#define FRIGID 80 #define COOL 290 #define NORMAL 310 #define WARM 330 #define SCALDING 500 /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/mobinpool = list() //List contains all of the mob in the pool, to prevent looping through the entire area to find mobs inside.. var/decalinpool = list() // List containing all of the cleanable decals in pool 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 = FALSE //set to 1 to drown even standing people /obj/machinery/poolcontroller/invisible invisibility = INVISIBILITY_MAXIMUM name = "Water Controller" desc = "An invisible water controller. Players shouldn't see this." /obj/machinery/poolcontroller/invisible/sea name = "Sea Controller" desc = "A controller for the underwater portion of the sea. Players shouldn't see this." deep_water = TRUE /obj/machinery/poolcontroller/Initialize(mapload) var/contents_loop = linked_area if(!linked_area) contents_loop = range(srange, src) for(var/turf/T in contents_loop) if(istype(T, /turf/simulated/floor/beach/water)) var/turf/simulated/floor/beach/water/W = T W.linkedcontroller = src linkedturfs += T else if(istype(T, /turf/unsimulated/beach/water)) var/turf/unsimulated/beach/water/W = T W.linkedcontroller = src linkedturfs += T . = ..() /obj/machinery/poolcontroller/invisible/Initialize(mapload) linked_area = get_area(src) . = ..() /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/I, mob/user, params) //Proc is called when a user hits the pool controller with something. if(ismultitool(I)) //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 [src]'s temperature safeguards.")//Inform the user that they have just fixed the safeguards. emagged = FALSE //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 return ..() /obj/machinery/poolcontroller/attack_hand(mob/user as mob) ui_interact(user) /obj/machinery/poolcontroller/process() processMob() //Call the mob affecting proc cleanPool() //Call the decal cleaning proc /obj/machinery/poolcontroller/proc/processMob() for(var/M in mobinpool) //They're already typecasted when entering the turf // Following two are sanity check. If the mob is no longer in the pool for whatever reason (Looking at you teleport), remove them if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/unsimulated/beach/water)) // Water component when? mobinpool -= M continue handleTemp(M) //handles pool temp effects on the swimmers if(ishuman(M)) //Only human types will drown, to keep things simple for non-human mobs that live in the water handleDrowning(M) /obj/machinery/poolcontroller/proc/cleanPool() for(var/obj/effect/decal/cleanable/decal in decalinpool) //Cleans up cleanable decals like blood and such if(!QDELETED(decal)) animate(decal, alpha = 10, time = 20) QDEL_IN(decal, 25) /obj/machinery/poolcontroller/proc/handleTemp(var/mob/M) if(!M || isAIEye(M) || issilicon(M) || isobserver(M) || M.stat == DEAD) return M.water_act(100, temperature, src)//leave temp at 0, we handle it in the switch. oh wait switch(temperature) //Apply different effects based on what the temperature is set to. if(SCALDING) //Burn the mob. to_chat(M, "The water is searing hot!") if(WARM) //Warm the mob. if(prob(5)) //inform the mob of warm water occasionally to_chat(M, "The water is quite warm.")//Inform the mob it's warm water. if(COOL) //Cool the mob. if(prob(5)) //inform the mob of cold water occasionally to_chat(M, "The water is chilly.")//Inform the mob it's chilly water. if(FRIGID) //YOU'RE AS COLD AS ICE to_chat(M, "The water is freezing!") /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((NO_BREATHE in drownee.dna.species.species_traits) || (BREATHLESS in drownee.mutations)) return //doesn't breathe, no drowning if(isskrell(drownee) || isneara(drownee)) 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_attack_logs(src, drownee, "Drowned", isLivingSSD(drownee) ? null : ATKLOG_ALL) 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 [drownee.p_they()] [drownee.p_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 = SSnanoui.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] var/currenttemp switch(temperature) //So we can output nice things like "Cool" to nanoUI if(FRIGID) currenttemp = "frigid" if(COOL) currenttemp = "cool" if(NORMAL) currenttemp = "normal" if(WARM) currenttemp = "warm" if(SCALDING) currenttemp = "scalding" data["currentTemp"] = currenttemp 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 #undef FRIGID #undef COOL #undef NORMAL #undef WARM #undef SCALDING