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* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601) About The Pull Request Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable. This leads to a headache when it comes to working out what conflicts with what, and what needs placing where. Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction. Some implications of this setup were: You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC. You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall. Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC: endless-stack-of-intercoms Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all! Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y! Inventory: Table of various paths, related paths, and the adjustments they used Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign. Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup. tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere. Why It's Good For The Game fml Changelog cl refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual! fix: You can no longer stack an indefinite amount of Intercoms on the same wall. fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items. fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall. fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other. fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances. fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on. qol: Defibrillator mounts now better indicate which side of the wall they are on. fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one. /cl * [MDB IGNORE] dir sanity, primarily on WALLITEMs * apc directionals * bluespace vendor fix * defib fix Co-authored-by: esainane <esainane+github@gmail.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
777 lines
26 KiB
Plaintext
777 lines
26 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/iron //they're iron now, shut up
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var/buildstackamount = 1
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/obj/structure/toilet/Initialize(mapload)
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. = ..()
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open = round(rand(0, 1))
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update_appearance()
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/obj/structure/toilet/attack_hand(mob/living/user, list/modifiers)
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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_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."))
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log_combat(user, swirlie, "swirlied (brute)")
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swirlie.adjustBruteLoss(5)
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else if(user.pulling && 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_warning("[GM] needs to be on [src]!"))
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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_danger("[user] starts to give [GM] a swirlie!"), span_userdanger("[user] starts to give you a swirlie..."))
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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_danger("[user] gives [GM] a swirlie!"), span_userdanger("[user] gives you a swirlie!"), span_hear("You hear a toilet flushing."))
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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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log_combat(user, C, "swirlied (oxy)")
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C.adjustOxyLoss(5)
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else
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log_combat(user, GM, "swirlied (oxy)")
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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_danger("[user] slams [GM.name] into [src]!"), span_userdanger("[user] slams you into [src]!"))
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log_combat(user, GM, "toilet slammed")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, span_warning("You need a tighter grip!"))
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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_notice("The cistern is empty."))
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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_notice("You find [I] in the cistern."))
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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_appearance()
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/obj/structure/toilet/update_icon_state()
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icon_state = "toilet[open][cistern]"
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return ..()
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/obj/structure/toilet/deconstruct()
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/toilet_item in contents)
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toilet_item.forceMove(drop_location())
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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_notice("You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]..."))
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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_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."))
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cistern = !cistern
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update_appearance()
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return COMPONENT_CANCEL_ATTACK_CHAIN
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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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return TRUE
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else if(cistern && !user.combat_mode)
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, span_warning("[I] does not fit!"))
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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_warning("The cistern is full!"))
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in the cistern!"))
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return
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w_items += I.w_class
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to_chat(user, span_notice("You carefully place [I] into the cistern."))
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else if(istype(I, /obj/item/reagent_containers) && !user.combat_mode)
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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_notice("You fill [RG] from [src]. Gross."))
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. = ..()
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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_EFFECTS | 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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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/urinal, 32)
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/obj/structure/urinal/Initialize(mapload)
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. = ..()
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hiddenitem = new /obj/item/food/urinalcake
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/obj/structure/urinal/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(user.pulling && 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_notice("[GM.name] needs to be on [src]."))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_danger("[user] slams [GM] into [src]!"), span_danger("You slam [GM] into [src]!"))
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GM.adjustBruteLoss(8)
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else
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to_chat(user, span_warning("You need a tighter grip!"))
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else if(exposed)
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if(!hiddenitem)
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to_chat(user, span_warning("There is nothing in the drain holder!"))
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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_notice("You fish [hiddenitem] out of the drain enclosure."))
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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_warning("There is already something in the drain enclosure!"))
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return
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if(I.w_class > 1)
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to_chat(user, span_warning("[I] is too large for the drain enclosure."))
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("[I] is stuck to your hand, you cannot put it in the drain enclosure!"))
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return
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hiddenitem = I
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to_chat(user, span_notice("You place [I] into the drain enclosure."))
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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_notice("You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]..."))
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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_notice("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!"),
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span_notice("You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!"),
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span_hear("You hear metal and squishing noises."))
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exposed = !exposed
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return TRUE
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/obj/item/food/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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food_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1)
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foodtypes = TOXIC | GROSS
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/obj/item/food/urinalcake/attack_self(mob/living/user)
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user.visible_message(span_notice("[user] squishes [src]!"), span_notice("You squish [src]."), "<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/iron
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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_notice("[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.")
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/obj/structure/sink/attack_hand(mob/living/user, list/modifiers)
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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_warning("The sink has no more contents left!"))
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return
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if(busy)
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to_chat(user, span_warning("Someone's already washing here!"))
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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_notice("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]..."), \
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span_notice("You start washing your [washing_face ? "face" : "hands"]..."))
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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.adjust_drowsyness(rand(-2, -3)) //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_warning("Your hands are covered by something!"))
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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_notice("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src]."), \
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span_notice("You wash your [washing_face ? "face" : "hands"] using [src]."))
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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_warning("Someone's already washing here!"))
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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_notice("\The [src] is dry."))
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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_notice("You fill [RG] from [src]."))
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return TRUE
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to_chat(user, span_notice("\The [RG] is full."))
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return FALSE
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if(istype(O, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = O
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if(baton.cell?.charge && baton.active)
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flick("baton_active", src)
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user.Paralyze(baton.knockdown_time)
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user.stuttering = baton.knockdown_time*0.5
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baton.cell.use(baton.cell_hit_cost)
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user.visible_message(span_warning("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!"), \
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span_userdanger("You unwisely attempt to wash [baton] while it's still on."))
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playsound(src, baton.on_stun_sound, 50, TRUE)
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return
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|
|
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(istype(O, /obj/item/stack/medical/gauze))
|
|
var/obj/item/stack/medical/gauze/G = O
|
|
new /obj/item/reagent_containers/glass/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/glass/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))
|
|
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()
|
|
..()
|
|
|
|
/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_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/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_warning("It is fastened to the floor!"))
|
|
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 ..()
|
|
|
|
/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(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_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.stuttering = baton.knockdown_time*0.5
|
|
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/glass/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/glass/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
|
|
set_density(FALSE)
|
|
set_opacity(FALSE)
|
|
else
|
|
layer = WALL_OBJ_LAYER
|
|
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/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_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(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
|
|
id = "[port.id]_[id]"
|
|
|
|
/obj/structure/curtain/cloth/fancy/mechanical/proc/open()
|
|
icon_state = "[icon_type]-open"
|
|
layer = SIGN_LAYER
|
|
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
|
|
set_density(TRUE)
|
|
open = FALSE
|
|
if(opaque_closed)
|
|
set_opacity(TRUE)
|
|
|
|
/obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers)
|
|
return
|