mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-22 15:05:11 +00:00
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
756 lines
26 KiB
Plaintext
756 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/metal //they're metal now, shut up
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var/buildstackamount = 1
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/obj/structure/toilet/Initialize()
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. = ..()
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open = round(rand(0, 1))
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update_icon()
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/obj/structure/toilet/attack_hand(mob/living/user)
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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 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>")
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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 class='warning'>[GM] needs to be on [src]!</span>")
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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 class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
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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 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>")
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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 class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
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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 class='warning'>You need a tighter grip!</span>")
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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 class='notice'>The cistern is empty.</span>")
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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 class='notice'>You find [I] in the cistern.</span>")
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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_icon()
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/obj/structure/toilet/update_icon_state()
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icon_state = "toilet[open][cistern]"
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/obj/structure/toilet/deconstruct()
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if(!(flags_1 & NODECONSTRUCT_1))
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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 class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
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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 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>")
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cistern = !cistern
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update_icon()
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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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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 class='warning'>[I] does not fit!</span>")
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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 class='warning'>The cistern is full!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>")
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return
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w_items += I.w_class
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to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
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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 class='notice'>You fill [RG] from [src]. Gross.</span>")
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else
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return ..()
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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_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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/obj/structure/urinal/Initialize()
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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)
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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 class='notice'>[GM.name] needs to be on [src].</span>")
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(exposed)
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if(!hiddenitem)
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to_chat(user, "<span class='warning'>There is nothing in the drain holder!</span>")
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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 class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
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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 class='warning'>There is already something in the drain enclosure!</span>")
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return
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if(I.w_class > 1)
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to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
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return
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hiddenitem = I
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to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
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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 class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
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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 class='notice'>[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!</span>",
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"<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>",
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"<span class='hear'>You hear metal and squishing noises.</span>")
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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 class='notice'>[user] squishes [src]!</span>", "<span class='notice'>You squish [src].</span>", "<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/metal
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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 class='notice'>[reagents.total_volume]/[reagents.maximum_volume] liquids remaining.</span>"
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/obj/structure/sink/attack_hand(mob/living/user)
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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 class='warning'>The sink has no more contents left!</span>")
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return
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if(busy)
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to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
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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 class='notice'>[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...</span>", \
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"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
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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.drowsyness = max(user.drowsyness - rand(2,3), 0) //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 class='warning'>Your hands are covered by something!</span>")
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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 class='notice'>[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].</span>", \
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"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
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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 class='warning'>Someone's already washing here!</span>")
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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 class='notice'>\The [src] is dry.</span>")
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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 class='notice'>You fill [RG] from [src].</span>")
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return TRUE
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to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
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return FALSE
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if(istype(O, /obj/item/melee/baton))
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var/obj/item/melee/baton/B = O
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if(B.cell && B.cell.charge && B.turned_on)
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flick("baton_active", src)
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user.Paralyze(B.stun_time)
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user.stuttering = B.stun_time/20
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B.deductcharge(B.cell_hit_cost)
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user.visible_message("<span class='warning'>[user] shocks [user.p_them()]self while attempting to wash the active [B.name]!</span>", \
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"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
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playsound(src, B.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 class='notice'>\The [src] is dry.</span>")
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return FALSE
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reagents.trans_to(O, 5, transfered_by = user)
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begin_reclamation()
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to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
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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 && !(flags_1&NODECONSTRUCT_1))
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O.play_tool_sound(src)
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deconstruct()
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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/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
|