Files
Bubberstation/code/game/objects/structures/watercloset.dm
Qustinnus 707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00

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Plaintext

/obj/structure/toilet
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'icons/obj/watercloset.dmi'
icon_state = "toilet00"
density = FALSE
anchored = TRUE
var/open = FALSE //if the lid is up
var/cistern = 0 //if the cistern bit is open
var/w_items = 0 //the combined w_class of all the items in the cistern
var/mob/living/swirlie = null //the mob being given a swirlie
var/buildstacktype = /obj/item/stack/sheet/metal //they're metal now, shut up
var/buildstackamount = 1
/obj/structure/toilet/Initialize()
. = ..()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(swirlie)
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, "swing_hit", 25, TRUE)
swirlie.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='userdanger'>[user] slams the toilet seat onto your head!</span>", "<span class='hear'>You hear reverberating porcelain.</span>")
log_combat(user, swirlie, "swirlied (brute)")
swirlie.adjustBruteLoss(5)
else if(user.pulling && isliving(user.pulling))
user.changeNext_move(CLICK_CD_MELEE)
var/mob/living/GM = user.pulling
if(user.grab_state >= GRAB_AGGRESSIVE)
if(GM.loc != get_turf(src))
to_chat(user, "<span class='warning'>[GM] needs to be on [src]!</span>")
return
if(!swirlie)
if(open)
GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
swirlie = GM
var/was_alive = (swirlie.stat != DEAD)
if(do_after(user, 3 SECONDS, target = src, timed_action_flags = IGNORE_HELD_ITEM))
GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='hear'>You hear a toilet flushing.</span>")
if(iscarbon(GM))
var/mob/living/carbon/C = GM
if(!C.internal)
log_combat(user, C, "swirlied (oxy)")
C.adjustOxyLoss(5)
else
log_combat(user, GM, "swirlied (oxy)")
GM.adjustOxyLoss(5)
if(was_alive && swirlie.stat == DEAD && swirlie.client)
swirlie.client.give_award(/datum/award/achievement/misc/swirlie, swirlie) // just like space high school all over again!
swirlie = null
else
playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
log_combat(user, GM, "toilet slammed")
GM.adjustBruteLoss(5)
else
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
else if(cistern && !open && user.CanReach(src))
if(!contents.len)
to_chat(user, "<span class='notice'>The cistern is empty.</span>")
else
var/obj/item/I = pick(contents)
if(ishuman(user))
user.put_in_hands(I)
else
I.forceMove(drop_location())
to_chat(user, "<span class='notice'>You find [I] in the cistern.</span>")
w_items -= I.w_class
else
open = !open
update_icon()
/obj/structure/toilet/update_icon_state()
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
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/toilet/attackby(obj/item/I, mob/living/user, params)
add_fingerprint(user)
if(I.tool_behaviour == TOOL_CROWBAR)
to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
if(I.use_tool(src, user, 30))
user.visible_message("<span class='notice'>[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!</span>", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='hear'>You hear grinding porcelain.</span>")
cistern = !cistern
update_icon()
else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
I.play_tool_sound(src)
deconstruct()
else if(cistern && !user.combat_mode)
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, "<span class='warning'>[I] does not fit!</span>")
return
if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
to_chat(user, "<span class='warning'>The cistern is full!</span>")
return
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>")
return
w_items += I.w_class
to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
else if(istype(I, /obj/item/reagent_containers) && !user.combat_mode)
if (!open)
return
if(istype(I, /obj/item/food/monkeycube))
var/obj/item/food/monkeycube/cube = I
cube.Expand()
return
var/obj/item/reagent_containers/RG = I
RG.reagents.add_reagent(/datum/reagent/water, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
to_chat(user, "<span class='notice'>You fill [RG] from [src]. Gross.</span>")
else
return ..()
/obj/structure/toilet/secret
var/obj/item/secret
var/secret_type = null
/obj/structure/toilet/secret/Initialize(mapload)
. = ..()
if (secret_type)
secret = new secret_type(src)
secret.desc += " It's a secret!"
w_items += secret.w_class
contents += secret
/obj/structure/toilet/greyscale
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstacktype = null
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
density = FALSE
anchored = TRUE
var/exposed = 0 // can you currently put an item inside
var/obj/item/hiddenitem = null // what's in the urinal
/obj/structure/urinal/Initialize()
. = ..()
hiddenitem = new /obj/item/food/urinalcake
/obj/structure/urinal/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(user.pulling && isliving(user.pulling))
var/mob/living/GM = user.pulling
if(user.grab_state >= GRAB_AGGRESSIVE)
if(GM.loc != get_turf(src))
to_chat(user, "<span class='notice'>[GM.name] needs to be on [src].</span>")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
GM.adjustBruteLoss(8)
else
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
else if(exposed)
if(!hiddenitem)
to_chat(user, "<span class='warning'>There is nothing in the drain holder!</span>")
else
if(ishuman(user))
user.put_in_hands(hiddenitem)
else
hiddenitem.forceMove(get_turf(src))
to_chat(user, "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
hiddenitem = null
else
..()
/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
if(exposed)
if (hiddenitem)
to_chat(user, "<span class='warning'>There is already something in the drain enclosure!</span>")
return
if(I.w_class > 1)
to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
return
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
return
hiddenitem = I
to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
else
return ..()
/obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
to_chat(user, "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
if(I.use_tool(src, user, 20))
user.visible_message("<span class='notice'>[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!</span>",
"<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>",
"<span class='hear'>You hear metal and squishing noises.</span>")
exposed = !exposed
return TRUE
/obj/item/food/urinalcake
name = "urinal cake"
desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "urinalcake"
w_class = WEIGHT_CLASS_TINY
food_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1)
foodtypes = TOXIC | GROSS
/obj/item/food/urinalcake/attack_self(mob/living/user)
user.visible_message("<span class='notice'>[user] squishes [src]!</span>", "<span class='notice'>You squish [src].</span>", "<i>You hear a squish.</i>")
icon_state = "urinalcake_squish"
addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8)
/obj/item/bikehorn/rubberducky/plasticducky
name = "plastic ducky"
desc = "It's a cheap plastic knockoff of a loveable bathtime toy."
custom_materials = list(/datum/material/plastic = 1000)
/obj/item/bikehorn/rubberducky
name = "rubber ducky"
desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
icon = 'icons/obj/watercloset.dmi'
icon_state = "rubberducky"
inhand_icon_state = "rubberducky"
worn_icon_state = "duck"
/obj/structure/sink
name = "sink"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face. Passively reclaims water over time."
anchored = TRUE
///Something's being washed at the moment
var/busy = FALSE
///What kind of reagent is produced by this sink by default? (We now have actual plumbing, Arcane, August 2020)
var/dispensedreagent = /datum/reagent/water
///Material to drop when broken or deconstructed.
var/buildstacktype = /obj/item/stack/sheet/metal
///Number of sheets of material to drop when broken or deconstructed.
var/buildstackamount = 1
///Does the sink have a water recycler to recollect it's water supply?
var/has_water_reclaimer = TRUE
///Has the water reclamation begun?
var/reclaiming = FALSE
///Units of water to reclaim per second
var/reclaim_rate = 0.5
/obj/structure/sink/Initialize(mapload, bolt)
. = ..()
if(has_water_reclaimer)
create_reagents(100, NO_REACT)
reagents.add_reagent(dispensedreagent, 100)
AddComponent(/datum/component/plumbing/simple_demand, bolt)
/obj/structure/sink/examine(mob/user)
. = ..()
. += "<span class='notice'>[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.</span>"
/obj/structure/sink/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!user || !istype(user))
return
if(!iscarbon(user))
return
if(!Adjacent(user))
return
if(reagents.total_volume < 5)
to_chat(user, "<span class='warning'>The sink has no more contents left!</span>")
return
if(busy)
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return
var/selected_area = parse_zone(user.zone_selected)
var/washing_face = 0
if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
washing_face = 1
user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
busy = TRUE
if(!do_after(user, 40, target = src))
busy = FALSE
return
busy = FALSE
reagents.remove_any(5)
reagents.expose(user, TOUCH, 5 / max(reagents.total_volume, 5))
begin_reclamation()
if(washing_face)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH)
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else if(ishuman(user))
var/mob/living/carbon/human/human_user = user
if(!human_user.wash_hands(CLEAN_WASH))
to_chat(user, "<span class='warning'>Your hands are covered by something!</span>")
return
else
user.wash(CLEAN_WASH)
user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy)
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return
if(istype(O, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RG = O
if(reagents.total_volume <= 0)
to_chat(user, "<span class='notice'>\The [src] is dry.</span>")
return FALSE
if(RG.is_refillable())
if(!RG.reagents.holder_full())
reagents.trans_to(RG, RG.amount_per_transfer_from_this, transfered_by = user)
begin_reclamation()
to_chat(user, "<span class='notice'>You fill [RG] from [src].</span>")
return TRUE
to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
return FALSE
if(istype(O, /obj/item/melee/baton))
var/obj/item/melee/baton/B = O
if(B.cell && B.cell.charge && B.turned_on)
flick("baton_active", src)
user.Paralyze(B.stun_time)
user.stuttering = B.stun_time/20
B.deductcharge(B.cell_hit_cost)
user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [B.name]!</span>", \
"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
playsound(src, B.stun_sound, 50, TRUE)
return
if(istype(O, /obj/item/mop))
if(reagents.total_volume <= 0)
to_chat(user, "<span class='notice'>\The [src] is dry.</span>")
return FALSE
reagents.trans_to(O, 5, transfered_by = user)
begin_reclamation()
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
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 class='notice'>You tear off a strip of gauze and make a rag.</span>")
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 class='notice'>You tear off a strip of cloth and make a rag.</span>")
cloth.use(1)
return
if(istype(O, /obj/item/stack/ore/glass))
new /obj/item/stack/sheet/sandblock(loc)
to_chat(user, "<span class='notice'>You wet the sand in the sink and form it into a block.</span>")
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 class='notice'>You start washing [O]...</span>")
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 class='notice'>[user] washes [O] using [src].</span>", \
"<span class='notice'>You wash [O] using [src].</span>")
return 1
else
return ..()
/obj/structure/sink/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
drop_materials()
..()
/obj/structure/sink/process(delta_time)
if(has_water_reclaimer && reagents.total_volume < reagents.maximum_volume)
reagents.add_reagent(dispensedreagent, reclaim_rate * delta_time)
else
reclaiming = FALSE
return PROCESS_KILL
/obj/structure/sink/proc/drop_materials()
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
/obj/structure/sink/proc/begin_reclamation()
if(!reclaiming)
reclaiming = TRUE
START_PROCESSING(SSfluids, src)
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
/obj/structure/sink/greyscale
icon_state = "sink_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
buildstacktype = null
/obj/structure/sinkframe
name = "sink frame"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink_frame"
desc = "A sink frame, that needs a water recycler to finish construction."
anchored = FALSE
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/structure/sinkframe/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
/obj/structure/sinkframe/proc/can_be_rotated(mob/user, rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return !anchored
/obj/structure/sinkframe/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/stock_parts/water_recycler))
qdel(I)
var/obj/structure/sink/greyscale/new_sink = new /obj/structure/sink/greyscale(loc)
new_sink.has_water_reclaimer = TRUE
new_sink.set_custom_materials(custom_materials)
new_sink.setDir(dir)
qdel(src)
return
return ..()
//Water source, use the type water_source for unlimited water sources like classic sinks.
/obj/structure/water_source
name = "Water Source"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face. This one seems to be infinite!"
anchored = TRUE
var/busy = FALSE //Something's being washed at the moment
var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens
/obj/structure/water_source/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!iscarbon(user))
return
if(!Adjacent(user))
return
if(busy)
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return
var/selected_area = parse_zone(user.zone_selected)
var/washing_face = FALSE
if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
washing_face = TRUE
user.visible_message("<span class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
busy = TRUE
if(!do_after(user, 4 SECONDS, target = src))
busy = FALSE
return
busy = FALSE
if(washing_face)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH)
user.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else if(ishuman(user))
var/mob/living/carbon/human/human_user = user
if(!human_user.wash_hands(CLEAN_WASH))
to_chat(user, "<span class='warning'>Your hands are covered by something!</span>")
return
else
user.wash(CLEAN_WASH)
user.visible_message("<span class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
/obj/structure/water_source/attackby(obj/item/O, mob/living/user, params)
if(busy)
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return
if(istype(O, /obj/item/reagent_containers))
var/obj/item/reagent_containers/container = O
if(container.is_refillable())
if(!container.reagents.holder_full())
container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
to_chat(user, "<span class='notice'>You fill [container] from [src].</span>")
return TRUE
to_chat(user, "<span class='notice'>\The [container] is full.</span>")
return FALSE
if(istype(O, /obj/item/melee/baton))
var/obj/item/melee/baton/baton = O
if(baton.cell && baton.cell.charge && baton.turned_on)
flick("baton_active", src)
user.Paralyze(baton.stun_time)
user.stuttering = baton.stun_time * 0.05
baton.deductcharge(baton.cell_hit_cost)
user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!</span>", \
"<span class='userdanger'>You unwisely attempt to wash [baton] while it's still on.</span>")
playsound(src, baton.stun_sound, 50, TRUE)
return
if(istype(O, /obj/item/mop))
O.reagents.add_reagent(dispensedreagent, 5)
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
return
if(istype(O, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/G = O
new /obj/item/reagent_containers/glass/rag(loc)
to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
G.use(1)
return
if(istype(O, /obj/item/stack/sheet/cloth))
var/obj/item/stack/sheet/cloth/cloth = O
new /obj/item/reagent_containers/glass/rag(loc)
to_chat(user, "<span class='notice'>You tear off a strip of cloth and make a rag.</span>")
cloth.use(1)
return
if(istype(O, /obj/item/stack/ore/glass))
new /obj/item/stack/sheet/sandblock(loc)
to_chat(user, "<span class='notice'>You wet the sand and form it into a block.</span>")
O.use(1)
return
if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
return
if(!user.combat_mode)
to_chat(user, "<span class='notice'>You start washing [O]...</span>")
busy = TRUE
if(!do_after(user, 4 SECONDS, target = src))
busy = FALSE
return TRUE
busy = FALSE
O.wash(CLEAN_WASH)
reagents.expose(O, TOUCH, 5 / max(reagents.total_volume, 5))
user.visible_message("<span class='notice'>[user] washes [O] using [src].</span>", \
"<span class='notice'>You wash [O] using [src].</span>")
return TRUE
return ..()
/obj/structure/water_source/puddle //splishy splashy ^_^
name = "puddle"
desc = "A puddle used for washing one's hands and face."
icon_state = "puddle"
resistance_flags = UNACIDABLE
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/water_source/puddle/attack_hand(mob/M)
icon_state = "puddle-splash"
. = ..()
icon_state = "puddle"
/obj/structure/water_source/puddle/attackby(obj/item/O, mob/user, params)
icon_state = "puddle-splash"
. = ..()
icon_state = "puddle"
/obj/structure/water_source/puddle/deconstruct(disassembled = TRUE)
qdel(src)
//End legacy sink
//Shower Curtains//
//Defines used are pre-existing in layers.dm//
/obj/structure/curtain
name = "curtain"
desc = "Contains less than 1% mercury."
icon = 'icons/obj/watercloset.dmi'
icon_state = "bathroom-open"
var/icon_type = "bathroom"//used in making the icon state
color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
layer = SIGN_LAYER
anchored = TRUE
opacity = FALSE
density = FALSE
var/open = TRUE
/// if it can be seen through when closed
var/opaque_closed = FALSE
/obj/structure/curtain/proc/toggle()
open = !open
update_icon()
/obj/structure/curtain/update_icon()
if(!open)
icon_state = "[icon_type]-closed"
layer = WALL_OBJ_LAYER
density = TRUE
open = FALSE
if(opaque_closed)
set_opacity(TRUE)
else
icon_state = "[icon_type]-open"
layer = SIGN_LAYER
density = FALSE
open = TRUE
set_opacity(FALSE)
/obj/structure/curtain/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/toy/crayon))
color = input(user,"","Choose Color",color) as color
else
return ..()
/obj/structure/curtain/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I, 50)
return TRUE
/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
..()
if(anchored)
return TRUE
user.visible_message("<span class='warning'>[user] cuts apart [src].</span>",
"<span class='notice'>You start to cut apart [src].</span>", "<span class='hear'>You hear cutting.</span>")
if(I.use_tool(src, user, 50, volume=100) && !anchored)
to_chat(user, "<span class='notice'>You cut apart [src].</span>")
deconstruct()
return TRUE
/obj/structure/curtain/attack_hand(mob/user)
. = ..()
if(.)
return
playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE)
toggle()
/obj/structure/curtain/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 2)
new /obj/item/stack/sheet/plastic (loc, 2)
new /obj/item/stack/rods (loc, 1)
qdel(src)
/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, TRUE)
/obj/structure/curtain/bounty
icon_type = "bounty"
icon_state = "bounty-open"
color = null
alpha = 255
opaque_closed = TRUE
/obj/structure/curtain/cloth
color = null
alpha = 255
opaque_closed = TRUE
/obj/structure/curtain/cloth/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 4)
new /obj/item/stack/rods (loc, 1)
qdel(src)
/obj/structure/curtain/cloth/fancy
icon_type = "cur_fancy"
icon_state = "cur_fancy-open"
/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()
. = ..()
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
density = FALSE
open = TRUE
set_opacity(FALSE)
/obj/structure/curtain/cloth/fancy/mechanical/proc/close()
icon_state = "[icon_type]-closed"
layer = WALL_OBJ_LAYER
density = TRUE
open = FALSE
if(opaque_closed)
set_opacity(TRUE)
/obj/structure/curtain/cloth/fancy/mechanical/attack_hand(mob/user)
return