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## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell](a604c7b1c8) Rather then masking out mobs standing behind us, we use a combo color matrix and blur filter to make the stuff covered by fov harder to see. We achive this by splitting the game plane into two, masking both by fov (one normally and one inversely), and then applying effects to one of the two. I want to make the fov fullscreens more gradient, but as an effect this is a good start [Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material walls (init cost comes here)](2548933739) @Mothblocks see this. comment in commit explains further but uh, we need to draw material walls to the light mask plane so things actually can be seen on them, but we can't do that and also have them be big, so they get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can kill it with wallening. [Moves SEETHROUGH_PLANE above ABOVE_GAME_PLANE](beec4c00e0) I don't think it actually wants to draw here @Time-Green I think this was you so pinging for opinion [Resprites FOV masks to be clean (and more consistent)](f02ad13696) [f02ad13](f02ad13696) This is 100% donglesplonge's work, he's spent a week or so going back and forth with me sharpening these to a mirror shine, real chill ## Why It's Good For The Game Walls are closing in ## Changelog 🆑 LemonInTheDark, Donglesplonge image: Redoes fov "mask" sprites. They're clean, have a very pleasant dithering effect, and look real fuckin good! del: Changed FOV, it no longer hides mobs, instead it blurs the hidden area, and makes it a bit darker/oversaturated /🆑 ###### * It's technically possible if we start using render targets to create 2 sets of sources but that's insane and we aren't doing it
398 lines
13 KiB
Plaintext
398 lines
13 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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/// The volume of it's internal reagents the shower applies to everything it sprays.
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#define SHOWER_SPRAY_VOLUME 5
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/// How much the volume of the shower's spay reagents are amplified by when it sprays something.
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#define SHOWER_EXPOSURE_MULTIPLIER 2 // Showers effectively double exposed reagents
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/// How long we run in TIMED mode
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#define SHOWER_TIMED_LENGTH (15 SECONDS)
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/// Run the shower until we run out of reagents.
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#define SHOWER_MODE_UNTIL_EMPTY 0
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/// Run the shower for SHOWER_TIMED_LENGTH time, or until we run out of reagents.
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#define SHOWER_MODE_TIMED 1
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/// Run the shower forever, pausing when we run out of liquid, and then resuming later.
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#define SHOWER_MODE_FOREVER 2
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/// Number of modes to cycle through
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#define SHOWER_MODE_COUNT 3
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GLOBAL_LIST_INIT(shower_mode_descriptions, list(
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"[SHOWER_MODE_UNTIL_EMPTY]" = "run until empty",
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"[SHOWER_MODE_TIMED]" = "run for 15 seconds or until empty",
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"[SHOWER_MODE_FOREVER]" = "keep running forever and auto turn back on",
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))
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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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layer = ABOVE_WINDOW_LAYER
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use_power = NO_POWER_USE
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subsystem_type = /datum/controller/subsystem/processing/plumbing
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///Does the user want the shower on or off?
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var/intended_on = FALSE
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///Is the shower actually spitting out water currently
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var/actually_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/reagent_capacity = 200
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///How many units the shower refills every second.
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var/refill_rate = 0.5
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///Does the shower have a water recycler to recollect it's water supply?
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var/has_water_reclaimer = TRUE
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///Which mode the shower is operating in.
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var/mode = SHOWER_MODE_UNTIL_EMPTY
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///The cooldown for SHOWER_MODE_TIMED mode.
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COOLDOWN_DECLARE(timed_cooldown)
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///How far to shift the sprite when placing.
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var/pixel_shift = 16
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MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/shower, (-16))
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/obj/machinery/shower/Initialize(mapload, ndir = 0, has_water_reclaimer = null)
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. = ..()
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if(ndir)
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dir = ndir
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if(has_water_reclaimer != null)
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src.has_water_reclaimer = has_water_reclaimer
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = -pixel_shift
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if(SOUTH)
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pixel_x = 0
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pixel_y = pixel_shift
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if(EAST)
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pixel_x = -pixel_shift
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pixel_y = 0
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if(WEST)
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pixel_x = pixel_shift
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pixel_y = 0
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create_reagents(reagent_capacity)
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if(src.has_water_reclaimer)
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reagents.add_reagent(reagent_id, reagent_capacity)
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soundloop = new(src, FALSE)
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AddComponent(/datum/component/plumbing/simple_demand, extend_pipe_to_edge = TRUE)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/machinery/shower/examine(mob/user)
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. = ..()
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. += span_notice("It looks like the thermostat has an adjustment screw.")
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if(has_water_reclaimer)
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. += span_notice("A water recycler is installed. It looks like you could pry it out.")
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. += span_notice("The auto shut-off is programmed to [GLOB.shower_mode_descriptions["[mode]"]].")
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. += span_notice("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.")
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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/user)
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. = ..()
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if(.)
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return
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intended_on = !intended_on
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if(!update_actually_on(intended_on))
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balloon_alert(user, "[src] is dry!")
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return FALSE
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balloon_alert(user, "turned [intended_on ? "on" : "off"]")
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return TRUE
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/obj/machinery/shower/analyzer_act(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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to_chat(user, span_notice("The water temperature seems to be [current_temperature]."))
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return TRUE
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/obj/machinery/shower/attackby(obj/item/tool, mob/user, params)
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if(istype(tool, /obj/item/stock_parts/water_recycler))
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if(has_water_reclaimer)
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to_chat(user, span_warning("There is already has a water recycler installed."))
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return
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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qdel(tool)
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has_water_reclaimer = TRUE
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begin_processing()
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return ..()
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/obj/machinery/shower/multitool_act(mob/living/user, obj/item/tool)
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. = ..()
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if(.)
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return
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tool.play_tool_sound(src)
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mode = (mode + 1) % SHOWER_MODE_COUNT
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begin_processing()
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to_chat(user, span_notice("You change the shower's auto shut-off mode to [GLOB.shower_mode_descriptions["[mode]"]]."))
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return TRUE
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/obj/machinery/shower/crowbar_act(mob/living/user, obj/item/tool)
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. = ..()
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if(.)
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return
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if(!has_water_reclaimer)
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to_chat(user, span_warning("There isn't a water recycler to remove."))
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return
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tool.play_tool_sound(src)
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has_water_reclaimer = FALSE
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new/obj/item/stock_parts/water_recycler(get_turf(loc))
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to_chat(user, span_notice("You remove the water reclaimer from [src]"))
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return TRUE
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/obj/machinery/shower/screwdriver_act(mob/living/user, obj/item/I)
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..()
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to_chat(user, span_notice("You begin to adjust the temperature valve with \the [I]..."))
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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_notice("[user] adjusts the shower with \the [I]."), span_notice("You adjust the shower with \the [I] to [current_temperature] temperature."))
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user.log_message("has wrenched a shower 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/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(obj_flags & NO_DECONSTRUCTION)
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return
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I.play_tool_sound(src)
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deconstruct()
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return TRUE
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/obj/machinery/shower/update_overlays()
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. = ..()
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if(!actually_on)
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return
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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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switch(dir)
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if(NORTH)
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water_falling.pixel_y += pixel_shift
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if(SOUTH)
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water_falling.pixel_y -= pixel_shift
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if(EAST)
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water_falling.pixel_x += pixel_shift
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if(WEST)
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water_falling.pixel_x -= pixel_shift
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. += water_falling
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/obj/machinery/shower/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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if(same_z_layer)
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return ..()
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update_appearance()
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return ..()
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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 && actually_on && current_temperature != SHOWER_FREEZING)
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addtimer(CALLBACK(src, PROC_REF(make_mist)), 5 SECONDS)
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if(mist && !(actually_on && current_temperature != SHOWER_FREEZING))
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addtimer(CALLBACK(src, PROC_REF(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 && actually_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 && !(actually_on && current_temperature != SHOWER_FREEZING))
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qdel(mist)
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/obj/machinery/shower/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(actually_on && reagents.total_volume)
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wash_atom(AM)
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/obj/machinery/shower/proc/wash_atom(atom/target)
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target.wash(CLEAN_RAD | CLEAN_WASH)
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reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
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if(isliving(target))
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var/mob/living/living_target = target
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check_heat(living_target)
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living_target.add_mood_event("shower", /datum/mood_event/nice_shower)
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/**
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* Toggle whether shower is actually on and outputting water.
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* May not match what user asked to happen by clicking.
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* Returns TRUE if the state was changed.
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*
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* Arguments:
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* * new_on_state - new state
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*/
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/obj/machinery/shower/proc/update_actually_on(new_on_state)
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if(new_on_state == actually_on)
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return FALSE
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// Check if we have enough reagents to actually turn on.
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if(new_on_state && reagents.total_volume < SHOWER_SPRAY_VOLUME)
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return FALSE
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actually_on = new_on_state
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update_appearance()
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handle_mist()
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if(new_on_state)
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begin_processing()
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soundloop.start()
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COOLDOWN_START(src, timed_cooldown, SHOWER_TIMED_LENGTH)
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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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return TRUE
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/obj/machinery/shower/process(seconds_per_tick)
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// the TIMED mode cutoff feature. User has to manually reactivate.
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if(intended_on && mode == SHOWER_MODE_TIMED && COOLDOWN_FINISHED(src, timed_cooldown))
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// the TIMED mode cutoff feature. User has to manually reactivate.
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intended_on = FALSE
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// Out of water.
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if(actually_on && reagents.total_volume < SHOWER_SPRAY_VOLUME)
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update_actually_on(FALSE)
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// Don't turn back on.
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if(mode != SHOWER_MODE_FOREVER)
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intended_on = FALSE
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else
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// Cycle: update_actually_on() will only change state if appropriate.
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update_actually_on(intended_on)
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// Reclaim water
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if(!actually_on)
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if(has_water_reclaimer && reagents.total_volume < reagents.maximum_volume)
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reagents.add_reagent(reagent_id, refill_rate * seconds_per_tick)
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return 0
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// FOREVER mode stays processing so it can cycle back on.
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return mode == SHOWER_MODE_FOREVER ? 0 : PROCESS_KILL
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// Wash up.
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wash_atom(loc)
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for(var/atom/movable/movable_content as anything in loc)
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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) // Reagent exposure is handled in wash_atom
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reagents.remove_any(SHOWER_SPRAY_VOLUME)
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/obj/machinery/shower/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(drop_location(), 2)
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if(has_water_reclaimer)
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new /obj/item/stock_parts/water_recycler(drop_location())
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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_warning("[src] is freezing!"))
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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_danger("[src] is searing!"))
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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/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/structure/showerframe/attackby(obj/item/tool, mob/living/user, params)
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if(istype(tool, /obj/item/stock_parts/water_recycler))
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qdel(tool)
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var/obj/machinery/shower/shower = new(loc, REVERSE_DIR(dir), TRUE)
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qdel(src)
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playsound(shower, 'sound/machines/click.ogg', 20, TRUE)
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return
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return ..()
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/obj/structure/showerframe/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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new/obj/machinery/shower(loc, REVERSE_DIR(dir), FALSE)
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qdel(src)
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return TRUE
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/obj/structure/sinkframe/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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deconstruct()
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return TRUE
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/obj/structure/showerframe/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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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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plane = ABOVE_GAME_PLANE
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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#undef SHOWER_MODE_UNTIL_EMPTY
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#undef SHOWER_MODE_TIMED
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#undef SHOWER_MODE_FOREVER
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#undef SHOWER_MODE_COUNT
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#undef SHOWER_TIMED_LENGTH
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#undef SHOWER_SPRAY_VOLUME
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#undef SHOWER_EXPOSURE_MULTIPLIER
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#undef SHOWER_BOILING_TEMP
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#undef SHOWER_BOILING
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#undef SHOWER_NORMAL_TEMP
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#undef SHOWER_NORMAL
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#undef SHOWER_FREEZING_TEMP
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#undef SHOWER_FREEZING
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