Commit Graph

18 Commits

Author SHA1 Message Date
Atlantiscze
3ee4747502 Supermatter delamination tweaks
- In short, delamination changed to more or less mirror effects it has on Bay.
- All of the new delamination effects can be easily tweaked in the future using set of defines.
- In general, aim is to make supermatter delamination a more or less "recoverable" event with enough materials and manpower. Before it was just a mangled irrepairable mess of scuttled steel.
- This brings a LOT of performance improvements and runtime error fixes (grav pull of anchored items which were never meant to move tends to cause runtimes)

Detailed changes:
- Supermatter (and also S5/S6 singularity in the event someone manages to build one, they share the proc) no longer pull anchored items. This brings a MASSIVE reduction in delamination lag (from few second freezes to quite smooth) and prevents things from breaking (i saw dozens of various runtimes when delamination occured as it forcibly dragged things around that weren't supposed to be dragged).
- Delamination crashes the station's power grid, shutting down all APCs for few minutes. Critical areas get shut down only for fraction of that time (we don't want to one-hit the AI). This includes healthcare facilities, which are likely to be very important given the other effects.
- Delamination irradiates and briefly weakens all mobs on the station (not only on the same Z level). I have verified that this is enough to kill an unprotected human if no kind of medical care (at least dylovene, ideally something against rads) is administered.
- Delamination will break a bunch of lights. Nuisance, but easily repairable. Adds to the atmosphere.
- Delamination breaks part of the solar arrays, reducing their output by roughly 60%. This is way less than required to run the station. Puts more emphasis on delamination being engineering-centric emergency, with power rationing being a necessity until solars can be fixed, or other power source secured. Rewards engineering if they managed to stockpile some energy in the SMESes around the station.
- Delamination's explosion is quite weaker than it used to be. It should still be enough to pretty much destroy the engine room (see attached screenshots below), and cause some minor damage in adjacent rooms. It should still, however, be repairable with enough resources and some time.
- Supermatter no longer has additional 99% flat modifier to miss a station Z level when ejected. Emergency core ejection is a last resort measure. It does have its risks. With other changes in this PR, delamination on outer hull is significantly less dangerous than it would be before. It still has various secondary risks, however, such as the radiation or temporary power outage, but with considerably mitigated damage (explosion in space, mostly on outer grilles is generally weaker)

Screenshots:
https://i.imgur.com/K7nBd8a.png    (Standing directly where the core was. Engine room has heavy structural damage and all pipes/machinery are pretty much devastated)
https://i.imgur.com/SGBdTRo.png     (Standing in engine control room. Damage nearby is quite minor (occassional snapped wire or wall panel), but quite widespread).
https://i.imgur.com/JqzF4pW.png     (Solar arrays are heavily damaged. They still provide /some/ power but only a fraction of the original)
2020-04-28 02:49:09 +02:00
kevinz000
ced118076b Everything should be good! 2019-01-07 03:28:02 -08:00
Neerti
df16611a3a Does some AI work. 2018-10-14 01:50:54 -04:00
Anewbe
6a40982a48 Converts a number of simple_animals into their simple_mob variants (#5510)
* 125 commits merged from master

* Converts a number of simple_animal mobs to the new format

* Grammar fixes
2018-08-21 18:38:18 -07:00
Leshana
0e6f2fcb09 Make Singulo Stable Again (#4521)
* Make Singulo Stable Again

* Prevents emitter beam effects from being pulled by singulo.  Now watch them hit the field gens.
* Prevent singulo from consuming the PA particle effects.  It already gets fed by impact, don't try to eat them.
* Improve the Setup Singularity debug verb to do more better setup (including PA)
* Fix the energy dissipation values so that singularity does not just keep on growing even when setup properly.

* Enhance singularity proc/eat()

* Use `var/simulated` as a more generic way to ignore lighting overlays etc
* Remove redundant code in the rest of the proc body.
* Slight optimization: avoiding typecheck in loop over return from orange()
2018-01-13 21:43:32 -06:00
Leshana
3a4bc3d897 Fix signularity_pull leaving ghost item in your inventory slot
* It called u_equip()  Nothing should call u_equip(), bad!
* Also replaced magic numbers with defined constants while I was checking singularity code.
2017-03-20 21:31:52 -04:00
Kelenius
acc78a8000 Changes types of ghosts and eyes
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``

Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
2016-02-20 15:36:05 +03:00
Jon
85c704676f Updates all get_base_turf usages to get_base_turf_by_area.
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.

Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.

Other z-levels may still need updating.

This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
2015-12-05 04:24:17 +00:00
mwerezak
ac738f3db4 Moves flags values to item_flags var
Moves flags that seemed to pertain more to equipment to a new item_flags
var in /obj/item
2015-08-18 17:18:25 -04:00
Zuhayr
3b712adb5f Removed intact var in favour of is_plating() proc, fixed issues with invisible initialized pipes. 2015-08-16 17:51:19 -07:00
Zuhayr
ebe62cefd8 Refactored random map generator system and added several terrain generators.
Created a global list to track base turfs for explosions/shuttle moves.
Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
2015-06-03 04:36:19 +09:30
PsiOmega
bf27545841 End game turf changes now simply alters color. 2015-05-29 23:38:09 +02:00
Zuhayr
e28acd5045 Dev merge. 2015-05-11 18:45:14 +09:30
Zuhayr
bc50ba5166 Merge resolution. 2015-05-11 11:47:24 +09:30
Mloc
733c6a4fb5 simulated var for atoms, used to filter explosions and other actions
kind of a stronger anchored var, used by lighting overlays

Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 17:06:30 +01:00
Zuhayr
79e3acc95e Finalized wall refactor. 2015-04-26 12:58:57 +09:30
PsiOmega
1daf0abe3d Switches around turf/datum garbage handling (my fault..). Adds null check for zone rebuilds. 2015-04-16 14:23:19 +02:00
PsiOmega
1511e2b3f4 Ports /vg/'s Nas-Sie remake.
Second phase:
New Nar-Sie itself.
Two endgame phase - Nar-Sie and Supermatter Cascade.
Culty mobs.
2015-04-12 16:19:16 +02:00