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Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑
309 lines
9.8 KiB
Plaintext
309 lines
9.8 KiB
Plaintext
/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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layer = ABOVE_OBJ_LAYER
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pixel_z = 1
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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 its water supply?
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var/has_water_reclaimer = TRUE
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///Units of water to reclaim per second
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var/reclaim_rate = 0.5
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///Amount of shift the pixel for placement
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var/pixel_shift = 14
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink, (-14))
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/obj/structure/sink/Initialize(mapload, ndir = 0, has_water_reclaimer = null)
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. = ..()
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if(ndir)
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dir = ndir
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if(has_water_reclaimer != null)
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src.has_water_reclaimer = has_water_reclaimer
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switch(dir)
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if(NORTH)
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pixel_x = 0
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pixel_y = -pixel_shift
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if(SOUTH)
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pixel_x = 0
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pixel_y = pixel_shift
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if(EAST)
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pixel_x = -pixel_shift
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pixel_y = 0
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if(WEST)
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pixel_x = pixel_shift
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pixel_y = 0
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create_reagents(100, NO_REACT)
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if(src.has_water_reclaimer)
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reagents.add_reagent(dispensedreagent, 100)
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AddComponent(/datum/component/plumbing/simple_demand, extend_pipe_to_edge = TRUE)
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/obj/structure/sink/examine(mob/user)
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. = ..()
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if(has_water_reclaimer)
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. += span_notice("A water recycler is installed. It looks like you could pry it out.")
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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 = user.parse_zone_with_bodypart(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, 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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reagents.remove_all(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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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(is_reagent_container(O))
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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, transferred_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.set_stutter(baton.knockdown_time)
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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))
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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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reagents.trans_to(O, 5, transferred_by = user)
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begin_reclamation()
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to_chat(user, span_notice("You wet [O] in [src]."))
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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)
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O.play_tool_sound(src)
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deconstruct()
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return
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if(O.tool_behaviour == TOOL_CROWBAR)
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if(!has_water_reclaimer)
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to_chat(user, span_warning("There isn't a water recycler to remove."))
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return
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O.play_tool_sound(src)
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has_water_reclaimer = FALSE
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new/obj/item/stock_parts/water_recycler(get_turf(loc))
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to_chat(user, span_notice("You remove the water reclaimer from [src]"))
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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/cup/rag(src.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(O, /obj/item/stack/sheet/cloth))
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var/obj/item/stack/sheet/cloth/cloth = O
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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(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_notice("You wet the sand in the sink and form it into a block."))
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O.use(1)
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return
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if(istype(O, /obj/item/stock_parts/water_recycler))
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if(has_water_reclaimer)
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to_chat(user, span_warning("There is already has a water recycler installed."))
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return
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playsound(src, 'sound/machines/click.ogg', 20, TRUE)
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qdel(O)
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has_water_reclaimer = TRUE
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begin_reclamation()
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return
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if(istype(O, /obj/item/storage/fancy/pickles_jar))
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if(O.contents.len)
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to_chat(user, span_notice("Looks like there's something left in the jar"))
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return
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new /obj/item/reagent_containers/cup/beaker/large(loc)
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to_chat(user, span_notice("You washed the jar, ridding it of the brine."))
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qdel(O)
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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.combat_mode || (O.item_flags & NOBLUDGEON))
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to_chat(user, span_notice("You start washing [O]..."))
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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 1
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busy = FALSE
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O.wash(CLEAN_WASH)
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reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5))
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user.visible_message(span_notice("[user] washes [O] using [src]."), \
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span_notice("You wash [O] using [src]."))
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return 1
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else
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return ..()
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/obj/structure/sink/atom_deconstruct(dissambled = TRUE)
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drop_materials()
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if(has_water_reclaimer)
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new /obj/item/stock_parts/water_recycler(drop_location())
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/obj/structure/sink/process(seconds_per_tick)
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// Water reclamation complete?
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if(!has_water_reclaimer || reagents.total_volume >= reagents.maximum_volume)
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return PROCESS_KILL
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reagents.add_reagent(dispensedreagent, reclaim_rate * seconds_per_tick)
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/obj/structure/sink/proc/drop_materials()
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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] / SHEET_MATERIAL_AMOUNT, 1))
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/obj/structure/sink/proc/begin_reclamation()
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START_PROCESSING(SSplumbing, src)
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/obj/structure/sink/kitchen
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name = "kitchen sink"
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icon_state = "sink_alt"
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pixel_z = 4
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pixel_shift = 16
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/sink/kitchen, (-16))
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/obj/structure/sink/gasstation
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name = "plasma fuel station"
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desc = "A place to refuel vehicles with liquid plasma. It can also dispense into a container."
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icon_state = "sink_gasstation"
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dispensedreagent = /datum/reagent/toxin/plasma
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has_water_reclaimer = FALSE
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/obj/structure/sink/greyscale
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icon_state = "sink_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/sinkframe
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name = "sink frame"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "sink_frame"
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desc = "A sink frame, that needs a water recycler to finish construction."
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anchored = FALSE
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/structure/sinkframe/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/structure/sinkframe/attackby(obj/item/tool, mob/living/user, params)
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if(istype(tool, /obj/item/stock_parts/water_recycler))
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qdel(tool)
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var/obj/structure/sink/greyscale/new_sink = new(loc, REVERSE_DIR(dir), TRUE)
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new_sink.set_custom_materials(custom_materials)
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qdel(src)
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playsound(new_sink, 'sound/machines/click.ogg', 20, TRUE)
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return
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return ..()
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/obj/structure/sinkframe/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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var/obj/structure/sink/greyscale/new_sink = new(loc, REVERSE_DIR(dir), FALSE)
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new_sink.set_custom_materials(custom_materials)
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qdel(src)
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return TRUE
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/obj/structure/sinkframe/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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tool.play_tool_sound(src)
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deconstruct()
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return TRUE
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/obj/structure/sinkframe/atom_deconstruct(dissambled = TRUE)
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drop_materials()
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/obj/structure/sinkframe/proc/drop_materials()
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for(var/datum/material/material as anything in custom_materials)
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new material.sheet_type(loc, FLOOR(custom_materials[material] / SHEET_MATERIAL_AMOUNT, 1))
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