Files
Bubberstation/code/game/objects/structures/shower.dm
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00

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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 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
/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/reagent_capacity = 200
///How many units the shower refills every second.
var/refill_rate = 0.5
/// Whether or not the shower's water reclaimer is operating.
var/can_refill = TRUE
/// Whether to allow players to toggle the water reclaimer.
var/can_toggle_refill = TRUE
/obj/machinery/shower/Initialize(mapload)
. = ..()
create_reagents(reagent_capacity)
reagents.add_reagent(reagent_id, reagent_capacity)
soundloop = new(src, FALSE)
AddComponent(/datum/component/plumbing/simple_demand)
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("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.")
/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_notice("\The [src] is dry."))
return FALSE
on = !on
update_appearance()
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_notice("The water temperature seems to be [current_temperature]."))
else
return ..()
//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/multitool_act(mob/living/user, obj/item/I)
. = ..()
if(. || !can_toggle_refill)
return
can_refill = !can_refill
to_chat(user, "<span class=notice>You [can_refill ? "en" : "dis"]able the shower's water recycler.</span>")
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
return TRUE
/obj/machinery/shower/wrench_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 at [AREACOORD(src)] to [current_temperature].", LOG_ATTACK)
add_hiddenprint(user)
handle_mist()
return TRUE
/obj/machinery/shower/update_overlays()
. = ..()
if(!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
/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/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
if(on && reagents.total_volume)
wash_atom(AM)
/obj/machinery/shower/proc/wash_atom(atom/target)
target.wash(CLEAN_RAD | CLEAN_WASH)
SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
if(isliving(target))
check_heat(target)
/obj/machinery/shower/process(delta_time)
if(on && reagents.total_volume)
wash_atom(loc)
for(var/am in loc)
var/atom/movable/movable_content = am
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)
return
on = FALSE
soundloop.stop()
handle_mist()
if(can_refill)
reagents.add_reagent(reagent_id, refill_rate * delta_time)
update_appearance()
if(reagents.total_volume == reagents.maximum_volume)
return PROCESS_KILL
/obj/machinery/shower/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/iron(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_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/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(mapload)
. = ..()
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_warning("It is fastened to the floor!"))
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_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