Del rework, as requested.

This commit is contained in:
Nanai
2013-10-24 18:25:36 -04:00
parent c9dea9b89d
commit c9d8fa15ab
+8 -195
View File
@@ -1,4 +1,3 @@
//THIS IS VIRGIL AND SKYMARSHAL'S WORK, NOT MINE/YINADELE'S.
#define NITROGEN_RETARDATION_FACTOR 4 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 10 //Higher == less heat released during reaction
@@ -32,7 +31,7 @@
var/warning_point = 100
var/warning_alert = "Danger! Crystal hyperstructure instability!"
var/emergency_point = 700
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT"
var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
var/explosion_point = 1000
var/emergency_issued = 0
@@ -75,9 +74,12 @@
/obj/machinery/power/supermatter/Del()
del radio
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
. = ..()
/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()
@@ -126,7 +128,7 @@
var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
mob.apply_effect(rads, IRRADIATE)
del src
explode()
//Ok, 100% oxygen atmosphere = best reaction
//Maxes out at 100% oxygen pressure
@@ -241,9 +243,9 @@
else
del user
power += 200 //nomnomnom
power += 200
//This could kill people who are too close when a person is vaporized.
//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,\
@@ -253,192 +255,3 @@
var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
l.apply_effect(rads, IRRADIATE)
/*
#define NITROGEN_RETARDATION_FACTOR 12 //Higher == N2 slows reaction more
#define THERMAL_RELEASE_MODIFIER 0.55 //Percentage of output power given to heat generation.
#define PLASMA_RELEASE_MODIFIER 0.24 //Percentage of output power given to plasma generation.
#define PLASMA_CONVERSION_FACTOR 50 //How much energy per mole of plasma
#define MAX_PLASMA_RELATIVE_INCREASE 0.3 //Percentage of current plasma amounts that can be added to preexisting plasma.
#define OXYGEN_RELEASE_MODIFIER 0.13 //Percentage of output power given to oxygen generation.
#define OXYGEN_CONVERSION_FACTOR 150 //How much energy per mole of oxygen.
#define MAX_OXYGEN_RELATIVE_INCREASE 0.2 //Percentage of current oxygen amounts that can be added to preexisting oxygen.
#define RADIATION_POWER_MODIFIER 0.03 //How much power goes to irradiating the area.
#define RADIATION_FACTOR 10
#define HALLUCINATION_POWER_MODIFIER 0.05 //How much power goes to hallucinations.
#define HALLUCINATION_FACTOR 20
#define REACTION_POWER_MODIFIER 4 //Higher == more overall power
#define WARNING_DELAY 45 //45 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
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
shard //Small subtype, less efficient and more sensitive, but less boom.
name = "Supermatter Shard"
desc = "A strangely translucent and iridescent crystal. 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?
process()
var/turf/L = loc
if(!istype(L)) //If we are not on a turf, uh oh.
del src
//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)
return 1
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)
if(damage > emergency_point)
//radioalert("states, \"[emergency_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
else if(damage >= damage_archived) // The damage is still going up
//radioalert("states, \"[warning_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday-150
else // Phew, we're safe
//radioalert("states, \"[safe_alert]\"","Supermatter Monitor")
lastwarning = world.timeofday
if(damage > explosion_point)
explosion(loc,explosion_power,explosion_power*2,explosion_power*3,explosion_power*4,1)
del src
damage_archived = damage
damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
if(!removed.total_moles)
damage += max((power-1600)/10,0)
power = max(power,1600)
return 1
var/nitrogen_mod = abs((removed.nitrogen / removed.total_moles)) * NITROGEN_RETARDATION_FACTOR
var/oxygen = max(min(removed.oxygen / removed.total_moles - nitrogen_mod, 1), 0)
var/temp_factor = 0
if(oxygen > 0.8)
// with a perfect gas mix, make the power less based on heat
temp_factor = 100
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
//Calculate power released as heat and gas, in as the sqrt of the power.
var/power_factor = (power/500) ** 3
var/device_energy = oxygen * power_factor
power = max(round((removed.temperature - T0C) / temp_factor) + power - power_factor, 0) //Total laser power plus an overload factor
//Final energy calcs.
device_energy = max(device_energy * REACTION_POWER_MODIFIER,0)
//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.
var/plasma_energy = device_energy * PLASMA_RELEASE_MODIFIER
var/oxygen_energy = device_energy * OXYGEN_RELEASE_MODIFIER
var/other_energy = device_energy * (1- (OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
//Put as much plasma out as is permitted.
if( plasma_energy > removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
removed.toxins += (MAX_PLASMA_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += plasma_energy - (removed.total_moles * PLASMA_CONVERSION_FACTOR * MAX_PLASMA_RELATIVE_INCREASE / gasefficency)
else
removed.toxins += plasma_energy/PLASMA_CONVERSION_FACTOR
//Put as much plasma out as is permitted.
if( oxygen_energy > removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
removed.oxygen += (MAX_OXYGEN_RELATIVE_INCREASE * removed.total_moles / gasefficency)
other_energy += oxygen_energy - (removed.total_moles * OXYGEN_CONVERSION_FACTOR * MAX_OXYGEN_RELATIVE_INCREASE / gasefficency)
else
removed.oxygen += oxygen_energy/OXYGEN_CONVERSION_FACTOR
var/heat_energy = (other_energy*THERMAL_RELEASE_MODIFIER)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/hallucination_energy = (other_energy*HALLUCINATION_POWER_MODIFIER*HALLUCINATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/rad_energy = (other_energy*RADIATION_POWER_MODIFIER*RADIATION_FACTOR)/(1-(OXYGEN_RELEASE_MODIFIER + PLASMA_RELEASE_MODIFIER))
var/heat_applied = max(heat_energy,0)
if(heat_applied + removed.temperature > 800)
removed.temperature = 800
var/energy_to_reconsider = (heat_applied + removed.temperature - 800)
hallucination_energy += (energy_to_reconsider*HALLUCINATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
rad_energy += (energy_to_reconsider*RADIATION_POWER_MODIFIER)/(HALLUCINATION_POWER_MODIFIER+RADIATION_POWER_MODIFIER)
else
removed.temperature += heat_applied
removed.update_values()
env.merge(removed)
for(var/mob/living/carbon/human/l in view(src, round(hallucination_energy**0.25))) // you have to be seeing the core to get hallucinations
if(prob(10) && !istype(l.glasses, /obj/item/clothing/glasses/meson))
l.hallucination += hallucination_energy/((get_dist(l,src)**2))
for(var/mob/living/l in range(src,round(rad_energy**0.25)))
var/rads = rad_energy/((get_dist(l,src)**2))
l.apply_effect(rads, IRRADIATE)
return 1
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
return 0*/