Files
Paradise/code/modules/supermatter/supermatter.dm
Ccomp5950 b15fb8a04b Supermatter update.
Now gives an instability% warning in it's messages.

Limited the "If they can see it and aren't wearing mesons, have some hallucinations" range to a max of 7

Can't be pelted with lasers while out in space allowing for unlimited power only to drag it back on a turf and instantly explode.

Removed extra if(!removed) check, we already checked for that above.

Moved the oxygen ratio variable "oxygen" to be declared under the object instead of it's process proc for easier debugging.

Changed the alert interval.

Add luminosity value so the big glowing shard of supermatter actually generates light.

Conflicts:
	code/modules/supermatter/supermatter.dm
2014-01-17 09:06:00 -05:00

274 lines
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#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
#define PLASMA_RELEASE_MODIFIER 1500 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 750 //Higher == less oxygen released at high temperature/power
#define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power
//These would be what you would get at point blank, decreases with distance
#define DETONATION_RADS 200
#define DETONATION_HALLUCINATION 600
#define WARNING_DELAY 30 //seconds between warnings.
/obj/machinery/power/supermatter
name = "Supermatter"
desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
icon = 'icons/obj/engine.dmi'
icon_state = "darkmatter"
density = 1
anchored = 0
luminosity = 4
var/gasefficency = 0.25
var/base_icon_state = "darkmatter"
var/damage = 0
var/damage_archived = 0
var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
var/emergency_issued = 0
var/explosion_power = 8
var/lastwarning = 0 // Time in 1/10th of seconds since the last sent warning
var/power = 0
var/oxygen = 0 // Moving this up here for easier debugging.
//Temporary values so that we can optimize this
//How much the bullets damage should be multiplied by when it is added to the internal variables
var/config_bullet_energy = 2
//How much of the power is left after processing is finished?
// var/config_power_reduction_per_tick = 0.5
//How much hallucination should it produce per unit of power?
var/config_hallucination_power = 0.1
var/obj/item/device/radio/radio
shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
icon_state = "darkmatter_shard"
base_icon_state = "darkmatter_shard"
warning_point = 50
emergency_point = 500
explosion_point = 900
gasefficency = 0.125
explosion_power = 3 //3,6,9,12? Or is that too small?
/obj/machinery/power/supermatter/New()
. = ..()
radio = new (src)
/obj/machinery/power/supermatter/Del()
del radio
. = ..()
/obj/machinery/power/supermatter/proc/explode()
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
del src
return
/obj/machinery/power/supermatter/process()
var/turf/L = loc
if(isnull(L)) // We have a null turf...something is wrong, stop processing this entity.
return PROCESS_KILL
if(!istype(L)) //We are in a crate or somewhere that isn't turf, if we return to turf resume processing but for now.
return //Yeah just stop.
//Ok, get the air from the turf
var/datum/gas_mixture/env = L.return_air()
//Remove gas from surrounding area
var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
if(!removed || !removed.total_moles)
damage += max((power-1600)/10, 0)
power = min(power, 1600)
return 1
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
var/stability = num2text(round((damage / explosion_point) * 100))
if(damage > emergency_point)
radio.autosay(addtext(emergency_alert, " Stability: ",stability,"%"), "Supermatter Monitor")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
radio.autosay(addtext(warning_alert," Stability: ",stability,"%"), "Supermatter Monitor")
lastwarning = world.timeofday - 150
else // Phew, we're safe
radio.autosay(safe_alert, "Supermatter Monitor")
lastwarning = world.timeofday
if(damage > explosion_point)
for(var/mob/living/mob in living_mob_list)
if(istype(mob, /mob/living/carbon/human))
//Hilariously enough, running into a closet should make you get hit the hardest.
mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
explode()
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
oxygen = max(min((removed.oxygen - (removed.nitrogen * NITROGEN_RETARDATION_FACTOR)) / MOLES_CELLSTANDARD, 1), 0)
var/temp_factor = 100
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
icon_state = "[base_icon_state]_glow"
else
// in normal mode, base the produced energy around the heat
temp_factor = 60
icon_state = base_icon_state
power = max( (removed.temperature * temp_factor / T0C) * oxygen + power, 0) //Total laser power plus an overload
//We've generated power, now let's transfer it to the collectors for storing/usage
transfer_energy()
var/device_energy = power * REACTION_POWER_MODIFIER
//To figure out how much temperature to add each tick, consider that at one atmosphere's worth
//of pure oxygen, with all four lasers firing at standard energy and no N2 present, at room temperature
//that the device energy is around 2140. At that stage, we don't want too much heat to be put out
//Since the core is effectively "cold"
//Also keep in mind we are only adding this temperature to (efficiency)% of the one tile the rock
//is on. An increase of 4*C @ 25% efficiency here results in an increase of 1*C / (#tilesincore) overall.
removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
removed.temperature = max(0, min(removed.temperature, 2500))
//Calculate how much gas to release
removed.toxins += max(device_energy / PLASMA_RELEASE_MODIFIER, 0)
removed.oxygen += max((device_energy + removed.temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0)
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, min(7, round(power ** 0.25)))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
l.apply_effect(rads, IRRADIATE)
power -= (power/500)**3
return 1
/obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
var/turf/L = loc
if(!istype(L)) // We don't run process() when we are in space
return 0 // This stops people from being able to really power up the supermatter
// Then bring it inside to explode instantly upon landing on a valid turf.
if(Proj.flag != "bullet")
power += Proj.damage * config_bullet_energy
else
damage += Proj.damage * config_bullet_energy
return 0
/obj/machinery/power/supermatter/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/machinery/power/supermatter/attack_robot(mob/user as mob)
if(Adjacent(user))
return attack_hand(user)
else
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
return
/obj/machinery/power/supermatter/attack_ai(mob/user as mob)
user << "<span class = \"warning\">You attempt to interface with the control circuits but find they are not connected to your network. Maybe in a future firmware update.</span>"
/obj/machinery/power/supermatter/attack_hand(mob/user as mob)
user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src], inducing a resonance... \his body starts to glow and bursts into flames before flashing into ash.</span>",\
"<span class=\"danger\">You reach out and touch \the [src]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
Consume(user)
/obj/machinery/power/supermatter/proc/transfer_energy()
for(var/obj/machinery/power/rad_collector/R in rad_collectors)
if(get_dist(R, src) <= 15) // Better than using orange() every process
R.receive_pulse(power)
return
/obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class=\"warning\">Everything suddenly goes silent.</span>")
user.drop_from_inventory(W)
Consume(W)
user.apply_effect(150, IRRADIATE)
/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
if(istype(AM, /mob/living))
AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
else
AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
Consume(AM)
/obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
if(istype(user))
user.dust()
power += 200
else
del user
power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
for(var/mob/living/l in range(10))
if(l in view())
l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
l.apply_effect(rads, IRRADIATE)