Files
Yogstation/code/game/objects/structures/shower.dm
yogstation13-bot f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00

254 lines
7.7 KiB
Plaintext

#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 = /datum/reagent/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(isliving(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'>[src] 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'>[src] 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.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