Files
Bubberstation/code/game/objects/structures/water_structures/sink.dm
Ghom c274677cfd glass ore (aka sand) is now actually made of sand (#92889)
## About The Pull Request
sand blocks existed for the only purpose of making sand available as a
material. However, the only method to get them was pretty whimsical and
the existence of the feature wasn't really conveyed to the player, which
involves rinsing regular sand in a sink... and before you ask, we also
have sandstone, which can be crafted just by using the sand in hands, no
water involved. In fact, the sand blocks use the same sprites for
regular sandstone, except they have no recipes associated to them,
nothing! Nada!

Let's address the elephant in the room: We already have sand, however
said sand already has the glass material attached to it even before
being smelted, so if you put sand into the Autolathe, you get glass,
yay. Sand blocks really only existed to make up for the shortcoming of
whoever coded the sand material at the time.

But enough ranting. As the title says, sand is now made of sand, sand
blocks are kill. I've been careful enough to give the ORM the ability to
smelt gathered sand into glass beforehand, so miners won't curse me for
making them _actually_ use the smelter for once, "I will rather die to a
goliath than have anything to do with that". However, this still means
you cannot shove sand directly into lathes and expect glass out of it.
Get a welder.

## Why It's Good For The Game


## Changelog

🆑
balance: sand is now made of sand and not glass. Get a welder if you
plan to shove it into a protolathe.
del: Removed now useless sand blocks.
/🆑
2025-09-09 15:08:45 -04:00

293 lines
9.3 KiB
Plaintext

/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 its 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 = user.parse_zone_with_bodypart(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
playsound(src, 'sound/machines/sink-faucet.ogg', 50)
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
reagents.remove_all(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)
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, list/modifiers, list/attack_modifiers)
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, transferred_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_stutter(baton.knockdown_time)
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, transferred_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)
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/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 || (O.item_flags & NOBLUDGEON))
to_chat(user, span_notice("You start washing [O]..."))
playsound(src, 'sound/machines/sink-faucet.ogg', 50)
busy = TRUE
if(!do_after(user, 4 SECONDS, 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/atom_deconstruct(dissambled = TRUE)
drop_materials()
if(has_water_reclaimer)
new /obj/item/stock_parts/water_recycler(drop_location())
/obj/structure/sink/process(seconds_per_tick)
// Water reclamation complete?
if(!has_water_reclaimer || reagents.total_volume >= reagents.maximum_volume)
return PROCESS_KILL
reagents.add_reagent(dispensedreagent, reclaim_rate * seconds_per_tick)
/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] / SHEET_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/gasstation
name = "plasma fuel station"
desc = "A place to refuel vehicles with liquid plasma. It can also dispense into a container."
icon_state = "sink_gasstation"
dispensedreagent = /datum/reagent/toxin/plasma
has_water_reclaimer = FALSE
/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, list/modifiers, list/attack_modifiers)
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/atom_deconstruct(dissambled = TRUE)
drop_materials()
/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] / SHEET_MATERIAL_AMOUNT, 1))