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https://github.com/ParadiseSS13/Paradise.git
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Pool controller refactor
This commit does the following: - Adds a new helper to nanoUI JS, from rigsuits - Improves the pool controller code - Improves the pool controller nanoUI template No new features have actually been added, so.
This commit is contained in:
@@ -8,30 +8,27 @@
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var/temperature = "normal" //The temperature of the pool, starts off on normal, which has no effects.
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var/temperaturecolor = "" //used for nanoUI fancyness
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var/srange = 5 //The range of the search for pool turfs, change this for bigger or smaller pools.
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var/linkedmist = list() //Used to keep track of created mist
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var/misted = 0 //Used to check for mist.
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var/list/linkedmist = list() //Used to keep track of created mist
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/obj/machinery/poolcontroller/New() //This proc automatically happens on world start
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for(var/turf/simulated/floor/beach/water/W in range(srange,src)) //Search for /turf/simulated/floor/beach/water in the range of var/srange
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src.linkedturfs += W //Add found pool turfs to the central list.
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linkedturfs += W //Add found pool turfs to the central list.
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..() //Changed to call parent as per MarkvA's recommendation
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/obj/machinery/poolcontroller/emag_act(user as mob) //Emag_act, this is called when it is hit with a cryptographic sequencer.
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if(!emagged) //If it is not already emagged, emag it.
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user << "\red You disable \the [src]'s temperature safeguards." //Inform the mob of what emagging does.
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user << "<span class='warning'>You disable \the [src]'s temperature safeguards.</span>" //Inform the mob of what emagging does.
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emagged = 1 //Set the emag var to true.
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/obj/machinery/poolcontroller/attackby(obj/item/P as obj, mob/user as mob, params) //Proc is called when a user hits the pool controller with something.
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if(istype(P,/obj/item/device/multitool)) //If the mob hits the pool controller with a multitool, reset the emagged status
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if(emagged) //Check the emag status
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user << "\red You re-enable \the [src]'s temperature safeguards." //Inform the user that they have just fixed the safeguards.
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user << "<span class='warning'>You re-enable \the [src]'s temperature safeguards.</span>" //Inform the user that they have just fixed the safeguards.
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emagged = 0 //Set the emagged var to false.
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return
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else
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user << "\red Nothing happens." //If not emagged, don't do anything, and don't tell the user that it can be emagged.
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user << "<span class='warning'>Nothing happens.</span>" //If not emagged, don't do anything, and don't tell the user that it can be emagged.
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return //Return, nothing else needs to be done.
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else //If it's not a multitool, defer to /obj/machinery/attackby
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..()
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@@ -51,18 +48,14 @@
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continue
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if(isobserver(M))
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continue
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if(M.stat == DEAD)
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continue
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//End sanity checks, go on
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switch(temperature) //Apply different effects based on what the temperature is set to.
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if("scalding") //Burn the mob.
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M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle
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M << "<span class='danger'>The water is searing hot!</span>"
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if("frigid") //Freeze the mob.
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M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
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M << "<span class='danger'>The water is freezing!</span>"
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if("normal") //Normal temp does nothing, because it's just room temperature water.
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if("warm") //Gently warm the mob.
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M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn
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if(prob(50)) //inform the mob of warm water half the time
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@@ -73,22 +66,30 @@
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if(prob(50)) //inform the mob of cold water half the time
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M << "<span class='warning'>The water is chilly.</span>" //Inform the mob it's chilly water.
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if("frigid") //Freeze the mob.
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M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
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M << "<span class='danger'>The water is freezing!</span>"
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if(ishuman(M)) //Make sure they are human before typecasting.
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var/mob/living/carbon/human/drownee = M //Typecast them as human.
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if(drownee.stat == DEAD) //Check stat, if they are dead, ignore them.
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continue
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if(drownee && drownee.lying && !drownee.internal && !(drownee.species.flags & NO_BREATHE) && !(drownee.species.name == "Skrell" || drownee.species.name =="Neara") && !(NO_BREATH in drownee.mutations))
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//Establish that there is a mob, the mob is lying down, has no internals, species does breathe, is not a skrell/neara, and does not have NO_BREATHE
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if(drownee.stat != CONSCIOUS) //Mob is in critical.
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if(drownee && drownee.lying) //Mob lying down
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if(drownee.internal)
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continue //Has internals, no drowning
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if((drownee.species.flags & NO_BREATHE) || (NO_BREATHE in drownee.mutations))
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continue //doesn't breathe, no drowning
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if(drownee.get_species() == "Skrell" || drownee.get_species() == "Neara")
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continue //fish things don't drown
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if(drownee.stat) //Mob is in critical.
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drownee.adjustOxyLoss(9) //Kill em quickly.
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add_logs(drownee, src, "drowned")
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drownee.visible_message("<span class='danger'>\The [drownee] appears to be drowning!</span>","<span class='userdanger'>You're quickly drowning!</span>") //inform them that they are fucked.
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else
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if(!drownee.internal) //double check they have no internals, just in case.
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drownee.adjustOxyLoss(5) //5 oxyloss per cycle.
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add_logs(drownee, src, "drowned")
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if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
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drownee.visible_message("<span class='danger'>\The [drownee] flails, almost like they are drowning!</span>","<span class='userdanger'>You're lacking air!</span>") //*gasp* *gasp* *gasp* *gasp* *gasp*
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drownee.adjustOxyLoss(5) //5 oxyloss per cycle.
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add_logs(drownee, src, "drowned")
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if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
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drownee.visible_message("<span class='danger'>\The [drownee] flails, almost like they are drowning!</span>","<span class='userdanger'>You're lacking air!</span>") //*gasp* *gasp* *gasp* *gasp* *gasp*
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for(var/obj/effect/decal/cleanable/decal in W)
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animate(decal, alpha = 10, time = 20)
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@@ -96,23 +97,23 @@
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qdel(decal)
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/obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles
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if(linkedmist.len)
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return
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for(var/turf/simulated/floor/beach/water/W in linkedturfs)
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var/M = new /obj/effect/mist(W)
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if(misted)
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return
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linkedmist += M
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misted = 1 //var just to keep track of when the mist on proc has been called.
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/obj/machinery/poolcontroller/proc/mistoff() //Delete all /obj/effect/mist from all linked pool tiles.
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for(var/obj/effect/mist/M in linkedmist)
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qdel(M)
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misted = 0 //no mist left, turn off the tracking var
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linkedmist.Cut()
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/obj/machinery/poolcontroller/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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data["currentTemp"] = capitalize(src.temperature)
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data["currentTemp"] = temperature
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data["emagged"] = emagged
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data["TempColor"] = temperaturecolor
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@@ -122,33 +123,36 @@
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ui.set_initial_data(data)
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ui.open()
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/obj/machinery/poolcontroller/Topic(href, href_list)
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if(..()) return 1
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if(..())
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return 1
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switch(href_list["temp"])
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if("Scalding")
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if(!src.emagged)
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if(!emagged)
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return 0
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src.temperature = "scalding"
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src.temperaturecolor = "#FF0000"
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temperature = "scalding"
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temperaturecolor = "#FF0000"
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miston()
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if("Frigid")
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if(!src.emagged)
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if(!emagged)
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return 0
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src.temperature = "frigid"
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src.temperaturecolor = "#00CCCC"
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temperature = "frigid"
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temperaturecolor = "#00CCCC"
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mistoff()
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if("Warm")
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src.temperature = "warm"
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src.temperaturecolor = "#990000"
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temperature = "warm"
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temperaturecolor = "#990000"
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mistoff()
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if("Cool")
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src.temperature = "cool"
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src.temperaturecolor = "#009999"
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temperature = "cool"
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temperaturecolor = "#009999"
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mistoff()
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if("Normal")
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src.temperature = "normal"
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src.temperaturecolor = ""
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temperature = "normal"
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temperaturecolor = ""
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mistoff()
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return 1
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