diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm
index 05f6bdf042e..477aab3914a 100644
--- a/code/modules/supermatter/supermatter.dm
+++ b/code/modules/supermatter/supermatter.dm
@@ -1,80 +1,82 @@
#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
-#define THERMAL_RELEASE_MODIFIER 20 //Higher == less heat released during reaction
+#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//These would be what you would get at point blank, decreases with distance
-#define DETONATION_RADS 350000
-#define DETONATION_HALLUCINATION 600000
+#define DETONATION_RADS 200
+#define DETONATION_HALLUCINATION 600
-#define WARNING_DELAY 60 //45 seconds between warnings.
+#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
+ 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
+ luminosity = 4
- var/gasefficency = 0.25
+ var/gasefficency = 0.25
- var/base_icon_state = "darkmatter"
+ var/base_icon_state = "darkmatter"
- var/damage = 0
- var/damage_archived = 0
- var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
- 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
+ var/damage = 0
+ var/damage_archived = 0
+ var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
+ 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
- var/emergency_issued = 0
+ var/emergency_issued = 0
- var/explosion_power = 8
+ var/explosion_power = 8
- var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
+ var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
+ var/power = 0
- var/power = 0
+ var/oxygen = 0 // Moving this up here for easier debugging.
- //Temporary values so that we can optimize this
- //How much the bullets damage should be multiplied by when it is added to the internal variables
- var/config_bullet_energy = 2
- //How much of the power is left after processing is finished?
+ //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
+ //How much hallucination should it produce per unit of power?
+ var/config_hallucination_power = 0.1
- var/obj/item/device/radio/radio
+ 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"
+ 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
+ warning_point = 50
+ emergency_point = 500
+ explosion_point = 900
- gasefficency = 0.125
+ gasefficency = 0.125
- explosion_power = 3 //3,6,9,12? Or is that too small?
+ explosion_power = 3 //3,6,9,12? Or is that too small?
/obj/machinery/power/supermatter/New()
- . = ..()
- radio = new (src)
+ . = ..()
+ radio = new (src)
/obj/machinery/power/supermatter/Del()
- del radio
- . = ..()
+ del radio
+ . = ..()
/obj/machinery/power/supermatter/proc/explode()
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
@@ -83,133 +85,143 @@
/obj/machinery/power/supermatter/process()
- var/turf/L = loc
+ var/turf/L = loc
- if(!istype(L)) //If we are not on a turf, uh oh.
- del src
+ if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
+ return PROCESS_KILL
- //Ok, get the air from the turf
- var/datum/gas_mixture/env = L.return_air()
+ 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.
- //Remove gas from surrounding area
- var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
+ //Ok, get the air from the turf
+ var/datum/gas_mixture/env = L.return_air()
- if(!removed || !removed.total_moles)
- damage += max((power-1600)/10, 0)
- power = min(power, 1600)
- return 1
+ //Remove gas from surrounding area
+ var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
- if (!removed)
- return 1
+ 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 )
+ damage_archived = damage
+ damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
- if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
- if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
+ if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
+ if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
+ var/stability = num2text(round((damage / explosion_point) * 100))
- if(damage > emergency_point)
- radio.autosay(emergency_alert, "Supermatter Monitor")
- lastwarning = world.timeofday
+ if(damage > emergency_point)
- else if(damage >= damage_archived) // The damage is still going up
- radio.autosay(warning_alert, "Supermatter Monitor")
- lastwarning = world.timeofday - 150
+ radio.autosay(addtext(emergency_alert, " Stability: ",stability,"%"), "Supermatter Monitor")
+ lastwarning = world.timeofday
- else // Phew, we're safe
- radio.autosay(safe_alert, "Supermatter Monitor")
- lastwarning = world.timeofday
+ else if(damage >= damage_archived) // The damage is still going up
+ radio.autosay(addtext(warning_alert," Stability: ",stability,"%"), "Supermatter Monitor")
+ lastwarning = world.timeofday - 150
- if(damage > explosion_point)
- for(var/mob/living/mob in living_mob_list)
- if ((mob.z != src.z) && (mob.z != 0))
- continue
- if(istype(mob, /mob/living/carbon/human))
- //Hilariously enough, running into a closet should make you get hit the hardest.
- mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION/((get_dist(mob, src)+1)**2) ) )
- var/rads = DETONATION_RADS/((get_dist(mob, src)+1)**2)
- mob.apply_effect(rads, IRRADIATE)
+ else // Phew, we're safe
+ radio.autosay(safe_alert, "Supermatter Monitor")
+ lastwarning = world.timeofday
- explode()
+ 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.
+ mob: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)
- //Ok, 100% oxygen atmosphere = best reaction
- //Maxes out at 100% oxygen pressure
- var/oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
+ explode()
- var/temp_factor = 100
+ //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)
- if(oxygen > 0.8)
- // with a perfect gas mix, make the power less based on heat
- icon_state = "[base_icon_state]_glow"
- else
- // in normal mode, base the produced energy around the heat
- temp_factor = 60
- icon_state = base_icon_state
+ var/temp_factor = 100
- power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
+ if(oxygen > 0.8)
+ // with a perfect gas mix, make the power less based on heat
+ icon_state = "[base_icon_state]_glow"
+ else
+ // in normal mode, base the produced energy around the heat
+ temp_factor = 60
+ icon_state = base_icon_state
- //We've generated power, now let's transfer it to the collectors for storing/usage
- transfer_energy()
+ power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
- var/device_energy = power * REACTION_POWER_MODIFIER
+ //We've generated power, now let's transfer it to the collectors for storing/usage
+ transfer_energy()
- //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"
+ var/device_energy = power * REACTION_POWER_MODIFIER
- //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)
+ //To figure out how much temperature to add each tick, consider that at one atmosphere's worth
+ //of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
+ //that the device energy is around 2140. At that stage, we don't want too much heat to be put out
+ //Since the core is effectively "cold"
- removed.temperature = max(0, min(removed.temperature, 2500))
+ //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)
- //Calculate how much gas to release
- removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
+ removed.temperature = max(0, min(removed.temperature, 2500))
- removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
+ //Calculate how much gas to release
+ removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
- removed.update_values()
+ removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
- env.merge(removed)
+ removed.update_values()
- for(var/mob/living/carbon/human/l in view(src, round(power ** 0.25))) // you have to be seeing the core to get hallucinations
- if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
- l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
+ env.merge(removed)
- for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
- var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
- l.apply_effect(rads, IRRADIATE)
+ 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 / get_dist(l, src) ) ) )
- power -= (power/500)**3
+ for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
+ var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
+ l.apply_effect(rads, IRRADIATE)
- return 1
+ power -= (power/500)**3
+
+ return 1
/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
- if(Proj.flag != "bullet")
- power += Proj.damage * config_bullet_energy
- else
- damage += Proj.damage * config_bullet_energy
- return 0
+ 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
+ else
+ damage += Proj.damage * config_bullet_energy
+ return 0
-/obj/machinery/power/supermatter/attack_ai()
- return
/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
- return attack_hand(user)
+ return attack_hand(user)
-/obj/machinery/power/supermatter/attack_robot()
- return
+/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
+ if(Adjacent(user))
+ return attack_hand(user)
+ else
+ user << "You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update."
+ return
+/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
+ user << "You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update."
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
- user.visible_message("\The [user] reaches out and touches \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\
- "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.\"",\
- "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
+ user.visible_message("\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.",\
+ "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.\"",\
+ "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
- Consume(user)
+ Consume(user)
/obj/machinery/power/supermatter/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
@@ -218,44 +230,44 @@
return
/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
- user.visible_message("\The [user] touches \a [W] to \the [src] as a silence fills the room...",\
- "You touch \the [W] to \the [src] when everything suddenly goes silent.\"\n\The [W] flashes into dust as you flinch away from \the [src].",\
- "Everything suddenly goes silent.")
+ user.visible_message("\The [user] touches \a [W] to \the [src] as a silence fills the room...",\
+ "You touch \the [W] to \the [src] when everything suddenly goes silent.\"\n\The [W] flashes into dust as you flinch away from \the [src].",\
+ "Everything suddenly goes silent.")
- user.drop_from_inventory(W)
- Consume(W)
+ user.drop_from_inventory(W)
+ Consume(W)
- user.apply_effect(150, IRRADIATE)
+ user.apply_effect(150, IRRADIATE)
/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
- if(istype(AM, /mob/living))
- AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\
- "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\
- "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
- else
- AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.",\
- "You hear a loud crack as you are washed with a wave of heat.")
+ if(istype(AM, /mob/living))
+ AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\
+ "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\
+ "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.")
+ else
+ AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.",\
+ "You hear a loud crack as you are washed with a wave of heat.")
- Consume(AM)
+ Consume(AM)
/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
- if(istype(user))
- user.dust()
- power += 200
- else
- del user
+ if(istype(user))
+ user.dust()
+ power += 200
+ else
+ del user
- power += 200
+ 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("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.", 1,\
- "The unearthly ringing subsides and you notice you have new radiation burns.", 2)
- else
- l.show_message("You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.", 2)
- var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
- l.apply_effect(rads, IRRADIATE)
+ for(var/mob/living/l in range(10))
+ if(l in view())
+ l.show_message("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.", 1,\
+ "The unearthly ringing subsides and you notice you have new radiation burns.", 2)
+ else
+ l.show_message("You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.", 2)
+ var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
+ l.apply_effect(rads, IRRADIATE)