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* Toilet and urinal updates (flushing dead fish included) (#83490) ## About The Pull Request I split the water closets file into a folder for all the different structures and also did a few other things 1. Remakes https://github.com/tgstation/tgstation/pull/81914 2. Reworks toilets, it’s now Alt Click to open/close the cover, left click takes things out of the toilet and cistern, right click flushes 3. You can now put dead fish in the toilet to flush it 4. Adds context tips to toilets. ## Why It's Good For The Game When I was a 7 year old boy, I had a friend goldfish named Jeremy. He was my greatest friend until one day when my brother told me it’s for babies and flushed him alive down the toilet, and I’ve never seen it again. Closes https://github.com/tgstation/tgstation/issues/81903 Lets you flush down people’s fish in the toilet, and re-experience their loss. This was inspired by my lawyer fish PR, to add things more on the non-fishing side of fish. ## Changelog 🆑 add: You can now flush toilets. You can also put fish in the toilet. And flush them. fix: Urinals can no longer be used to delete items. fix: Urinals no longer grant infinite urinal cakes. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com> * Toilet and urinal updates (flushing dead fish included) --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
157 lines
4.1 KiB
Plaintext
157 lines
4.1 KiB
Plaintext
/**
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* Shower Curtains
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*/
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/obj/structure/curtain
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name = "curtain"
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desc = "Contains less than 1% mercury."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "bathroom-open"
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color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
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alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
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layer = SIGN_LAYER
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anchored = TRUE
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opacity = FALSE
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density = FALSE
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/// used in making the icon state
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var/icon_type = "bathroom"
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var/open = TRUE
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/// if it can be seen through when closed
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var/opaque_closed = FALSE
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/obj/structure/curtain/Initialize(mapload)
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// see-through curtains should let emissives shine through
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if(!opaque_closed)
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blocks_emissive = EMISSIVE_BLOCK_NONE
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return ..()
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/obj/structure/curtain/proc/toggle()
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open = !open
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if(open)
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layer = SIGN_LAYER
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set_opacity(FALSE)
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else
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layer = WALL_OBJ_LAYER
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if(opaque_closed)
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set_opacity(TRUE)
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update_appearance()
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/obj/structure/curtain/update_icon_state()
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icon_state = "[icon_type]-[open ? "open" : "closed"]"
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return ..()
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/obj/structure/curtain/attackby(obj/item/W, mob/user)
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if (istype(W, /obj/item/toy/crayon))
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color = input(user,"","Choose Color",color) as color
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else
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return ..()
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/obj/structure/curtain/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool, time = 5 SECONDS)
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return TRUE
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/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
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..()
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if(anchored)
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return TRUE
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user.visible_message(span_warning("[user] cuts apart [src]."),
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span_notice("You start to cut apart [src]."), span_hear("You hear cutting."))
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if(I.use_tool(src, user, 50, volume=100) && !anchored)
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to_chat(user, span_notice("You cut apart [src]."))
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deconstruct()
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return TRUE
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/obj/structure/curtain/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE)
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toggle()
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/obj/structure/curtain/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth (loc, 2)
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new /obj/item/stack/sheet/plastic (loc, 2)
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new /obj/item/stack/rods (loc, 1)
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/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE)
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else
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playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(loc, 'sound/items/welder.ogg', 80, TRUE)
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/obj/structure/curtain/bounty
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icon_type = "bounty"
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icon_state = "bounty-open"
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color = null
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alpha = 255
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opaque_closed = TRUE
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/obj/structure/curtain/bounty/start_closed
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icon_state = "bounty-closed"
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/obj/structure/curtain/bounty/start_closed/Initialize(mapload)
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. = ..()
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if(open)
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toggle()
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/obj/structure/curtain/cloth
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color = null
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alpha = 255
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opaque_closed = TRUE
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/obj/structure/curtain/cloth/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/cloth (loc, 4)
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new /obj/item/stack/rods (loc, 1)
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/obj/structure/curtain/cloth/fancy
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icon_type = "cur_fancy"
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icon_state = "cur_fancy-open"
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/obj/structure/curtain/cloth/fancy/mechanical
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var/id = null
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/obj/structure/curtain/cloth/fancy/mechanical/Destroy()
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GLOB.curtains -= src
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return ..()
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/obj/structure/curtain/cloth/fancy/mechanical/Initialize(mapload)
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. = ..()
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GLOB.curtains += src
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/obj/structure/curtain/cloth/fancy/mechanical/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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id = "[port.shuttle_id]_[id]"
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/obj/structure/curtain/cloth/fancy/mechanical/proc/open()
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icon_state = "[icon_type]-open"
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layer = SIGN_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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set_density(FALSE)
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open = TRUE
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set_opacity(FALSE)
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/obj/structure/curtain/cloth/fancy/mechanical/proc/close()
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icon_state = "[icon_type]-closed"
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layer = WALL_OBJ_LAYER
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set_density(TRUE)
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open = FALSE
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if(opaque_closed)
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set_opacity(TRUE)
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/obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user, list/modifiers)
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return
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/obj/structure/curtain/cloth/fancy/mechanical/start_closed
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icon_state = "cur_fancy-closed"
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/obj/structure/curtain/cloth/fancy/mechanical/start_closed/Initialize(mapload)
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. = ..()
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close()
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