/obj/structure/toilet name = "toilet" desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean." icon = 'icons/obj/watercloset.dmi' icon_state = "toilet00" density = FALSE anchored = TRUE var/open = FALSE //if the lid is up var/cistern = 0 //if the cistern bit is open var/w_items = 0 //the combined w_class of all the items in the cistern var/mob/living/swirlie = null //the mob being given a swirlie var/buildstacktype = /obj/item/stack/sheet/iron //they're iron now, shut up var/buildstackamount = 1 /obj/structure/toilet/Initialize(mapload) . = ..() open = round(rand(0, 1)) update_appearance() /obj/structure/toilet/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(swirlie) user.changeNext_move(CLICK_CD_MELEE) playsound(src.loc, SFX_SWING_HIT, 25, TRUE) swirlie.visible_message(span_danger("[user] slams the toilet seat onto [swirlie]'s head!"), span_userdanger("[user] slams the toilet seat onto your head!"), span_hear("You hear reverberating porcelain.")) log_combat(user, swirlie, "swirlied (brute)") swirlie.adjustBruteLoss(5) else if(user.pulling && isliving(user.pulling)) user.changeNext_move(CLICK_CD_MELEE) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, span_warning("[GM] needs to be on [src]!")) return if(!swirlie) if(open) GM.visible_message(span_danger("[user] starts to give [GM] a swirlie!"), span_userdanger("[user] starts to give you a swirlie...")) swirlie = GM var/was_alive = (swirlie.stat != DEAD) if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM)) GM.visible_message(span_danger("[user] gives [GM] a swirlie!"), span_userdanger("[user] gives you a swirlie!"), span_hear("You hear a toilet flushing.")) if(iscarbon(GM)) var/mob/living/carbon/C = GM if(!C.internal) log_combat(user, C, "swirlied (oxy)") C.adjustOxyLoss(5) else log_combat(user, GM, "swirlied (oxy)") GM.adjustOxyLoss(5) if(was_alive && swirlie.stat == DEAD && swirlie.client) swirlie.client.give_award(/datum/award/achievement/misc/swirlie, swirlie) // just like space high school all over again! swirlie = null else playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE) GM.visible_message(span_danger("[user] slams [GM.name] into [src]!"), span_userdanger("[user] slams you into [src]!")) log_combat(user, GM, "toilet slammed") GM.adjustBruteLoss(5) else to_chat(user, span_warning("You need a tighter grip!")) else if(cistern && !open && user.CanReach(src)) if(!contents.len) to_chat(user, span_notice("The cistern is empty.")) else var/obj/item/I = pick(contents) if(ishuman(user)) user.put_in_hands(I) else I.forceMove(drop_location()) to_chat(user, span_notice("You find [I] in the cistern.")) w_items -= I.w_class else open = !open update_appearance() /obj/structure/toilet/update_icon_state() icon_state = "toilet[open][cistern]" return ..() /obj/structure/toilet/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) for(var/obj/toilet_item in contents) toilet_item.forceMove(drop_location()) if(buildstacktype) new buildstacktype(loc,buildstackamount) else for(var/i in custom_materials) var/datum/material/M = i new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) ..() /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) add_fingerprint(user) if(I.tool_behaviour == TOOL_CROWBAR) to_chat(user, span_notice("You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...")) playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) if(I.use_tool(src, user, 30)) user.visible_message(span_notice("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!"), span_notice("You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!"), span_hear("You hear grinding porcelain.")) cistern = !cistern update_appearance() return COMPONENT_CANCEL_ATTACK_CHAIN else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1)) I.play_tool_sound(src) deconstruct() return TRUE else if(cistern && !user.combat_mode) if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, span_warning("[I] does not fit!")) return if(w_items + I.w_class > WEIGHT_CLASS_HUGE) to_chat(user, span_warning("The cistern is full!")) return if(!user.transferItemToLoc(I, src)) to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in the cistern!")) return w_items += I.w_class to_chat(user, span_notice("You carefully place [I] into the cistern.")) else if(is_reagent_container(I) && !user.combat_mode) if (!open) return if(istype(I, /obj/item/food/monkeycube)) var/obj/item/food/monkeycube/cube = I cube.Expand() return var/obj/item/reagent_containers/RG = I RG.reagents.add_reagent(/datum/reagent/water, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) to_chat(user, span_notice("You fill [RG] from [src]. Gross.")) . = ..() /obj/structure/toilet/secret var/obj/item/secret var/secret_type = null /obj/structure/toilet/secret/Initialize(mapload) . = ..() if (secret_type) secret = new secret_type(src) secret.desc += " It's a secret!" w_items += secret.w_class contents += secret /obj/structure/toilet/greyscale material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS buildstacktype = null /obj/structure/urinal name = "urinal" desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake." icon = 'icons/obj/watercloset.dmi' icon_state = "urinal" density = FALSE anchored = TRUE var/exposed = 0 // can you currently put an item inside var/obj/item/hiddenitem = null // what's in the urinal MAPPING_DIRECTIONAL_HELPERS(/obj/structure/urinal, 32) /obj/structure/urinal/Initialize(mapload) . = ..() hiddenitem = new /obj/item/food/urinalcake /obj/structure/urinal/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(user.pulling && isliving(user.pulling)) var/mob/living/GM = user.pulling if(user.grab_state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, span_notice("[GM.name] needs to be on [src].")) return user.changeNext_move(CLICK_CD_MELEE) user.visible_message(span_danger("[user] slams [GM] into [src]!"), span_danger("You slam [GM] into [src]!")) GM.adjustBruteLoss(8) else to_chat(user, span_warning("You need a tighter grip!")) else if(exposed) if(!hiddenitem) to_chat(user, span_warning("There is nothing in the drain holder!")) else if(ishuman(user)) user.put_in_hands(hiddenitem) else hiddenitem.forceMove(get_turf(src)) to_chat(user, span_notice("You fish [hiddenitem] out of the drain enclosure.")) hiddenitem = null else ..() /obj/structure/urinal/attackby(obj/item/I, mob/living/user, params) if(exposed) if (hiddenitem) to_chat(user, span_warning("There is already something in the drain enclosure!")) return if(I.w_class > 1) to_chat(user, span_warning("[I] is too large for the drain enclosure.")) return if(!user.transferItemToLoc(I, src)) to_chat(user, span_warning("[I] is stuck to your hand, you cannot put it in the drain enclosure!")) return hiddenitem = I to_chat(user, span_notice("You place [I] into the drain enclosure.")) else return ..() /obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I) if(..()) return TRUE to_chat(user, span_notice("You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...")) playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE) if(I.use_tool(src, user, 20)) user.visible_message(span_notice("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!"), span_notice("You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!"), span_hear("You hear metal and squishing noises.")) exposed = !exposed return TRUE /obj/item/food/urinalcake name = "urinal cake" desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat." icon = 'icons/obj/weapons/items_and_weapons.dmi' icon_state = "urinalcake" w_class = WEIGHT_CLASS_TINY food_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1) foodtypes = TOXIC | GROSS /obj/item/food/urinalcake/attack_self(mob/living/user) user.visible_message(span_notice("[user] squishes [src]!"), span_notice("You squish [src]."), "You hear a squish.") icon_state = "urinalcake_squish" addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8) /obj/item/bikehorn/rubberducky/plasticducky name = "plastic ducky" desc = "It's a cheap plastic knockoff of a loveable bathtime toy." custom_materials = list(/datum/material/plastic = 1000) /obj/item/bikehorn/rubberducky name = "rubber ducky" desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky" inhand_icon_state = "rubberducky" worn_icon_state = "duck" /obj/structure/sink name = "sink" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face. Passively reclaims water over time." anchored = TRUE layer = ABOVE_OBJ_LAYER pixel_z = 1 ///Something's being washed at the moment var/busy = FALSE ///What kind of reagent is produced by this sink by default? (We now have actual plumbing, Arcane, August 2020) var/dispensedreagent = /datum/reagent/water ///Material to drop when broken or deconstructed. var/buildstacktype = /obj/item/stack/sheet/iron ///Number of sheets of material to drop when broken or deconstructed. var/buildstackamount = 1 ///Does the sink have a water recycler to recollect it's water supply? var/has_water_reclaimer = TRUE ///Units of water to reclaim per second var/reclaim_rate = 0.5 ///Amount of shift the pixel for placement var/pixel_shift = 14 MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink, (-14)) /obj/structure/sink/Initialize(mapload, ndir = 0, has_water_reclaimer = null) . = ..() if(ndir) dir = ndir if(has_water_reclaimer != null) src.has_water_reclaimer = has_water_reclaimer switch(dir) if(NORTH) pixel_x = 0 pixel_y = -pixel_shift if(SOUTH) pixel_x = 0 pixel_y = pixel_shift if(EAST) pixel_x = -pixel_shift pixel_y = 0 if(WEST) pixel_x = pixel_shift pixel_y = 0 create_reagents(100, NO_REACT) if(src.has_water_reclaimer) reagents.add_reagent(dispensedreagent, 100) AddComponent(/datum/component/plumbing/simple_demand, extend_pipe_to_edge = TRUE) /obj/structure/sink/examine(mob/user) . = ..() if(has_water_reclaimer) . += span_notice("A water recycler is installed. It looks like you could pry it out.") . += span_notice("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.") /obj/structure/sink/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(!user || !istype(user)) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(reagents.total_volume < 5) to_chat(user, span_warning("The sink has no more contents left!")) return if(busy) to_chat(user, span_warning("Someone's already washing here!")) return var/selected_area = parse_zone(user.zone_selected) var/washing_face = 0 if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)) washing_face = 1 user.visible_message(span_notice("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]..."), \ span_notice("You start washing your [washing_face ? "face" : "hands"]...")) busy = TRUE if(!do_after(user, 40, target = src)) busy = FALSE return busy = FALSE reagents.remove_any(5) reagents.expose(user, TOUCH, 5 / max(reagents.total_volume, 5)) begin_reclamation() if(washing_face) SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH) user.adjust_drowsyness(rand(-2, -3)) //Washing your face wakes you up if you're falling asleep else if(ishuman(user)) var/mob/living/carbon/human/human_user = user if(!human_user.wash_hands(CLEAN_WASH)) to_chat(user, span_warning("Your hands are covered by something!")) return else user.wash(CLEAN_WASH) user.visible_message(span_notice("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src]."), \ span_notice("You wash your [washing_face ? "face" : "hands"] using [src].")) /obj/structure/sink/attackby(obj/item/O, mob/living/user, params) if(busy) to_chat(user, span_warning("Someone's already washing here!")) return if(is_reagent_container(O)) var/obj/item/reagent_containers/RG = O if(reagents.total_volume <= 0) to_chat(user, span_notice("\The [src] is dry.")) return FALSE if(RG.is_refillable()) if(!RG.reagents.holder_full()) reagents.trans_to(RG, RG.amount_per_transfer_from_this, transfered_by = user) begin_reclamation() to_chat(user, span_notice("You fill [RG] from [src].")) return TRUE to_chat(user, span_notice("\The [RG] is full.")) return FALSE if(istype(O, /obj/item/melee/baton/security)) var/obj/item/melee/baton/security/baton = O if(baton.cell?.charge && baton.active) flick("baton_active", src) user.Paralyze(baton.knockdown_time) user.set_timed_status_effect(baton.knockdown_time, /datum/status_effect/speech/stutter) baton.cell.use(baton.cell_hit_cost) user.visible_message(span_warning("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!"), \ span_userdanger("You unwisely attempt to wash [baton] while it's still on.")) playsound(src, baton.on_stun_sound, 50, TRUE) return if(istype(O, /obj/item/mop)) if(reagents.total_volume <= 0) to_chat(user, span_notice("\The [src] is dry.")) return FALSE reagents.trans_to(O, 5, transfered_by = user) begin_reclamation() to_chat(user, span_notice("You wet [O] in [src].")) playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE) return if(O.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1)) O.play_tool_sound(src) deconstruct() return if(O.tool_behaviour == TOOL_CROWBAR) if(!has_water_reclaimer) to_chat(user, span_warning("There isn't a water recycler to remove.")) return O.play_tool_sound(src) has_water_reclaimer = FALSE new/obj/item/stock_parts/water_recycler(get_turf(loc)) to_chat(user, span_notice("You remove the water reclaimer from [src]")) return if(istype(O, /obj/item/stack/medical/gauze)) var/obj/item/stack/medical/gauze/G = O new /obj/item/reagent_containers/cup/rag(src.loc) to_chat(user, span_notice("You tear off a strip of gauze and make a rag.")) G.use(1) return if(istype(O, /obj/item/stack/sheet/cloth)) var/obj/item/stack/sheet/cloth/cloth = O new /obj/item/reagent_containers/cup/rag(loc) to_chat(user, span_notice("You tear off a strip of cloth and make a rag.")) cloth.use(1) return if(istype(O, /obj/item/stack/ore/glass)) new /obj/item/stack/sheet/sandblock(loc) to_chat(user, span_notice("You wet the sand in the sink and form it into a block.")) O.use(1) return if(istype(O, /obj/item/stock_parts/water_recycler)) if(has_water_reclaimer) to_chat(user, span_warning("There is already has a water recycler installed.")) return playsound(src, 'sound/machines/click.ogg', 20, TRUE) qdel(O) has_water_reclaimer = TRUE begin_reclamation() return if(istype(O, /obj/item/storage/fancy/pickles_jar)) if(O.contents.len) to_chat(user, span_notice("Looks like there's something left in the jar")) return new /obj/item/reagent_containers/cup/beaker/large(loc) to_chat(user, span_notice("You washed the jar, ridding it of the brine.")) qdel(O) return if(!istype(O)) return if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return if(!user.combat_mode) to_chat(user, span_notice("You start washing [O]...")) busy = TRUE if(!do_after(user, 40, target = src)) busy = FALSE return 1 busy = FALSE O.wash(CLEAN_WASH) reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5)) user.visible_message(span_notice("[user] washes [O] using [src]."), \ span_notice("You wash [O] using [src].")) return 1 else return ..() /obj/structure/sink/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) drop_materials() if(has_water_reclaimer) new /obj/item/stock_parts/water_recycler(drop_location()) ..() /obj/structure/sink/process(delta_time) // Water reclamation complete? if(!has_water_reclaimer || reagents.total_volume >= reagents.maximum_volume) return PROCESS_KILL reagents.add_reagent(dispensedreagent, reclaim_rate * delta_time) /obj/structure/sink/proc/drop_materials() if(buildstacktype) new buildstacktype(loc,buildstackamount) else for(var/i in custom_materials) var/datum/material/M = i new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1)) /obj/structure/sink/proc/begin_reclamation() START_PROCESSING(SSplumbing, src) /obj/structure/sink/kitchen name = "kitchen sink" icon_state = "sink_alt" pixel_z = 4 pixel_shift = 16 MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink/kitchen, (-16)) /obj/structure/sink/greyscale icon_state = "sink_greyscale" material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS buildstacktype = null /obj/structure/sinkframe name = "sink frame" icon = 'icons/obj/watercloset.dmi' icon_state = "sink_frame" desc = "A sink frame, that needs a water recycler to finish construction." anchored = FALSE material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /obj/structure/sinkframe/Initialize(mapload) . = ..() AddComponent(/datum/component/simple_rotation) /obj/structure/sinkframe/attackby(obj/item/tool, mob/living/user, params) if(istype(tool, /obj/item/stock_parts/water_recycler)) qdel(tool) var/obj/structure/sink/greyscale/new_sink = new(loc, REVERSE_DIR(dir), TRUE) new_sink.set_custom_materials(custom_materials) qdel(src) playsound(new_sink, 'sound/machines/click.ogg', 20, TRUE) return return ..() /obj/structure/sinkframe/wrench_act(mob/living/user, obj/item/tool) . = ..() tool.play_tool_sound(src) var/obj/structure/sink/greyscale/new_sink = new(loc, REVERSE_DIR(dir), FALSE) new_sink.set_custom_materials(custom_materials) qdel(src) return TRUE /obj/structure/sinkframe/wrench_act_secondary(mob/living/user, obj/item/tool) . = ..() tool.play_tool_sound(src) deconstruct() return TRUE /obj/structure/sinkframe/deconstruct() if(!(flags_1 & NODECONSTRUCT_1)) drop_materials() return ..() /obj/structure/sinkframe/proc/drop_materials() for(var/datum/material/material as anything in custom_materials) new material.sheet_type(loc, FLOOR(custom_materials[material] / MINERAL_MATERIAL_AMOUNT, 1)) return //Water source, use the type water_source for unlimited water sources like classic sinks. /obj/structure/water_source name = "Water Source" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face. This one seems to be infinite!" anchored = TRUE var/busy = FALSE //Something's being washed at the moment var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens /obj/structure/water_source/attack_hand(mob/living/user, list/modifiers) . = ..() if(.) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(busy) to_chat(user, span_warning("Someone's already washing here!")) return var/selected_area = parse_zone(user.zone_selected) var/washing_face = FALSE if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)) washing_face = TRUE user.visible_message(span_notice("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]..."), \ span_notice("You start washing your [washing_face ? "face" : "hands"]...")) busy = TRUE if(!do_after(user, 4 SECONDS, target = src)) busy = FALSE return busy = FALSE if(washing_face) SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH) user.adjust_drowsyness(rand(-2, -3)) //Washing your face wakes you up if you're falling asleep else if(ishuman(user)) var/mob/living/carbon/human/human_user = user if(!human_user.wash_hands(CLEAN_WASH)) to_chat(user, span_warning("Your hands are covered by something!")) return else user.wash(CLEAN_WASH) user.visible_message(span_notice("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src]."), \ span_notice("You wash your [washing_face ? "face" : "hands"] using [src].")) /obj/structure/water_source/attackby(obj/item/O, mob/living/user, params) if(busy) to_chat(user, span_warning("Someone's already washing here!")) return if(is_reagent_container(O)) var/obj/item/reagent_containers/container = O if(container.is_refillable()) if(!container.reagents.holder_full()) container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this)) to_chat(user, span_notice("You fill [container] from [src].")) return TRUE to_chat(user, span_notice("\The [container] is full.")) return FALSE if(istype(O, /obj/item/melee/baton/security)) var/obj/item/melee/baton/security/baton = O if(baton.cell?.charge && baton.active) flick("baton_active", src) user.Paralyze(baton.knockdown_time) user.set_timed_status_effect(baton.knockdown_time, /datum/status_effect/speech/stutter) baton.cell.use(baton.cell_hit_cost) user.visible_message(span_warning("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!"), \ span_userdanger("You unwisely attempt to wash [baton] while it's still on.")) playsound(src, baton.on_stun_sound, 50, TRUE) return if(istype(O, /obj/item/mop)) O.reagents.add_reagent(dispensedreagent, 5) to_chat(user, span_notice("You wet [O] in [src].")) playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE) return if(istype(O, /obj/item/stack/medical/gauze)) var/obj/item/stack/medical/gauze/G = O new /obj/item/reagent_containers/cup/rag(loc) to_chat(user, span_notice("You tear off a strip of gauze and make a rag.")) G.use(1) return if(istype(O, /obj/item/stack/sheet/cloth)) var/obj/item/stack/sheet/cloth/cloth = O new /obj/item/reagent_containers/cup/rag(loc) to_chat(user, span_notice("You tear off a strip of cloth and make a rag.")) cloth.use(1) return if(istype(O, /obj/item/stack/ore/glass)) new /obj/item/stack/sheet/sandblock(loc) to_chat(user, span_notice("You wet the sand and form it into a block.")) O.use(1) return if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand. return if(!user.combat_mode) to_chat(user, span_notice("You start washing [O]...")) busy = TRUE if(!do_after(user, 4 SECONDS, target = src)) busy = FALSE return TRUE busy = FALSE O.wash(CLEAN_WASH) reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5)) user.visible_message(span_notice("[user] washes [O] using [src]."), \ span_notice("You wash [O] using [src].")) return TRUE return ..() /obj/structure/water_source/puddle //splishy splashy ^_^ name = "puddle" desc = "A puddle used for washing one's hands and face." icon_state = "puddle" resistance_flags = UNACIDABLE //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/structure/water_source/puddle/attack_hand(mob/user, list/modifiers) icon_state = "puddle-splash" . = ..() icon_state = "puddle" /obj/structure/water_source/puddle/attackby(obj/item/O, mob/user, params) icon_state = "puddle-splash" . = ..() icon_state = "puddle" /obj/structure/water_source/puddle/deconstruct(disassembled = TRUE) qdel(src) //End legacy sink //Shower Curtains// //Defines used are pre-existing in layers.dm// /obj/structure/curtain name = "curtain" desc = "Contains less than 1% mercury." icon = 'icons/obj/watercloset.dmi' icon_state = "bathroom-open" var/icon_type = "bathroom"//used in making the icon state color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it. alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through layer = SIGN_LAYER anchored = TRUE opacity = FALSE density = FALSE var/open = TRUE /// if it can be seen through when closed var/opaque_closed = FALSE /obj/structure/curtain/proc/toggle() open = !open if(open) layer = SIGN_LAYER plane = GAME_PLANE set_density(FALSE) set_opacity(FALSE) else layer = WALL_OBJ_LAYER plane = GAME_PLANE_UPPER set_density(TRUE) if(opaque_closed) set_opacity(TRUE) update_appearance() /obj/structure/curtain/update_icon_state() icon_state = "[icon_type]-[open ? "open" : "closed"]" return ..() /obj/structure/curtain/attackby(obj/item/W, mob/user) if (istype(W, /obj/item/toy/crayon)) color = input(user,"","Choose Color",color) as color else return ..() /obj/structure/curtain/wrench_act(mob/living/user, obj/item/tool) . = ..() default_unfasten_wrench(user, tool, time = 5 SECONDS) return TRUE /obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I) ..() if(anchored) return TRUE user.visible_message(span_warning("[user] cuts apart [src]."), span_notice("You start to cut apart [src]."), span_hear("You hear cutting.")) if(I.use_tool(src, user, 50, volume=100) && !anchored) to_chat(user, span_notice("You cut apart [src].")) deconstruct() return TRUE /obj/structure/curtain/attack_hand(mob/user, list/modifiers) . = ..() if(.) return playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE) toggle() /obj/structure/curtain/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/cloth (loc, 2) new /obj/item/stack/sheet/plastic (loc, 2) new /obj/item/stack/rods (loc, 1) qdel(src) /obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE) else playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) playsound(loc, 'sound/items/welder.ogg', 80, TRUE) /obj/structure/curtain/bounty icon_type = "bounty" icon_state = "bounty-open" color = null alpha = 255 opaque_closed = TRUE /obj/structure/curtain/cloth color = null alpha = 255 opaque_closed = TRUE /obj/structure/curtain/cloth/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/cloth (loc, 4) new /obj/item/stack/rods (loc, 1) qdel(src) /obj/structure/curtain/cloth/fancy icon_type = "cur_fancy" icon_state = "cur_fancy-open" /obj/structure/curtain/cloth/fancy/mechanical var/id = null /obj/structure/curtain/cloth/fancy/mechanical/Destroy() GLOB.curtains -= src return ..() /obj/structure/curtain/cloth/fancy/mechanical/Initialize(mapload) . = ..() GLOB.curtains += src /obj/structure/curtain/cloth/fancy/mechanical/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock) id = "[port.shuttle_id]_[id]" /obj/structure/curtain/cloth/fancy/mechanical/proc/open() icon_state = "[icon_type]-open" layer = SIGN_LAYER plane = GAME_PLANE set_density(FALSE) open = TRUE set_opacity(FALSE) /obj/structure/curtain/cloth/fancy/mechanical/proc/close() icon_state = "[icon_type]-closed" layer = WALL_OBJ_LAYER plane = GAME_PLANE_UPPER set_density(TRUE) open = FALSE if(opaque_closed) set_opacity(TRUE) /obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers) return /obj/structure/curtain/cloth/fancy/mechanical/start_closed icon_state = "cur_fancy-closed" /obj/structure/curtain/cloth/fancy/mechanical/start_closed/Initialize(mapload) . = ..() close()