Files
Bubberstation/code/game/objects/structures/shower.dm
coiax 56305454bf Cleans up shower code (#41884)
cl coiax
fix: Monkey cubes now expand in a running shower!
fix: Slimes now die in running showers.
/cl

Showers now apply 200 water reagent via TOUCH every tick to anything under them.
This doesn't actually add reagent to the atoms it touches though.
Showers now use timers rather than spawn for the mist creation.
Mist isn't recreated every time the shower is turned on and off.
All living mobs are burned by hot showers, not just carbons.
This means that slimes are healed by hot showers.
Showers are now in a separate file.
Shower temperatures now use defines.

Fixes #41773.
2019-01-07 19:20:45 +13:00

260 lines
7.9 KiB
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#define SHOWER_FREEZING "freezing"
#define SHOWER_NORMAL "normal"
#define SHOWER_BOILING "boiling"
/obj/machinery/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = FALSE
use_power = NO_POWER_USE
var/on = FALSE
var/current_temperature = SHOWER_NORMAL
var/datum/looping_sound/showering/soundloop
var/reagent_id = "water"
var/reaction_volume = 200
/obj/machinery/shower/Initialize()
. = ..()
create_reagents(reaction_volume)
reagents.add_reagent(reagent_id, reaction_volume)
soundloop = new(list(src), FALSE)
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(reagents)
return ..()
/obj/machinery/shower/interact(mob/M)
on = !on
update_icon()
handle_mist()
add_fingerprint(M)
if(on)
START_PROCESSING(SSmachines, src)
process()
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_icon()
cut_overlays()
if(on)
add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER))
/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)
new /obj/effect/mist(loc)
/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)
SEND_SIGNAL(A, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
reagents.reaction(A, TOUCH, reaction_volume)
if(isobj(A))
wash_obj(A)
else if(isturf(A))
wash_turf(A)
else if(ismob(A))
wash_mob(A)
check_heat(A)
contamination_cleanse(A)
/obj/machinery/shower/proc/wash_obj(obj/O)
. = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
/obj/machinery/shower/proc/wash_turf(turf/tile)
SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
for(var/obj/effect/E in tile)
if(is_cleanable(E))
qdel(E)
/obj/machinery/shower/proc/wash_mob(mob/living/L)
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
L.wash_cream()
L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
if(iscarbon(L))
var/mob/living/carbon/M = L
. = TRUE
for(var/I in M.held_items)
wash_obj(I)
if(M.back && wash_obj(M.back))
M.update_inv_back(0)
var/list/obscured = M.check_obscured_slots()
if(M.head && wash_obj(M.head))
M.update_inv_head()
if(M.glasses && !(SLOT_GLASSES in obscured) && wash_obj(M.glasses))
M.update_inv_glasses()
if(M.wear_mask && !(SLOT_WEAR_MASK in obscured) && wash_obj(M.wear_mask))
M.update_inv_wear_mask()
if(M.ears && !(HIDEEARS in obscured) && wash_obj(M.ears))
M.update_inv_ears()
if(M.wear_neck && !(SLOT_NECK in obscured) && wash_obj(M.wear_neck))
M.update_inv_neck()
if(M.shoes && !(HIDESHOES in obscured) && wash_obj(M.shoes))
M.update_inv_shoes()
var/washgloves = FALSE
if(M.gloves && !(HIDEGLOVES in obscured))
washgloves = TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(check_clothes(L))
to_chat(L, "<span class='warning'>You shower with your clothes on, and feel like an idiot.</span>")
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "badshower", /datum/mood_event/idiot_shower)
else
H.set_hygiene(HYGIENE_LEVEL_CLEAN)
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
if(H.wear_suit && wash_obj(H.wear_suit))
H.update_inv_wear_suit()
else if(H.w_uniform && wash_obj(H.w_uniform))
H.update_inv_w_uniform()
if(washgloves)
SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
if(!H.is_mouth_covered())
H.lip_style = null
H.update_body()
if(H.belt && wash_obj(H.belt))
H.update_inv_belt()
else
SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
else
SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
/obj/machinery/shower/proc/contamination_cleanse(atom/thing)
var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
if(!healthy_green_glow || QDELETED(healthy_green_glow))
return
var/strength = healthy_green_glow.strength
if(strength <= RAD_BACKGROUND_RADIATION)
qdel(healthy_green_glow)
return
healthy_green_glow.strength -= max(0, (healthy_green_glow.strength - (RAD_BACKGROUND_RADIATION * 2)) * 0.2)
/obj/machinery/shower/process()
if(on)
wash_atom(loc)
for(var/AM in loc)
wash_atom(AM)
else
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'>The shower 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'>The shower is searing!</span>")
/obj/machinery/shower/proc/check_clothes(mob/living/carbon/human/H)
if(H.wear_suit && (H.wear_suit.clothing_flags & SHOWEROKAY))
// Do not check underclothing if the over-suit is suitable.
// This stops people feeling dumb if they're showering
// with a radiation suit on.
return FALSE
. = FALSE
if(H.wear_suit && !(H.wear_suit.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.w_uniform && !(H.w_uniform.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.shoes && !(H.shoes.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.ears && !(H.ears.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.gloves && !(H.gloves.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.wear_mask && !(H.wear_mask.clothing_flags & SHOWEROKAY))
. = TRUE
else if(H.head && !(H.head.clothing_flags & SHOWEROKAY))
. = TRUE
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT