# 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 |

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.