diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm index 48b6e76cdcf..df4516a19f8 100644 --- a/code/modules/supermatter/supermatter.dm +++ b/code/modules/supermatter/supermatter.dm @@ -9,7 +9,7 @@ #define REACTION_POWER_MODIFIER 1.1 //Higher == more overall power //Controls how much power is produced by each collector in range - this is the main parameter for tweaking SM balance, as it basically controls how the power variable relates to the rest of the game. -#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level. +#define POWER_FACTOR 0.35 //Obtained from testing. Aiming to make the ideal running output (600 kW) run the SM to ~85% of the safety level. #define CHARGING_FACTOR 0.55 #define DAMAGE_RATE_LIMIT 5 //damage rate cap at power = 900, scales linearly with power @@ -44,6 +44,9 @@ var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT." var/explosion_point = 1000 + var/grav_pulling = 0 + var/pull_radius = 14 + var/emergency_issued = 0 var/explosion_power = 8 @@ -75,6 +78,7 @@ gasefficency = 0.125 + pull_radius = 5 explosion_power = 3 //3,6,9,12? Or is that too small? @@ -88,6 +92,9 @@ . = ..() /obj/machinery/power/supermatter/proc/explode() + anchored = 1 + grav_pulling = 1 + spawn(100) explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1) del src return @@ -129,30 +136,35 @@ explode() + if(grav_pulling) + supermatter_pull() + //Ok, get the air from the turf var/datum/gas_mixture/removed = null var/datum/gas_mixture/env = null - + //ensure that damage doesn't increase too quickly due to super high temperatures resulting from no coolant, for example. We dont want the SM exploding before anyone can react. //We want the cap to scale linearly with power (and explosion_point). Let's aim for a cap of 5 at power = 900 (based on testing, equals roughly 5% per SM alert announcement). var/damage_inc_limit = (power/900)*(explosion_point/1000)*DAMAGE_RATE_LIMIT - + if(!istype(L, /turf/space)) env = L.return_air() removed = env.remove(gasefficency * env.total_moles) //Remove gas from surrounding area - + if(!env || !removed || !removed.total_moles) damage += max(((power-(1600*POWER_FACTOR)))/10, 0) //exciting the supermatter in a vacuum means the internal energy is mostly locked inside. + else if (grav_pulling) //If supermatter is detonating, remove all air from the zone + env.remove(env.total_moles) else damage_archived = damage - + damage = max( damage + min( ( (removed.temperature - 800) / 150 ), damage_inc_limit ) , 0 ) //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" @@ -160,40 +172,40 @@ // 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. - + var/thermal_power = THERMAL_RELEASE_MODIFIER - + //This shouldn't be necessary. If the number of moles is low, then heat_capacity should be tiny. //if(removed.total_moles < 35) thermal_power += 750 //If you don't add coolant, you are going to have a bad time. - + removed.temperature += ((device_energy * thermal_power) / removed.heat_capacity()) - + removed.temperature = max(0, min(removed.temperature, 10000)) - + //Calculate how much gas to release removed.phoron += max(device_energy / PHORON_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 / max(1,get_dist(l, src)) ) ) ) @@ -266,7 +278,7 @@ AM.visible_message("\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.",\ "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\ "You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.") - else + else if(!grav_pulling) //To prevent spam, detonating supermatter does not indicate non-mobs being destroyed AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") @@ -292,3 +304,40 @@ var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) ) l.apply_effect(rads, IRRADIATE) + +/obj/machinery/power/supermatter/proc/supermatter_pull() + + //following is adapted from singulo code + if(defer_powernet_rebuild != 2) + defer_powernet_rebuild = 1 + // Let's just make this one loop. + for(var/atom/X in orange(pull_radius,src)) + // Movable atoms only + if(istype(X, /atom/movable)) + if(is_type_in_list(X, uneatable)) continue + if(((X) && (!istype(X,/mob/living/carbon/human)))) + step_towards(X,src) + if(!X:anchored) //unanchored objects pulled twice as fast + step_towards(X,src) + if(istype(X, /obj/structure/window)) //shatter windows + X.ex_act(2.0) + else if(istype(X,/mob/living/carbon/human)) + var/mob/living/carbon/human/H = X + if(istype(H.shoes,/obj/item/clothing/shoes/magboots)) + var/obj/item/clothing/shoes/magboots/M = H.shoes + if(M.magpulse) + step_towards(H,src) //step just once with magboots + continue + step_towards(H,src) //step twice + step_towards(H,src) + + if(defer_powernet_rebuild != 2) + defer_powernet_rebuild = 0 + return + + +/obj/machinery/power/supermatter/GotoAirflowDest(n) //Supermatter not pushed around by airflow + return + +/obj/machinery/power/supermatter/RepelAirflowDest(n) + return \ No newline at end of file