Files
Bubberstation/code/game/objects/structures/shower.dm
SkyratBot dbdcef06f2 [MIRROR] [s]Showers now properly react with 10u per tick instead of 1000u. (#1221)
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)

Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.

This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.

* [s]Showers now properly react with 10u per tick instead of 1000u.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-10-09 18:31:24 +02:00

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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
#define SHOWER_REACTION_MULTIPLIER 0.05
/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
use_power = NO_POWER_USE
///Is the shower on or off?
var/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/reaction_volume = 200
/obj/machinery/shower/Initialize()
. = ..()
create_reagents(reaction_volume)
reagents.add_reagent(reagent_id, reaction_volume)
soundloop = new(list(src), FALSE)
AddComponent(/datum/component/plumbing/simple_demand)
/obj/machinery/shower/examine(mob/user)
. = ..()
. += "<span class='notice'>[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.</span>"
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(reagents)
return ..()
/obj/machinery/shower/interact(mob/M)
if(reagents.total_volume < 5)
to_chat(M,"<span class='notice'>\The [src] is dry.</span>")
return FALSE
on = !on
update_icon()
handle_mist()
add_fingerprint(M)
if(on)
START_PROCESSING(SSmachines, src)
process(SSMACHINES_DT)
soundloop.start()
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)
/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_ANALYZER)
to_chat(user, "<span class='notice'>The water temperature seems to be [current_temperature].</span>")
else
return ..()
/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
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 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>")
user.log_message("has wrenched a shower at [AREACOORD(src)] to [current_temperature].", LOG_ATTACK)
add_hiddenprint(user)
handle_mist()
return TRUE
/obj/machinery/shower/update_overlays()
. = ..()
if(on)
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
/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 && on && current_temperature != SHOWER_FREEZING)
addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS)
if(mist && (!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 && 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 && (!on || current_temperature == SHOWER_FREEZING))
qdel(mist)
/obj/machinery/shower/Crossed(atom/movable/AM)
..()
if(on)
wash_atom(AM)
/obj/machinery/shower/proc/wash_atom(atom/A)
A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
A.wash(CLEAN_WASH)
SEND_SIGNAL(A, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
reagents.expose(A, TOUCH)
if(isliving(A))
check_heat(A)
/obj/machinery/shower/process()
if(on && reagents.total_volume >= 5)
reagents.remove_any(5)
wash_atom(loc)
for(var/am in loc)
var/atom/movable/movable_content = am
reagents.expose(movable_content, TOUCH, SHOWER_REACTION_MULTIPLIER) //There's not many reagents leaving the sink at once! This should make for a 10 unit reaction
if(!ismopable(movable_content)) // Mopables will be cleaned anyways by the turf wash above
wash_atom(movable_content)
else
reagents.add_reagent(reagent_id, 1)
on = FALSE
soundloop.stop()
handle_mist()
update_icon()
if(reagents.total_volume == reagents.maximum_volume)
return PROCESS_KILL
/obj/machinery/shower/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal(drop_location(), 3)
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 class='warning'>[src] is freezing!</span>")
else if(current_temperature == SHOWER_BOILING)
if(iscarbon(L))
C.adjust_bodytemperature(35, 0, 500)
L.adjustFireLoss(5)
to_chat(L, "<span class='danger'>[src] is searing!</span>")
/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/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/stock_parts/water_recycler))
qdel(I)
var/obj/machinery/shower/new_shower = new /obj/machinery/shower(loc)
new_shower.setDir(dir)
qdel(src)
return
return ..()
/obj/structure/showerframe/Initialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
/obj/structure/showerframe/proc/can_be_rotated(mob/user, rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return !anchored
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
#undef SHOWER_REACTION_MULTIPLIER