code/__DEFINES/supermatter.dm
MIASMA_CONSUMPTION_PP | The minimum pressure for a pure miasma atmosphere to begin being consumed. Higher values mean it takes more miasma pressure to make miasma start being consumed. Should be >= 0 |
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MIASMA_PRESSURE_SCALING | How the amount of miasma consumed per tick scales with partial pressure. Higher values decrease the rate miasma consumption scales with partial pressure. Should be >0 |
MIASMA_GASMIX_SCALING | How much the amount of miasma consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the miasma consumed. |
MIASMA_POWER_GAIN | The amount of matter power generated for every mole of miasma consumed. Higher values mean miasma generates more power. |
CO2_CONSUMPTION_PP | The minimum pressure for a pure CO2 atmosphere to begin being consumed. Higher values mean it takes more CO2 pressure to make CO2 be consumed. Should be >= 0 |
CO2_PRESSURE_SCALING | How the amount of CO2 consumed per tick scales with partial pressure. Higher values decrease the rate CO2 consumption scales with partial pressure. Should be >0 |
CO2_GASMIX_SCALING | How much the amount of CO2 consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the CO2 consumed. |
GAS_HEAT_POWER_SCALING_COEFFICIENT | The internal energy gain coefficient. |
BASE_POWER_TRANSMISSION_RATE | The base zap power transmission of the supermatter crystal in W/MeV. |
DETONATION_RADIATION_RANGE | All humans within this range will be irradiated |
SUPERMATTER_FAST_HEALING_RATE | If the crystal is healing faster than this per damage check, we suppress the Common radio notification for the cooldown |
SUPERMATTER_COUNTDOWN_TIME | How long it takes for the supermatter to delaminate after hitting 0 integrity |
SUPERMATTER_SLIVER_REMOVED_COUNTDOWN_TIME | How long it takes for the supermatter to delaminate after hitting 0 integrity if a sliver has been removed |
SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN | to prevent accent sounds from layering |
ZAP_ENERGY_ACCUMULATION_NORMAL | Normal zap energy accumulation key from normal operations. |
ZAP_ENERGY_ACCUMULATION_HIGH_ENERGY | High energy zap energy accumulation key from high energy extra effects. |
ZAP_ENERGY_DISCHARGE_PORTION | Zap energy discharge portion per tick. |
POWERLOSS_CUBIC_DIVISOR | The divisor scaling value for cubic power loss. |
POWERLOSS_LINEAR_RATE | The rate at which the linear power loss function scales with power. |
SM_DELAM_PRIO_NONE | Means it's not forced, sm decides itself by checking the /datum/sm_delam/proc/can_select |
SM_DELAM_PRIO_IN_GAME | In-game factors like the destabilizing crystal /obj/item/destabilizing_crystal. Purged when SM heals to 100 |
SM_DELAM_STRATEGY_PURGE | Purge the current forced delam and make it zero again (back to normal). Needs to be higher priority than current forced_delam though. |
SM_PROCESS_DISABLED | Totally disable the processing of the SM, used on the hugbox |
SM_PROCESS_TIMESTOP | Totally disable the processing of the SM, set when the timestop effect hit the SM |
SM_PROCESS_ENABLED | Enable the SM to process atmos and internal procs |
SUPERMATTER_ERROR | Unknown status, shouldn't happen but just in case. |
SUPERMATTER_INACTIVE | No or minimal energy |
SUPERMATTER_NORMAL | Normal operation |
SUPERMATTER_NOTIFY | Ambient temp 80% of the default temp for SM to take damage. |
SUPERMATTER_WARNING | Integrity below /obj/machinery/power/supermatter_crystal/var/warning_point. Start complaining on comms. |
SUPERMATTER_DANGER | Integrity below /obj/machinery/power/supermatter_crystal/var/danger_point. Start spawning anomalies. |
SUPERMATTER_EMERGENCY | Integrity below /obj/machinery/power/supermatter_crystal/var/emergency_point. Start complaining to more people. |
SUPERMATTER_DELAMINATING | Currently counting down to delamination. True /obj/machinery/power/supermatter_crystal/var/final_countdown |
SM_POWER_EXTERNAL_IMMEDIATE | How much energy we get from external factors that are applied immediately. |
SM_POWER_EXTERNAL_TRICKLE | How much energy we get from external factors that are applied over time. |
SM_POWER_HEAT | How much energy is gained from the temperature. Enabled by gas. |
SM_POWER_POWERLOSS | How much energy the SM loses. Happens over time. Order matters here. We depend on current power + power gained from the factors above for the loss calc. |
SM_POWER_POWERLOSS_GAS | How much of the energy the SM loses is recouped. From gas factors here. Order matters here. We depend on the powerloss amount. |
SM_POWER_POWERLOSS_SOOTHED | How much of the energy the SM loses is recouped. From the psychologist this time. Order matters here. We depend on the powerloss amount. |
SM_DAMAGE_HEAT | How many damage we take from heat. |
SM_DAMAGE_POWER | How many damage we take from too much internal energy. |
SM_DAMAGE_MOLES | How many damage we take from too much moles around us. |
SM_DAMAGE_HEAL_HEAT | How many we healed. Happens when temp is low. |
SM_DAMAGE_EXTERNAL | How many damage do we take from external factors. This one is discrete. |
SM_DAMAGE_SPACED | How many damage do we take from space exposure. Here to prevent people from spacing SM chambers. Also discrete. |
SM_WASTE_BASE | How much waste multiplier we get just from existing. |
SM_WASTE_GAS | How much waste multiplier we get because of the gases around us. |
SM_WASTE_SOOTHED | How much waste multiplier we (don't) get because there is a psychologist. |
SM_TEMP_LIMIT_BASE | How many kelvins we get before taking damage, Given by god. |
SM_TEMP_LIMIT_GAS | How many extra kelvins we get before taking damage, this time from gases. Order matters, depends on base resistance. |
SM_TEMP_LIMIT_SOOTHED | How many extra kelvins we get before taking damage, this time from psychologist. |
SM_TEMP_LIMIT_LOW_MOLES | How many extra kelvins we get before taking damage because our moles are low. I know, this is fucking hilarious. Order matters, depends on base resistance. |
SM_ZAP_BASE | How much we are multiplying our zap energy. |
SM_ZAP_GAS | How much we are multiplying our zap energy because of gas factors. |
CASCADE_DELAMINATION | Delamination types. |
SUPERMATTER_COLOUR | Colours used for effects. |
Define Details
BASE_POWER_TRANSMISSION_RATE
The base zap power transmission of the supermatter crystal in W/MeV.
CASCADE_DELAMINATION
Delamination types.
CO2_CONSUMPTION_PP
The minimum pressure for a pure CO2 atmosphere to begin being consumed. Higher values mean it takes more CO2 pressure to make CO2 be consumed. Should be >= 0
CO2_GASMIX_SCALING
How much the amount of CO2 consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the CO2 consumed.
CO2_PRESSURE_SCALING
How the amount of CO2 consumed per tick scales with partial pressure. Higher values decrease the rate CO2 consumption scales with partial pressure. Should be >0
DETONATION_RADIATION_RANGE
All humans within this range will be irradiated
GAS_HEAT_POWER_SCALING_COEFFICIENT
The internal energy gain coefficient.
MIASMA_CONSUMPTION_PP
The minimum pressure for a pure miasma atmosphere to begin being consumed. Higher values mean it takes more miasma pressure to make miasma start being consumed. Should be >= 0
MIASMA_GASMIX_SCALING
How much the amount of miasma consumed per tick scales with gasmix power ratio. Higher values means gasmix has a greater effect on the miasma consumed.
MIASMA_POWER_GAIN
The amount of matter power generated for every mole of miasma consumed. Higher values mean miasma generates more power.
MIASMA_PRESSURE_SCALING
How the amount of miasma consumed per tick scales with partial pressure. Higher values decrease the rate miasma consumption scales with partial pressure. Should be >0
POWERLOSS_CUBIC_DIVISOR
The divisor scaling value for cubic power loss.
POWERLOSS_LINEAR_RATE
The rate at which the linear power loss function scales with power.
SM_DAMAGE_EXTERNAL
How many damage do we take from external factors. This one is discrete.
SM_DAMAGE_HEAL_HEAT
How many we healed. Happens when temp is low.
SM_DAMAGE_HEAT
How many damage we take from heat.
SM_DAMAGE_MOLES
How many damage we take from too much moles around us.
SM_DAMAGE_POWER
How many damage we take from too much internal energy.
SM_DAMAGE_SPACED
How many damage do we take from space exposure. Here to prevent people from spacing SM chambers. Also discrete.
SM_DELAM_PRIO_IN_GAME
In-game factors like the destabilizing crystal /obj/item/destabilizing_crystal. Purged when SM heals to 100
SM_DELAM_PRIO_NONE
Means it's not forced, sm decides itself by checking the /datum/sm_delam/proc/can_select
SM_DELAM_STRATEGY_PURGE
Purge the current forced delam and make it zero again (back to normal). Needs to be higher priority than current forced_delam though.
SM_POWER_EXTERNAL_IMMEDIATE
How much energy we get from external factors that are applied immediately.
SM_POWER_EXTERNAL_TRICKLE
How much energy we get from external factors that are applied over time.
SM_POWER_HEAT
How much energy is gained from the temperature. Enabled by gas.
SM_POWER_POWERLOSS
How much energy the SM loses. Happens over time. Order matters here. We depend on current power + power gained from the factors above for the loss calc.
SM_POWER_POWERLOSS_GAS
How much of the energy the SM loses is recouped. From gas factors here. Order matters here. We depend on the powerloss amount.
SM_POWER_POWERLOSS_SOOTHED
How much of the energy the SM loses is recouped. From the psychologist this time. Order matters here. We depend on the powerloss amount.
SM_PROCESS_DISABLED
Totally disable the processing of the SM, used on the hugbox
SM_PROCESS_ENABLED
Enable the SM to process atmos and internal procs
SM_PROCESS_TIMESTOP
Totally disable the processing of the SM, set when the timestop effect hit the SM
SM_TEMP_LIMIT_BASE
How many kelvins we get before taking damage, Given by god.
SM_TEMP_LIMIT_GAS
How many extra kelvins we get before taking damage, this time from gases. Order matters, depends on base resistance.
SM_TEMP_LIMIT_LOW_MOLES
How many extra kelvins we get before taking damage because our moles are low. I know, this is fucking hilarious. Order matters, depends on base resistance.
SM_TEMP_LIMIT_SOOTHED
How many extra kelvins we get before taking damage, this time from psychologist.
SM_WASTE_BASE
How much waste multiplier we get just from existing.
SM_WASTE_GAS
How much waste multiplier we get because of the gases around us.
SM_WASTE_SOOTHED
How much waste multiplier we (don't) get because there is a psychologist.
SM_ZAP_BASE
How much we are multiplying our zap energy.
SM_ZAP_GAS
How much we are multiplying our zap energy because of gas factors.
SUPERMATTER_ACCENT_SOUND_MIN_COOLDOWN
to prevent accent sounds from layering
SUPERMATTER_COLOUR
Colours used for effects.
SUPERMATTER_COUNTDOWN_TIME
How long it takes for the supermatter to delaminate after hitting 0 integrity
SUPERMATTER_DANGER
Integrity below /obj/machinery/power/supermatter_crystal/var/danger_point. Start spawning anomalies.
SUPERMATTER_DELAMINATING
Currently counting down to delamination. True /obj/machinery/power/supermatter_crystal/var/final_countdown
SUPERMATTER_EMERGENCY
Integrity below /obj/machinery/power/supermatter_crystal/var/emergency_point. Start complaining to more people.
SUPERMATTER_ERROR
Unknown status, shouldn't happen but just in case.
SUPERMATTER_FAST_HEALING_RATE
If the crystal is healing faster than this per damage check, we suppress the Common radio notification for the cooldown
SUPERMATTER_INACTIVE
No or minimal energy
SUPERMATTER_NORMAL
Normal operation
SUPERMATTER_NOTIFY
Ambient temp 80% of the default temp for SM to take damage.
SUPERMATTER_SLIVER_REMOVED_COUNTDOWN_TIME
How long it takes for the supermatter to delaminate after hitting 0 integrity if a sliver has been removed
SUPERMATTER_WARNING
Integrity below /obj/machinery/power/supermatter_crystal/var/warning_point. Start complaining on comms.
ZAP_ENERGY_ACCUMULATION_HIGH_ENERGY
High energy zap energy accumulation key from high energy extra effects.
ZAP_ENERGY_ACCUMULATION_NORMAL
Normal zap energy accumulation key from normal operations.
ZAP_ENERGY_DISCHARGE_PORTION
Zap energy discharge portion per tick.