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https://github.com/ParadiseSS13/Paradise.git
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1014 lines
44 KiB
Plaintext
1014 lines
44 KiB
Plaintext
//Ported from /vg/station13, which was in turn forked from baystation12;
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//Please do not bother them with bugs from this port, however, as it has been modified quite a bit.
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//Modifications include removing the world-ending full supermatter variation, and leaving only the shard.
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//Zap constants, speeds up targeting
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#define COIL (ROD + 1)
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#define ROD (LIVING + 1)
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#define LIVING (MACHINERY + 1)
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#define MACHINERY (OBJECT + 1)
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#define OBJECT (LOWEST + 1)
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#define LOWEST (1)
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#define PLASMA_HEAT_PENALTY 15 // Higher == Bigger heat and waste penalty from having the crystal surrounded by this gas. Negative numbers reduce penalty.
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#define OXYGEN_HEAT_PENALTY 1
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#define CO2_HEAT_PENALTY 0.1
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#define NITROGEN_HEAT_PENALTY -1.5
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#define OXYGEN_TRANSMIT_MODIFIER 1.5 //Higher == Bigger bonus to power generation.
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#define PLASMA_TRANSMIT_MODIFIER 4
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#define N2O_HEAT_RESISTANCE 6 //Higher == Gas makes the crystal more resistant against heat damage.
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#define POWERLOSS_INHIBITION_GAS_THRESHOLD 0.20 //Higher == Higher percentage of inhibitor gas needed before the charge inertia chain reaction effect starts.
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#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
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#define POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD 500 //bonus powerloss inhibition boost if this amount of moles is reached
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#define MOLE_PENALTY_THRESHOLD 1800 //Above this value we can get lord singulo and independent mol damage, below it we can heal damage
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#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
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//Along with damage_penalty_point, makes flux anomalies.
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/// The cutoff for the minimum amount of power required to trigger the crystal invasion delamination event.
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#define EVENT_POWER_PENALTY_THRESHOLD 4500
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#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
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#define SEVERE_POWER_PENALTY_THRESHOLD 7000 //+1 bolt of electricity, allows for gravitational anomalies, and higher chances of pyro anomalies
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#define CRITICAL_POWER_PENALTY_THRESHOLD 9000 //+1 bolt of electricity.
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#define HEAT_PENALTY_THRESHOLD 40 //Higher == Crystal safe operational temperature is higher.
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#define DAMAGE_HARDCAP 0.002
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#define DAMAGE_INCREASE_MULTIPLIER 0.25
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#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
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#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
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#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
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#define REACTION_POWER_MODIFIER 0.55 //Higher == more overall power
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#define MATTER_POWER_CONVERSION 10 //Crystal converts 1/this value of stored matter into energy.
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//These would be what you would get at point blank, decreases with distance
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#define DETONATION_RADS 200
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#define DETONATION_HALLUCINATION 600
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#define WARNING_DELAY 60
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#define HALLUCINATION_RANGE(P) (min(7, round(P ** 0.25)))
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#define GRAVITATIONAL_ANOMALY "gravitational_anomaly"
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#define FLUX_ANOMALY "flux_anomaly"
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#define PYRO_ANOMALY "pyro_anomaly"
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//If integrity percent remaining is less than these values, the monitor sets off the relevant alarm.
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#define SUPERMATTER_DELAM_PERCENT 5
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#define SUPERMATTER_EMERGENCY_PERCENT 25
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#define SUPERMATTER_DANGER_PERCENT 50
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#define SUPERMATTER_WARNING_PERCENT 100
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#define CRITICAL_TEMPERATURE 10000
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#define SUPERMATTER_COUNTDOWN_TIME 30 SECONDS
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///to prevent accent sounds from layering
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#define SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN 2 SECONDS
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#define DEFAULT_ZAP_ICON_STATE "sm_arc"
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#define SLIGHTLY_CHARGED_ZAP_ICON_STATE "sm_arc_supercharged"
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#define OVER_9000_ZAP_ICON_STATE "sm_arc_dbz_referance" //Witty I know
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#define MAX_SPACE_EXPOSURE_DAMAGE 2
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/obj/machinery/power/supermatter_crystal
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name = "supermatter crystal"
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desc = "A strangely translucent and iridescent crystal."
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icon = 'icons/obj/supermatter.dmi'
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icon_state = "darkmatter"
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density = TRUE
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anchored = TRUE
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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light_range = 4
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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var/base_icon_state = "darkmatter"
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///The id of our supermatter
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var/supermatter_id = 1
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///The amount of supermatters that have been created this round
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var/static/global_supermatter_id = 1
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///Tracks the bolt color we are using
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var/zap_icon = DEFAULT_ZAP_ICON_STATE
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///The portion of the gasmix we're on that we should remove
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var/gasefficency = 0.15
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///Are we exploding?
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var/final_countdown = FALSE
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///The amount of damage we have currently
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var/damage = 0
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///The damage we had before this cycle. Used to limit the damage we can take each cycle, and for safe_alert
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var/damage_archived = 0
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///Our "Shit is no longer fucked" message. We send it when damage is less then damage_archived
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var/safe_alert = "Crystalline hyperstructure returning to safe operating parameters."
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///The point at which we should start sending messeges about the damage to the engi channels.
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var/warning_point = 50
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///The alert we send when we've reached warning_point
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var/warning_alert = "Danger! Crystal hyperstructure integrity faltering!"
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///The point at which we start sending messages to the common channel
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var/emergency_point = 700
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///The alert we send when we've reached emergency_point
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var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
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///The point at which we delam
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var/explosion_point = 900
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///When we pass this amount of damage we start shooting bolts
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var/damage_penalty_point = 550
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///A scaling value that affects the severity of explosions.
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var/explosion_power = 35
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///Time in 1/10th of seconds since the last sent warning
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var/lastwarning = 0
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///Refered to as eer on the moniter. This value effects gas output, heat, damage, and radiation.
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var/power = 0
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///Determines the rate of positve change in gas comp values
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var/gas_change_rate = 0.05
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var/n2comp = 0 // raw composition of each gas in the chamber, ranges from 0 to 1
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var/plasmacomp = 0
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var/o2comp = 0
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var/co2comp = 0
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var/n2ocomp = 0
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///The last air sample's total molar count, will always be above or equal to 0
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var/combined_gas = 0
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///Affects the power gain the sm experiances from heat
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var/gasmix_power_ratio = 0
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///Affects the amount of o2 and plasma the sm outputs, along with the heat it makes.
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var/dynamic_heat_modifier = 1
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///Affects the amount of damage and minimum point at which the sm takes heat damage
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var/dynamic_heat_resistance = 1
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///Uses powerloss_dynamic_scaling and combined_gas to lessen the effects of our powerloss functions
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var/powerloss_inhibitor = 1
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///Based on co2 percentage, slowly moves between 0 and 1. We use it to calc the powerloss_inhibitor
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var/powerloss_dynamic_scaling= 0
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///Affects the amount of radiation the sm makes. We multiply this with power to find the rads.
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var/power_transmission_bonus = 0
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///Used to increase or lessen the amount of damage the sm takes from heat based on molar counts.
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var/mole_heat_penalty = 0
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///Takes the energy throwing things into the sm generates and slowly turns it into actual power
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var/matter_power = 0
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///The cutoff for a bolt jumping, grows with heat, lowers with higher mol count,
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var/zap_cutoff = 1500
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///How much the bullets damage should be multiplied by when it is added to the internal variables
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var/bullet_energy = 2
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///How much hallucination should we produce per unit of power?
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var/hallucination_power = 0.1
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///Our internal radio
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var/obj/item/radio/radio
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///Boolean used for logging if we've been powered
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var/has_been_powered = FALSE
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///Boolean used for logging if we've passed the emergency point
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var/has_reached_emergency = FALSE
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///An effect we show to admins and ghosts the percentage of delam we're at
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var/obj/effect/countdown/supermatter/countdown
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///Used to track if we can give out the sm sliver stealing objective
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var/is_main_engine = FALSE
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///Our soundloop
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var/datum/looping_sound/supermatter/soundloop
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///Can it be moved?
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var/moveable = FALSE
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///cooldown tracker for accent sounds
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var/last_accent_sound = 0
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//For making hugbox supermatters
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///Disables all methods of taking damage
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var/takes_damage = TRUE
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///Disables the production of gas, and pretty much any handling of it we do.
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var/produces_gas = TRUE
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///Disables power changes
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var/power_changes = TRUE
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///Disables the sm's proccessing totally.
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var/processes = TRUE
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/obj/machinery/power/supermatter_crystal/Initialize(mapload)
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. = ..()
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supermatter_id = global_supermatter_id++
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SSair.atmos_machinery += src
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countdown = new(src)
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countdown.start()
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GLOB.poi_list |= src
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radio = new(src)
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radio.listening = 0
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radio.config(list("Engineering" = 0))
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investigate_log("has been created.", "supermatter")
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soundloop = new(list(src), TRUE)
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/obj/machinery/power/supermatter_crystal/Destroy()
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investigate_log("has been destroyed.", "supermatter")
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SSair.atmos_machinery -= src
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QDEL_NULL(radio)
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GLOB.poi_list -= src
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QDEL_NULL(countdown)
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QDEL_NULL(soundloop)
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return ..()
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/obj/machinery/power/supermatter_crystal/examine(mob/user)
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. = ..()
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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var/immune = istype(H.glasses, /obj/item/clothing/glasses/meson)
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if(!immune && !HAS_TRAIT(H, TRAIT_MESON_VISION) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
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. += "<span class='danger'>You get headaches just from looking at it.</span>"
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/obj/machinery/power/supermatter_crystal/detailed_examine()
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return "When energized by a laser (or something hitting it), it emits radiation and heat. If the heat reaches above 7000 kelvin, it will send an alert and start taking damage. \
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After integrity falls to zero percent, it will delaminate, causing a massive explosion, station-wide radiation spikes, and hallucinations. \
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Supermatter reacts badly to oxygen in the atmosphere. It'll also heat up really quick if it is in vacuum.<br>\
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<br>\
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Supermatter cores are extremely dangerous to be close to, and requires protection to handle properly. The protection you will need is:<br>\
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Optical meson scanners on your eyes, to prevent hallucinations when looking at the supermatter.<br>\
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Radiation helmet and suit, as the supermatter is radioactive.<br>\
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<br>\
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Touching the supermatter will result in *instant death*, with no corpse left behind! You can drag the supermatter, but anything else will kill you. \
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It is advised to obtain a genetic backup before trying to drag it."
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/obj/machinery/power/supermatter_crystal/detailed_examine_antag()
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return "Exposing the supermatter to oxygen or vacuum will cause it to start rapidly heating up. Sabotaging the supermatter and making it explode will \
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cause a period of lag as the explosion is processed by the server, as well as irradiating the entire station and causing hallucinations to happen. \
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Wearing radiation equipment will protect you from most of the delamination effects sans explosion."
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/obj/machinery/power/supermatter_crystal/proc/get_status()
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var/turf/T = get_turf(src)
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if(!T)
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return SUPERMATTER_ERROR
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var/datum/gas_mixture/air = T.return_air()
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if(!air)
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return SUPERMATTER_ERROR
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var/integrity = get_integrity()
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if(integrity < SUPERMATTER_DELAM_PERCENT)
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return SUPERMATTER_DELAMINATING
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if(integrity < SUPERMATTER_EMERGENCY_PERCENT)
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return SUPERMATTER_EMERGENCY
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if(integrity < SUPERMATTER_DANGER_PERCENT)
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return SUPERMATTER_DANGER
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if((integrity < SUPERMATTER_WARNING_PERCENT) || (air.temperature > CRITICAL_TEMPERATURE))
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return SUPERMATTER_WARNING
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if(air.temperature > (CRITICAL_TEMPERATURE * 0.8))
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return SUPERMATTER_NOTIFY
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if(power > 5)
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return SUPERMATTER_NORMAL
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return SUPERMATTER_INACTIVE
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/obj/machinery/power/supermatter_crystal/proc/alarm()
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switch(get_status())
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if(SUPERMATTER_DELAMINATING)
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playsound(src, 'sound/misc/bloblarm.ogg', 100, FALSE, 40, 30, falloff_distance = 10)
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if(SUPERMATTER_EMERGENCY)
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playsound(src, 'sound/machines/engine_alert1.ogg', 100, FALSE, 30, 30, falloff_distance = 10)
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if(SUPERMATTER_DANGER)
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playsound(src, 'sound/machines/engine_alert2.ogg', 100, FALSE, 30, 30, falloff_distance = 10)
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if(SUPERMATTER_WARNING)
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playsound(src, 'sound/machines/terminal_alert.ogg', 75)
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/obj/machinery/power/supermatter_crystal/proc/get_integrity()
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var/integrity = damage / explosion_point
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integrity = round(100 - integrity * 100, 0.01)
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integrity = integrity < 0 ? 0 : integrity
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return integrity
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/obj/machinery/power/supermatter_crystal/proc/countdown()
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set waitfor = FALSE
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if(final_countdown) // We're already doing it go away
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return
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final_countdown = TRUE
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var/image/causality_field = image(icon, null, "causality_field")
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add_overlay(causality_field, TRUE)
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var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
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for(var/mob/M in GLOB.player_list) // for all players
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var/turf/T = get_turf(M)
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if(istype(T) && atoms_share_level(T, src)) // if the player is on the same zlevel as the SM shared
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SEND_SOUND(M, sound('sound/machines/engine_alert2.ogg')) // then send them the sound file
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radio.autosay(speaking, name, null, list(z))
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for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
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if(damage < explosion_point) // Cutting it a bit close there engineers
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radio.autosay("[safe_alert] Failsafe has been disengaged.", name, null, list(z))
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cut_overlay(causality_field, TRUE)
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final_countdown = FALSE
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return
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else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
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sleep(10)
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continue
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else if(i > 50)
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speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
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else
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speaking = "[i*0.1]..."
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radio.autosay(speaking, name, null, list(z))
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sleep(10)
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explode()
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/obj/machinery/power/supermatter_crystal/proc/explode()
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SSblackbox.record_feedback("amount", "supermatter_delaminations", 1)
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for(var/mob in GLOB.alive_mob_list)
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var/mob/living/L = mob
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if(istype(L) && atoms_share_level(L, src))
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if(ishuman(mob))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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var/mob/living/carbon/human/H = mob
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H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1))))
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var/rads = DETONATION_RADS * sqrt(1 / (get_dist(L, src) + 1))
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L.rad_act(rads)
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var/turf/T = get_turf(src)
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var/super_matter_charge_sound = sound('sound/magic/charge.ogg')
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for(var/player in GLOB.player_list)
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var/mob/M = player
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var/turf/mob_turf = get_turf(M)
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if(atoms_share_level(T, mob_turf))
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SEND_SOUND(M, super_matter_charge_sound)
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if(atoms_share_level(M, src))
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to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
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else
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to_chat(M, "<span class='boldannounce'>You hold onto \the [M.loc] as hard as you can, as reality distorts around you. You feel safe.</span>")
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if(combined_gas > MOLE_PENALTY_THRESHOLD)
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investigate_log("has collapsed into a singularity.", "supermatter")
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if(T)
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var/obj/singularity/S = new(T)
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S.energy = 800
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S.consume(src)
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return //No boom for me sir
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else if(power > POWER_PENALTY_THRESHOLD)
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investigate_log("has spawned additional energy balls.", "supermatter")
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if(T)
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var/obj/singularity/energy_ball/E = new(T)
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E.energy = 200 //Gets us about 9 balls
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// else if(power > EVENT_POWER_PENALTY_THRESHOLD && prob(power/50) && !istype(src, /obj/machinery/power/supermatter_crystal/shard))
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// var/datum/round_event_control/crystal_invasion/crystals = new/datum/round_event_control/crystal_invasion
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// crystals.runEvent()
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// return //No boom for me sir
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//Dear mappers, balance the sm max explosion radius to 17.5, 37, 39, 41
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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)
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qdel(src)
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/obj/machinery/power/supermatter_crystal/process_atmos()
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if(!processes) //Just fuck me up bro
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return
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var/turf/T = loc
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if(isnull(T)) // We have a null turf...something is wrong, stop processing this entity.
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return PROCESS_KILL
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if(!istype(T)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
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return //Yeah just stop.
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if(T.density)
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var/turf/did_it_melt = T.ChangeTurf(T.baseturf)
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if(!did_it_melt.density) //In case some joker finds way to place these on indestructible walls
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visible_message("<span class='warning'>[src] melts through [T]!</span>")
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return
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//We vary volume by power, and handle OH FUCK FUSION IN COOLING LOOP noises.
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if(power)
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soundloop.volume = clamp((50 + (power / 50)), 50, 100)
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if(damage >= 300)
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soundloop.mid_sounds = list('sound/machines/sm/loops/delamming.ogg' = 1)
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else
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soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1)
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//We play delam/neutral sounds at a rate determined by power and damage
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if(last_accent_sound < world.time && prob(20))
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var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
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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(!istype(l.glasses, /obj/item/clothing/glasses/meson) && !HAS_TRAIT(l, TRAIT_MESON_VISION))
|
|
var/D = sqrt(1 / max(1, get_dist(l, src)))
|
|
l.hallucination += power * hallucination_power * D
|
|
l.hallucination = clamp(l.hallucination, 0, 200)
|
|
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
|
|
|
|
//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/power/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/power/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("<span class='userdanger'>[src] is consumed by the singularity!</span>")
|
|
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, "<span class='boldannounce'>A horrible screeching fills your ears, and a wave of dread washes over you...</span>")
|
|
qdel(src)
|
|
return gain
|
|
|
|
/obj/machinery/power/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("<span class='danger'>[B] strikes at [src] and flinches away!</span>",\
|
|
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
|
B.take_damage(100, BURN)
|
|
else
|
|
B.visible_message("<span class='danger'>[B] strikes at [src] and rapidly flashes to ash.</span>",\
|
|
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
|
Consume(B)
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_tk(mob/user)
|
|
if(iscarbon(user))
|
|
var/mob/living/carbon/C = user
|
|
to_chat(C, "<span class='userdanger'>That was a really dense idea.</span>")
|
|
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/power/supermatter_crystal/attack_alien(mob/user)
|
|
dust_mob(user, cause = "alien attack")
|
|
|
|
/obj/machinery/power/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, \
|
|
"<span class='danger'>[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!</span>", \
|
|
"<span class='userdanger'>You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.</span>", \
|
|
"simple animal attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_robot(mob/user)
|
|
if(Adjacent(user))
|
|
dust_mob(user, cause = "cyborg attack")
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_ai(mob/user)
|
|
return
|
|
|
|
/obj/machinery/power/supermatter_crystal/attack_hand(mob/living/user)
|
|
..()
|
|
dust_mob(user, cause = "hand")
|
|
|
|
/obj/machinery/power/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 = "<span class='danger'>[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and burst into flames before flashing into dust!</span>"
|
|
if(!mob_msg)
|
|
mob_msg = "<span class='userdanger'>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.\"</span>"
|
|
if(!cause)
|
|
cause = "contact"
|
|
nom.visible_message(vis_msg, mob_msg, "<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
|
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/power/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))
|
|
var/obj/item/scalpel/supermatter/scalpel = I
|
|
to_chat(user, "<span class='notice'>You carefully begin to scrape [src] with [I]...</span>")
|
|
if(I.use_tool(src, user, 10 SECONDS, volume = 100))
|
|
if(scalpel.uses_left)
|
|
to_chat(user, "<span class='danger'>You extract a sliver from [src], and it begins to react violently!</span>")
|
|
new /obj/item/nuke_core/supermatter_sliver(drop_location())
|
|
matter_power += 800
|
|
scalpel.uses_left--
|
|
if(!scalpel.uses_left)
|
|
to_chat(user, "<span class='boldwarning'>A tiny piece of [I] falls off, rendering it useless!</span>")
|
|
else
|
|
to_chat(user, "<span class='warning'>You fail to extract a sliver from [src]! [I] isn't sharp enough anymore.</span>")
|
|
else if(user.drop_item())
|
|
user.visible_message("<span class='danger'>As [user] touches [src] with \a [I], silence fills the room...</span>",\
|
|
"<span class='userdanger'>You touch [src] with [I], and everything suddenly goes silent.</span>\n<span class='notice'>[I] flashes into dust as you flinch away from [src].</span>",\
|
|
"<span class='italics'>Everything suddenly goes silent.</span>")
|
|
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/power/supermatter_crystal/Bumped(atom/movable/AM)
|
|
if(isliving(AM))
|
|
AM.visible_message("<span class='danger'>[AM] slams into [src] inducing a resonance... [AM.p_their()] body starts to glow and burst into flames before flashing into dust!</span>",\
|
|
"<span class='userdanger'>You slam into [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
|
|
"<span class='italics'>You hear an unearthly noise as a wave of heat washes over you.</span>")
|
|
else if(isobj(AM) && !iseffect(AM))
|
|
AM.visible_message("<span class='danger'>[AM] smacks into [src] and rapidly flashes to ash.</span>", null,\
|
|
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
|
|
else
|
|
return
|
|
|
|
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
|
|
Consume(AM)
|
|
|
|
/obj/machinery/power/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/power/supermatter_crystal))
|
|
power += 5000//releases A LOT of power
|
|
matter_power += 500000
|
|
damage += 180//drops the integrety by 20%
|
|
AM.visible_message("<span class='danger'>[AM] smacks into [src], rapidly flashing blasts of pure energy. The energy inside [src] undergoes superradiance scattering!</span>", null,\
|
|
"<span class='italics'>You hear a loud crack as a wave of heat washes over you.</span>")
|
|
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("<span class='danger'>As [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,
|
|
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
|
|
else
|
|
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
|
|
|
|
/obj/machinery/power/supermatter_crystal/engine
|
|
is_main_engine = TRUE
|
|
|
|
/obj/machinery/power/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/power/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/power/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/power/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/power/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("<span class='danger'>[src]'s sheer force rips [M] away from [buckler]!</span>")
|
|
step_towards(P,center)
|
|
|
|
/obj/machinery/power/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)
|
|
if(PYRO_ANOMALY)
|
|
new /obj/effect/anomaly/pyro(L, 200, FALSE)
|
|
|
|
/obj/machinery/power/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, /mob/living/proc/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)
|
|
|
|
#undef HALLUCINATION_RANGE
|
|
#undef GRAVITATIONAL_ANOMALY
|
|
#undef FLUX_ANOMALY
|
|
#undef PYRO_ANOMALY
|
|
#undef COIL
|
|
#undef ROD
|
|
#undef LIVING
|
|
#undef MACHINERY
|
|
#undef OBJECT
|
|
#undef LOWEST
|