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numbers tweak
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amylizzle committed Sep 12, 2023
1 parent 3c51b13 commit f9821cc
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions code/obj/nuclearreactor/nuclearreactor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -383,15 +383,15 @@

//determine how bad this meltdown should be
//basically this is a points system, more points = worser
//at 49 fresh melted cerenkite rods, this is 490 (feasible, but difficult). at 49 fresh melted plutonium rods this is 1274 (basically upper limit - it would insane to reach this without admemes)
//at 3 fresh melted cerenkite rods this is 30 (most common meltdown due to pipeburn)
//at 49 fresh melted cerenkite rods, this is 1080 (feasible, but difficult). at 49 fresh melted plutonium rods this is 3038 (basically upper limit - it would be insane to reach this without admemes)
//at 3 fresh melted cerenkite rods this is 60 (most common meltdown due to pipeburn)
//total sum of radioactive junk
for(var/x=1 to REACTOR_GRID_WIDTH)
for(var/y=1 to REACTOR_GRID_HEIGHT)
if(src.component_grid[x][y])
var/obj/item/reactor_component/comp = src.component_grid[x][y]
//more radioactive material = higher score. Doubled if the component is already melted.
meltdown_badness += (comp.material.getProperty("radioactive") + comp.material.getProperty("n_radioactive")*2 + comp.material.getProperty("spent_fuel")*3) * (1 + comp.melted)
meltdown_badness += (comp.material.getProperty("radioactive")*2 + comp.material.getProperty("n_radioactive")*5 + comp.material.getProperty("spent_fuel")*10) * (1 + comp.melted)
if(istype(comp, /obj/item/reactor_component/gas_channel))
var/obj/item/reactor_component/gas_channel/gascomp = comp
src.current_gas.merge(gascomp.air_contents) //grab all the gas in the channels and put it back in the reactor so it can be vented into engineering
Expand All @@ -406,7 +406,7 @@

logTheThing(LOG_STATION, src, "[src] CATASTROPHICALLY OVERLOADS (this is bad) meltdown badness: [meltdown_badness]")

explosion_new(src, current_loc, max(100, meltdown_badness*7), TRUE, 0, 360, TRUE)
explosion_new(src, current_loc, max(100, meltdown_badness*5), TRUE, 0, 360, TRUE)
SPAWN(15 SECONDS)
alarm.repeat = FALSE //haha this is horrendous, this cannot be the way to do this
alarm.status = SOUND_UPDATE
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