//Ported from /vg/station13, which was in turn forked from baystation12; //Please do not bother them with bugs from this port, however, as it has been modified quite a bit. //Modifications include removing the world-ending full supermatter variation, and leaving only the shard. #define NITROGEN_RETARDATION_FACTOR 2 //Higher == N2 slows reaction more #define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction #define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction #define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power #define REACTION_POWER_MODIFIER 0.55 //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 30 //seconds between warnings. /obj/machinery/power/supermatter_shard name = "supermatter shard" desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. You get headaches just from looking at it." icon = 'icons/obj/supermatter.dmi' icon_state = "darkmatter_shard" density = 1 anchored = 0 light_range = 4 var/gasefficency = 0.125 var/base_icon_state = "darkmatter_shard" var/damage = 0 var/damage_archived = 0 var/safe_alert = "Crystalline hyperstructure returning to safe operating levels." var/warning_point = 50 var/warning_alert = "Danger! Crystal hyperstructure instability!" var/emergency_point = 500 var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT." var/explosion_point = 900 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 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? // 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 //for logging var/has_been_powered = 0 var/has_reached_emergency = 0 /obj/machinery/power/supermatter_shard/New() . = ..() radio = new(src) radio.listening = 0 investigate_log("has been created.", "supermatter") /obj/machinery/power/supermatter_shard/Destroy() investigate_log("has been destroyed.", "supermatter") qdel(radio) return ..() /obj/machinery/power/supermatter_shard/proc/explode() investigate_log("has exploded.", "supermatter") explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) qdel(src) return /obj/machinery/power/supermatter_shard/process() var/turf/L = loc if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity. return PROCESS_KILL 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 if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY) var/stability = num2text(round((damage / explosion_point) * 100)) if(damage > emergency_point) radio.autosay("[emergency_alert] Instability: [stability]%", src) lastwarning = world.timeofday if(!has_reached_emergency) investigate_log("has reached the emergency point for the first time.", "supermatter") message_admins("[src] has reached the emergency point (JMP).") has_reached_emergency = 1 else if(damage >= damage_archived) // The damage is still going up radio.autosay("[warning_alert] Instability: [stability]%", src) lastwarning = world.timeofday - 150 else // Phew, we're safe radio.autosay("[safe_alert]", src) 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. 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) explode() //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 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" else // in normal mode, base the produced energy around the heat temp_factor = 30 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) 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. 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)) ) ) ) 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(rads, IRRADIATE) power -= (power/500)**3 return 1 /obj/machinery/power/supermatter_shard /obj/machinery/power/supermatter_shard/bullet_act(var/obj/item/projectile/Proj) 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 if(!has_been_powered) investigate_log("has been powered for the first time.", "supermatter") message_admins("[src] has been powered for the first time (JMP).") has_been_powered = 1 else damage += Proj.damage * config_bullet_energy return 0 /obj/machinery/power/supermatter_shard/singularity_act() var/gain = 100 investigate_log("Supermatter shard consumed by singularity.","singulo") message_admins("Singularity has consumed a supermatter shard and can now become stage six.") visible_message("[src] is consumed by the singularity!") for(var/mob/M in mob_list) M << 'sound/effects/supermatter.ogg' //everyone goan know bout this M << "A horrible screeching fills your ears, and a wave of dread washes over you..." qdel(src) return(gain) /obj/machinery/power/supermatter_shard/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_shard/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_shard/attack_hand(mob/living/user as mob) if(!istype(user)) return 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 unearthly noise as a wave of heat washes over you.") playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1) Consume(user) /obj/machinery/power/supermatter_shard/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/10) return /obj/machinery/power/supermatter_shard/attackby(obj/item/W as obj, mob/living/user as mob, params) if(!istype(W) || (W.flags & ABSTRACT) || !istype(user)) return if(user.drop_item(W)) Consume(W) user.visible_message("As [user] touches \the [src] with \a [W], silence fills the room...",\ "You touch \the [src] with \the [W], and everything suddenly goes silent.\"\n\The [W] flashes into dust as you flinch away from \the [src].",\ "Everything suddenly goes silent.") playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1) user.apply_effect(150, IRRADIATE) /obj/machinery/power/supermatter_shard/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 unearthly noise as a wave of heat washes over you.") else if(isobj(AM) && !istype(AM, /obj/effect)) 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.") else return playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1) Consume(AM) /obj/machinery/power/supermatter_shard/proc/Consume(atom/movable/AM) if(istype(AM, /mob/living)) var/mob/living/user = AM user.dust() power += 200 message_admins("[src] has consumed [key_name_admin(user)]? (FLW) (JMP).") investigate_log("has consumed [key_name(user)].", "supermatter") else if(isobj(AM) && !istype(AM, /obj/effect)) investigate_log("has consumed [AM].", "supermatter") qdel(AM) power += 200 //Some poor sod got eaten, go ahead and irradiate people nearby. for(var/mob/living/L in range(10)) var/rads = 500 * sqrt( 1 / (get_dist(L, src) + 1) ) L.apply_effect(rads, IRRADIATE) investigate_log("has irradiated [L] after consuming [AM].", "supermatter") 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)