal
|
||||
name = "resonant crystal"
|
||||
icon_state = "resonant-crystal"
|
||||
organ_tag = "resonant crystal"
|
||||
parent_organ = "head"
|
||||
|
||||
/obj/item/organ/nucleation/strange_crystal
|
||||
name = "strange crystal"
|
||||
icon_state = "stramge-crystal"
|
||||
organ_tag = "strange crystal"
|
||||
parent_organ = "chest"
|
||||
|
||||
/obj/item/organ/eyes/luminescent_crystal
|
||||
name = "luminescent eyes"
|
||||
icon_state = "crystal-eyes"
|
||||
organ_tag = "luminescent eyes"
|
||||
light_color = "#1C1C00"
|
||||
parent_organ = "head"
|
||||
|
||||
New()
|
||||
set_light(2)
|
||||
|
||||
/obj/item/organ/brain/crystal
|
||||
name = "crystalized brain"
|
||||
icon_state = "crystal-brain"
|
||||
organ_tag = "crystalized brain"
|
||||
@@ -1,23 +1,35 @@
|
||||
|
||||
#define NITROGEN_RETARDATION_FACTOR 4 //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
|
||||
#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 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
|
||||
#define POWER_FACTOR 1.0
|
||||
#define DECAY_FACTOR 700 //Affects how fast the supermatter power decays
|
||||
#define CRITICAL_TEMPERATURE 800 //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.
|
||||
#define WARNING_DELAY 30 //seconds between warnings.
|
||||
|
||||
/obj/machinery/power/supermatter
|
||||
name = "Supermatter"
|
||||
@@ -35,6 +47,7 @@
|
||||
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
|
||||
@@ -47,15 +60,20 @@
|
||||
|
||||
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
|
||||
|
||||
var/explosion_power = 8
|
||||
// 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/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
|
||||
var/power = 0
|
||||
|
||||
var/oxygen = 0 // Moving this up here for easier debugging.
|
||||
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
|
||||
@@ -67,21 +85,7 @@
|
||||
|
||||
var/obj/item/device/radio/radio
|
||||
|
||||
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 = 500
|
||||
explosion_point = 900
|
||||
|
||||
gasefficency = 0.125
|
||||
|
||||
pull_radius = 5
|
||||
explosion_power = 3 //3,6,9,12? Or is that too small?
|
||||
|
||||
var/debug = 0
|
||||
|
||||
/obj/machinery/power/supermatter/New()
|
||||
. = ..()
|
||||
@@ -93,17 +97,46 @@
|
||||
. = ..()
|
||||
|
||||
/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
|
||||
spawn(100)
|
||||
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 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 luminosity of the light to these values if they were not already set
|
||||
//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(lum != light_range || clr != light_color)
|
||||
set_light(lum, l_color = 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()
|
||||
|
||||
@@ -115,105 +148,85 @@
|
||||
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
|
||||
return //Yeah just stop.
|
||||
|
||||
if(istype(L, /turf/space)) // Stop processing this stuff if we've been ejected.
|
||||
return
|
||||
|
||||
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
|
||||
|
||||
shift_light(5, warning_color)
|
||||
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
|
||||
var/stability = num2text(round((damage / explosion_point) * 100))
|
||||
|
||||
if(damage > emergency_point)
|
||||
shift_light(7, emergency_color)
|
||||
radio.autosay(addtext(emergency_alert, " Instability: ",stability,"%"), "Supermatter Monitor")
|
||||
lastwarning = world.timeofday
|
||||
|
||||
else if(damage >= damage_archived) // The damage is still going up
|
||||
radio.autosay(addtext(warning_alert," Instability: ",stability,"%"), "Supermatter Monitor")
|
||||
lastwarning = world.timeofday - 150
|
||||
|
||||
else // Phew, we're safe
|
||||
radio.autosay(safe_alert, "Supermatter Monitor")
|
||||
lastwarning = world.timeofday
|
||||
|
||||
if(damage > explosion_point)
|
||||
for(var/mob/living/mob in living_mob_list)
|
||||
if(loc.z == mob.loc.z)
|
||||
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)
|
||||
|
||||
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/env = L.return_air()
|
||||
//Ok, get the air from the turf
|
||||
var/datum/gas_mixture/removed = null
|
||||
var/datum/gas_mixture/env = null
|
||||
|
||||
//Remove gas from surrounding area
|
||||
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles())
|
||||
//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(!removed || !removed.total_moles())
|
||||
damage += max((power-1600)/10, 0)
|
||||
power = min(power, 1600)
|
||||
return 1
|
||||
if(!istype(L, /turf/space))
|
||||
env = L.return_air()
|
||||
removed = env.remove(gasefficency * env.total_moles()) //Remove gas from surrounding area
|
||||
|
||||
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"
|
||||
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
|
||||
// in normal mode, base the produced energy around the heat
|
||||
temp_factor = 30
|
||||
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 - 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)
|
||||
|
||||
//We've generated power, now let's transfer it to the collectors for storing/usage
|
||||
transfer_energy()
|
||||
//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
|
||||
|
||||
var/device_energy = power * REACTION_POWER_MODIFIER
|
||||
temp_factor = ( (equilibrium_power/DECAY_FACTOR)**3 )/800
|
||||
power = max( (removed.temperature * temp_factor) * oxygen + power, 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"
|
||||
//We've generated power, now let's transfer it to the collectors for storing/usage
|
||||
transfer_energy()
|
||||
|
||||
//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)
|
||||
var/device_energy = power * REACTION_POWER_MODIFIER
|
||||
|
||||
removed.temperature = max(0, min(removed.temperature, 2500))
|
||||
|
||||
//Calculate how much gas to release
|
||||
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
|
||||
//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.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
|
||||
|
||||
env.merge(removed)
|
||||
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.
|
||||
|
||||
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)) ) ) )
|
||||
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(irradiate=rads)
|
||||
//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/500)**3
|
||||
power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation
|
||||
|
||||
return 1
|
||||
|
||||
@@ -225,17 +238,12 @@
|
||||
// Then bring it inside to explode instantly upon landing on a valid turf.
|
||||
|
||||
|
||||
if(Proj.flag != "bullet")
|
||||
power += Proj.damage * config_bullet_energy * CHARGING_FACTOR
|
||||
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/attack_paw(mob/user as mob)
|
||||
return attack_hand(user)
|
||||
|
||||
|
||||
/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
|
||||
if(Adjacent(user))
|
||||
return attack_hand(user)
|
||||
@@ -247,6 +255,9 @@
|
||||
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>")
|
||||
@@ -255,11 +266,13 @@
|
||||
|
||||
/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 * POWER_FACTOR)
|
||||
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/user as mob, params)
|
||||
/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>")
|
||||
@@ -272,6 +285,8 @@
|
||||
|
||||
/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>")
|
||||
@@ -283,6 +298,9 @@
|
||||
|
||||
|
||||
/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
|
||||
@@ -299,11 +317,10 @@
|
||||
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, 0) // Permit blocking
|
||||
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
|
||||
@@ -335,4 +352,110 @@
|
||||
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 0
|
||||
return
|
||||
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
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
/turf/simulated/floor/plating/smatter
|
||||
name = "supermatter floor"
|
||||
icon_state = "smatter"
|
||||
light_color = "#8A8A00"
|
||||
|
||||
/turf/simulated/floor/plating/smatter/New()
|
||||
..()
|
||||
|
||||
var/r = rand( 0, 3 )
|
||||
icon_state = "smatter[r]"
|
||||
|
||||
spawn(2)
|
||||
var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
|
||||
for(var/direction in step_overlays)
|
||||
var/turf/turf_to_check = get_step(src,step_overlays[direction])
|
||||
if((istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor)) && !istype(turf_to_check,/turf/simulated/floor/plating/smatter))
|
||||
turf_to_check.overlays += image('icons/turf/floors.dmi', "smatter_side_[direction]")
|
||||
|
||||
|
||||
/turf/simulated/floor/plating/smatter/Del()
|
||||
..()
|
||||
|
||||
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
||||
// Kill and update the space overlays around us.
|
||||
for(var/direction in step_overlays)
|
||||
var/turf/space/T = get_step(src, step_overlays[direction])
|
||||
if(istype(T))
|
||||
for(var/next_direction in step_overlays)
|
||||
if(istype(get_step(T, step_overlays[next_direction]),/turf/simulated/floor/plating/smatter))
|
||||
T.overlays += image('icons/turf/floors.dmi', "smatter_side_[next_direction]")
|
||||
|
||||
/turf/simulated/wall/smatter
|
||||
name = "supermatter"
|
||||
desc = "thats a wall of supermatter"
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "smatter"
|
||||
temperature = T20C+80
|
||||
density = 1
|
||||
opacity = 1
|
||||
blocks_air = 1
|
||||
|
||||
|
||||
/turf/simulated/smatter/New()
|
||||
..()
|
||||
|
||||
name = "supermatter"
|
||||
desc = "thats a wall of supermatter"
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "smatter"
|
||||
temperature = T20C+80
|
||||
density = 1
|
||||
opacity = 1
|
||||
blocks_air = 1
|
||||
|
||||
spawn(2)
|
||||
var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
|
||||
for(var/direction in step_overlays)
|
||||
var/turf/turf_to_check = get_step(src,step_overlays[direction])
|
||||
if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor))
|
||||
turf_to_check.overlays += image('icons/turf/walls.dmi', "smatter_side_[direction]")
|
||||
|
||||
/turf/simulated/smatter/Del()
|
||||
..()
|
||||
|
||||
var/list/step_overlays = list("n" = NORTH, "s" = SOUTH, "e" = EAST, "w" = WEST)
|
||||
// Kill and update the space overlays around us.
|
||||
for(var/direction in step_overlays)
|
||||
var/turf/space/T = get_step(src, step_overlays[direction])
|
||||
if(istype(T))
|
||||
T.overlays.Cut()
|
||||
for(var/next_direction in step_overlays)
|
||||
if(istype(get_step(T, step_overlays[next_direction]),/turf/simulated/wall/smatter))
|
||||
T.overlays += image('icons/turf/walls.dmi', "smatter_side_[next_direction]")
|
||||
|
||||
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 59 KiB |
|
After Width: | Height: | Size: 3.2 KiB |
|
After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 24 KiB |
@@ -574,6 +574,7 @@
|
||||
#include "code\game\objects\effects\misc.dm"
|
||||
#include "code\game\objects\effects\overlays.dm"
|
||||
#include "code\game\objects\effects\portals.dm"
|
||||
#include "code\game\objects\effects\sm_crystals.dm"
|
||||
#include "code\game\objects\effects\spiders.dm"
|
||||
#include "code\game\objects\effects\step_triggers.dm"
|
||||
#include "code\game\objects\effects\decals\cleanable.dm"
|
||||
@@ -706,6 +707,7 @@
|
||||
#include "code\game\objects\items\weapons\shards.dm"
|
||||
#include "code\game\objects\items\weapons\shields.dm"
|
||||
#include "code\game\objects\items\weapons\signs.dm"
|
||||
#include "code\game\objects\items\weapons\sm_shard.dm"
|
||||
#include "code\game\objects\items\weapons\soap.dm"
|
||||
#include "code\game\objects\items\weapons\staff.dm"
|
||||
#include "code\game\objects\items\weapons\stock_parts.dm"
|
||||
@@ -1299,6 +1301,7 @@
|
||||
#include "code\modules\mob\living\carbon\human\say.dm"
|
||||
#include "code\modules\mob\living\carbon\human\update_icons.dm"
|
||||
#include "code\modules\mob\living\carbon\human\whisper.dm"
|
||||
#include "code\modules\mob\living\carbon\human\species\apollo.dm"
|
||||
#include "code\modules\mob\living\carbon\human\species\golem.dm"
|
||||
#include "code\modules\mob\living\carbon\human\species\plasmaman.dm"
|
||||
#include "code\modules\mob\living\carbon\human\species\shadow.dm"
|
||||
@@ -1722,6 +1725,7 @@
|
||||
#include "code\modules\store\items.dm"
|
||||
#include "code\modules\store\store.dm"
|
||||
#include "code\modules\supermatter\supermatter.dm"
|
||||
#include "code\modules\supermatter\wall.dm"
|
||||
#include "code\modules\surgery\bones.dm"
|
||||
#include "code\modules\surgery\brainrepair.dm"
|
||||
#include "code\modules\surgery\encased.dm"
|
||||
|
||||