//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. //Zap constants, speeds up targeting #define COIL (ROD + 1) #define ROD (LIVING + 1) #define LIVING (MACHINERY + 1) #define MACHINERY (OBJECT + 1) #define OBJECT (LOWEST + 1) #define LOWEST (1) #define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty. #define OXYGEN_HEAT_PENALTY 1 #define CO2_HEAT_PENALTY 0.1 #define NITROGEN_HEAT_PENALTY -1.5 #define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation. #define PLASMA_TRANSMIT_MODIFIER 4 #define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage. #define POWERLOSS_INHIBITION_GAS_THRESHOLD 0.20 //Higher == Higher percentage of inhibitor gas needed before the charge inertia chain reaction effect starts. #define POWERLOSS_INHIBITION_MOLE_THRESHOLD 20 //Higher == More moles of the gas are needed before the charge inertia chain reaction effect starts. //Scales powerloss inhibition down until this amount of moles is reached #define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500 //bonus powerloss inhibition boost if this amount of moles is reached #define MOLE_PENALTY_THRESHOLD 1800 //Above this value we can get lord singulo and independent mol damage, below it we can heal damage #define MOLE_HEAT_PENALTY 350 //Heat damage scales around this. Too hot setups with this amount of moles do regular damage, anything above and below is scaled //Along with damage_penalty_point, makes flux anomalies. /// The cutoff for the minimum amount of power required to trigger the crystal invasion delamination event. #define EVENT_POWER_PENALTY_THRESHOLD 4500 #define POWER_PENALTY_THRESHOLD 5000 //The cutoff on power properly doing damage, pulling shit around, and delamming into a tesla. Low chance of pyro anomalies, +2 bolts of electricity #define SEVERE_POWER_PENALTY_THRESHOLD 7000 //+1 bolt of electricity, allows for gravitational anomalies, and higher chances of pyro anomalies #define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //+1 bolt of electricity. #define HEAT_PENALTY_THRESHOLD 40 //Higher == Crystal safe operational temperature is higher. #define DAMAGE_HARDCAP 0.002 #define DAMAGE_INCREASE_MULTIPLIER 0.25 #define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values #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 #define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy. //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 #define HALLUCINATION_RANGE(P) (min(7, round(P ** 0.25))) #define GRAVITATIONAL_ANOMALY "gravitational_anomaly" #define FLUX_ANOMALY "flux_anomaly" #define PYRO_ANOMALY "pyro_anomaly" //If integrity percent remaining is less than these values, the monitor sets off the relevant alarm. #define SUPERMATTER_DELAM_PERCENT 5 #define SUPERMATTER_EMERGENCY_PERCENT 25 #define SUPERMATTER_DANGER_PERCENT 50 #define SUPERMATTER_WARNING_PERCENT 100 #define CRITICAL_TEMPERATURE 10000 #define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS ///to prevent accent sounds from layering #define SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN 2 SECONDS #define DEFAULT_ZAP_ICON_STATE "sm_arc" #define SLIGHTLY_CHARGED_ZAP_ICON_STATE "sm_arc_supercharged" #define OVER_9000_ZAP_ICON_STATE "sm_arc_dbz_referance" //Witty I know #define MAX_SPACE_EXPOSURE_DAMAGE 2 /// Colours used for effects. #define SUPERMATTER_COLOUR "#ffd04f" #define SUPERMATTER_RED "#aa2c16" #define SUPERMATTER_TESLA_COLOUR "#00ffff" #define SUPERMATTER_SINGULARITY_RAYS_COLOUR "#750000" #define SUPERMATTER_SINGULARITY_LIGHT_COLOUR "#400060" /obj/machinery/atmospherics/supermatter_crystal name = "supermatter crystal" desc = "A strangely translucent and iridescent crystal." icon = 'icons/obj/supermatter.dmi' icon_state = "darkmatter" density = TRUE anchored = TRUE layer = ABOVE_MOB_LAYER + 0.01 appearance_flags = PIXEL_SCALE|LONG_GLIDE flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 | IMMUNE_TO_SHUTTLECRUSH_2 | NO_MALF_EFFECT_2 | CRITICAL_ATOM_2 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF base_icon_state = "darkmatter" ///The id of our supermatter var/supermatter_id = 1 ///The amount of supermatters that have been created this round var/static/global_supermatter_id = 1 ///Tracks the bolt color we are using var/zap_icon = DEFAULT_ZAP_ICON_STATE ///The portion of the gasmix we're on that we should remove var/gasefficency = 0.15 ///Are we exploding? var/final_countdown = FALSE ///The amount of damage we have currently var/damage = 0 ///The damage we had before this cycle. Used to limit the damage we can take each cycle, and for safe_alert var/damage_archived = 0 ///Our "Shit is no longer fucked" message. We send it when damage is less then damage_archived var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters." ///The point at which we should start sending messeges about the damage to the engi channels. var/warning_point = 50 ///The alert we send when we've reached warning_point var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!" ///The point at which we start sending messages to the common channel var/emergency_point = 700 ///The alert we send when we've reached emergency_point var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT." ///The point at which we delam var/explosion_point = 900 ///When we pass this amount of damage we start shooting bolts var/damage_penalty_point = 550 ///A scaling value that affects the severity of explosions. var/explosion_power = 35 ///Time in 1/10th of seconds since the last sent warning var/lastwarning = 0 ///Refered to as eer on the moniter. This value effects gas output, heat, damage, and radiation. var/power = 0 ///Determines the rate of positve change in gas comp values var/gas_change_rate = 0.05 var/n2comp = 0 // raw composition of each gas in the chamber, ranges from 0 to 1 var/plasmacomp = 0 var/o2comp = 0 var/co2comp = 0 var/n2ocomp = 0 ///The last air sample's total molar count, will always be above or equal to 0 var/combined_gas = 0 ///Affects the power gain the sm experiances from heat var/gasmix_power_ratio = 0 ///Affects the amount of o2 and plasma the sm outputs, along with the heat it makes. var/dynamic_heat_modifier = 1 ///Affects the amount of damage and minimum point at which the sm takes heat damage var/dynamic_heat_resistance = 1 ///Uses powerloss_dynamic_scaling and combined_gas to lessen the effects of our powerloss functions var/powerloss_inhibitor = 1 ///Based on co2 percentage, slowly moves between 0 and 1. We use it to calc the powerloss_inhibitor var/powerloss_dynamic_scaling= 0 ///Affects the amount of radiation the sm makes. We multiply this with power to find the rads. var/power_transmission_bonus = 0 ///Used to increase or lessen the amount of damage the sm takes from heat based on molar counts. var/mole_heat_penalty = 0 ///Takes the energy throwing things into the sm generates and slowly turns it into actual power var/matter_power = 0 ///The cutoff for a bolt jumping, grows with heat, lowers with higher mol count, var/zap_cutoff = 1500 ///How much the bullets damage should be multiplied by when it is added to the internal variables var/bullet_energy = 2 ///How much hallucination should we produce per unit of power? var/hallucination_power = 1 ///Our internal radio var/obj/item/radio/radio ///Reference to the warp effect var/obj/effect/warp_effect/supermatter/warp ///A variable to have the warp effect for singulo SM work properly var/pulse_stage = 0 ///Boolean used for logging if we've been powered var/has_been_powered = FALSE ///Boolean used for logging if we've passed the emergency point var/has_reached_emergency = FALSE ///An effect we show to admins and ghosts the percentage of delam we're at var/obj/effect/countdown/supermatter/countdown ///Used to track if we can give out the sm sliver stealing objective var/is_main_engine = FALSE ///Our soundloop var/datum/looping_sound/supermatter/soundloop ///Can it be moved? var/moveable = FALSE ///cooldown tracker for accent sounds var/last_accent_sound = 0 //For making hugbox supermatters ///Disables all methods of taking damage var/takes_damage = TRUE ///Disables the production of gas, and pretty much any handling of it we do. var/produces_gas = TRUE ///Disables power changes var/power_changes = TRUE ///Disables the sm's proccessing totally. var/processes = TRUE /obj/machinery/atmospherics/supermatter_crystal/Initialize(mapload) . = ..() supermatter_id = global_supermatter_id++ SSair.atmos_machinery += src countdown = new(src) countdown.start() GLOB.poi_list |= src radio = new(src) radio.listening = FALSE radio.follow_target = src radio.config(list("Engineering" = 0)) investigate_log("has been created.", "supermatter") if(is_main_engine) GLOB.main_supermatter_engine = src soundloop = new(list(src), TRUE) /obj/machinery/atmospherics/supermatter_crystal/Destroy() if(warp) vis_contents -= warp QDEL_NULL(warp) investigate_log("has been destroyed.", "supermatter") SSair.atmos_machinery -= src QDEL_NULL(radio) GLOB.poi_list -= src if(!processes) GLOB.frozen_atom_list -= src QDEL_NULL(countdown) if(is_main_engine && GLOB.main_supermatter_engine == src) GLOB.main_supermatter_engine = null QDEL_NULL(soundloop) return ..() /obj/machinery/atmospherics/supermatter_crystal/examine(mob/user) . = ..() var/mob/living/carbon/human/H = user if(istype(H)) if(!HAS_TRAIT(H, TRAIT_MESON_VISION) && (get_dist(user, src) < HALLUCINATION_RANGE(power))) . += "You get headaches just from looking at it." . += "When actived by an item hitting this awe-inspiring feat of engineering, it emits radiation and heat. This is the basis of the use of the pseudo-perpetual energy source, the supermatter crystal." . +="Any object that touches [src] instantly turns to dust, be it complex as a human or as simple as a metal rod. These bursts of energy can cause hallucinations if meson scanners are not worn near the crystal." if(isAntag(user)) . += "Although a T.E.G. is more costly, there's a damn good reason the syndicate doesn't use this. If the integrity of [src] dips to 0%, perhaps from overheating, the supermatter will violently explode destroying nearly everything even somewhat close to it and releasing massive amounts of radiation." /obj/machinery/atmospherics/supermatter_crystal/proc/get_status() var/turf/T = get_turf(src) if(!T) return SUPERMATTER_ERROR var/datum/gas_mixture/air = T.return_air() if(!air) return SUPERMATTER_ERROR var/integrity = get_integrity() if(integrity < SUPERMATTER_DELAM_PERCENT) return SUPERMATTER_DELAMINATING if(integrity < SUPERMATTER_EMERGENCY_PERCENT) return SUPERMATTER_EMERGENCY if(integrity < SUPERMATTER_DANGER_PERCENT) return SUPERMATTER_DANGER if((integrity < SUPERMATTER_WARNING_PERCENT) || (air.temperature > CRITICAL_TEMPERATURE)) return SUPERMATTER_WARNING if(air.temperature > (CRITICAL_TEMPERATURE * 0.8)) return SUPERMATTER_NOTIFY if(power > 5) return SUPERMATTER_NORMAL return SUPERMATTER_INACTIVE /obj/machinery/atmospherics/supermatter_crystal/proc/alarm() switch(get_status()) if(SUPERMATTER_DELAMINATING) playsound(src, 'sound/misc/bloblarm.ogg', 100, FALSE, 40, 30, falloff_distance = 10) if(SUPERMATTER_EMERGENCY) playsound(src, 'sound/machines/engine_alert1.ogg', 100, FALSE, 30, 30, falloff_distance = 10) if(SUPERMATTER_DANGER) playsound(src, 'sound/machines/engine_alert2.ogg', 100, FALSE, 30, 30, falloff_distance = 10) if(SUPERMATTER_WARNING) playsound(src, 'sound/machines/terminal_alert.ogg', 75) /obj/machinery/atmospherics/supermatter_crystal/proc/get_integrity() var/integrity = damage / explosion_point integrity = round(100 - integrity * 100, 0.01) integrity = integrity < 0 ? 0 : integrity return integrity /obj/machinery/atmospherics/supermatter_crystal/proc/countdown() set waitfor = FALSE if(final_countdown) // We're already doing it go away return final_countdown = TRUE var/image/causality_field = image(icon, null, "causality_field") add_overlay(causality_field) var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated." for(var/mob/M in GLOB.player_list) // for all players var/turf/T = get_turf(M) if(istype(T) && atoms_share_level(T, src)) // if the player is on the same zlevel as the SM shared SEND_SOUND(M, sound('sound/machines/engine_alert2.ogg')) // then send them the sound file radio.autosay(speaking, name, null, list(z)) for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10) if(!processes) // Stop exploding if you're frozen by an admin, damn you cut_overlay(causality_field, TRUE) final_countdown = FALSE damage = explosion_point - 1 // One point below exploding, so it will re-start the countdown once unfrozen return if(damage < explosion_point) // Cutting it a bit close there engineers radio.autosay("[safe_alert] Failsafe has been disengaged.", name, null, list(z)) cut_overlay(causality_field, TRUE) final_countdown = FALSE remove_filter(list("outline", "icon")) return else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy sleep(10) continue else if(i > 50) speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization." else speaking = "[i*0.1]..." radio.autosay(speaking, name, null, list(z)) sleep(10) explode() /obj/machinery/atmospherics/supermatter_crystal/proc/explode() SSblackbox.record_feedback("amount", "supermatter_delaminations", 1) for(var/mob in GLOB.alive_mob_list) var/mob/living/L = mob if(istype(L) && atoms_share_level(L, src)) if(ishuman(mob)) //Hilariously enough, running into a closet should make you get hit the hardest. var/mob/living/carbon/human/H = mob var/hallucination_amount = (max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1))))) SECONDS H.AdjustHallucinate(hallucination_amount) var/rads = DETONATION_RADS * sqrt(1 / (get_dist(L, src) + 1)) L.rad_act(rads) var/turf/T = get_turf(src) var/super_matter_charge_sound = sound('sound/magic/charge.ogg') for(var/player in GLOB.player_list) var/mob/M = player var/turf/mob_turf = get_turf(M) if(atoms_share_level(T, mob_turf)) SEND_SOUND(M, super_matter_charge_sound) if(atoms_share_level(M, src)) to_chat(M, "You feel reality distort for a moment...") else to_chat(M, "You hold onto \the [M.loc] as hard as you can, as reality distorts around you. You feel safe.") if(combined_gas > MOLE_PENALTY_THRESHOLD) investigate_log("has collapsed into a singularity.", "supermatter") if(T) var/obj/singularity/S = new(T) S.energy = 800 S.consume(src) return //No boom for me sir else if(power > POWER_PENALTY_THRESHOLD) investigate_log("has spawned additional energy balls.", "supermatter") if(T) var/obj/singularity/energy_ball/E = new(T) E.energy = 200 //Gets us about 9 balls // else if(power > EVENT_POWER_PENALTY_THRESHOLD && prob(power/50) && !istype(src, /obj/machinery/atmospherics/supermatter_crystal/shard)) // var/datum/round_event_control/crystal_invasion/crystals = new/datum/round_event_control/crystal_invasion // crystals.runEvent() // return //No boom for me sir //Dear mappers, balance the sm max explosion radius to 17.5, 37, 39, 41 explosion(get_turf(T), explosion_power * max(gasmix_power_ratio, 0.205) * 0.5 , explosion_power * max(gasmix_power_ratio, 0.205) + 2, explosion_power * max(gasmix_power_ratio, 0.205) + 4 , explosion_power * max(gasmix_power_ratio, 0.205) + 6, 1, 1) qdel(src) /obj/machinery/atmospherics/supermatter_crystal/process_atmos() if(!processes) //Just fuck me up bro return var/turf/T = loc if(isnull(T)) // We have a null turf...something is wrong, stop processing this entity. return PROCESS_KILL if(!istype(T)) //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(T.density) var/turf/did_it_melt = T.ChangeTurf(T.baseturf) if(!did_it_melt.density) //In case some joker finds way to place these on indestructible walls visible_message("[src] melts through [T]!") return //We vary volume by power, and handle OH FUCK FUSION IN COOLING LOOP noises. if(power) soundloop.volume = clamp((50 + (power / 50)), 50, 100) if(damage >= 300) soundloop.mid_sounds = list('sound/machines/sm/loops/delamming.ogg' = 1) else soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1) //We play delam/neutral sounds at a rate determined by power and damage if(last_accent_sound < world.time && prob(20)) var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100 if(damage >= 300) playsound(src, "smdelam", max(50, aggression), FALSE, 40, 30, falloff_distance = 10, channel = CHANNEL_ENGINE) else playsound(src, "smcalm", max(50, aggression), FALSE, 25, 25, falloff_distance = 10, channel = CHANNEL_ENGINE) var/next_sound = round((100 - aggression) * 5) last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN, next_sound) //Ok, get the air from the turf var/datum/gas_mixture/env = T.return_air() var/datum/gas_mixture/removed if(produces_gas) //Remove gas from surrounding area removed = env.remove(gasefficency * env.total_moles()) else // Pass all the gas related code an empty gas container removed = new() damage_archived = damage if(!removed || !removed.total_moles() || isspaceturf(T)) //we're in space or there is no gas to process if(takes_damage) damage += max((power / 1000) * DAMAGE_INCREASE_MULTIPLIER, 0.1) // always does at least some damage else if(takes_damage) //causing damage //Due to DAMAGE_INCREASE_MULTIPLIER, we only deal one 4th of the damage the statements otherwise would cause //((((some value between 0.5 and 1 * temp - ((273.15 + 40) * some values between 1 and 10)) * some number between 0.25 and knock your socks off / 150) * 0.25 //Heat and mols account for each other, a lot of hot mols are more damaging then a few //Mols start to have a positive effect on damage after 350 damage = max(damage + (max(clamp(removed.total_moles() / 200, 0.5, 1) * removed.temperature - ((T0C + HEAT_PENALTY_THRESHOLD)*dynamic_heat_resistance), 0) * mole_heat_penalty / 150 ) * DAMAGE_INCREASE_MULTIPLIER, 0) //Power only starts affecting damage when it is above 5000 damage = max(damage + (max(power - POWER_PENALTY_THRESHOLD, 0)/500) * DAMAGE_INCREASE_MULTIPLIER, 0) //Molar count only starts affecting damage when it is above 1800 damage = max(damage + (max(combined_gas - MOLE_PENALTY_THRESHOLD, 0)/80) * DAMAGE_INCREASE_MULTIPLIER, 0) //There might be a way to integrate healing and hurting via heat //healing damage if(combined_gas < MOLE_PENALTY_THRESHOLD) //Only has a net positive effect when the temp is below 313.15, heals up to 2 damage. Psycologists increase this temp min by up to 45 damage = max(damage + (min(removed.temperature - (T0C + HEAT_PENALTY_THRESHOLD), 0) / 150 ), 0) //Check for holes in the SM inner chamber for(var/t in RANGE_TURFS(1, loc)) if(!isspaceturf(t)) continue var/turf/turf_to_check = t if(length(turf_to_check.atmos_adjacent_turfs)) var/integrity = get_integrity() if(integrity < 10) damage += clamp((power * 0.0005) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE) else if(integrity < 25) damage += clamp((power * 0.0009) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE) else if(integrity < 45) damage += clamp((power * 0.005) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE) else if(integrity < 75) damage += clamp((power * 0.002) * DAMAGE_INCREASE_MULTIPLIER, 0, MAX_SPACE_EXPOSURE_DAMAGE) break //caps damage rate //Takes the lower number between archived damage + (1.8) and damage //This means we can only deal 1.8 damage per function call damage = min(damage_archived + (DAMAGE_HARDCAP * explosion_point),damage) //calculating gas related values combined_gas = max(removed.total_moles(), 0) plasmacomp = max(removed.toxins / combined_gas, 0) o2comp = max(removed.oxygen / combined_gas, 0) co2comp = max(removed.carbon_dioxide / combined_gas, 0) n2ocomp = max(removed.sleeping_agent / combined_gas, 0) n2comp = max(removed.nitrogen / combined_gas, 0) gasmix_power_ratio = min(max(plasmacomp + o2comp + co2comp - n2comp, 0), 1) dynamic_heat_modifier = max((plasmacomp * PLASMA_HEAT_PENALTY) + (o2comp * OXYGEN_HEAT_PENALTY) + (co2comp * CO2_HEAT_PENALTY) + (n2comp * NITROGEN_HEAT_PENALTY), 0.5) dynamic_heat_resistance = max(n2ocomp * N2O_HEAT_RESISTANCE, 1) power_transmission_bonus = max((plasmacomp * PLASMA_TRANSMIT_MODIFIER) + (o2comp * OXYGEN_TRANSMIT_MODIFIER), 0) //more moles of gases are harder to heat than fewer, so let's scale heat damage around them mole_heat_penalty = max(combined_gas / MOLE_HEAT_PENALTY, 0.25) if(combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && co2comp > POWERLOSS_INHIBITION_GAS_THRESHOLD) powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(co2comp - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1) else powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling - 0.05, 0, 1) //Ranges from 0 to 1(1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500))) //We take the mol count, and scale it to be our inhibitor powerloss_inhibitor = clamp(1 - (powerloss_dynamic_scaling * clamp(combined_gas / POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD, 1 , 1.5)), 0 , 1) //Releases stored power into the general pool //We get this by consuming shit or being scalpeled if(matter_power && power_changes) //We base our removed power off one 10th of the matter_power. var/removed_matter = max(matter_power / MATTER_POWER_CONVERSION, 40) //Adds at least 40 power power = max(power + removed_matter, 0) //Removes at least 40 matter power matter_power = max(matter_power - removed_matter, 0) var/temp_factor = 50 if(gasmix_power_ratio > 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 if(power_changes) power = max((removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0) if(prob(50)) radiation_pulse(src, power * max(0, (1 + (power_transmission_bonus / 10)))) //Power * 0.55 * a value between 1 and 0.8 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. //Power * 0.55 * (some value between 1.5 and 23) / 5 removed.temperature += ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER) //We can only emit so much heat, that being 57500 removed.temperature = max(0, min(removed.temperature, 2500 * dynamic_heat_modifier)) //Calculate how much gas to release //Varies based on power and gas content removed.toxins += max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0) //Varies based on power, gas content, and heat removed.oxygen += max(((device_energy + removed.temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0) if(produces_gas) env.merge(removed) air_update_turf() //Makes em go mad and accumulate rads. for(var/mob/living/carbon/human/l in view(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them. if(!HAS_TRAIT(l, TRAIT_MESON_VISION) && !HAS_TRAIT(l, SM_HALLUCINATION_IMMUNE)) var/D = sqrt(1 / max(1, get_dist(l, src))) var/hallucination_amount = power * hallucination_power * D l.AdjustHallucinate(hallucination_amount, 0, 200 SECONDS) 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.rad_act(rads) //Transitions between one function and another, one we use for the fast inital startup, the other is used to prevent errors with fusion temperatures. //Use of the second function improves the power gain imparted by using co2 if(power_changes) power = max(power - min(((power / 500) ** 3) * powerloss_inhibitor, power * 0.83 * powerloss_inhibitor), 0) //After this point power is lowered //This wraps around to the begining of the function //Handle high power zaps/anomaly generation if(power > POWER_PENALTY_THRESHOLD || damage > damage_penalty_point) //If the power is above 5000 or if the damage is above 550 var/range = 4 zap_cutoff = 1500 if(removed && removed.return_pressure() > 0 && removed.return_temperature() > 0) //You may be able to freeze the zapstate of the engine with good planning, we'll see zap_cutoff = clamp(3000 - (power * (removed.total_moles()) / 10) / removed.return_temperature(), 350, 3000)//If the core is cold, it's easier to jump, ditto if there are a lot of mols //We should always be able to zap our way out of the default enclosure //See supermatter_zap() for more details range = clamp(power / removed.return_pressure() * 10, 2, 7) var/flags = ZAP_SUPERMATTER_FLAGS var/zap_count = 0 //Deal with power zaps switch(power) if(POWER_PENALTY_THRESHOLD to SEVERE_POWER_PENALTY_THRESHOLD) zap_icon = DEFAULT_ZAP_ICON_STATE zap_count = 2 if(SEVERE_POWER_PENALTY_THRESHOLD to CRITICAL_POWER_PENALTY_THRESHOLD) zap_icon = SLIGHTLY_CHARGED_ZAP_ICON_STATE //Uncaps the zap damage, it's maxed by the input power //Objects take damage now flags |= (ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE) zap_count = 3 if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY) zap_icon = OVER_9000_ZAP_ICON_STATE //It'll stun more now, and damage will hit harder, gloves are no garentee. //Machines go boom flags |= (ZAP_MOB_STUN | ZAP_MACHINE_EXPLOSIVE | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE) zap_count = 4 //Now we deal with damage shit if(damage > damage_penalty_point && prob(20)) zap_count += 1 if(zap_count >= 1) playsound(src.loc, 'sound/weapons/emitter2.ogg', 100, TRUE, extrarange = 10, channel = CHANNEL_ENGINE) for(var/i in 1 to zap_count) supermatter_zap(src, range, clamp(power*2, 4000, 20000), flags) if(prob(5)) supermatter_anomaly_gen(src, FLUX_ANOMALY, rand(5, 10)) if(power > SEVERE_POWER_PENALTY_THRESHOLD && prob(5) || prob(1)) supermatter_anomaly_gen(src, GRAVITATIONAL_ANOMALY, rand(5, 10)) if((power > SEVERE_POWER_PENALTY_THRESHOLD && prob(2)) || (prob(0.3) && power > POWER_PENALTY_THRESHOLD)) supermatter_anomaly_gen(src, PYRO_ANOMALY, rand(5, 10)) if(prob(15)) supermatter_pull(loc, min(power / 850, 3)) //850, 1700, 2550 lights() sm_filters() //Tells the engi team to get their butt in gear if(damage > warning_point) // while the core is still damaged and it's still worth noting its status if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY) alarm() //Oh shit it's bad, time to freak out if(damage > emergency_point) radio.autosay("[emergency_alert] Integrity: [get_integrity()]%", name, null, list(z)) lastwarning = REALTIMEOFDAY if(!has_reached_emergency) investigate_log("has reached the emergency point for the first time.", "supermatter") message_admins("[src] has reached the emergency point [ADMIN_JMP(src)].") has_reached_emergency = TRUE else if(damage >= damage_archived) // The damage is still going up radio.autosay("[warning_alert] Integrity: [get_integrity()]%", name, "Engineering", list(z)) lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5) else // Phew, we're safe radio.autosay("[safe_alert] Integrity: [get_integrity()]%", name, "Engineering", list(z)) lastwarning = REALTIMEOFDAY if(power > POWER_PENALTY_THRESHOLD) radio.autosay("Warning: Hyperstructure has reached dangerous power level.", name, "Engineering", list(z)) if(powerloss_inhibitor < 0.5) radio.autosay("DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", name, "Engineering", list(z)) if(combined_gas > MOLE_PENALTY_THRESHOLD) radio.autosay("Warning: Critical coolant mass reached.", name, "Engineering", list(z)) //Boom (Mind blown) if(damage > explosion_point) countdown() return 1 /obj/machinery/atmospherics/supermatter_crystal/bullet_act(obj/item/projectile/Proj) var/turf/L = loc if(!istype(L)) return FALSE if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes) investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", "supermatter") if(Proj.flag != BULLET) if(power_changes) //This needs to be here I swear power += Proj.damage * 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 [ADMIN_JMP(src)].") has_been_powered = TRUE else if(takes_damage) damage += Proj.damage * bullet_energy return FALSE /obj/machinery/atmospherics/supermatter_crystal/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!") var/supermatter_sound = sound('sound/effects/supermatter.ogg') for(var/M in GLOB.player_list) if(atoms_share_level(M, src)) SEND_SOUND(M, supermatter_sound) //everyone goan know bout this to_chat(M, "A horrible screeching fills your ears, and a wave of dread washes over you...") qdel(src) return gain /obj/machinery/atmospherics/supermatter_crystal/blob_act(obj/structure/blob/B) if(B && !isspaceturf(loc)) //does nothing in space playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE) damage += B.obj_integrity * 0.5 //take damage equal to 50% of remaining blob health before it tried to eat us if(B.obj_integrity > 100) B.visible_message("[B] strikes at [src] and flinches away!",\ "You hear a loud crack as you are washed with a wave of heat.") B.take_damage(100, BURN) else B.visible_message("[B] strikes at [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") Consume(B) /obj/machinery/atmospherics/supermatter_crystal/attack_tk(mob/user) if(!iscarbon(user)) return var/mob/living/carbon/C = user investigate_log("has consumed the brain of [key_name(C)] after being touched with telekinesis", "supermatter") C.visible_message("[C] suddenly slumps over.", \ "As you mentally focus on the supermatter you feel the contents of your skull start melting away. That was a really dense idea.") var/obj/item/organ/internal/brain/B = C.get_int_organ(/obj/item/organ/internal/brain) C.ghostize(0) if(B) B.remove(C) qdel(B) /obj/machinery/atmospherics/supermatter_crystal/attack_alien(mob/user) dust_mob(user, cause = "alien attack") /obj/machinery/atmospherics/supermatter_crystal/attack_animal(mob/living/simple_animal/S) var/murder if(!S.melee_damage_upper && !S.melee_damage_lower) murder = S.friendly else murder = S.attacktext dust_mob(S, \ "[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!", \ "You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.", \ "simple animal attack") /obj/machinery/atmospherics/supermatter_crystal/attack_robot(mob/user) if(Adjacent(user)) dust_mob(user, cause = "cyborg attack") /obj/machinery/atmospherics/supermatter_crystal/attack_ai(mob/user) return /obj/machinery/atmospherics/supermatter_crystal/attack_hand(mob/living/user) ..() dust_mob(user, cause = "hand") /obj/machinery/atmospherics/supermatter_crystal/proc/dust_mob(mob/living/nom, vis_msg, mob_msg, cause) if(nom.incorporeal_move || nom.status_flags & GODMODE) return if(!vis_msg) vis_msg = "[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and burst into flames before flashing into dust!" if(!mob_msg) mob_msg = "You reach out and touch [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"" if(!cause) cause = "contact" nom.visible_message(vis_msg, mob_msg, "You hear an unearthly noise as a wave of heat washes over you.") investigate_log("has been attacked ([cause]) by [key_name(nom)]", "supermatter") playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE) Consume(nom) /obj/machinery/atmospherics/supermatter_crystal/attackby(obj/item/I, mob/living/user, params) if(!istype(I) || (I.flags & ABSTRACT) || !istype(user)) return if(moveable && default_unfasten_wrench(user, I, time = 20)) return if(istype(I, /obj/item/scalpel/supermatter)) if(ishuman(user)) var/mob/living/carbon/human/M = user var/obj/item/scalpel/supermatter/scalpel = I to_chat(M, "You carefully begin to scrape [src] with [I]...") if(I.use_tool(src, M, 10 SECONDS, volume = 100)) if(scalpel.uses_left) to_chat(M, "You extract a sliver from [src], and it begins to react violently!") matter_power += 800 scalpel.uses_left-- if(!scalpel.uses_left) to_chat(M, "A tiny piece of [I] falls off, rendering it useless!") var/obj/item/nuke_core/supermatter_sliver/S = new /obj/item/nuke_core/supermatter_sliver(drop_location()) var/obj/item/retractor/supermatter/tongs = M.is_in_hands(/obj/item/retractor/supermatter) if(tongs && !tongs.sliver) tongs.sliver = S S.forceMove(tongs) tongs.icon_state = "supermatter_tongs_loaded" tongs.item_state = "supermatter_tongs_loaded" to_chat(M, "You pick up [S] with [tongs]!") else to_chat(user, "You fail to extract a sliver from [src]! [I] isn't sharp enough anymore.") return if(istype(I, /obj/item/retractor/supermatter)) to_chat(user, "[I] bounces off [src], you need to cut a sliver off first!") else if(user.drop_item()) user.visible_message("As [user] touches [src] with \a [I], silence fills the room...",\ "You touch [src] with [I], and everything suddenly goes silent.\n[I] flashes into dust as you flinch away from [src].",\ "Everything suddenly goes silent.") investigate_log("has been attacked ([I]) by [key_name(user)]", "supermatter") Consume(I) playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE) radiation_pulse(src, 150, 4) /obj/machinery/atmospherics/supermatter_crystal/Bumped(atom/movable/AM) if(isliving(AM)) AM.visible_message("[AM] slams into [src] inducing a resonance... [AM.p_their()] body starts to glow and burst into flames before flashing into dust!",\ "You slam into [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) && !iseffect(AM)) AM.visible_message("[AM] smacks into [src] and rapidly flashes to ash.", null,\ "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, TRUE) Consume(AM) /obj/machinery/atmospherics/supermatter_crystal/proc/Consume(atom/movable/AM) if(isliving(AM)) var/mob/living/user = AM if(user.status_flags & GODMODE) return message_admins("[src] has consumed [key_name_admin(user)] [ADMIN_JMP(src)].") investigate_log("has consumed [key_name(user)].", "supermatter") user.dust() if(power_changes) matter_power += 200 else if(istype(AM, /obj/singularity)) return else if(isobj(AM)) if(!iseffect(AM)) var/suspicion = "" if(AM.fingerprintslast) suspicion = "last touched by [AM.fingerprintslast]" message_admins("[src] has consumed [AM], [suspicion] [ADMIN_JMP(src)].") investigate_log("has consumed [AM] - [suspicion].", "supermatter") if(istype(AM, /obj/machinery/atmospherics/supermatter_crystal)) power += 5000//releases A LOT of power matter_power += 500000 damage += 180//drops the integrety by 20% AM.visible_message("[AM] smacks into [src], rapidly flashing blasts of pure energy. The energy inside [src] undergoes superradiance scattering!", null,\ "You hear a loud crack as a wave of heat washes over you.") qdel(AM) if(!iseffect(AM) && power_changes) matter_power += 200 //Some poor sod got eaten, go ahead and irradiate people nearby. radiation_pulse(src, 3000, 2, TRUE) for(var/mob/living/L in range(10)) investigate_log("has irradiated [key_name(L)] after consuming [AM].", "supermatter") if(L in view()) L.show_message("As [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 unearthly ringing and notice your skin is covered in fresh radiation burns.", 2) /obj/machinery/atmospherics/supermatter_crystal/proc/sm_filters() var/new_filter = isnull(get_filter("ray")) ray_filter_helper(1, power ? clamp((damage/100) * power, 50, 125) : 1, (gasmix_power_ratio> 0.8 ? SUPERMATTER_RED : SUPERMATTER_COLOUR), clamp(damage/600, 1, 10), clamp(damage/10, 12, 100)) // Filter animation persists even if the filter itself is changed externally. // Probably prone to breaking. Treat with suspicion. if(new_filter) animate(get_filter("ray"), offset = 10, time = 10 SECONDS, loop = -1) animate(offset = 0, time = 10 SECONDS) if(power > POWER_PENALTY_THRESHOLD) ray_filter_helper(1, power ? clamp((damage/100) * power, 50, 175) : 1, SUPERMATTER_TESLA_COLOUR, clamp(damage/300, 1, 20), clamp(damage/5, 12, 200)) if(prob(25)) new /obj/effect/warp_effect/bsg(get_turf(src)) //Some extra visual effect to the shocking sm which is a bit less interesting. if(final_countdown) add_filter(name = "icon", priority = 2, params = list( type = "layer", icon = new/icon('icons/obj/tesla_engine/energy_ball.dmi', "energy_ball", frame = rand(1,12)), flags = FILTER_UNDERLAY )) else remove_filter("icon") if(combined_gas > MOLE_PENALTY_THRESHOLD) ray_filter_helper(1, power ? clamp((damage/100) * power, 50, 125) : 1, SUPERMATTER_SINGULARITY_RAYS_COLOUR, clamp(damage / 300, 1, 30), clamp(damage / 5, 12, 300)) add_filter(name = "outline", priority = 2, params = list( type = "outline", size = 1, color = SUPERMATTER_SINGULARITY_LIGHT_COLOUR )) if(!warp) warp = new(src) vis_contents += warp if(pulse_stage == 4) animate(warp, time = 6, transform = matrix().Scale(0.5,0.5)) animate(time = 14, transform = matrix()) pulse_stage = 0 else pulse_stage++ if(final_countdown) add_filter(name = "icon", priority = 3, params = list( type = "layer", icon = new/icon('icons/effects/96x96.dmi', "singularity_s3", frame = rand(1,8)), flags = FILTER_OVERLAY )) else remove_filter("icon") else vis_contents -= warp remove_filter("outline") QDEL_NULL(warp) // Change how bright the rock is /obj/machinery/atmospherics/supermatter_crystal/proc/lights() set_light( l_range = 4 + power / 200, l_power = 1 + power / 1000, l_color = gasmix_power_ratio > 0.8 ? SUPERMATTER_RED : SUPERMATTER_COLOUR, ) if(power > POWER_PENALTY_THRESHOLD) set_light( l_range = 4 + clamp(damage * power, 50, 500), l_power = 3, l_color = SUPERMATTER_TESLA_COLOUR, ) if(combined_gas > MOLE_PENALTY_THRESHOLD) set_light( l_range = 4 + clamp(damage / 2, 10, 50), l_power = 3, l_color = SUPERMATTER_SINGULARITY_LIGHT_COLOUR, ) /obj/effect/warp_effect/supermatter plane = GRAVITY_PULSE_PLANE appearance_flags = PIXEL_SCALE|LONG_GLIDE // no tile bound so you can see it around corners and so icon = 'icons/effects/light_352.dmi' icon_state = "light" pixel_x = -176 pixel_y = -176 /obj/machinery/atmospherics/supermatter_crystal/engine is_main_engine = TRUE /obj/machinery/atmospherics/supermatter_crystal/shard name = "supermatter shard" desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure." base_icon_state = "darkmatter_shard" icon_state = "darkmatter_shard" anchored = FALSE gasefficency = 0.125 explosion_power = 12 layer = ABOVE_MOB_LAYER moveable = TRUE /obj/machinery/atmospherics/supermatter_crystal/shard/engine name = "anchored supermatter shard" is_main_engine = TRUE anchored = TRUE moveable = FALSE // When you wanna make a supermatter shard for the dramatic effect, but // don't want it exploding suddenly /obj/machinery/atmospherics/supermatter_crystal/shard/hugbox name = "anchored supermatter shard" takes_damage = FALSE produces_gas = FALSE power_changes = FALSE processes = FALSE //SHUT IT DOWN moveable = FALSE anchored = TRUE /obj/machinery/atmospherics/supermatter_crystal/shard/hugbox/fakecrystal //Hugbox shard with crystal visuals, used in the Supermatter/Hyperfractal shuttle name = "supermatter crystal" base_icon_state = "darkmatter" icon_state = "darkmatter" /obj/machinery/atmospherics/supermatter_crystal/proc/supermatter_pull(turf/center, pull_range = 3) playsound(center, 'sound/weapons/marauder.ogg', 100, TRUE, extrarange = pull_range - world.view, channel = CHANNEL_ENGINE) for(var/atom/movable/P in orange(pull_range,center)) if((P.anchored || P.move_resist >= MOVE_FORCE_EXTREMELY_STRONG)) //move resist memes. if(istype(P, /obj/structure/closet)) var/obj/structure/closet/toggle = P toggle.open() continue if(ismob(P)) var/mob/M = P if(M.mob_negates_gravity()) continue //You can't pull someone nailed to the deck else if(M.buckled) var/atom/movable/buckler = M.buckled if(buckler.unbuckle_mob(M, TRUE)) visible_message("[src]'s sheer force rips [M] away from [buckler]!") step_towards(P,center) /obj/machinery/atmospherics/supermatter_crystal/proc/supermatter_anomaly_gen(turf/anomalycenter, type = FLUX_ANOMALY, anomalyrange = 5) var/turf/L = pick(orange(anomalyrange, anomalycenter)) if(L) switch(type) if(FLUX_ANOMALY) var/obj/effect/anomaly/flux/A = new(L, 300, FALSE) A.explosive = FALSE if(GRAVITATIONAL_ANOMALY) new /obj/effect/anomaly/grav(L, 250, FALSE, FALSE) if(PYRO_ANOMALY) new /obj/effect/anomaly/pyro(L, 200, FALSE) /obj/machinery/atmospherics/supermatter_crystal/proc/supermatter_zap(atom/zapstart = src, range = 5, zap_str = 4000, zap_flags = ZAP_SUPERMATTER_FLAGS, list/targets_hit = list()) if(QDELETED(zapstart)) return . = zapstart.dir //If the strength of the zap decays past the cutoff, we stop if(zap_str < zap_cutoff) return var/atom/target var/target_type = LOWEST var/list/arctargets = list() //Making a new copy so additons further down the recursion do not mess with other arcs //Lets put this ourself into the do not hit list, so we don't curve back to hit the same thing twice with one arc for(var/test in oview(zapstart, range)) if(!(zap_flags & ZAP_ALLOW_DUPLICATES) && LAZYACCESS(targets_hit, test)) continue if(target_type > COIL) continue if(istype(test, /obj/machinery/power/tesla_coil)) var/obj/machinery/power/tesla_coil/coil = test if(coil.anchored && !coil.being_shocked && !coil.panel_open && prob(70)) //Diversity of death if(target_type != COIL) arctargets = list() arctargets += test target_type = COIL if(target_type > ROD) continue if(istype(test, /obj/machinery/power/grounding_rod)) var/obj/machinery/power/grounding_rod/rod = test //We're adding machine damaging effects, rods need to be surefire if(rod.anchored && !rod.panel_open) if(target_type != ROD) arctargets = list() arctargets += test target_type = ROD if(target_type > LIVING) continue if(isliving(test)) var/mob/living/alive = test if(!(HAS_TRAIT(alive, TRAIT_TESLA_SHOCKIMMUNE)) && !(alive.flags_2 & SHOCKED_2) && alive.stat != DEAD && prob(20)) //let's not hit all the engineers with every beam and/or segment of the arc if(target_type != LIVING) arctargets = list() arctargets += test target_type = LIVING if(target_type > MACHINERY) continue if(ismachinery(test)) var/obj/machinery/machine = test if(!machine.being_shocked && prob(40)) if(target_type != MACHINERY) arctargets = list() arctargets += test target_type = MACHINERY if(target_type > OBJECT) continue if(isobj(test)) var/obj/object = test if(!object.being_shocked) if(target_type != OBJECT) arctargets = list() arctargets += test target_type = OBJECT if(length(arctargets)) //Pick from our pool target = pick(arctargets) if(!QDELETED(target)) //If we found something //Do the animation to zap to it from here if(!(zap_flags & ZAP_ALLOW_DUPLICATES)) LAZYSET(targets_hit, target, TRUE) zapstart.Beam(target, icon_state = zap_icon, time = 5) var/zapdir = get_dir(zapstart, target) if(zapdir) . = zapdir //Going boom should be rareish if(prob(80)) zap_flags &= ~ZAP_MACHINE_EXPLOSIVE if(target_type == COIL) //In the best situation we can expect this to grow up to 2120kw before a delam/IT'S GONE TOO FAR FRED SHUT IT DOWN //The formula for power gen is zap_str * zap_mod / 2 * capacitor rating, between 1 and 4 var/multi = 10 switch(power)//Between 7k and 9k it's 20, above that it's 40 if(SEVERE_POWER_PENALTY_THRESHOLD to CRITICAL_POWER_PENALTY_THRESHOLD) multi = 20 if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY) multi = 40 target.zap_act(zap_str * multi, zap_flags) zap_str /= 3 //Coils should take a lot out of the power of the zap else if(isliving(target))//If we got a fleshbag on our hands var/mob/living/creature = target creature.set_shocked() addtimer(CALLBACK(creature, TYPE_PROC_REF(/mob/living, reset_shocked)), 10) //3 shots a human with no resistance. 2 to crit, one to death. This is at at least 10000 power. //There's no increase after that because the input power is effectivly capped at 10k //Does 1.5 damage at the least var/shock_damage = ((zap_flags & ZAP_MOB_DAMAGE) ? (power / 200) - 10 : rand(5, 10)) creature.electrocute_act(shock_damage, "Supermatter Discharge Bolt", 1, ((zap_flags & ZAP_MOB_STUN) ? SHOCK_TESLA : SHOCK_NOSTUN)) zap_str /= 1.5 //Meatsacks are conductive, makes working in pairs more destructive else zap_str = target.zap_act(zap_str, zap_flags) //This gotdamn variable is a boomer and keeps giving me problems var/turf/T = get_turf(target) var/pressure = 1 if(T?.return_air()) var/datum/gas_mixture/G = T.return_air() pressure = max(1, G.return_pressure()) //We get our range with the strength of the zap and the pressure, the higher the former and the lower the latter the better var/new_range = clamp(zap_str / pressure * 10, 2, 7) var/zap_count = 1 if(prob(5)) zap_str -= (zap_str / 10) zap_count += 1 for(var/j in 1 to zap_count) if(zap_count > 1) targets_hit = targets_hit.Copy() //Pass by ref begone supermatter_zap(target, new_range, zap_str, zap_flags, targets_hit) /obj/machinery/atmospherics/supermatter_crystal/proc/manual_start(amount) has_been_powered = TRUE power += amount message_admins("[src] has been activated and given an increase EER of [amount] at [ADMIN_JMP(src)]") #undef HALLUCINATION_RANGE #undef GRAVITATIONAL_ANOMALY #undef FLUX_ANOMALY #undef PYRO_ANOMALY #undef COIL #undef ROD #undef LIVING #undef MACHINERY #undef OBJECT #undef LOWEST