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* Implements timed_action_flags for do_after-like procs (#54409) Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more. There's more work to be done for them, but one thing at a time. * Removes the `uninterruptible` check in favor of the more granular `timed_action_flags` * Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better. * Implements timed_action_flags for do_after-like procs * Update horror_form.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
707 lines
25 KiB
Plaintext
707 lines
25 KiB
Plaintext
/obj/structure/toilet
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name = "toilet"
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desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "toilet00"
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density = FALSE
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anchored = TRUE
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var/open = FALSE //if the lid is up
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var/cistern = 0 //if the cistern bit is open
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var/w_items = 0 //the combined w_class of all the items in the cistern
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var/mob/living/swirlie = null //the mob being given a swirlie
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var/buildstacktype = /obj/item/stack/sheet/metal //they're metal now, shut up
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var/buildstackamount = 1
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/obj/structure/toilet/Initialize()
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. = ..()
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open = round(rand(0, 1))
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update_icon()
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/obj/structure/toilet/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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if(swirlie)
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, "swing_hit", 25, TRUE)
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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='hear'>You hear reverberating porcelain.</span>")
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swirlie.adjustBruteLoss(5)
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else if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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user.changeNext_move(CLICK_CD_MELEE)
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var/mob/living/GM = user.pulling
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if(user.grab_state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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to_chat(user, "<span class='warning'>[GM] needs to be on [src]!</span>")
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return
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if(!swirlie)
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if(open)
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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>")
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swirlie = GM
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var/was_alive = (swirlie.stat != DEAD)
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if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM))
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GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='hear'>You hear a toilet flushing.</span>")
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if(iscarbon(GM))
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var/mob/living/carbon/C = GM
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if(!C.internal)
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C.adjustOxyLoss(5)
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else
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GM.adjustOxyLoss(5)
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if(was_alive && swirlie.stat == DEAD && swirlie.client)
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swirlie.client.give_award(/datum/award/achievement/misc/swirlie, swirlie) // just like space high school all over again!
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swirlie = null
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else
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playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
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GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(cistern && !open && user.CanReach(src))
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if(!contents.len)
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to_chat(user, "<span class='notice'>The cistern is empty.</span>")
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else
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var/obj/item/I = pick(contents)
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if(ishuman(user))
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user.put_in_hands(I)
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else
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I.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You find [I] in the cistern.</span>")
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w_items -= I.w_class
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else
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open = !open
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update_icon()
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/obj/structure/toilet/update_icon_state()
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icon_state = "toilet[open][cistern]"
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/obj/structure/toilet/deconstruct()
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if(!(flags_1 & NODECONSTRUCT_1))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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else
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for(var/i in custom_materials)
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var/datum/material/M = i
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new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
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..()
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/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_CROWBAR)
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to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
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if(I.use_tool(src, user, 30))
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user.visible_message("<span class='notice'>[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!</span>", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='hear'>You hear grinding porcelain.</span>")
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cistern = !cistern
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update_icon()
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else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
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I.play_tool_sound(src)
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deconstruct()
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else if(cistern)
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if(user.a_intent != INTENT_HARM)
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='warning'>[I] does not fit!</span>")
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return
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if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
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to_chat(user, "<span class='warning'>The cistern is full!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>")
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return
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w_items += I.w_class
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to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
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else if(istype(I, /obj/item/reagent_containers))
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if (!open)
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return
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if(istype(I, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = I
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cube.Expand()
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return
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var/obj/item/reagent_containers/RG = I
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RG.reagents.add_reagent(/datum/reagent/water, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
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to_chat(user, "<span class='notice'>You fill [RG] from [src]. Gross.</span>")
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else
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return ..()
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/obj/structure/toilet/secret
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var/obj/item/secret
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var/secret_type = null
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/obj/structure/toilet/secret/Initialize(mapload)
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. = ..()
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if (secret_type)
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secret = new secret_type(src)
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secret.desc += " It's a secret!"
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w_items += secret.w_class
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contents += secret
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/obj/structure/toilet/greyscale
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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buildstacktype = null
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "urinal"
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density = FALSE
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anchored = TRUE
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var/exposed = 0 // can you currently put an item inside
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var/obj/item/hiddenitem = null // what's in the urinal
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/obj/structure/urinal/Initialize()
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. = ..()
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hiddenitem = new /obj/item/reagent_containers/food/snacks/urinalcake
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/obj/structure/urinal/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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var/mob/living/GM = user.pulling
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if(user.grab_state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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to_chat(user, "<span class='notice'>[GM.name] needs to be on [src].</span>")
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(exposed)
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if(!hiddenitem)
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to_chat(user, "<span class='warning'>There is nothing in the drain holder!</span>")
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else
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if(ishuman(user))
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user.put_in_hands(hiddenitem)
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else
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hiddenitem.forceMove(get_turf(src))
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to_chat(user, "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
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hiddenitem = null
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else
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..()
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/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
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if(exposed)
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if (hiddenitem)
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to_chat(user, "<span class='warning'>There is already something in the drain enclosure!</span>")
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return
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if(I.w_class > 1)
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to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
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return
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hiddenitem = I
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to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
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else
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return ..()
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/obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I)
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if(..())
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return TRUE
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to_chat(user, "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
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if(I.use_tool(src, user, 20))
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user.visible_message("<span class='notice'>[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!</span>",
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"<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>",
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"<span class='hear'>You hear metal and squishing noises.</span>")
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exposed = !exposed
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return TRUE
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/obj/item/reagent_containers/food/snacks/urinalcake
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name = "urinal cake"
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desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "urinalcake"
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w_class = WEIGHT_CLASS_TINY
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list_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1)
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foodtype = TOXIC | GROSS
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/obj/item/reagent_containers/food/snacks/urinalcake/attack_self(mob/living/user)
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user.visible_message("<span class='notice'>[user] squishes [src]!</span>", "<span class='notice'>You squish [src].</span>", "<i>You hear a squish.</i>")
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icon_state = "urinalcake_squish"
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addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8)
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/obj/item/bikehorn/rubberducky/plasticducky
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name = "plastic ducky"
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desc = "It's a cheap plastic knockoff of a loveable bathtime toy."
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custom_materials = list(/datum/material/plastic = 1000)
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/obj/item/bikehorn/rubberducky
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name = "rubber ducky"
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desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "rubberducky"
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inhand_icon_state = "rubberducky"
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worn_icon_state = "duck"
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/obj/structure/sink
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name = "sink"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "sink"
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desc = "A sink used for washing one's hands and face. Passively reclaims water over time."
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anchored = TRUE
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///Something's being washed at the moment
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var/busy = FALSE
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///What kind of reagent is produced by this sink by default? (We now have actual plumbing, Arcane, August 2020)
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var/dispensedreagent = /datum/reagent/water
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///Material to drop when broken or deconstructed.
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var/buildstacktype = /obj/item/stack/sheet/metal
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///Number of sheets of material to drop when broken or deconstructed.
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var/buildstackamount = 1
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///Does the sink have a water recycler to recollect it's water supply?
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var/has_water_reclaimer = TRUE
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///Has the water reclamation begun?
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var/reclaiming = FALSE
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///Units of water to reclaim per second
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var/reclaim_rate = 0.5
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/obj/structure/sink/Initialize(mapload, bolt)
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. = ..()
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if(has_water_reclaimer)
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create_reagents(100, NO_REACT)
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reagents.add_reagent(dispensedreagent, 100)
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AddComponent(/datum/component/plumbing/simple_demand, bolt)
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/obj/structure/sink/examine(mob/user)
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. = ..()
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. += "<span class='notice'>[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.</span>"
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/obj/structure/sink/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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if(!user || !istype(user))
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return
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if(!iscarbon(user))
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return
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if(!Adjacent(user))
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return
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if(reagents.total_volume < 5)
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to_chat(user, "<span class='warning'>The sink has no more contents left!</span>")
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return
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if(busy)
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to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
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return
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var/selected_area = parse_zone(user.zone_selected)
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var/washing_face = 0
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if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
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washing_face = 1
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user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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busy = TRUE
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if(!do_after(user, 40, target = src))
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busy = FALSE
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return
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busy = FALSE
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reagents.remove_any(5)
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reagents.expose(user, TOUCH, 5 / max(reagents.total_volume, 5))
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begin_reclamation()
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if(washing_face)
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SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH)
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user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
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else if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(!human_user.wash_hands(CLEAN_WASH))
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to_chat(user, "<span class='warning'>Your hands are covered by something!</span>")
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return
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else
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user.wash(CLEAN_WASH)
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user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
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"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
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/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
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if(busy)
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to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
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return
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if(istype(O, /obj/item/reagent_containers))
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var/obj/item/reagent_containers/RG = O
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if(reagents.total_volume <= 0)
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to_chat(user, "<span class='notice'>\The [src] is dry.</span>")
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return FALSE
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if(RG.is_refillable())
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if(!RG.reagents.holder_full())
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reagents.trans_to(RG, RG.amount_per_transfer_from_this, transfered_by = user)
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begin_reclamation()
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to_chat(user, "<span class='notice'>You fill [RG] from [src].</span>")
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return TRUE
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to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
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return FALSE
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if(istype(O, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = O
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if(B.cell && B.cell.charge && B.turned_on)
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flick("baton_active", src)
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user.Paralyze(B.stun_time)
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user.stuttering = B.stun_time/20
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B.deductcharge(B.cell_hit_cost)
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user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [B.name]!</span>", \
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"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
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playsound(src, B.stun_sound, 50, TRUE)
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return
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if(istype(O, /obj/item/mop))
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if(reagents.total_volume <= 0)
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to_chat(user, "<span class='notice'>\The [src] is dry.</span>")
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return FALSE
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reagents.trans_to(O, 5, transfered_by = user)
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begin_reclamation()
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to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
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playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
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return
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if(O.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
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O.play_tool_sound(src)
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deconstruct()
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return
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if(istype(O, /obj/item/stack/medical/gauze))
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var/obj/item/stack/medical/gauze/G = O
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new /obj/item/reagent_containers/glass/rag(src.loc)
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to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
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G.use(1)
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return
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if(istype(O, /obj/item/stack/ore/glass))
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new /obj/item/stack/sheet/sandblock(loc)
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to_chat(user, "<span class='notice'>You wet the sand in the sink and form it into a block.</span>")
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O.use(1)
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return
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if(!istype(O))
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return
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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.
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return
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if(user.a_intent != INTENT_HARM)
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to_chat(user, "<span class='notice'>You start washing [O]...</span>")
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busy = TRUE
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if(!do_after(user, 40, target = src))
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busy = FALSE
|
|
return 1
|
|
busy = FALSE
|
|
O.wash(CLEAN_WASH)
|
|
reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5))
|
|
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()
|
|
if(!(flags_1 & NODECONSTRUCT_1))
|
|
drop_materials()
|
|
..()
|
|
|
|
/obj/structure/sink/process(delta_time)
|
|
if(has_water_reclaimer && reagents.total_volume < reagents.maximum_volume)
|
|
reagents.add_reagent(dispensedreagent, reclaim_rate * delta_time)
|
|
else
|
|
reclaiming = FALSE
|
|
return PROCESS_KILL
|
|
|
|
/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()
|
|
if(!reclaiming)
|
|
reclaiming = TRUE
|
|
START_PROCESSING(SSfluids, src)
|
|
|
|
/obj/structure/sink/kitchen
|
|
name = "kitchen sink"
|
|
icon_state = "sink_alt"
|
|
|
|
/obj/structure/sink/greyscale
|
|
icon_state = "sink_greyscale"
|
|
material_flags = 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_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
|
|
|
|
/obj/structure/sinkframe/ComponentInitialize()
|
|
. = ..()
|
|
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
|
|
|
|
/obj/structure/sinkframe/proc/can_be_rotated(mob/user, rotation_type)
|
|
if(anchored)
|
|
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
|
|
return !anchored
|
|
|
|
/obj/structure/sinkframe/attackby(obj/item/I, mob/living/user, params)
|
|
if(istype(I, /obj/item/stock_parts/water_recycler))
|
|
qdel(I)
|
|
var/obj/structure/sink/greyscale/new_sink = new /obj/structure/sink/greyscale(loc)
|
|
new_sink.has_water_reclaimer = TRUE
|
|
new_sink.set_custom_materials(custom_materials)
|
|
new_sink.setDir(dir)
|
|
qdel(src)
|
|
return
|
|
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)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(!iscarbon(user))
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
|
|
if(busy)
|
|
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
|
|
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 class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
|
|
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
|
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.drowsyness = max(user.drowsyness - rand(2,3), 0) //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 class='warning'>Your hands are covered by something!</span>")
|
|
return
|
|
else
|
|
user.wash(CLEAN_WASH)
|
|
|
|
user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
|
|
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
|
|
|
|
/obj/structure/water_source/attackby(obj/item/O, mob/living/user, params)
|
|
if(busy)
|
|
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
|
|
return
|
|
|
|
if(istype(O, /obj/item/reagent_containers))
|
|
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 class='notice'>You fill [container] from [src].</span>")
|
|
return TRUE
|
|
to_chat(user, "<span class='notice'>\The [container] is full.</span>")
|
|
return FALSE
|
|
|
|
if(istype(O, /obj/item/melee/baton))
|
|
var/obj/item/melee/baton/baton = O
|
|
if(baton.cell && baton.cell.charge && baton.turned_on)
|
|
flick("baton_active", src)
|
|
user.Paralyze(baton.stun_time)
|
|
user.stuttering = baton.stun_time * 0.05
|
|
baton.deductcharge(baton.cell_hit_cost)
|
|
user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!</span>", \
|
|
"<span class='userdanger'>You unwisely attempt to wash [baton] while it's still on.</span>")
|
|
playsound(src, baton.stun_sound, 50, TRUE)
|
|
return
|
|
|
|
if(istype(O, /obj/item/mop))
|
|
O.reagents.add_reagent(dispensedreagent, 5)
|
|
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
|
|
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/glass/rag(loc)
|
|
to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
|
|
G.use(1)
|
|
return
|
|
|
|
if(istype(O, /obj/item/stack/ore/glass))
|
|
new /obj/item/stack/sheet/sandblock(loc)
|
|
to_chat(user, "<span class='notice'>You wet the sand and form it into a block.</span>")
|
|
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.a_intent != INTENT_HARM)
|
|
to_chat(user, "<span class='notice'>You start washing [O]...</span>")
|
|
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 class='notice'>[user] washes [O] using [src].</span>", \
|
|
"<span class='notice'>You wash [O] using [src].</span>")
|
|
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/M)
|
|
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
|
|
update_icon()
|
|
|
|
/obj/structure/curtain/update_icon()
|
|
if(!open)
|
|
icon_state = "[icon_type]-closed"
|
|
layer = WALL_OBJ_LAYER
|
|
density = TRUE
|
|
open = FALSE
|
|
if(opaque_closed)
|
|
set_opacity(TRUE)
|
|
else
|
|
icon_state = "[icon_type]-open"
|
|
layer = SIGN_LAYER
|
|
density = FALSE
|
|
open = TRUE
|
|
set_opacity(FALSE)
|
|
|
|
/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/I)
|
|
..()
|
|
default_unfasten_wrench(user, I, 50)
|
|
return TRUE
|
|
|
|
/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
|
|
..()
|
|
if(anchored)
|
|
return TRUE
|
|
|
|
user.visible_message("<span class='warning'>[user] cuts apart [src].</span>",
|
|
"<span class='notice'>You start to cut apart [src].</span>", "<span class='hear'>You hear cutting.</span>")
|
|
if(I.use_tool(src, user, 50, volume=100) && !anchored)
|
|
to_chat(user, "<span class='notice'>You cut apart [src].</span>")
|
|
deconstruct()
|
|
|
|
return TRUE
|
|
|
|
|
|
/obj/structure/curtain/attack_hand(mob/user)
|
|
. = ..()
|
|
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"
|