[MIRROR] Make showers not process while inactive + a little QoL (#12335)

Co-authored-by: Reo Lozzot <84661000+ReoDaProtovali@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2026-01-29 21:28:51 +01:00
committed by GitHub
co-authored by Reo Lozzot
parent bbc59ed9f8
commit 1df89708d3
+166 -123
View File
@@ -1,5 +1,12 @@
//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos
#define SHOWER_FREEZING "freezing"
#define SHOWER_TEMP_FREEZING T0C
#define SHOWER_NORMAL "normal"
#define SHOWER_TEMP_NORMAL 293
#define SHOWER_BOILING "boiling"
#define SHOWER_TEMP_BOILING T0C + 100
/obj/structure/toilet
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
@@ -81,10 +88,10 @@
to_chat(user, span_notice("You need a tighter grip."))
if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET.
if(I.w_class > 3)
if(I.w_class > ITEMSIZE_NORMAL) //3
to_chat(user, span_notice("\The [I] does not fit."))
return
if(w_items + I.w_class > 5)
if(w_items + I.w_class > ITEMSIZE_HUGE) //5
to_chat(user, span_notice("The cistern is full."))
return
user.drop_item()
@@ -159,24 +166,167 @@
anchored = TRUE
use_power = USE_POWER_OFF
var/on = 0
var/obj/effect/mist/mymist = null
var/ismist = 0 //needs a var so we can make it linger~
var/watertemp = "normal" //freezing, normal, or boiling
var/is_washing = 0
var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
var/current_temperature = SHOWER_NORMAL //SHOWER_FREEZING, SHOWER_NORMAL, or SHOWER_BOILING
var/datum/looping_sound/showering/soundloop
var/reagent_id = REAGENT_ID_WATER
var/reaction_volume = 200
/obj/machinery/shower/Initialize(mapload)
create_reagents(50)
. = ..()
create_reagents(reaction_volume)
reagents.add_reagent(reagent_id, reaction_volume)
soundloop = new(list(src), FALSE)
return ..()
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
QDEL_NULL(reagents)
STOP_MACHINE_PROCESSING(src)
return ..()
//add heat controls? when emagged, you can freeze to death in it?
/obj/machinery/shower/attack_hand(mob/M as mob)
on = !on
update_icon()
handle_mist()
add_fingerprint(M)
if(on)
START_MACHINE_PROCESSING(src)
process()
soundloop.start()
else
soundloop.stop()
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/analyzer)) //Lol? Why...
to_chat(user, span_notice("The water temperature seems to be [current_temperature]."))
/obj/machinery/shower/click_alt(mob/user)
..()
var/list/temperature_settings = list(SHOWER_NORMAL, SHOWER_BOILING, SHOWER_FREEZING)
var/newtemp = tgui_input_list(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve", temperature_settings)
to_chat(user, span_notice("You begin to adjust the temperature..."))
if(do_after(user, 5 SECONDS, src))
current_temperature = newtemp
user.visible_message(span_notice("[user] adjusts the shower."), span_notice("You adjust the shower to [current_temperature] temperature."))
add_fingerprint(user)
handle_mist()
/obj/machinery/shower/examine(mob/user)
. = ..()
. += span_notice("You can <b>alt-click</b> to change the temperature.")
/obj/machinery/shower/update_icon()
cut_overlays()
if(on)
if(reagent_id == REAGENT_ID_WATER)
add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
else
var/mutable_appearance/colorful_shower = image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
colorful_shower.color = reagents.get_color() //Whatever the fuck happens to be spewing out of here.
add_overlay(colorful_shower)
/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_REF(make_mist)), 5 SECONDS, TIMER_DELETE_ME)
if(mist && (!on || current_temperature == SHOWER_FREEZING))
addtimer(CALLBACK(src, PROC_REF(clear_mist)), 25 SECONDS, TIMER_DELETE_ME)
/obj/machinery/shower/proc/make_mist()
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
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()
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
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)
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/wash_atom(atom/A)
/* //TG cleans rads and only does CLEAN_WASH, not sure if that's wanted here.
A.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
A.wash(CLEAN_WASH)
*/
A.wash(CLEAN_SCRUB)
reagents.splash(A, reaction_volume / 20, 1, TRUE, min_spill = 0, max_spill = 0) //Reaction volume needs to be divided by 20 due to a larger internal volume
if(!isliving(A))
return
var/mob/living/L = A
check_heat(L)
L.extinguish_mob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
if(!iscarbon(A))
return
//flush away reagents on the skin
var/mob/living/carbon/C = A
if(C.touching)
var/remove_amount = C.touching.maximum_volume * C.reagent_permeability() //take off your suit first
C.touching.remove_any(remove_amount)
/obj/machinery/shower/process()
if(on)
if(isturf(loc)) //Wash the turf.
wash_atom(loc)
for(var/AM in loc) //Wash everything in the same loc (technically doesnt need to be a turf.)
wash_atom(AM)
else
return PROCESS_KILL
/obj/machinery/shower/proc/check_heat(mob/living/L)
var/list/temperature_settings = list(SHOWER_FREEZING = SHOWER_TEMP_FREEZING, SHOWER_NORMAL = SHOWER_TEMP_NORMAL, SHOWER_BOILING = SHOWER_TEMP_BOILING)
var/temperature = temperature_settings[current_temperature]
switch(current_temperature)
if(SHOWER_FREEZING)
/* // We dont have adjust_bodytemperature()
if(iscarbon(L))
L.adjust_bodytemperature(-80, temperature)
*/
L.bodytemperature = max(L.bodytemperature - 80, temperature)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(temperature <= H.species.cold_level_1)
to_chat(L, span_warning("The water is freezing cold!"))
else
to_chat(L, span_warning("The water is freezing cold!"))
if(SHOWER_BOILING)
/* // We dont have adjust_bodytemperature()
if(iscarbon(L))
L.adjust_bodytemperature(35, 0, temperature)
*/
L.bodytemperature = min(L.bodytemperature + 35, temperature)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(temperature >= H.species.heat_level_1)
to_chat(L, span_danger("The water is searing hot!"))
L.adjustFireLoss(5)
else //Sorry, simplemobs just get Burnt
to_chat(L, span_danger("The water is searing hot!"))
L.adjustFireLoss(5)
else
if(L.bodytemperature < 288) // 15C
L.bodytemperature = min(L.bodytemperature + 10, SHOWER_TEMP_NORMAL)
//L.adjust_bodytemperature(10)
if(L.bodytemperature > 298) // 25C
L.bodytemperature = max(L.bodytemperature - 10, SHOWER_TEMP_NORMAL)
//L.adjust_bodytemperature(-10)
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
@@ -186,120 +336,6 @@
anchored = TRUE
mouse_opacity = 0
/obj/machinery/shower/attack_hand(mob/M as mob)
on = !on
update_icon()
if(on)
soundloop.start()
if (M.loc == loc)
do_wash(M)
process_heat(M)
for (var/atom/movable/G in src.loc)
G.wash(CLEAN_SCRUB)
else
soundloop.stop()
/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
if(I.type == /obj/item/analyzer)
to_chat(user, span_notice("The water temperature seems to be [watertemp]."))
if(I.has_tool_quality(TOOL_WRENCH))
var/newtemp = tgui_input_list(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve", temperature_settings)
to_chat(user, span_notice("You begin to adjust the temperature valve with \the [I]."))
playsound(src, I.usesound, 50, 1)
if(do_after(user, 5 SECONDS * I.toolspeed, target = src))
watertemp = newtemp
user.visible_message(span_notice("[user] adjusts the shower with \the [I]."), span_notice("You adjust the shower with \the [I]."))
add_fingerprint(user)
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
cut_overlays() //once it's been on for a while, in addition to handling the water overlay.
if(mymist)
qdel(mymist)
mymist = null
if(on)
add_overlay(image('icons/obj/watercloset.dmi', src, REAGENT_ID_WATER, MOB_LAYER + 1, dir))
if(temperature_settings[watertemp] < T20C)
return //no mist for cold water
if(!ismist)
addtimer(CALLBACK(src, PROC_REF(spawn_mist)), 50, TIMER_DELETE_ME)
else
ismist = 1
mymist = new /obj/effect/mist(loc)
else if(ismist)
ismist = 1
mymist = new /obj/effect/mist(loc)
addtimer(CALLBACK(src, PROC_REF(remove_mist)), 250, TIMER_DELETE_ME)
/obj/machinery/shower/proc/spawn_mist()
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
if(on)
ismist = 1
mymist = new /obj/effect/mist(loc)
/obj/machinery/shower/proc/remove_mist()
PRIVATE_PROC(TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
if(!on)
qdel(mymist)
mymist = null
ismist = 0
//Yes, showers are super powerful as far as washing goes.
/obj/machinery/shower/proc/do_wash(atom/movable/O as obj|mob)
if(!on) return
if(isliving(O))
var/mob/living/L = O
L.extinguish_mob()
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
if(iscarbon(O))
//flush away reagents on the skin
var/mob/living/carbon/M = O
if(M.touching)
var/remove_amount = M.touching.maximum_volume * M.reagent_permeability() //take off your suit first
M.touching.remove_any(remove_amount)
O.wash(CLEAN_SCRUB)
reagents.splash(O, 10, min_spill = 0, max_spill = 0)
/obj/machinery/shower/process()
if(!on) return
for(var/atom/movable/AM in loc)
if(AM.simulated)
do_wash(AM)
if(isliving(AM))
var/mob/living/L = AM
process_heat(L)
wash_floor()
reagents.add_reagent(REAGENT_ID_WATER, reagents.get_free_space())
/obj/machinery/shower/proc/wash_floor()
if(is_washing)
return
is_washing = 1
var/turf/T = get_turf(src)
T.wash(CLEAN_SCRUB)
addtimer(VARSET_CALLBACK(src, is_washing, 0), 100, TIMER_DELETE_ME)
/obj/machinery/shower/proc/process_heat(mob/living/M)
if(!on || !istype(M)) return
var/temperature = temperature_settings[watertemp]
var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
M.bodytemperature += temp_adj
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(temperature >= H.species.heat_level_1)
to_chat(H, span_danger("The water is searing hot!"))
else if(temperature <= H.species.cold_level_1)
to_chat(H, span_warning("The water is freezing cold!"))
////////////////////////RUBBER DUCKIES//////////////////////////////
/obj/item/bikehorn/rubberducky
@@ -749,3 +785,10 @@
icon_state = "puddle-splash"
..()
icon_state = "puddle"
#undef SHOWER_FREEZING
#undef SHOWER_TEMP_FREEZING
#undef SHOWER_NORMAL
#undef SHOWER_TEMP_NORMAL
#undef SHOWER_BOILING
#undef SHOWER_TEMP_BOILING