/obj/machinery/poolcontroller name = "Pool Controller" desc = "A controller for the nearby pool." icon = 'icons/obj/airlock_machines.dmi' icon_state = "airlock_control_standby" anchored = 1 //this is what I get for assuming /obj/machinery has anchored set to 1 by default var/list/linkedturfs = list() //List contains all of the linked pool turfs to this controller, assignment happens on New() var/linked_area = null var/temperature = "normal" //The temperature of the pool, starts off on normal, which has no effects. var/temperaturecolor = "" //used for nanoUI fancyness var/srange = 5 //The range of the search for pool turfs, change this for bigger or smaller pools. var/list/linkedmist = list() //Used to keep track of created mist var/deep_water = 0 //set to 1 to drown even standing people /obj/machinery/poolcontroller/New() //This proc automatically happens on world start if(!linked_area) 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 linkedturfs += W //Add found pool turfs to the central list. ..() //Changed to call parent as per MarkvA's recommendation /obj/machinery/poolcontroller/emag_act(user as mob) //Emag_act, this is called when it is hit with a cryptographic sequencer. if(!emagged) //If it is not already emagged, emag it. to_chat(user, "You disable \the [src]'s temperature safeguards.")//Inform the mob of what emagging does. emagged = 1 //Set the emag var to true. /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. if(istype(P,/obj/item/device/multitool)) //If the mob hits the pool controller with a multitool, reset the emagged status if(emagged) //Check the emag status to_chat(user, "You re-enable \the [src]'s temperature safeguards.")//Inform the user that they have just fixed the safeguards. emagged = 0 //Set the emagged var to false. else to_chat(user, "Nothing happens.")//If not emagged, don't do anything, and don't tell the user that it can be emagged. else //If it's not a multitool, defer to /obj/machinery/attackby ..() /obj/machinery/poolcontroller/attack_hand(mob/user as mob) ui_interact(user) /obj/machinery/poolcontroller/process() updatePool() //Call the mob affecting/decal cleaning proc /obj/machinery/poolcontroller/proc/updatePool() for(var/turf/T in linkedturfs) //Check for pool-turfs linked to the controller. for(var/mob/M in T) //Check for mobs in the linked pool-turfs. handleTemp(M) //handles pool temp effects on the swimmers if(ishuman(M)) //Make sure they are human before typecasting. var/mob/living/carbon/human/drownee = M //Typecast them as human. handleDrowning(drownee) //Only human types will drown, to keep things simple for non-human mobs that live in the water for(var/obj/effect/decal/cleanable/decal in T) //Cleans up cleanable decals like blood and such animate(decal, alpha = 10, time = 20) spawn(25) qdel(decal) /obj/machinery/poolcontroller/proc/handleTemp(var/mob/M) if(temperature == "normal") //This setting does nothing, so let's skip the next checks since we won't be doing jack return if(!M || isAIEye(M) || issilicon(M) || isobserver(M) || M.stat == DEAD) return switch(temperature) //Apply different effects based on what the temperature is set to. if("scalding") //Burn the mob. M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle to_chat(M, "The water is searing hot!") if("warm") //Gently warm the mob. M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn if(prob(50)) //inform the mob of warm water half the time to_chat(M, "The water is quite warm.")//Inform the mob it's warm water. if("cool") //Gently cool the mob. M.bodytemperature = max(290, M.bodytemperature - 10) //Cools mobs to just below normal, not enough to burn if(prob(50)) //inform the mob of cold water half the time to_chat(M, "The water is chilly.")//Inform the mob it's chilly water. if("frigid") //Freeze the mob. M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle to_chat(M, "The water is freezing!") return /obj/machinery/poolcontroller/proc/handleDrowning(var/mob/living/carbon/human/drownee) if(!drownee) return if(drownee && (drownee.lying || deep_water)) //Mob lying down or water is deep (determined by controller) if(drownee.internal) return //Has internals, no drowning if((drownee.species.flags & NO_BREATHE) || (NO_BREATHE in drownee.mutations)) return //doesn't breathe, no drowning if(drownee.get_species() == "Skrell" || drownee.get_species() == "Neara") return //fish things don't drown if(drownee.stat == DEAD) //Dead spacemen don't drown more return if(drownee.losebreath > 20) //You've probably got bigger problems than drowning at this point, so we won't add to it until you get that under control. return add_logs(src, drownee, "drowned", null, null, 0) //log it to their VV, but don't spam the admins' chats with the logs if(drownee.stat) //Mob is in critical. drownee.AdjustLoseBreath(3, bound_lower = 0, bound_upper = 20) drownee.visible_message("\The [drownee] appears to be drowning!","You're quickly drowning!") //inform them that they are fucked. else drownee.AdjustLoseBreath(2, bound_lower = 0, bound_upper = 20) //For every time you drown, you miss 2 breath attempts. Hope you catch on quick! if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then. drownee.visible_message("\The [drownee] flails, almost like they are drowning!","You're lacking air!") //*gasp* *gasp* *gasp* *gasp* *gasp* /obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles if(linkedmist.len) return for(var/turf/simulated/floor/beach/water/W in linkedturfs) var/M = new /obj/effect/mist(W) linkedmist += M /obj/machinery/poolcontroller/proc/mistoff() //Delete all /obj/effect/mist from all linked pool tiles. for(var/obj/effect/mist/M in linkedmist) qdel(M) linkedmist.Cut() /obj/machinery/poolcontroller/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) ui = new(user, src, ui_key, "poolcontroller.tmpl", "Pool Controller Interface", 520, 410) ui.open() /obj/machinery/poolcontroller/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state) var/data[0] data["currentTemp"] = temperature data["emagged"] = emagged data["TempColor"] = temperaturecolor return data /obj/machinery/poolcontroller/Topic(href, href_list) if(..()) return 1 switch(href_list["temp"]) if("Scalding") if(!emagged) return 0 temperature = "scalding" temperaturecolor = "#FF0000" miston() if("Frigid") if(!emagged) return 0 temperature = "frigid" temperaturecolor = "#00CCCC" mistoff() if("Warm") temperature = "warm" temperaturecolor = "#990000" mistoff() if("Cool") temperature = "cool" temperaturecolor = "#009999" mistoff() if("Normal") temperature = "normal" temperaturecolor = "" mistoff() return 1 /obj/machinery/poolcontroller/seacontroller invisibility = 101 unacidable = 1 name = "Sea Controller" desc = "A controller for the underwater portion of the sea. Players shouldn't see this." deep_water = 1 //deep sea is deep water /obj/machinery/poolcontroller/seacontroller/New() linked_area = get_area(src) ..() /obj/machinery/poolcontroller/seacontroller/updatePool() for(var/turf/T in linked_area) for(var/mob/M in T) handleTemp(M) //handles pool temp effects on the swimmers if(ishuman(M)) //Make sure they are human before typecasting. var/mob/living/carbon/human/drownee = M //Typecast them as human. handleDrowning(drownee) //Only human types will drown, to keep things simple for non-human mobs that live in the water for(var/obj/effect/decal/cleanable/decal in T) animate(decal, alpha = 10, time = 20) spawn(25) qdel(decal)