diff --git a/baystation12.dme b/baystation12.dme index 554cbd84357..304ce489f77 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -1333,6 +1333,9 @@ #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_capacitor.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen.dm" #include "code\WorkInProgress\Cael_Aislinn\ShieldGen\shield_gen_external.dm" +#include "code\WorkInProgress\Cael_Aislinn\Supermatter\Laser2.dm" +#include "code\WorkInProgress\Cael_Aislinn\Supermatter\LaserComputer.dm" +#include "code\WorkInProgress\Cael_Aislinn\Supermatter\ZeroPointLaser.dm" #include "code\WorkInProgress\Chinsky\ashtray.dm" #include "code\WorkInProgress\Cib\MedicalSideEffects.dm" #include "code\WorkInProgress\kilakk\fax.dm" @@ -1341,6 +1344,7 @@ #include "code\WorkInProgress\Ported\policetape.dm" #include "code\WorkInProgress\SkyMarshal\officer_stuff.dm" #include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm" +#include "code\WorkInProgress\Yinadele\Supermatter.dm" #include "code\WorkInProgress\ZomgPonies\karma.dm" #include "code\WorkInProgress\ZomgPonies\clothing\civilian.dm" #include "code\WorkInProgress\ZomgPonies\mobs\pony.dm" diff --git a/code/WorkInProgress/Yinadele/Supermatter.dm b/code/WorkInProgress/Yinadele/Supermatter.dm new file mode 100644 index 00000000000..b9af01b938c --- /dev/null +++ b/code/WorkInProgress/Yinadele/Supermatter.dm @@ -0,0 +1,257 @@ + +#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more +#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 200 +#define DETONATION_HALLUCINATION 600 + + +#define WARNING_DELAY 60 //45 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 + + var/gasefficency = 0.25 + + var/base_icon_state = "darkmatter" + + var/damage = 0 + var/damage_archived = 0 + var/safe_alert = "Crystaline hyperstructure returning to safe operating levels." + var/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/explosion_power = 8 + + var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning + + var/power = 0 + + //Temporary values so that we can optimize this + //How much the bullets damage should be multiplied by when it is added to the internal variables + var/config_bullet_energy = 2 + //How much of the power is left after processing is finished? +// var/config_power_reduction_per_tick = 0.5 + //How much hallucination should it produce per unit of power? + var/config_hallucination_power = 0.1 + + var/obj/item/device/radio/radio + + 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 + + explosion_power = 3 //3,6,9,12? Or is that too small? + + +/obj/machinery/power/supermatter/New() + . = ..() + radio = new (src) + + +/obj/machinery/power/supermatter/Del() + del radio + . = ..() + +/obj/machinery/power/supermatter/proc/explode() + explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) + del src + return + +/obj/machinery/power/supermatter/process() + + var/turf/L = loc + + if(!istype(L)) //If we are not on a turf, uh oh. + del src + + //Ok, get the air from the turf + var/datum/gas_mixture/env = L.return_air() + + //Remove gas from surrounding area + var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles) + + if(!removed || !removed.total_moles) + damage += max((power-1600)/10, 0) + power = min(power, 1600) + return 1 + + if (!removed) + return 1 + + 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 > emergency_point) + radio.autosay(emergency_alert, "Supermatter Monitor") + lastwarning = world.timeofday + + else if(damage >= damage_archived) // The damage is still going up + radio.autosay(warning_alert, "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(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) + + explode() + + //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) + + var/temp_factor = 100 + + 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 + + power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload + + //We've generated power, now let's transfer it to the collectors for storing/usage + transfer_energy() + + var/device_energy = power * REACTION_POWER_MODIFIER + + //To figure out how much temperature to add each tick, consider that at one atmosphere's worth + //of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature + //that the device energy is around 2140. At that stage, we don't want too much heat to be put out + //Since the core is effectively "cold" + + //Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock + //is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall. + removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER) + + removed.temperature = max(0, min(removed.temperature, 2500)) + + //Calculate how much gas to release + removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0) + + removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0) + + removed.update_values() + + env.merge(removed) + + 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) ) ) ) + + 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) + + 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 + + +/obj/machinery/power/supermatter/attack_paw(mob/user as mob) + return attack_hand(user) + + +/obj/machinery/power/supermatter/attack_robot(mob/user as mob) + return attack_hand(user) + + +/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.") + + Consume(user) + +/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) + 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.drop_from_inventory(W) + Consume(W) + + 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.") + + Consume(AM) + + +/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user) + if(istype(user)) + user.dust() + power += 200 + else + del user + + power += 200 + + //Some poor sod got eaten, go ahead and irradiate people nearby. + for(var/mob/living/l in range(10)) + if(l in view()) + l.show_message("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) +