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## 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>
150 lines
5.3 KiB
Plaintext
150 lines
5.3 KiB
Plaintext
//Water source, use the type water_source for unlimited water sources like classic sinks.
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/obj/structure/water_source
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name = "Water Source"
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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. This one seems to be infinite!"
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anchored = TRUE
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///Boolean on whether something is currently being washed, preventing multiple people from cleaning at once.
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var/busy = FALSE
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///The reagent that is dispensed from this source, by default it's water.
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var/datum/reagent/dispensedreagent = /datum/reagent/water
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/obj/structure/water_source/Initialize(mapload)
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. = ..()
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create_reagents(INFINITY, NO_REACT)
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reagents.add_reagent(dispensedreagent, INFINITY)
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/obj/structure/water_source/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(!iscarbon(user))
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return
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if(!Adjacent(user))
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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 = user.parse_zone_with_bodypart(user.zone_selected)
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var/washing_face = FALSE
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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 = TRUE
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user.visible_message(
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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, 4 SECONDS, target = src))
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busy = FALSE
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return
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busy = FALSE
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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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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(
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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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)
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/obj/structure/water_source/attackby(obj/item/attacking_item, 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(attacking_item.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(is_reagent_container(attacking_item))
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var/obj/item/reagent_containers/container = attacking_item
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if(container.is_refillable())
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if(!container.reagents.holder_full())
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container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [container] from [src]."))
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return TRUE
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to_chat(user, span_notice("\The [container] is full."))
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return FALSE
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if(istype(attacking_item, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = attacking_item
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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.set_stutter(baton.knockdown_time)
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baton.cell.use(baton.cell_hit_cost)
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user.visible_message(
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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(attacking_item, /obj/item/mop))
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attacking_item.reagents.add_reagent(dispensedreagent, 5)
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to_chat(user, span_notice("You wet [attacking_item] in [src]."))
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playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
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return
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if(istype(attacking_item, /obj/item/stack/medical/gauze))
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var/obj/item/stack/medical/gauze/G = attacking_item
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new /obj/item/reagent_containers/cup/rag(loc)
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to_chat(user, span_notice("You tear off a strip of gauze and make a rag."))
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G.use(1)
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return
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if(istype(attacking_item, /obj/item/stack/sheet/cloth))
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var/obj/item/stack/sheet/cloth/cloth = attacking_item
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new /obj/item/reagent_containers/cup/rag(loc)
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to_chat(user, span_notice("You tear off a strip of cloth and make a rag."))
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cloth.use(1)
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return
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if(istype(attacking_item, /obj/item/stack/ore/glass))
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new /obj/item/stack/sheet/sandblock(loc)
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to_chat(user, span_notice("You wet the sand and form it into a block."))
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attacking_item.use(1)
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return
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if(!user.combat_mode)
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to_chat(user, span_notice("You start washing [attacking_item]..."))
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busy = TRUE
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if(!do_after(user, 4 SECONDS, target = src))
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busy = FALSE
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return TRUE
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busy = FALSE
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attacking_item.wash(CLEAN_WASH)
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reagents.expose(attacking_item, TOUCH, 5 / max(reagents.total_volume, 5))
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user.visible_message(
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span_notice("[user] washes [attacking_item] using [src]."),
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span_notice("You wash [attacking_item] using [src]."))
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return TRUE
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return ..()
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/obj/structure/water_source/puddle //splishy splashy ^_^
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name = "puddle"
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desc = "A puddle used for washing one's hands and face."
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icon_state = "puddle"
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base_icon_state = "puddle"
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resistance_flags = UNACIDABLE
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/water_source/puddle/attack_hand(mob/user, list/modifiers)
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icon_state = "[base_icon_state]-splash"
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. = ..()
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icon_state = base_icon_state
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/obj/structure/water_source/puddle/attackby(obj/item/attacking_item, mob/user, params)
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icon_state = "[base_icon_state]-splash"
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. = ..()
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icon_state = base_icon_state
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