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Paradise/code/modules/power/supermatter/supermatter.dm
variableundefined fa3fa1dc6a Merge pull request #16579 from FlattestGuitar/armor-defines
Adds defines for damage flags
2021-09-17 22:10:20 -05:00

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//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
/obj/machinery/power/supermatter_crystal
name = "supermatter crystal"
desc = "A strangely translucent and iridescent crystal."
icon = 'icons/obj/supermatter.dmi'
icon_state = "darkmatter"
density = TRUE
anchored = TRUE
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
var/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 = 0.1
///Our internal radio
var/obj/item/radio/radio
///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/power/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 = 0
radio.config(list("Engineering" = 0))
investigate_log("has been created.", "supermatter")
soundloop = new(list(src), TRUE)
/obj/machinery/power/supermatter_crystal/Destroy()
investigate_log("has been destroyed.", "supermatter")
SSair.atmos_machinery -= src
QDEL_NULL(radio)
GLOB.poi_list -= src
QDEL_NULL(countdown)
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/supermatter_crystal/examine(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
var/immune = istype(H.glasses, /obj/item/clothing/glasses/meson)
if(!immune && !HAS_TRAIT(H, TRAIT_MESON_VISION) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
. += "<span class='danger'>You get headaches just from looking at it.</span>"
/obj/machinery/power/supermatter_crystal/detailed_examine()
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. \
After integrity falls to zero percent, it will delaminate, causing a massive explosion, station-wide radiation spikes, and hallucinations. \
Supermatter reacts badly to oxygen in the atmosphere. It'll also heat up really quick if it is in vacuum.<br>\
<br>\
Supermatter cores are extremely dangerous to be close to, and requires protection to handle properly. The protection you will need is:<br>\
Optical meson scanners on your eyes, to prevent hallucinations when looking at the supermatter.<br>\
Radiation helmet and suit, as the supermatter is radioactive.<br>\
<br>\
Touching the supermatter will result in *instant death*, with no corpse left behind! You can drag the supermatter, but anything else will kill you. \
It is advised to obtain a genetic backup before trying to drag it."
/obj/machinery/power/supermatter_crystal/detailed_examine_antag()
return "Exposing the supermatter to oxygen or vacuum will cause it to start rapidly heating up. Sabotaging the supermatter and making it explode will \
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. \
Wearing radiation equipment will protect you from most of the delamination effects sans explosion."
/obj/machinery/power/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/power/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/power/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/power/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, TRUE)
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(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
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/power/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
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1))))
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, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
else
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>")
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/power/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/power/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("<span class='warning'>[src] melts through [T]!</span>")
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(!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