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Bubberstation/code/game/objects/structures/shower.dm
zoomachina 051c4ef6c3 Fix showers (#89285)
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## About The Pull Request
Fixes #89261 by adding the thing
This loop was present prior to #88465 , but it seems like it was deleted
by accident together with some check
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## Why It's Good For The Game
Bug fix
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## Changelog

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🆑
fix: showers wash things under them when they're turned on again
/🆑

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2025-02-01 21:19:50 +01:00

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#define SHOWER_FREEZING "freezing"
#define SHOWER_FREEZING_TEMP 100
#define SHOWER_NORMAL "normal"
#define SHOWER_NORMAL_TEMP 300
#define SHOWER_BOILING "boiling"
#define SHOWER_BOILING_TEMP 400
/// The volume of its internal reagents the shower applies to everything it sprays.
#define SHOWER_SPRAY_VOLUME 5
/// How much the volume of the shower's spay reagents are amplified by when it sprays something.
#define SHOWER_EXPOSURE_MULTIPLIER 2 // Showers effectively double exposed reagents
/// How long we run in TIMED mode
#define SHOWER_TIMED_LENGTH (15 SECONDS)
/// Run the shower until we run out of reagents.
#define SHOWER_MODE_UNTIL_EMPTY 0
/// Run the shower for SHOWER_TIMED_LENGTH time, or until we run out of reagents.
#define SHOWER_MODE_TIMED 1
/// Run the shower forever, pausing when we run out of liquid, and then resuming later.
#define SHOWER_MODE_FOREVER 2
/// Number of modes to cycle through
#define SHOWER_MODE_COUNT 3
GLOBAL_LIST_INIT(shower_mode_descriptions, list(
"[SHOWER_MODE_UNTIL_EMPTY]" = "run until empty",
"[SHOWER_MODE_TIMED]" = "run for 15 seconds or until empty",
"[SHOWER_MODE_FOREVER]" = "keep running forever and auto turn back on",
))
/obj/machinery/shower
name = "shower"
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."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = FALSE
layer = ABOVE_WINDOW_LAYER
use_power = NO_POWER_USE
subsystem_type = /datum/controller/subsystem/processing/plumbing
///Does the user want the shower on or off?
var/intended_on = FALSE
///Is the shower actually spitting out water currently
var/actually_on = FALSE
///What temperature the shower reagents are set to.
var/current_temperature = SHOWER_NORMAL
///What sound will be played on loop when the shower is on and pouring water.
var/datum/looping_sound/showering/soundloop
///What reagent should the shower be filled with when initially built.
var/reagent_id = /datum/reagent/water
///How much reagent capacity should the shower begin with when built.
var/reagent_capacity = 200
///How many units the shower refills every second.
var/refill_rate = 0.5
///Does the shower have a water recycler to recollect its water supply?
var/has_water_reclaimer = TRUE
///Which mode the shower is operating in.
var/mode = SHOWER_MODE_UNTIL_EMPTY
///The cooldown for SHOWER_MODE_TIMED mode.
COOLDOWN_DECLARE(timed_cooldown)
///How far to shift the sprite when placing.
var/pixel_shift = 16
MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/shower, (-16))
/obj/machinery/shower/Initialize(mapload, ndir = 0, has_water_reclaimer = null)
. = ..()
if(ndir)
dir = ndir
if(has_water_reclaimer != null)
src.has_water_reclaimer = has_water_reclaimer
switch(dir)
if(NORTH)
pixel_x = 0
pixel_y = -pixel_shift
if(SOUTH)
pixel_x = 0
pixel_y = pixel_shift
if(EAST)
pixel_x = -pixel_shift
pixel_y = 0
if(WEST)
pixel_x = pixel_shift
pixel_y = 0
create_reagents(reagent_capacity)
if(src.has_water_reclaimer)
reagents.add_reagent(reagent_id, reagent_capacity)
soundloop = new(src, FALSE)
AddComponent(/datum/component/plumbing/simple_demand, extend_pipe_to_edge = TRUE)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_exited),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/machinery/shower/examine(mob/user)
. = ..()
. += span_notice("It looks like the thermostat has an adjustment screw.")
if(has_water_reclaimer)
. += span_notice("A water recycler is installed. It looks like you could pry it out.")
. += span_notice("The auto shut-off is programmed to [GLOB.shower_mode_descriptions["[mode]"]].")
. += span_notice("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.")
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(reagents)
return ..()
/obj/machinery/shower/interact(mob/user)
. = ..()
if(.)
return
intended_on = !intended_on
if(!update_actually_on(intended_on))
balloon_alert(user, "[src] is dry!")
return FALSE
balloon_alert(user, "turned [intended_on ? "on" : "off"]")
return TRUE
/obj/machinery/shower/analyzer_act(mob/living/user, obj/item/tool)
. = ..()
tool.play_tool_sound(src)
to_chat(user, span_notice("The water temperature seems to be [current_temperature]."))
return TRUE
/obj/machinery/shower/attackby(obj/item/tool, mob/user, params)
if(istype(tool, /obj/item/stock_parts/water_recycler))
if(has_water_reclaimer)
to_chat(user, span_warning("There is already has a water recycler installed."))
return
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
qdel(tool)
has_water_reclaimer = TRUE
begin_processing()
return ..()
/obj/machinery/shower/multitool_act(mob/living/user, obj/item/tool)
. = ..()
if(.)
return
tool.play_tool_sound(src)
mode = (mode + 1) % SHOWER_MODE_COUNT
begin_processing()
to_chat(user, span_notice("You change the shower's auto shut-off mode to [GLOB.shower_mode_descriptions["[mode]"]]."))
return TRUE
/obj/machinery/shower/crowbar_act(mob/living/user, obj/item/tool)
. = ..()
if(.)
return
if(!has_water_reclaimer)
to_chat(user, span_warning("There isn't a water recycler to remove."))
return
tool.play_tool_sound(src)
has_water_reclaimer = FALSE
new/obj/item/stock_parts/water_recycler(get_turf(loc))
to_chat(user, span_notice("You remove the water reclaimer from [src]"))
return TRUE
/obj/machinery/shower/screwdriver_act(mob/living/user, obj/item/I)
..()
to_chat(user, span_notice("You begin to adjust the temperature valve with \the [I]..."))
if(I.use_tool(src, user, 50))
switch(current_temperature)
if(SHOWER_NORMAL)
current_temperature = SHOWER_FREEZING
if(SHOWER_FREEZING)
current_temperature = SHOWER_BOILING
if(SHOWER_BOILING)
current_temperature = SHOWER_NORMAL
user.visible_message(span_notice("[user] adjusts the shower with \the [I]."), span_notice("You adjust the shower with \the [I] to [current_temperature] temperature."))
user.log_message("has wrenched a shower to [current_temperature].", LOG_ATTACK)
add_hiddenprint(user)
handle_mist()
return TRUE
/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
. = ..()
I.play_tool_sound(src)
deconstruct()
return TRUE
/obj/machinery/shower/update_overlays()
. = ..()
if(!actually_on)
return
var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER, appearance_flags = KEEP_APART)
water_falling.color = mix_color_from_reagents(reagents.reagent_list)
switch(dir)
if(NORTH)
water_falling.pixel_y += pixel_shift
if(SOUTH)
water_falling.pixel_y -= pixel_shift
if(EAST)
water_falling.pixel_x += pixel_shift
if(WEST)
water_falling.pixel_x -= pixel_shift
. += water_falling
/obj/machinery/shower/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
if(same_z_layer)
return ..()
update_appearance()
return ..()
/obj/machinery/shower/proc/handle_mist()
// If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds
// If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec
var/obj/effect/mist/mist = locate() in loc
if(!mist && actually_on && current_temperature != SHOWER_FREEZING)
addtimer(CALLBACK(src, PROC_REF(make_mist)), 5 SECONDS)
if(mist && !(actually_on && current_temperature != SHOWER_FREEZING))
addtimer(CALLBACK(src, PROC_REF(clear_mist)), 25 SECONDS)
/obj/machinery/shower/proc/make_mist()
var/obj/effect/mist/mist = locate() in loc
if(!mist && actually_on && current_temperature != SHOWER_FREEZING)
var/obj/effect/mist/new_mist = new /obj/effect/mist(loc)
new_mist.color = mix_color_from_reagents(reagents.reagent_list)
/obj/machinery/shower/proc/clear_mist()
var/obj/effect/mist/mist = locate() in loc
if(mist && !(actually_on && current_temperature != SHOWER_FREEZING))
qdel(mist)
/obj/machinery/shower/proc/on_entered(datum/source, atom/movable/enterer)
SIGNAL_HANDLER
if(actually_on && reagents.total_volume)
expose_to_reagents(enterer)
/obj/machinery/shower/proc/on_exited(datum/source, atom/movable/exiter)
SIGNAL_HANDLER
if(!isliving(exiter))
return
var/obj/machinery/shower/locate_new_shower = locate() in get_turf(exiter)
if(locate_new_shower && isturf(exiter.loc))
return
var/mob/living/take_his_status_effect = exiter
take_his_status_effect.remove_status_effect(/datum/status_effect/washing_regen)
/obj/machinery/shower/proc/expose_to_reagents(atom/target)
var/purity_volume = reagents.total_volume*0.70 // need 70% of total reagents
var/datum/reagent/blood/bloody_shower = reagents.has_reagent(/datum/reagent/blood, amount=purity_volume)
var/datum/reagent/water/clean_shower = reagents.has_reagent(/datum/reagent/water, amount=purity_volume)
// we only care about blood and h20 for mood/status effect
var/datum/reagent/shower_reagent = bloody_shower || clean_shower || null
reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
if(!isliving(target))
return
var/mob/living/living_target = target
check_heat(living_target)
living_target.apply_status_effect(/datum/status_effect/washing_regen, shower_reagent)
living_target.add_mood_event("shower", /datum/mood_event/shower, shower_reagent)
/**
* Toggle whether shower is actually on and outputting water.
* May not match what user asked to happen by clicking.
* Returns TRUE if the state was changed.
*
* Arguments:
* * new_on_state - new state
*/
/obj/machinery/shower/proc/update_actually_on(new_on_state)
if(new_on_state == actually_on)
return FALSE
// Check if we have enough reagents to actually turn on.
if(new_on_state && reagents.total_volume < SHOWER_SPRAY_VOLUME)
return FALSE
actually_on = new_on_state
update_appearance()
handle_mist()
if(new_on_state)
begin_processing()
soundloop.start()
COOLDOWN_START(src, timed_cooldown, SHOWER_TIMED_LENGTH)
else
soundloop.stop()
if(isopenturf(loc))
var/turf/open/tile = loc
tile.MakeSlippery(TURF_WET_WATER, min_wet_time = 5 SECONDS, wet_time_to_add = 1 SECONDS)
for(var/mob/living/showerer in loc)
showerer.remove_status_effect(/datum/status_effect/washing_regen)
return TRUE
/obj/machinery/shower/process(seconds_per_tick)
// the TIMED mode cutoff feature. User has to manually reactivate.
if(intended_on && mode == SHOWER_MODE_TIMED && COOLDOWN_FINISHED(src, timed_cooldown))
// the TIMED mode cutoff feature. User has to manually reactivate.
intended_on = FALSE
// Out of water.
if(actually_on && reagents.total_volume < SHOWER_SPRAY_VOLUME)
update_actually_on(FALSE)
// Don't turn back on.
if(mode != SHOWER_MODE_FOREVER)
intended_on = FALSE
else
// Cycle: update_actually_on() will only change state if appropriate.
update_actually_on(intended_on)
// Reclaim water
if(!actually_on)
if(has_water_reclaimer && reagents.total_volume < reagents.maximum_volume)
reagents.add_reagent(reagent_id, refill_rate * seconds_per_tick)
return 0
// FOREVER mode stays processing so it can cycle back on.
return mode == SHOWER_MODE_FOREVER ? 0 : PROCESS_KILL
// Assemble cleaning flags
var/purity_volume = reagents.total_volume*0.70 // need 70% of total reagents
var/datum/reagent/water/clean_shower = reagents.has_reagent(/datum/reagent/water, amount=purity_volume)
// radiation my beloved
var/rad_purity_volume = reagents.total_volume*0.20 // need 20% of total reagents
var/radium_volume = reagents.get_reagent_amount(/datum/reagent/uranium/radium)
var/uranium_volume = reagents.get_reagent_amount(/datum/reagent/uranium)
var/polonium_volume = reagents.get_reagent_amount(/datum/reagent/toxin/polonium) * 3 // highly radioactive
var/total_radiation_volume = (radium_volume + uranium_volume + polonium_volume)
var/radioactive_shower = total_radiation_volume >= rad_purity_volume
var/wash_flags = NONE
if(clean_shower)
wash_flags |= CLEAN_WASH
if(!radioactive_shower)
// note it is possible to have a clean_shower that is radioactive (+70% water mixed with +20% radiation)
wash_flags |= CLEAN_RAD
// Wash up.
loc.wash(wash_flags, TRUE)
expose_to_reagents(loc)
for(var/atom/movable/movable_content as anything in loc)
expose_to_reagents(movable_content) // Wash the items on the turf (=expose them to the shower reagent)
reagents.remove_all(SHOWER_SPRAY_VOLUME)
/obj/machinery/shower/on_deconstruction(disassembled = TRUE)
new /obj/item/stack/sheet/iron(drop_location(), 2)
if(has_water_reclaimer)
new /obj/item/stock_parts/water_recycler(drop_location())
/obj/machinery/shower/proc/check_heat(mob/living/living)
if(current_temperature == SHOWER_FREEZING)
living.adjust_bodytemperature(-80, 80)
to_chat(living, span_warning("[src] is freezing!"))
else if(current_temperature == SHOWER_BOILING)
living.adjust_bodytemperature(35, 0, 500)
living.adjustFireLoss(5)
to_chat(living, span_danger("[src] is searing!"))
/obj/structure/showerframe
name = "shower frame"
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower_frame"
desc = "A shower frame, that needs a water recycler to finish construction."
anchored = FALSE
/obj/structure/showerframe/Initialize(mapload)
. = ..()
AddComponent(/datum/component/simple_rotation)
/obj/structure/showerframe/attackby(obj/item/tool, mob/living/user, params)
if(istype(tool, /obj/item/stock_parts/water_recycler))
qdel(tool)
var/obj/machinery/shower/shower = new(loc, REVERSE_DIR(dir), TRUE)
qdel(src)
playsound(shower, 'sound/machines/click.ogg', 20, TRUE)
return
return ..()
/obj/structure/showerframe/wrench_act(mob/living/user, obj/item/tool)
. = ..()
tool.play_tool_sound(src)
new/obj/machinery/shower(loc, REVERSE_DIR(dir), FALSE)
qdel(src)
return TRUE
/obj/structure/sinkframe/wrench_act_secondary(mob/living/user, obj/item/tool)
. = ..()
tool.play_tool_sound(src)
deconstruct()
return TRUE
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = FLY_LAYER
plane = ABOVE_GAME_PLANE
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
#undef SHOWER_MODE_UNTIL_EMPTY
#undef SHOWER_MODE_TIMED
#undef SHOWER_MODE_FOREVER
#undef SHOWER_MODE_COUNT
#undef SHOWER_TIMED_LENGTH
#undef SHOWER_SPRAY_VOLUME
#undef SHOWER_EXPOSURE_MULTIPLIER
#undef SHOWER_BOILING_TEMP
#undef SHOWER_BOILING
#undef SHOWER_NORMAL_TEMP
#undef SHOWER_NORMAL
#undef SHOWER_FREEZING_TEMP
#undef SHOWER_FREEZING