//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 = 'GainStation13/icons/turf/supermatter.dmi' // GS13 EDIT '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))) . += "You get headaches just from looking at it." // 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, "You feel reality distort for a moment...") 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("[src] melts through [T]!") 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 - T20C) / 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, "Looking at the supermatter unprotected gives you a headache...") 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("[src] is consumed by the singularity!") 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, "A horrible screeching fills your ears, and a wave of dread washes over you...") 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("\The [B] strikes at \the [src] and flinches away!",\ "You hear a loud crack as you are washed with a wave of heat.") B.take_damage(100, BURN) else B.visible_message("\The [B] strikes at \the [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") 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.") to_chat(C, "That was a really dense idea.") C.visible_message("A bright flare of radiation is seen from [C]'s head, shortly before you hear a sickening sizzling!") 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, \ "[S] unwisely [murder] [src], and [S.p_their()] body burns brilliantly before flashing into ash!", \ "You unwisely touch [src], and your vision glows brightly as your body crumbles to dust. Oops.", \ "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 = "[nom] reaches out and touches [src], inducing a resonance... [nom.p_their()] body starts to glow and burst into flames before flashing into dust!" if(!mob_msg) mob_msg = "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.\"" if(!cause) cause = "contact" nom.visible_message(vis_msg, mob_msg, "You hear an unearthly noise as a wave of heat washes over you.") 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("The [W] flashes out of existence on contact with \the [src], resonating with a horrible sound...",\ "Oops! The [W] flashes out of existence on contact with \the [src], taking your arm with it! That was clumsy of you!") 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("A hideous sound echoes as [W] is ashed out on contact with \the [src]. That didn't seem like a good idea...") playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE) Consume(W) radiation_pulse(src, 150, 4) return ..() else cig.light() user.visible_message("As [user] lights \their [W] on \the [src], silence fills the room...",\ "Time seems to slow to a crawl as you touch \the [src] with \the [W].\n\The [W] flashes alight with an eerie energy as you nonchalantly lift your hand away from \the [src]. Damn.") 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, "You carefully begin to scrape \the [src] with \the [W]...") if(W.use_tool(src, user, 60, volume=100)) if (scalpel.usesLeft) to_chat(user, "You extract a sliver from \the [src]. \The [src] begins to react violently!") new /obj/item/nuke_core/supermatter_sliver(drop_location()) matter_power += 800 scalpel.usesLeft-- if (!scalpel.usesLeft) to_chat(user, "A tiny piece of \the [W] falls off, rendering it useless!") else to_chat(user, "You fail to extract a sliver from \The [src]! \the [W] isn't sharp enough anymore.") else if(user.dropItemToGround(W)) user.visible_message("As [user] touches \the [src] with \a [W], silence fills the room...",\ "You touch \the [src] with \the [W], and everything suddenly goes silent.\n\The [W] flashes into dust as you flinch away from \the [src].",\ "Everything suddenly goes silent.") 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 = "[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!" var/mob_msg = "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.\"" 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("\The [AM] slams into \the [src] inducing a resonance... [AM.p_their()] body starts to glow and burst into flames before flashing into dust!",\ "You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"",\ "You hear an unearthly noise as a wave of heat washes over you.") else if(isobj(AM) && !iseffect(AM)) AM.visible_message("\The [AM] smacks into \the [src] and rapidly flashes to ash.", null,\ "You hear a loud crack as you are washed with a wave of heat.") 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("As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.", MSG_VISUAL,\ "The unearthly ringing subsides and you notice you have new radiation burns.", MSG_AUDIBLE) else L.show_message("You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.", 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("[T] smacks into [src] and rapidly flashes to ash.",\ "You hear a loud crack as you are washed with a wave of heat.") 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 = 'GainStation13/icons/turf/supermatter.dmi' // GS13 EDIT 'icons/obj/supermatter.dmi' 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) . += "[src] is anchored to the floor." else . += "[src] is unanchored, but can be bolted down." /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