anchor.diff:  	return
   
   /obj/machinery/power/supermatter/attackby(obj/item/weapon/W as obj, mob/living/user as mob)
  -        user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
  -                "<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
  -                "<span class=\"warning\">Everything suddenly goes silent.</span>")
  -
  -        user.drop_from_inventory(W)
  -        Consume(W)
  -
  -        user.apply_effect(150, IRRADIATE)
  +	user.visible_message("<span class=\"warning\">\The [user] touches \a [W] to \the [src] as a silence fills the room...</span>",\
  +		"<span class=\"danger\">You touch \the [W] to \the [src] when everything suddenly goes silent.\"</span>\n<span class=\"notice\">\The [W] flashes into dust as you flinch away from \the [src].</span>",\
  +		"<span class=\"warning\">Everything suddenly goes silent.</span>")
  +
  +	user.drop_from_inventory(W)
  +	Consume(W)
  +
  +	user.apply_effect(150, IRRADIATE)
   
   
   /obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
  -        if(istype(AM, /mob/living))
  -                AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
  -                "<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
  -                "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
  -        else
  -                AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
  -                "<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
  -
  -        Consume(AM)
  +	if(istype(AM, /mob/living))
  +		AM.visible_message("<span class=\"warning\">\The [AM] slams into \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
  +		"<span class=\"danger\">You slam into \the [src] as your ears are filled with unearthly ringing. Your last thought is \"Oh, fuck.\"</span>",\
  +		"<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
  +	else
  +		AM.visible_message("<span class=\"warning\">\The [AM] smacks into \the [src] and rapidly flashes to ash.</span>",\
  +		"<span class=\"warning\">You hear a loud crack as you are washed with a wave of heat.</span>")
  +
  +	Consume(AM)
   
   
   /obj/machinery/power/supermatter/proc/Consume(var/mob/living/user)
  -        if(istype(user))
  -                user.dust()
  -                power += 200
  -        else
  -                del user
  -
  -        power += 200
  +	if(istype(user))
  +		user.dust()
  +		power += 200
  +	else
  +		del user
  +
  +	power += 200
   
   		//Some poor sod got eaten, go ahead and irradiate people nearby.
  -        for(var/mob/living/l in range(10))
  -                if(l in view())
  -                        l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
  -                                "<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
  -                else
  -                        l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
  -                var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
  -                l.apply_effect(rads, IRRADIATE)
  -
  +	for(var/mob/living/l in range(10))
  +		if(l in view())
  +			l.show_message("<span class=\"warning\">As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
  +				"<span class=\"warning\">The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
  +		else
  +			l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
  +		var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
  +		l.apply_effect(rads, IRRADIATE)
  +
  
positive.code: 
  /obj/machinery/power/supermatter/process()
  
          var/turf/L = loc
  
          if(!istype(L)) //If we are not on a turf, uh oh.
                  del src
  
          //Ok, get the air from the turf
          var/datum/gas_mixture/env = L.return_air()
  
          //Remove gas from surrounding area
          var/datum/gas_mixture/removed = env.remove(gasefficency * env.total_moles)
  
          if(!removed || !removed.total_moles)
                  damage += max((power-1600)/10, 0)
                  power = min(power, 1600)
                  return 1
  
          if (!removed)
                  return 1
  
          damage_archived = damage
          damage = max( damage + ( (removed.temperature - 800) / 150 ) , 0 )
  
          if(damage > warning_point) // while the core is still damaged and it's still worth noting its status
                  if((world.timeofday - lastwarning) / 10 >= WARNING_DELAY)
  
                          if(damage > emergency_point)
                                  radio.autosay(emergency_alert, "Supermatter Monitor")
                                  lastwarning = world.timeofday
  
                          else if(damage >= damage_archived) // The damage is still going up
                                  radio.autosay(warning_alert, "Supermatter Monitor")
                                  lastwarning = world.timeofday - 150
  
                          else                                                 // Phew, we're safe
                                  radio.autosay(safe_alert, "Supermatter Monitor")
                                  lastwarning = world.timeofday
  
                  if(damage > explosion_point)
                          for(var/mob/living/mob in living_mob_list)
                                  if ((mob.z != src.z) && (mob.z != 0))
                                          continue
                                  if(istype(mob, /mob/living/carbon/human))
                                          //Hilariously enough, running into a closet should make you get hit the hardest.
                                          mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION/((get_dist(mob, src)+1)**2) ) )
                                  var/rads = DETONATION_RADS/((get_dist(mob, src)+1)**2)
                                  mob.apply_effect(rads, IRRADIATE)
  
                          explode()
  
          //Ok, 100% oxygen atmosphere = best reaction
          //Maxes out at 100% oxygen pressure
          var/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"
          else
                  // 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.
          removed.temperature += (device_energy / THERMAL_RELEASE_MODIFIER)
  
          removed.temperature = max(0, min(removed.temperature, 2500))
  
          //Calculate how much gas to release
          removed.toxins += max(device_energy / PLASMA_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, round(power ** 0.25))) // you have to be seeing the core to get hallucinations
                  if(!istype(l.glasses, /obj/item/clothing/glasses/meson))
                          l.hallucination = max(0, min(200, l.hallucination + power * config_hallucination_power * sqrt( 1 / get_dist(l, src) ) ) )
  
          for(var/mob/living/l in range(src, round((power / 100) ** 0.25)))
                  var/rads = (power / 10) * sqrt( 1 / get_dist(l, src) )
                  l.apply_effect(rads, IRRADIATE)
  
          power -= (power/500)**3
  
          return 1
  
  
  /obj/machinery/power/supermatter/bullet_act(var/obj/item/projectile/Proj)
          if(Proj.flag != "bullet")
                  power += Proj.damage * config_bullet_energy
          else
                  damage += Proj.damage * config_bullet_energy
          return 0
  
  /obj/machinery/power/supermatter/attack_ai()
          return
  
  /obj/machinery/power/supermatter/attack_paw(mob/user as mob)
          return attack_hand(user)
  
  
  /obj/machinery/power/supermatter/attack_robot()
          return
  
  
  /obj/machinery/power/supermatter/attack_hand(mob/user as mob)
          user.visible_message("<span class=\"warning\">\The [user] reaches out and touches \the [src] inducing a resonance... \his body starts to glow and catch flame before flashing into ash.</span>",\
                  "<span class=\"danger\">You reach out and touch \the [src], everything starts burning and all you can hear is ringing. Your last thought is \"That was not a wise decision.\"</span>",\
                  "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>")
  
          Consume(user)
  
  /obj/machinery/power/supermatter/proc/transfer_energy()
  	for(var/obj/machinery/power/rad_collector/R in rad_collectors)
  
negative.code: 
  #define NITROGEN_RETARDATION_FACTOR 4        //Higher == N2 slows reaction more
  #define THERMAL_RELEASE_MODIFIER 10                //Higher == less heat released during reaction
  #define PLASMA_RELEASE_MODIFIER 1500                //Higher == less plasma released by reaction
  #define OXYGEN_RELEASE_MODIFIER 750        //Higher == less oxygen released at high temperature/power
  #define REACTION_POWER_MODIFIER 1.1                //Higher == more overall power
  
  
  //These would be what you would get at point blank, decreases with distance
  #define DETONATION_RADS 200
  #define DETONATION_HALLUCINATION 600
  
  
  #define WARNING_DELAY 30 		//seconds between warnings.
  
  /obj/machinery/power/supermatter
  	name = "Supermatter"
  	desc = "A strangely translucent and iridescent crystal. \red You get headaches just from looking at it."
  	icon = 'icons/obj/engine.dmi'
  	icon_state = "darkmatter"
  	density = 1
  	anchored = 0
  	luminosity = 4
  
  	var/gasefficency = 0.25
  
  	var/base_icon_state = "darkmatter"
  
  	var/damage = 0
  	var/damage_archived = 0
  	var/safe_alert = "Crystaline hyperstructure returning to safe operating levels."
  	var/warning_point = 100
  	var/warning_alert = "Danger! Crystal hyperstructure instability!"
  	var/emergency_point = 700
  	var/emergency_alert = "CRYSTAL DELAMINATION IMMINENT."
  	var/explosion_point = 1000
  
  	var/emergency_issued = 0
  
  	var/explosion_power = 8
  
  	var/lastwarning = 0                        // Time in 1/10th of seconds since the last sent warning
  	var/power = 0
  
  	var/oxygen = 0				  // Moving this up here for easier debugging.
  
  	//Temporary values so that we can optimize this
  	//How much the bullets damage should be multiplied by when it is added to the internal variables
  	var/config_bullet_energy = 2
  	//How much of the power is left after processing is finished?
  //        var/config_power_reduction_per_tick = 0.5
  	//How much hallucination should it produce per unit of power?
  	var/config_hallucination_power = 0.1
  
  	var/obj/item/device/radio/radio
  
  	shard //Small subtype, less efficient and more sensitive, but less boom.
  		name = "Supermatter Shard"
  		desc = "A strangely translucent and iridescent crystal that looks like it used to be part of a larger structure. \red You get headaches just from looking at it."
  		icon_state = "darkmatter_shard"
  		base_icon_state = "darkmatter_shard"
  
  		warning_point = 50
  		emergency_point = 500
  		explosion_point = 900
  
  		gasefficency = 0.125
  
  		explosion_power = 3 //3,6,9,12? Or is that too small?
  
  
  /obj/machinery/power/supermatter/New()
  	. = ..()
  	radio = new (src)
  
  
  /obj/machinery/power/supermatter/Del()
  	del radio
  	. = ..()
  
  /obj/machinery/power/supermatter/proc/explode()
  		explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
  