mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
585 lines
18 KiB
Plaintext
585 lines
18 KiB
Plaintext
/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 = 0
|
|
anchored = 1
|
|
var/open = 0 //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
|
|
|
|
|
|
/obj/structure/toilet/New()
|
|
open = round(rand(0, 1))
|
|
update_icon()
|
|
|
|
|
|
/obj/structure/toilet/attack_hand(mob/living/user)
|
|
if(swirlie)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
playsound(src.loc, "swing_hit", 25, 1)
|
|
swirlie.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='userdanger'>[user] slams the toilet seat onto your head!</span>", "<span class='italics'>You hear reverberating porcelain.</span>")
|
|
swirlie.adjustBruteLoss(5)
|
|
|
|
else if(user.pulling && user.a_intent == "grab" && 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))
|
|
user << "<span class='warning'>[GM] needs to be on [src]!</span>"
|
|
return
|
|
if(!swirlie)
|
|
if(open)
|
|
GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
|
|
swirlie = GM
|
|
if(do_after(user, 30, 0, target = src))
|
|
GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='italics'>You hear a toilet flushing.</span>")
|
|
if(iscarbon(GM))
|
|
var/mob/living/carbon/C = GM
|
|
if(!C.internal)
|
|
C.adjustOxyLoss(5)
|
|
else
|
|
GM.adjustOxyLoss(5)
|
|
swirlie = null
|
|
else
|
|
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
|
|
GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
|
|
GM.adjustBruteLoss(5)
|
|
else
|
|
user << "<span class='warning'>You need a tighter grip!</span>"
|
|
|
|
else if(cistern && !open)
|
|
if(!contents.len)
|
|
user << "<span class='notice'>The cistern is empty.</span>"
|
|
else
|
|
var/obj/item/I = pick(contents)
|
|
if(ishuman(user))
|
|
user.put_in_hands(I)
|
|
else
|
|
I.loc = get_turf(src)
|
|
user << "<span class='notice'>You find [I] in the cistern.</span>"
|
|
w_items -= I.w_class
|
|
else
|
|
open = !open
|
|
update_icon()
|
|
|
|
|
|
/obj/structure/toilet/update_icon()
|
|
icon_state = "toilet[open][cistern]"
|
|
|
|
|
|
/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
|
|
if(istype(I, /obj/item/weapon/crowbar))
|
|
user << "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>"
|
|
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
|
|
if(do_after(user, 30/I.toolspeed, target = src))
|
|
user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='italics'>You hear grinding porcelain.</span>")
|
|
cistern = !cistern
|
|
update_icon()
|
|
|
|
else if(cistern)
|
|
if(user.a_intent != "harm")
|
|
if(I.w_class > 3)
|
|
user << "<span class='warning'>[I] does not fit!</span>"
|
|
return
|
|
if(w_items + I.w_class > 5)
|
|
user << "<span class='warning'>The cistern is full!</span>"
|
|
return
|
|
if(!user.drop_item())
|
|
user << "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>"
|
|
return
|
|
I.loc = src
|
|
w_items += I.w_class
|
|
user << "<span class='notice'>You carefully place [I] into the cistern.</span>"
|
|
|
|
else if(istype(I, /obj/item/weapon/reagent_containers))
|
|
if (!open)
|
|
return
|
|
var/obj/item/weapon/reagent_containers/RG = I
|
|
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
|
|
user << "<span class='notice'>You fill [RG] from [src]. Gross.</span>"
|
|
else
|
|
return ..()
|
|
|
|
/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 = 0
|
|
anchored = 1
|
|
var/exposed = 0 // can you currently put an item inside
|
|
var/obj/item/hiddenitem = null // what's in the urinal
|
|
|
|
/obj/structure/urinal/New()
|
|
..()
|
|
hiddenitem = new /obj/item/weapon/reagent_containers/food/urinalcake
|
|
|
|
/obj/structure/urinal/attack_hand(mob/user)
|
|
if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
|
|
var/mob/living/GM = user.pulling
|
|
if(user.grab_state >= GRAB_AGGRESSIVE)
|
|
if(GM.loc != get_turf(src))
|
|
user << "<span class='notice'>[GM.name] needs to be on [src].</span>"
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
|
|
GM.adjustBruteLoss(8)
|
|
else
|
|
user << "<span class='warning'>You need a tighter grip!</span>"
|
|
|
|
else if(exposed)
|
|
if(!hiddenitem)
|
|
user << "<span class='notice'>There is nothing in the drain holder.</span>"
|
|
else
|
|
if(ishuman(user))
|
|
user.put_in_hands(hiddenitem)
|
|
else
|
|
hiddenitem.forceMove(get_turf(src))
|
|
user << "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>"
|
|
else
|
|
..()
|
|
|
|
/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
|
|
if(istype(I, /obj/item/weapon/screwdriver))
|
|
user << "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>"
|
|
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
|
|
if(do_after(user, 20/I.toolspeed, target = src))
|
|
user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>", "<span class='italics'>You hear metal and squishing noises.</span>")
|
|
exposed = !exposed
|
|
else if(exposed)
|
|
if (hiddenitem)
|
|
user << "<span class='warning'>There is already something in the drain enclosure.</span>"
|
|
return
|
|
if(I.w_class > 1)
|
|
user << "<span class='warning'>[I] is too large for the drain enclosure.</span>"
|
|
return
|
|
if(!user.drop_item())
|
|
user << "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>"
|
|
return
|
|
I.forceMove(src)
|
|
hiddenitem = I
|
|
user << "<span class='notice'>You place [I] into the drain enclosure.</span>"
|
|
|
|
|
|
/obj/item/weapon/reagent_containers/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/items.dmi'
|
|
icon_state = "urinalcake"
|
|
w_class = 1
|
|
list_reagents = list("chlorine" = 3, "ammonia" = 1)
|
|
|
|
/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 = 0
|
|
anchored = 1
|
|
use_power = 0
|
|
var/on = 0
|
|
var/obj/effect/mist/mymist = null
|
|
var/ismist = 0 //needs a var so we can make it linger~
|
|
var/watertemp = "normal" //freezing, normal, or boiling
|
|
|
|
|
|
/obj/effect/mist
|
|
name = "mist"
|
|
icon = 'icons/obj/watercloset.dmi'
|
|
icon_state = "mist"
|
|
layer = FLY_LAYER
|
|
anchored = 1
|
|
mouse_opacity = 0
|
|
|
|
|
|
/obj/machinery/shower/attack_hand(mob/M)
|
|
on = !on
|
|
update_icon()
|
|
add_fingerprint(M)
|
|
if(on)
|
|
wash_turf()
|
|
for(var/atom/movable/G in loc)
|
|
if(isliving(G))
|
|
var/mob/living/L = G
|
|
wash_mob(L)
|
|
else
|
|
wash_obj(G)
|
|
else
|
|
if(isopenturf(loc))
|
|
var/turf/open/tile = loc
|
|
tile.MakeSlippery(min_wet_time = 5, wet_time_to_add = 1)
|
|
|
|
|
|
/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
|
|
if(I.type == /obj/item/device/analyzer)
|
|
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
|
|
if(istype(I, /obj/item/weapon/wrench))
|
|
user << "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>"
|
|
if(do_after(user, 50/I.toolspeed, target = src))
|
|
switch(watertemp)
|
|
if("normal")
|
|
watertemp = "freezing"
|
|
if("freezing")
|
|
watertemp = "boiling"
|
|
if("boiling")
|
|
watertemp = "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 [watertemp] temperature.</span>")
|
|
log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])")
|
|
add_hiddenprint(user)
|
|
|
|
|
|
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
|
|
cut_overlays() //once it's been on for a while, in addition to handling the water overlay.
|
|
if(mymist)
|
|
qdel(mymist)
|
|
|
|
if(on)
|
|
add_overlay(image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir))
|
|
if(watertemp == "freezing")
|
|
return
|
|
if(!ismist)
|
|
spawn(50)
|
|
if(src && on)
|
|
ismist = 1
|
|
mymist = new /obj/effect/mist(loc)
|
|
else
|
|
ismist = 1
|
|
mymist = new /obj/effect/mist(loc)
|
|
else if(ismist)
|
|
ismist = 1
|
|
mymist = new /obj/effect/mist(loc)
|
|
spawn(250)
|
|
if(!on && mymist)
|
|
qdel(mymist)
|
|
ismist = 0
|
|
|
|
|
|
/obj/machinery/shower/Crossed(atom/movable/O)
|
|
..()
|
|
if(on)
|
|
if(isliving(O))
|
|
var/mob/living/L = O
|
|
if(wash_mob(L)) //it's a carbon mob.
|
|
var/mob/living/carbon/C = L
|
|
C.slip(4,2,null,NO_SLIP_WHEN_WALKING)
|
|
else
|
|
wash_obj(O)
|
|
|
|
|
|
/obj/machinery/shower/proc/wash_obj(atom/movable/O)
|
|
O.clean_blood()
|
|
|
|
if(istype(O,/obj/item))
|
|
var/obj/item/I = O
|
|
I.acid_level = 0
|
|
I.extinguish()
|
|
|
|
|
|
/obj/machinery/shower/proc/wash_turf()
|
|
if(isturf(loc))
|
|
var/turf/tile = loc
|
|
loc.clean_blood()
|
|
for(var/obj/effect/E in tile)
|
|
if(is_cleanable(E))
|
|
qdel(E)
|
|
|
|
|
|
/obj/machinery/shower/proc/wash_mob(mob/living/L)
|
|
L.wash_cream()
|
|
L.ExtinguishMob()
|
|
L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
|
|
if(iscarbon(L))
|
|
var/mob/living/carbon/M = L
|
|
. = 1
|
|
check_heat(M)
|
|
for(var/obj/item/I in M.held_items)
|
|
I.clean_blood()
|
|
if(M.back)
|
|
if(M.back.clean_blood())
|
|
M.update_inv_back(0)
|
|
if(ishuman(M))
|
|
var/mob/living/carbon/human/H = M
|
|
var/washgloves = 1
|
|
var/washshoes = 1
|
|
var/washmask = 1
|
|
var/washears = 1
|
|
var/washglasses = 1
|
|
|
|
if(H.wear_suit)
|
|
washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
|
|
washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
|
|
|
|
if(H.head)
|
|
washmask = !(H.head.flags_inv & HIDEMASK)
|
|
washglasses = !(H.head.flags_inv & HIDEEYES)
|
|
washears = !(H.head.flags_inv & HIDEEARS)
|
|
|
|
if(H.wear_mask)
|
|
if (washears)
|
|
washears = !(H.wear_mask.flags_inv & HIDEEARS)
|
|
if (washglasses)
|
|
washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
|
|
|
|
if(H.head)
|
|
if(H.head.clean_blood())
|
|
H.update_inv_head()
|
|
if(H.wear_suit)
|
|
if(H.wear_suit.clean_blood())
|
|
H.update_inv_wear_suit()
|
|
else if(H.w_uniform)
|
|
if(H.w_uniform.clean_blood())
|
|
H.update_inv_w_uniform()
|
|
if(washgloves)
|
|
H.clean_blood()
|
|
if(H.shoes && washshoes)
|
|
if(H.shoes.clean_blood())
|
|
H.update_inv_shoes()
|
|
if(H.wear_mask)
|
|
if(washmask)
|
|
if(H.wear_mask.clean_blood())
|
|
H.update_inv_wear_mask()
|
|
else
|
|
H.lip_style = null
|
|
H.update_body()
|
|
if(H.glasses && washglasses)
|
|
if(H.glasses.clean_blood())
|
|
H.update_inv_glasses()
|
|
if(H.ears && washears)
|
|
if(H.ears.clean_blood())
|
|
H.update_inv_ears()
|
|
if(H.belt)
|
|
if(H.belt.clean_blood())
|
|
H.update_inv_belt()
|
|
else
|
|
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
|
|
if(M.wear_mask.clean_blood())
|
|
M.update_inv_wear_mask(0)
|
|
M.clean_blood()
|
|
else
|
|
L.clean_blood()
|
|
|
|
|
|
/obj/machinery/shower/process()
|
|
if(on)
|
|
wash_turf()
|
|
for(var/atom/movable/G in loc)
|
|
if(isliving(G))
|
|
var/mob/living/L = G
|
|
wash_mob(L)
|
|
else
|
|
wash_obj(G)
|
|
|
|
/obj/machinery/shower/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/metal (loc, 3)
|
|
qdel(src)
|
|
|
|
/obj/machinery/shower/proc/check_heat(mob/living/carbon/C)
|
|
if(watertemp == "freezing")
|
|
C.bodytemperature = max(80, C.bodytemperature - 80)
|
|
C << "<span class='warning'>The water is freezing!</span>"
|
|
else if(watertemp == "boiling")
|
|
C.bodytemperature = min(500, C.bodytemperature + 35)
|
|
C.adjustFireLoss(5)
|
|
C << "<span class='danger'>The water is searing!</span>"
|
|
|
|
|
|
|
|
|
|
/obj/item/weapon/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"
|
|
item_state = "rubberducky"
|
|
|
|
|
|
|
|
/obj/structure/sink
|
|
name = "sink"
|
|
icon = 'icons/obj/watercloset.dmi'
|
|
icon_state = "sink"
|
|
desc = "A sink used for washing one's hands and face."
|
|
anchored = 1
|
|
var/busy = 0 //Something's being washed at the moment
|
|
|
|
|
|
/obj/structure/sink/attack_hand(mob/living/user)
|
|
if(!user || !istype(user))
|
|
return
|
|
if(!iscarbon(user))
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
|
|
if(busy)
|
|
user << "<span class='notice'>Someone's already washing here.</span>"
|
|
return
|
|
var/selected_area = parse_zone(user.zone_selected)
|
|
var/washing_face = 0
|
|
if(selected_area in list("head", "mouth", "eyes"))
|
|
washing_face = 1
|
|
user.visible_message("<span class='notice'>[user] starts washing their [washing_face ? "face" : "hands"]...</span>", \
|
|
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
|
busy = 1
|
|
|
|
if(!do_after(user, 40, target = src))
|
|
busy = 0
|
|
return
|
|
|
|
busy = 0
|
|
|
|
user.visible_message("<span class='notice'>[user] washes their [washing_face ? "face" : "hands"] using [src].</span>", \
|
|
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
|
|
if(washing_face)
|
|
if(ishuman(user))
|
|
var/mob/living/carbon/human/H = user
|
|
H.lip_style = null //Washes off lipstick
|
|
H.lip_color = initial(H.lip_color)
|
|
H.wash_cream()
|
|
H.regenerate_icons()
|
|
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
|
|
else
|
|
user.clean_blood()
|
|
|
|
|
|
/obj/structure/sink/attackby(obj/item/O, mob/user, params)
|
|
if(busy)
|
|
user << "<span class='warning'>Someone's already washing here!</span>"
|
|
return
|
|
|
|
if(istype(O, /obj/item/weapon/reagent_containers))
|
|
var/obj/item/weapon/reagent_containers/RG = O
|
|
if(RG.flags & OPENCONTAINER)
|
|
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
|
|
user << "<span class='notice'>You fill [RG] from [src].</span>"
|
|
return 1
|
|
|
|
if(istype(O, /obj/item/weapon/melee/baton))
|
|
var/obj/item/weapon/melee/baton/B = O
|
|
if(B.bcell)
|
|
if(B.bcell.charge > 0 && B.status == 1)
|
|
flick("baton_active", src)
|
|
var/stunforce = B.stunforce
|
|
user.Stun(stunforce)
|
|
user.Weaken(stunforce)
|
|
user.stuttering = stunforce
|
|
B.deductcharge(B.hitcost)
|
|
user.visible_message("<span class='warning'>[user] shocks themself while attempting to wash the active [B.name]!</span>", \
|
|
"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
|
|
playsound(src, "sparks", 50, 1)
|
|
return
|
|
|
|
if(istype(O, /obj/item/weapon/mop))
|
|
O.reagents.add_reagent("water", 5)
|
|
user << "<span class='notice'>You wet [O] in [src].</span>"
|
|
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
|
|
|
|
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
|
|
var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/M = O
|
|
user << "<span class='notice'>You place [src] under a stream of water...</span>"
|
|
user.drop_item()
|
|
M.loc = get_turf(src)
|
|
M.Expand()
|
|
return
|
|
|
|
if(!istype(O))
|
|
return
|
|
if(O.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.a_intent != "harm")
|
|
user << "<span class='notice'>You start washing [O]...</span>"
|
|
busy = 1
|
|
if(!do_after(user, 40, target = src))
|
|
busy = 0
|
|
return 1
|
|
busy = 0
|
|
O.clean_blood()
|
|
O.acid_level = 0
|
|
user.visible_message("<span class='notice'>[user] washes [O] using [src].</span>", \
|
|
"<span class='notice'>You wash [O] using [src].</span>")
|
|
return 1
|
|
else
|
|
return ..()
|
|
|
|
/obj/structure/sink/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/metal (loc, 3)
|
|
qdel(src)
|
|
|
|
|
|
|
|
/obj/structure/sink/kitchen
|
|
name = "kitchen sink"
|
|
icon_state = "sink_alt"
|
|
|
|
|
|
/obj/structure/sink/puddle //splishy splashy ^_^
|
|
name = "puddle"
|
|
icon_state = "puddle"
|
|
|
|
/obj/structure/sink/puddle/attack_hand(mob/M)
|
|
icon_state = "puddle-splash"
|
|
..()
|
|
icon_state = "puddle"
|
|
|
|
/obj/structure/sink/puddle/attackby(obj/item/O, mob/user, params)
|
|
icon_state = "puddle-splash"
|
|
. = ..()
|
|
icon_state = "puddle"
|
|
|
|
|
|
//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 = "open"
|
|
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 = WALL_OBJ_LAYER
|
|
anchored = 1
|
|
opacity = 0
|
|
density = 0
|
|
var/open = TRUE
|
|
|
|
/obj/structure/curtain/proc/toggle()
|
|
open = !open
|
|
update_icon()
|
|
|
|
/obj/structure/curtain/update_icon()
|
|
if(!open)
|
|
icon_state = "closed"
|
|
layer = WALL_OBJ_LAYER
|
|
density = 1
|
|
open = FALSE
|
|
|
|
else
|
|
icon_state = "open"
|
|
layer = SIGN_LAYER
|
|
density = 0
|
|
open = TRUE
|
|
|
|
/obj/structure/curtain/attack_hand(mob/user)
|
|
playsound(loc, 'sound/effects/curtain.ogg', 50, 1)
|
|
toggle()
|
|
..()
|
|
|
|
/obj/structure/curtain/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/cloth (loc, 3)
|
|
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, 1)
|
|
else
|
|
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
|
|
if(BURN)
|
|
playsound(loc, 'sound/items/welder.ogg', 80, 1) |