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S.P.L.U.R.T-Station-13/code/modules/power/supermatter/supermatter.dm
Katherine Kiefer fd29f9c902 initial
2024-03-09 21:16:02 +11:00

1181 lines
51 KiB
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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 BIKE (COIL + 1)
#define COIL (ROD + 1)
#define ROD (LIVING + 1)
#define LIVING (MACHINERY + 1)
#define MACHINERY (OBJECT + 1)
#define OBJECT (LOWEST + 1)
#define LOWEST (1)
/datum/auxgm/proc/add_supermatter_properties(datum/gas/gas)
var/g = gas.id
var/list/props = src.supermatter
if(gas.powermix || gas.heat_penalty || gas.transmit_modifier || gas.radioactivity_modifier || gas.heat_resistance || gas.powerloss_inhibition)
props[HEAT_PENALTY][g] = gas.heat_penalty
props[TRANSMIT_MODIFIER][g] = gas.transmit_modifier
props[RADIOACTIVITY_MODIFIER][g] = gas.radioactivity_modifier
props[HEAT_RESISTANCE][g] = gas.heat_resistance
props[POWERLOSS_INHIBITION][g] = gas.powerloss_inhibition
props[POWER_MIX][g] = gas.powermix
props[ALL_SUPERMATTER_GASES] += g
#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.
#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 350 //Higher == more heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_CAP_MODIFIER 250 //Higher == lower cap on how much heat can be released per tick--currently 1.3x old value
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 550 //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
GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
/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_1 = PREVENT_CONTENTS_EXPLOSION_1
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
critical_machine = TRUE
///The id of our supermatter
var/uid = 1
///The amount of supermatters that have been created this round
var/static/gl_uid = 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
///Used for changing icon states for diff base sprites
base_icon_state = "darkmatter"
///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/list/gas_comp = list()
///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 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
///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 = 0.05 // 2 seconds per second at a distance of 7 with a typical nitrogen setup
///Our internal radio
var/obj/item/radio/radio
///The key our internal radio uses
var/radio_key = /obj/item/encryptionkey/headset_eng
///The engineering channel
var/engineering_channel = "Engineering"
///The common channel
var/common_channel = null
///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 along with a global var 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)
. = ..()
uid = gl_uid++
SSair.start_processing_machine(src)
countdown = new(src)
countdown.start()
GLOB.poi_list |= src
radio = new(src)
radio.keyslot = new radio_key
radio.listening = 0
radio.recalculateChannels()
investigate_log("has been created.", INVESTIGATE_SUPERMATTER)
if(is_main_engine)
GLOB.main_supermatter_engine = src
AddElement(/datum/element/bsa_blocker)
RegisterSignal(src, COMSIG_ATOM_BSA_BEAM, PROC_REF(call_explode))
soundloop = new(src, TRUE)
/obj/machinery/power/supermatter_crystal/Destroy()
investigate_log("has been destroyed.", INVESTIGATE_SUPERMATTER)
SSair.stop_processing_machine(src)
QDEL_NULL(radio)
GLOB.poi_list -= src
QDEL_NULL(countdown)
if(is_main_engine && GLOB.main_supermatter_engine == src)
GLOB.main_supermatter_engine = null
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/supermatter_crystal/examine(mob/user)
. = ..()
if (istype(user, /mob/living/carbon))
var/mob/living/carbon/C = user
if (!istype(C.glasses, /obj/item/clothing/glasses/meson) && (get_dist(user, src) < HALLUCINATION_RANGE(power)))
. += "<span class='danger'>You get headaches just from looking at it.</span>"
// SupermatterMonitor UI for ghosts only. Inherited attack_ghost will call this.
/obj/machinery/power/supermatter_crystal/ui_interact(mob/user, datum/tgui/ui)
if(!isobserver(user))
return FALSE
. = ..()
ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
ui = new(user, src, "SupermatterMonitor")
ui.open()
/obj/machinery/power/supermatter_crystal/ui_data(mob/user)
var/list/data = list()
var/turf/local_turf = get_turf(src)
var/datum/gas_mixture/air = local_turf.return_air()
// singlecrystal set to true eliminates the back sign on the gases breakdown.
data["singlecrystal"] = TRUE
data["active"] = TRUE
data["SM_integrity"] = get_integrity()
data["SM_power"] = power
data["SM_ambienttemp"] = air.return_temperature()
data["SM_ambientpressure"] = air.return_pressure()
data["SM_bad_moles_amount"] = MOLE_PENALTY_THRESHOLD / gasefficency
data["SM_moles"] = 0
data["SM_uid"] = uid
var/area/active_supermatter_area = get_area(src)
data["SM_area_name"] = active_supermatter_area.name
var/list/gasdata = list()
if(air.total_moles())
data["SM_moles"] = air.total_moles()
for(var/id in air.get_gases())
var/gas_level = air.get_moles(id)/air.total_moles()
if(gas_level > 0)
gasdata.Add(list(list(
"name"= "[GLOB.gas_data.names[id]]",
"amount" = round(gas_level*100, 0.01))))
else
for(var/id in air.get_gases())
gasdata.Add(list(list(
"name"= "[GLOB.gas_data.names[id]]",
"amount" = 0)))
data["gases"] = gasdata
return data
/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.return_temperature() > CRITICAL_TEMPERATURE))
return SUPERMATTER_WARNING
if(air.return_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/update_overlays()
. = ..()
if(final_countdown)
. += "casuality_field"
/obj/machinery/power/supermatter_crystal/proc/countdown()
set waitfor = FALSE
if(final_countdown) // We're already doing it go away
return
final_countdown = TRUE
update_icon()
var/speaking = "[emergency_alert] The supermatter has reached critical integrity failure. Emergency causality destabilization field has been activated."
radio.talk_into(src, speaking, common_channel, language = get_selected_language())
for(var/i in SUPERMATTER_COUNTDOWN_TIME to 0 step -10)
if(damage < explosion_point) // Cutting it a bit close there engineers
radio.talk_into(src, "[safe_alert] Failsafe has been disengaged.", common_channel)
final_countdown = FALSE
update_icon()
return
else if((i % 50) != 0 && i > 50) // A message once every 5 seconds until the final 5 seconds which count down individualy
sleep(10)
continue
else if(i > 50)
speaking = "[DisplayTimeText(i, TRUE)] remain before causality stabilization."
else
speaking = "[i*0.1]..."
radio.talk_into(src, speaking, common_channel, list(SPAN_COMMAND)) // IT GOT WORSE, LOUD TIME
sleep(10)
explode()
/obj/machinery/power/supermatter_crystal/proc/explode()
for(var/mob in GLOB.alive_mob_list)
var/mob/living/L = mob
if(istype(L) && L.z == z)
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)
for(var/mob/M in GLOB.player_list)
if(M.z == z)
SEND_SOUND(M, 'sound/magic/charge.ogg')
to_chat(M, "<span class='boldannounce'>You feel reality distort for a moment...</span>")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "delam", /datum/mood_event/delam)
if(combined_gas > MOLE_PENALTY_THRESHOLD)
investigate_log("has collapsed into a singularity.", INVESTIGATE_SUPERMATTER)
if(T) //If something fucks up we blow anyhow. This fix is 4 years old and none ever said why it's here. help.
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.", INVESTIGATE_SUPERMATTER)
if(T)
var/obj/singularity/energy_ball/E = new(T)
E.energy = power
investigate_log("has exploded.", INVESTIGATE_SUPERMATTER)
//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)
//this is here to eat arguments
/obj/machinery/power/supermatter_crystal/proc/call_explode()
explode()
/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(isclosedturf(T))
var/turf/did_it_melt = T.Melt()
if(!isclosedturf(did_it_melt)) //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, 10)
else
playsound(src, "smcalm", max(50, aggression), FALSE, 10)
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_ratio(gasefficency)
else
// Pass all the gas related code an empty gas container
removed = new()
damage_archived = damage
var/list/gas_info = GLOB.gas_data.supermatter
var/list/gases_we_care_about = gas_info[ALL_SUPERMATTER_GASES]
/********
EXPERIMENTAL, HUGBOXY AS HELL CITADEL CHANGES: Even in a vaccum, update gas composition and modifiers.
This means that the SM will usually have a very small explosion if it ends up being breached to space,
and CO2 tesla delaminations basically require multiple grounding rods to stabilize it long enough to not have it vent.
*********/
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
combined_gas = max(0, combined_gas - 0.5) // Slowly wear off.
for(var/gasID in gas_comp)
gas_comp[gasID] = max(0, gas_comp[gasID] - 0.05) //slowly ramp down
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
var/spaced = 0
for(var/turf/open/space/_space_turf in range(2,src))
spaced++
damage = max(damage + (max(clamp(removed.total_moles() / 200, 0.5, 1) * removed.return_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)
damage = max(damage + spaced * 0.1 * DAMAGE_INCREASE_MULTIPLIER, 0)
//There might be a way to integrate healing and hurting via heat
//healing damage
if(combined_gas < MOLE_PENALTY_THRESHOLD && !spaced)
//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.return_temperature() - (T0C + HEAT_PENALTY_THRESHOLD), 0) / 150), 0)
//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
//Wanna know a secret? See that max() to zero? it's used for error checking. If we get a mol count in the negative, we'll get a divide by zero error
combined_gas = max(removed.total_moles(), 0)
//This is more error prevention, according to all known laws of atmos, gas_mix.remove() should never make negative mol values.
//But this is tg
//Lets get the proportions of the gasses in the mix and then slowly move our comp to that value
//Can cause an overestimation of mol count, should stabalize things though.
//Prevents huge bursts of gas/heat when a large amount of something is introduced
//They range between 0 and 1
for(var/gasID in gases_we_care_about)
if(!(gasID in gas_comp))
gas_comp[gasID] = 0
gas_comp[gasID] += clamp(max(removed.get_moles(gasID)/combined_gas, 0) - gas_comp[gasID], -1, gas_change_rate)
var/list/threshold_mod = gases_we_care_about.Copy()
var/list/powermix = gas_info[POWER_MIX]
var/list/heat = gas_info[HEAT_PENALTY]
var/list/transmit = gas_info[TRANSMIT_MODIFIER]
var/list/resist = gas_info[HEAT_RESISTANCE]
var/list/radioactivity = gas_info[RADIOACTIVITY_MODIFIER]
var/list/inhibition = gas_info[POWERLOSS_INHIBITION]
//We're concerned about pluoxium being too easy to abuse at low percents, so we make sure there's a substantial amount.
var/pluoxiumbonus = (gas_comp[GAS_PLUOXIUM] >= 0.15) //makes pluoxium only work at 15%+
var/h2obonus = 1 - (gas_comp[GAS_H2O] * 0.25)//At min this value should be 0.75
// var/freonbonus = (gas_comp[/datum/gas/freon] <= 0.03) //Let's just yeet power output if this shit is high
threshold_mod[GAS_PLUOXIUM] = pluoxiumbonus
//No less then zero, and no greater then one, we use this to do explosions and heat to power transfer
//Be very careful with modifing this var by large amounts, and for the love of god do not push it past 1
gasmix_power_ratio = 0
//Affects the amount of o2 and plasma the sm outputs, along with the heat it makes.
var/dynamic_heat_modifier = 0
//Effects the damage heat does to the crystal.
dynamic_heat_resistance = 0
//We multiply this with power to find the rads.
var/power_transmission_bonus = 0
var/powerloss_inhibition_gas = 0
var/radioactivity_modifier = 0
for(var/gasID in gas_comp)
var/this_comp = gas_comp[gasID] * (isnull(threshold_mod[gasID] ? 1 : threshold_mod[gasID]))
gasmix_power_ratio += this_comp * powermix[gasID]
dynamic_heat_modifier += this_comp * heat[gasID]
dynamic_heat_resistance += this_comp * resist[gasID]
power_transmission_bonus += this_comp * transmit[gasID]
powerloss_inhibition_gas += this_comp * inhibition[gasID]
radioactivity_modifier += this_comp * radioactivity[gasID]
dynamic_heat_modifier *= h2obonus
power_transmission_bonus *= h2obonus
gasmix_power_ratio = clamp(gasmix_power_ratio, 0, 1)
dynamic_heat_modifier = max(dynamic_heat_modifier, 0.5)
//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)
//Ramps up or down in increments of 0.02 up to the proportion of co2
//Given infinite time, powerloss_dynamic_scaling = co2comp
//Some value between 0 and 1
if (combined_gas > POWERLOSS_INHIBITION_MOLE_THRESHOLD && powerloss_inhibition_gas > POWERLOSS_INHIBITION_GAS_THRESHOLD) //If there are more then 20 mols, and more then 20% co2
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(powerloss_inhibition_gas - 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)))
//0 means full inhibition, 1 means no inhibition
//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 more based on heat
icon_state = "[base_icon_state]_glow"
else
//in normal mode, power is less effected by heat
temp_factor = 30
icon_state = base_icon_state
var/effective_temperature = min(removed.return_temperature(), 2500 * dynamic_heat_modifier)
//if there is more pluox and n2 then anything else, we receive no power increase from heat
if(power_changes)
power = max((effective_temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0)
if(prob(50))
//(1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))) * freonbonus
radiation_pulse(src, power * max(0, (1 + (power_transmission_bonus/(10-radioactivity_modifier)))))//freonbonus))// RadModBZ(500%)
if(radioactivity_modifier >= 2 && prob(6 * radioactivity_modifier))
src.fire_nuclear_particle()
//Power * 0.55 * a value between 1 and 0.8
var/device_energy = power * REACTION_POWER_MODIFIER
var/max_temp_increase = effective_temperature + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_CAP_MODIFIER)
//Calculate how much gas to release
//Varies based on power and gas content
removed.adjust_moles(GAS_PLASMA, clamp((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0, 50))
//Varies based on power, gas content, and heat
removed.adjust_moles(GAS_O2, clamp((device_energy * dynamic_heat_modifier + effective_temperature - T0C) / OXYGEN_RELEASE_MODIFIER, 0, 100))
if(removed.return_temperature() < max_temp_increase)
removed.adjust_heat(device_energy * dynamic_heat_modifier * THERMAL_RELEASE_MODIFIER)
removed.set_temperature(min(removed.return_temperature(), max_temp_increase))
if(produces_gas)
env.merge(removed)
air_update_turf()
/*********
END CITADEL CHANGES
*********/
//Makes em go mad and accumulate rads.
for(var/mob/living/carbon/human/l in fov_viewers(src, HALLUCINATION_RANGE(power))) // If they can see it without mesons on. Bad on them.
if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
var/D = sqrt(1 / max(1, get_dist(l, src)))
if(!l.hallucination)
to_chat(l, "<span class='warning'>Looking at the supermatter unprotected gives you a headache...</span>")
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_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_MOB_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)
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(damage_archived < warning_point) //If damage_archive is under the warning point, this is the very first cycle that we've reached said point.
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_START_ALARM)
if((REALTIMEOFDAY - lastwarning) / 10 >= WARNING_DELAY)
alarm()
//Oh shit it's bad, time to freak out
if(damage > emergency_point)
// it's bad, LETS YELL
radio.talk_into(src, "[emergency_alert] Integrity: [get_integrity()]%", common_channel, list(SPAN_YELL))
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_ALARM)
lastwarning = REALTIMEOFDAY
if(!has_reached_emergency)
investigate_log("has reached the emergency point for the first time.", INVESTIGATE_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.talk_into(src, "[warning_alert] Integrity: [get_integrity()]%", engineering_channel)
SEND_SIGNAL(src, COMSIG_SUPERMATTER_DELAM_ALARM)
lastwarning = REALTIMEOFDAY - (WARNING_DELAY * 5)
else // Phew, we're safe
radio.talk_into(src, "[safe_alert] Integrity: [get_integrity()]%", engineering_channel)
lastwarning = REALTIMEOFDAY
if(power > POWER_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Hyperstructure has reached dangerous power level.", engineering_channel)
if(powerloss_inhibitor < 0.5)
radio.talk_into(src, "DANGER: CHARGE INERTIA CHAIN REACTION IN PROGRESS.", engineering_channel)
if(combined_gas > MOLE_PENALTY_THRESHOLD)
radio.talk_into(src, "Warning: Critical coolant mass reached.", engineering_channel)
//Boom (Mind blown)
if(damage > explosion_point)
countdown()
return TRUE
/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)]", INVESTIGATE_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.", INVESTIGATE_SUPERMATTER)
message_admins("[src] has been powered for the first time [ADMIN_JMP(src)].")
has_been_powered = TRUE
else if(takes_damage)
matter_power += Proj.damage * bullet_energy
return BULLET_ACT_HIT
/obj/machinery/power/supermatter_crystal/singularity_act()
var/gain = 100
investigate_log("Supermatter shard consumed by singularity.", INVESTIGATE_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>")
for(var/mob/M in GLOB.player_list)
if(M.z == z)
SEND_SOUND(M, 'sound/effects/supermatter.ogg') //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'>\The [B] strikes at \the [src] and flinches away!</span>",\
"<span class='hear'>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'>\The [B] strikes at \the [src] and rapidly flashes to ash.</span>",\
"<span class='hear'>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
log_game("[key_name(C)] has been disintegrated by a telekenetic grab on a supermatter crystal.</span>")
to_chat(C, "<span class='userdanger'>That was a really dense idea.</span>")
C.visible_message("<span class='userdanger'>A bright flare of radiation is seen from [C]'s head, shortly before you hear a sickening sizzling!</span>")
C.ghostize()
var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
rip_u.Remove(C)
qdel(rip_u)
/obj/machinery/power/supermatter_crystal/attack_paw(mob/user)
dust_mob(user, cause = "monkey attack")
/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_verb_continuous
else
murder = S.attack_verb_continuous
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/on_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) //try to keep supermatter sliver's + hemostat's dust conditions in sync with this too
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='hear'>You hear an unearthly noise as a wave of heat washes over you.</span>")
investigate_log("has been attacked ([cause]) by [key_name(nom)]", INVESTIGATE_SUPERMATTER)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
Consume(nom)
/obj/machinery/power/supermatter_crystal/attackby(obj/item/W, mob/living/user, params)
if(!istype(W) || (W.item_flags & ABSTRACT) || !istype(user))
return
if(istype(W, /obj/item/melee/roastingstick))
return ..()
if(istype(W, /obj/item/clothing/mask/cigarette))
var/obj/item/clothing/mask/cigarette/cig = W
var/clumsy = HAS_TRAIT(user, TRAIT_CLUMSY)
if(clumsy)
var/which_hand = BODY_ZONE_L_ARM
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_R_ARM
var/obj/item/bodypart/dust_arm = user.get_bodypart(which_hand)
dust_arm.dismember()
user.visible_message("<span class='danger'>The [W] flashes out of existence on contact with \the [src], resonating with a horrible sound...</span>",\
"<span class='danger'>Oops! The [W] flashes out of existence on contact with \the [src], taking your arm with it! That was clumsy of you!</span>")
playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
Consume(dust_arm)
qdel(W)
return
if(cig.lit || user.a_intent != INTENT_HELP)
user.visible_message("<span class='danger'>A hideous sound echoes as [W] is ashed out on contact with \the [src]. That didn't seem like a good idea...</span>")
playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
Consume(W)
radiation_pulse(src, 150, 4)
return ..()
else
cig.light()
user.visible_message("<span class='danger'>As [user] lights \their [W] on \the [src], silence fills the room...</span>",\
"<span class='danger'>Time seems to slow to a crawl as you touch \the [src] with \the [W].</span>\n<span class='notice'>\The [W] flashes alight with an eerie energy as you nonchalantly lift your hand away from \the [src]. Damn.</span>")
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
radiation_pulse(src, 50, 3)
return
if(istype(W, /obj/item/scalpel/supermatter))
var/obj/item/scalpel/supermatter/scalpel = W
to_chat(user, "<span class='notice'>You carefully begin to scrape \the [src] with \the [W]...</span>")
if(W.use_tool(src, user, 60, volume=100))
if (scalpel.usesLeft)
to_chat(user, "<span class='danger'>You extract a sliver from \the [src]. \The [src] begins to react violently!</span>")
new /obj/item/nuke_core/supermatter_sliver(drop_location())
matter_power += 800
scalpel.usesLeft--
if (!scalpel.usesLeft)
to_chat(user, "<span class='notice'>A tiny piece of \the [W] falls off, rendering it useless!</span>")
else
to_chat(user, "<span class='warning'>You fail to extract a sliver from \The [src]! \the [W] isn't sharp enough anymore.</span>")
else if(user.dropItemToGround(W))
user.visible_message("<span class='danger'>As [user] touches \the [src] with \a [W], silence fills the room...</span>",\
"<span class='userdanger'>You touch \the [src] with \the [W], and everything suddenly goes silent.</span>\n<span class='notice'>\The [W] flashes into dust as you flinch away from \the [src].</span>",\
"<span class='hear'>Everything suddenly goes silent.</span>")
investigate_log("has been attacked ([W]) by [key_name(user)]", INVESTIGATE_SUPERMATTER)
Consume(W)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
radiation_pulse(src, 150, 4)
else if(Adjacent(user)) //if the item is stuck to the person, kill the person too instead of eating just the item.
var/vis_msg = "<span class='danger'>[user] reaches out and touches [src] with [W], inducing a resonance... [W] starts to glow briefly before the light continues up to [user]'s body. [user.p_they(TRUE)] bursts into flames before flashing into dust!</span>"
var/mob_msg = "<span class='userdanger'>You reach out and touch [src] with [W]. Everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>"
dust_mob(user, vis_msg, mob_msg)
/obj/machinery/power/supermatter_crystal/wrench_act(mob/user, obj/item/tool)
..()
if (moveable)
default_unfasten_wrench(user, tool, time = 20)
return TRUE
/obj/machinery/power/supermatter_crystal/Bumped(atom/movable/AM)
if(isliving(AM))
AM.visible_message("<span class='danger'>\The [AM] slams into \the [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 \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
"<span class='hear'>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'>\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>", null,\
"<span class='hear'>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/intercept_zImpact(atom/movable/AM, levels)
. = ..()
Bumped(AM)
. |= FALL_STOP_INTERCEPTING | FALL_INTERCEPTED
/obj/machinery/power/supermatter_crystal/proc/Consume(atom/movable/AM)
if(isliving(AM))
var/mob/living/user = AM
if(user.status_flags & GODMODE)
return
var/add
if(user.mind?.assigned_role == "Clown")
var/denergy = rand(-1000, 1000)
var/ddamage = rand(-150, clamp(150, 0, (explosion_point - damage) + 150))
power += denergy
damage += ddamage
add = ", adding [denergy] energy and [ddamage] damage to the crystal"
message_admins("[src] has consumed [key_name_admin(user)] [ADMIN_JMP(src)][add].")
investigate_log("has consumed [key_name(user)][add].", INVESTIGATE_SUPERMATTER)
user.dust(force = TRUE)
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].", INVESTIGATE_SUPERMATTER)
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].", INVESTIGATE_SUPERMATTER)
var/list/viewers = fov_viewers(world.view, src)
if(L in viewers)
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", MSG_VISUAL,\
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", MSG_AUDIBLE)
else
L.show_message("<span class='hear'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", MSG_AUDIBLE)
/obj/machinery/power/supermatter_crystal/proc/consume_turf(turf/T)
var/oldtype = T.type
var/turf/newT = T.ScrapeAway()
if(newT.type == oldtype)
return
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message("<span class='danger'>[T] smacks into [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>")
T.ImmediateCalculateAdjacentTurfs()
//Do not blow up our internal radio
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target, origin)
return
/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/examine(mob/user)
. = ..()
if(anchored)
. += "<span class='notice'>[src] is <b>anchored</b> to the floor.</span>"
else
. += "<span class='notice'>[src] is <i>unanchored</i>, but can be <b>bolted</b> down.</span>"
/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)
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
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, SUPERMATTER_ANOMALY_DROP_CHANCE)
A.explosive = FALSE
if(GRAVITATIONAL_ANOMALY)
new /obj/effect/anomaly/grav(L, 250, SUPERMATTER_ANOMALY_DROP_CHANCE)
if(PYRO_ANOMALY)
new /obj/effect/anomaly/pyro(L, 200, SUPERMATTER_ANOMALY_DROP_CHANCE)
/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(istype(test, /obj/vehicle/ridden/bicycle/))
var/obj/vehicle/ridden/bicycle/bike = test
if(!(bike.obj_flags & BEING_SHOCKED) && bike.can_buckle)//God's not on our side cause he hates idiots.
if(target_type != BIKE)
arctargets = list()
arctargets += test
target_type = BIKE
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.obj_flags & 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(istype(test, /mob/living/))
var/mob/living/alive = test
if(!(HAS_TRAIT(alive, TRAIT_TESLA_SHOCKIMMUNE)) && !(alive.flags_1 & SHOCKED_1) && 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(istype(test, /obj/machinery/))
var/obj/machinery/machine = test
if(!(machine.obj_flags & BEING_SHOCKED) && prob(40))
if(target_type != MACHINERY)
arctargets = list()
arctargets += test
target_type = MACHINERY
if(target_type > OBJECT)
continue
if(istype(test, /obj/))
var/obj/object = test
if(!(object.obj_flags & BEING_SHOCKED))
if(target_type != OBJECT)
arctargets = list()
arctargets += test
target_type = OBJECT
if(arctargets.len)//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
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, list())
zap_str /= 3 //Coils should take a lot out of the power of the zap
else if(target_type == ROD)
//We can expect this to do very little, maybe shock the poor soul buckled to it, but that's all.
//This is one of our endpoints, if the bolt hits a grounding rod, it stops jumping
target.zap_act(zap_str, zap_flags, list())
return
else if(isliving(target))//If we got a fleshbag on our hands
var/mob/living/creature = target
creature.set_shocked()
addtimer(CALLBACK(creature, TYPE_PROC_REF(/mob/living, reset_shocked)), 10)
//3 shots a human with no resistance. 2 to crit, one to death. This is at at least 10000 power.
//There's no increase after that because the input power is effectivly capped at 10k
//Does 1.5 damage at the least
var/shock_damage = ((zap_flags & ZAP_MOB_DAMAGE) ? (power / 200) - 10 : rand(5,10))
creature.electrocute_act(shock_damage, "Supermatter Discharge Bolt", 1, ((zap_flags & ZAP_MOB_STUN) ? SHOCK_TESLA : SHOCK_NOSTUN))
zap_str /= 1.5 //Meatsacks are conductive, makes working in pairs more destructive
else
target.zap_act(zap_str, zap_flags, list())
zap_str /= 2 // worse then living things, better then coils
//This gotdamn variable is a boomer and keeps giving me problems
var/turf/T = get_turf(target)
var/pressure = 1
if(T && T.return_air())
pressure = max(1,T.return_air().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 BIKE
#undef COIL
#undef ROD
#undef LIVING
#undef MACHINERY
#undef OBJECT
#undef LOWEST