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Bubberstation/code/game/objects/structures/shower.dm
SkyratBot 48685b4356 [MIRROR] Replaces the mood component with a mood datum [MDB IGNORE] (#15549)
* Replaces the mood component with a mood datum

* Fixes merge conflicts and updates all of our mood events to use the new mood datums

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-12 14:58:14 -04:00

400 lines
13 KiB
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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 it's 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 it's 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/on_entered,
)
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
//SKYRAT EDIT ADDITION
/obj/machinery/shower/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
if(do_after(user, 3 SECONDS, src))
reagents.remove_any(reagents.total_volume)
balloon_alert(user, "reservoir emptied")
//SKYRAT EDIT END
/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)
. = ..()
if(flags_1 & NODECONSTRUCT_1)
return
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)
water_falling.color = mix_color_from_reagents(reagents.reagent_list)
water_falling.plane = GAME_PLANE_UPPER
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/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/make_mist), 5 SECONDS)
if(mist && !(actually_on && current_temperature != SHOWER_FREEZING))
addtimer(CALLBACK(src, .proc/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/AM)
SIGNAL_HANDLER
if(actually_on && reagents.total_volume)
wash_atom(AM)
/obj/machinery/shower/proc/wash_atom(atom/target)
target.wash(CLEAN_RAD | CLEAN_WASH)
reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
if(isliving(target))
var/mob/living/living_target = target
check_heat(living_target)
living_target.add_mood_event("shower", /datum/mood_event/nice_shower)
/**
* 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)
return TRUE
/obj/machinery/shower/process(delta_time)
// 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 * delta_time)
return 0
// FOREVER mode stays processing so it can cycle back on.
return mode == SHOWER_MODE_FOREVER ? 0 : PROCESS_KILL
// Wash up.
wash_atom(loc)
for(var/atom/movable/movable_content as anything in loc)
if(!ismopable(movable_content)) // Mopables will be cleaned anyways by the turf wash above
wash_atom(movable_content) // Reagent exposure is handled in wash_atom
reagents.remove_any(SHOWER_SPRAY_VOLUME)
/obj/machinery/shower/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/iron(drop_location(), 2)
if(has_water_reclaimer)
new /obj/item/stock_parts/water_recycler(drop_location())
qdel(src)
/obj/machinery/shower/proc/check_heat(mob/living/L)
var/mob/living/carbon/C = L
if(current_temperature == SHOWER_FREEZING)
if(iscarbon(L))
C.adjust_bodytemperature(-80, 80)
to_chat(L, span_warning("[src] is freezing!"))
else if(current_temperature == SHOWER_BOILING)
if(iscarbon(L))
C.adjust_bodytemperature(35, 0, 500)
L.adjustFireLoss(5)
to_chat(L, 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/structure/showerframe/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/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