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)