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* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981) * Process procs now properly use deltatime when implementing rates, timers and probabilities * Review fixes * Geiger counters cleanup Made hardsuit geiger code more similar to geiger counter code Geiger counters are more responsive now * Moved SS*_DT defines to subsystems.dm * Rebase fix * Redefined the SS*_DT defines to use the subsystem wait vars * Implemented suggested changes by @AnturK * Commented /datum/proc/process about the deltatime stuff * Send delta_time as a process parameter instead of the defines Also DTfied acid_processing * Dtfied new acid component * Process procs now properly utilize deltatime when implementing rates, timers and probabilities Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
195 lines
6.5 KiB
Plaintext
195 lines
6.5 KiB
Plaintext
#define SHOWER_FREEZING "freezing"
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#define SHOWER_FREEZING_TEMP 100
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#define SHOWER_NORMAL "normal"
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#define SHOWER_NORMAL_TEMP 300
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#define SHOWER_BOILING "boiling"
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#define SHOWER_BOILING_TEMP 400
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-452. Installed in the 2550s by the Nanotrasen Hygiene Division, now with 2560 lead compliance! Passively replenishes itself with water when not in use."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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density = FALSE
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use_power = NO_POWER_USE
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///Is the shower on or off?
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var/on = FALSE
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///What temperature the shower reagents are set to.
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var/current_temperature = SHOWER_NORMAL
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///What sound will be played on loop when the shower is on and pouring water.
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var/datum/looping_sound/showering/soundloop
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///What reagent should the shower be filled with when initially built.
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var/reagent_id = /datum/reagent/water
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///How much reagent capacity should the shower begin with when built.
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var/reaction_volume = 200
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/obj/machinery/shower/Initialize()
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. = ..()
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create_reagents(reaction_volume)
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reagents.add_reagent(reagent_id, reaction_volume)
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soundloop = new(list(src), FALSE)
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AddComponent(/datum/component/plumbing/simple_demand)
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/obj/machinery/shower/examine(mob/user)
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. = ..()
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. += "<span class='notice'>[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.</span>"
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/obj/machinery/shower/Destroy()
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QDEL_NULL(soundloop)
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QDEL_NULL(reagents)
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return ..()
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/obj/machinery/shower/interact(mob/M)
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if(reagents.total_volume < 5)
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to_chat(M,"<span class='notice'>\The [src] is dry.</span>")
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return FALSE
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on = !on
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update_icon()
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handle_mist()
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add_fingerprint(M)
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if(on)
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START_PROCESSING(SSmachines, src)
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process(SSMACHINES_DT)
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soundloop.start()
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else
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soundloop.stop()
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if(isopenturf(loc))
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var/turf/open/tile = loc
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tile.MakeSlippery(TURF_WET_WATER, min_wet_time = 5 SECONDS, wet_time_to_add = 1 SECONDS)
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/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_ANALYZER)
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to_chat(user, "<span class='notice'>The water temperature seems to be [current_temperature].</span>")
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else
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return ..()
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/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
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..()
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to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
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if(I.use_tool(src, user, 50))
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switch(current_temperature)
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if(SHOWER_NORMAL)
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current_temperature = SHOWER_FREEZING
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if(SHOWER_FREEZING)
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current_temperature = SHOWER_BOILING
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if(SHOWER_BOILING)
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current_temperature = SHOWER_NORMAL
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user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I] to [current_temperature] temperature.</span>")
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user.log_message("has wrenched a shower at [AREACOORD(src)] to [current_temperature].", LOG_ATTACK)
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add_hiddenprint(user)
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handle_mist()
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return TRUE
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/obj/machinery/shower/update_overlays()
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. = ..()
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if(on)
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var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)
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water_falling.color = mix_color_from_reagents(reagents.reagent_list)
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. += water_falling
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/obj/machinery/shower/proc/handle_mist()
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// If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds
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// If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS)
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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addtimer(CALLBACK(src, .proc/clear_mist), 25 SECONDS)
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/obj/machinery/shower/proc/make_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(!mist && on && current_temperature != SHOWER_FREEZING)
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var/obj/effect/mist/new_mist = new /obj/effect/mist(loc)
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new_mist.color = mix_color_from_reagents(reagents.reagent_list)
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/obj/machinery/shower/proc/clear_mist()
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var/obj/effect/mist/mist = locate() in loc
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if(mist && (!on || current_temperature == SHOWER_FREEZING))
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qdel(mist)
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/obj/machinery/shower/Crossed(atom/movable/AM)
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..()
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if(on)
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wash_atom(AM)
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/obj/machinery/shower/proc/wash_atom(atom/A)
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A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
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A.wash(CLEAN_WASH)
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SEND_SIGNAL(A, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
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reagents.expose(A, TOUCH)
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if(isliving(A))
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check_heat(A)
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/obj/machinery/shower/process()
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if(on && reagents.total_volume >= 5)
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reagents.remove_any(5)
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wash_atom(loc)
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for(var/am in loc)
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var/atom/movable/movable_content = am
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reagents.expose(movable_content, TOUCH, 5) //There's not many reagents leaving the sink at once!
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if(!ismopable(movable_content)) // Mopables will be cleaned anyways by the turf wash above
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wash_atom(movable_content)
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else
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reagents.add_reagent(reagent_id, 1)
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on = FALSE
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soundloop.stop()
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handle_mist()
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update_icon()
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if(reagents.total_volume == reagents.maximum_volume)
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return PROCESS_KILL
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/obj/machinery/shower/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/metal(drop_location(), 3)
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qdel(src)
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/obj/machinery/shower/proc/check_heat(mob/living/L)
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var/mob/living/carbon/C = L
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if(current_temperature == SHOWER_FREEZING)
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if(iscarbon(L))
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C.adjust_bodytemperature(-80, 80)
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to_chat(L, "<span class='warning'>[src] is freezing!</span>")
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else if(current_temperature == SHOWER_BOILING)
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if(iscarbon(L))
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C.adjust_bodytemperature(35, 0, 500)
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L.adjustFireLoss(5)
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to_chat(L, "<span class='danger'>[src] is searing!</span>")
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/obj/structure/showerframe
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name = "shower frame"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower_frame"
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desc = "A shower frame, that needs a water recycler to finish construction."
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anchored = FALSE
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/obj/structure/showerframe/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/stock_parts/water_recycler))
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qdel(I)
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var/obj/machinery/shower/new_shower = new /obj/machinery/shower(loc)
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new_shower.setDir(dir)
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qdel(src)
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return
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return ..()
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/obj/structure/showerframe/Initialize()
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. = ..()
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AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
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/obj/structure/showerframe/proc/can_be_rotated(mob/user, rotation_type)
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if(anchored)
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to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
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return !anchored
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/obj/effect/mist
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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layer = FLY_LAYER
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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