mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
410 lines
13 KiB
Plaintext
410 lines
13 KiB
Plaintext
//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos
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/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 = 0
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anchored = 1
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var/open = 0 //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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/obj/structure/toilet/New()
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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 as mob)
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if(swirlie)
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usr.setClickCooldown(user.get_attack_speed())
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usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
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swirlie.adjustBruteLoss(5)
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return
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if(cistern && !open)
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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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return
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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.loc = get_turf(src)
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to_chat(user, "<span class='notice'>You find \an [I] in the cistern.</span>")
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w_items -= I.w_class
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return
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open = !open
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update_icon()
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/obj/structure/toilet/update_icon()
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icon_state = "toilet[open][cistern]"
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/obj/structure/toilet/attackby(obj/item/I as obj, mob/living/user as mob)
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if(I.is_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(src, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(do_after(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>", "You hear grinding porcelain.")
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cistern = !cistern
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update_icon()
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return
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if(istype(I, /obj/item/weapon/grab))
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user.setClickCooldown(user.get_attack_speed(I))
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var/obj/item/weapon/grab/G = I
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state>1)
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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 the toilet.</span>")
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return
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if(open && !swirlie)
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user.visible_message("<span class='danger'>[user] starts to give [GM.name] a swirlie!</span>", "<span class='notice'>You start to give [GM.name] a swirlie!</span>")
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swirlie = GM
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if(do_after(user, 30, GM))
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user.visible_message("<span class='danger'>[user] gives [GM.name] a swirlie!</span>", "<span class='notice'>You give [GM.name] a swirlie!</span>", "You hear a toilet flushing.")
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if(!GM.internal)
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GM.adjustOxyLoss(5)
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swirlie = null
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else
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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if(cistern && !istype(user,/mob/living/silicon/robot)) //STOP PUTTING YOUR MODULES IN THE TOILET.
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if(I.w_class > 3)
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to_chat(user, "<span class='notice'>\The [I] does not fit.</span>")
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return
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if(w_items + I.w_class > 5)
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to_chat(user, "<span class='notice'>The cistern is full.</span>")
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return
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user.drop_item()
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I.loc = src
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w_items += I.w_class
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to_chat(user, "You carefully place \the [I] into the cistern.")
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return
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "urinal"
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density = 0
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anchored = 1
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/obj/structure/urinal/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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if(isliving(G.affecting))
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var/mob/living/GM = G.affecting
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if(G.state>1)
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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 the urinal.</span>")
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return
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user.visible_message("<span class='danger'>[user] slams [GM.name] into the [src]!</span>", "<span class='notice'>You slam [GM.name] into the [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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to_chat(user, "<span class='notice'>You need a tighter grip.</span>")
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/obj/machinery/shower
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name = "shower"
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desc = "The HS-451. Installed in the 2550s by the Hygiene Division."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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density = 0
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anchored = 1
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use_power = USE_POWER_OFF
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var/on = 0
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var/obj/effect/mist/mymist = null
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var/ismist = 0 //needs a var so we can make it linger~
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var/watertemp = "normal" //freezing, normal, or boiling
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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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var/datum/looping_sound/showering/soundloop
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/obj/machinery/shower/Initialize()
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create_reagents(50)
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soundloop = new(list(src), FALSE)
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return ..()
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/obj/machinery/shower/Destroy()
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QDEL_NULL(soundloop)
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return ..()
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//add heat controls? when emagged, you can freeze to death in it?
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/obj/effect/mist
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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plane = MOB_PLANE
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layer = ABOVE_MOB_LAYER
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anchored = 1
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mouse_opacity = 0
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/obj/machinery/shower/attack_hand(mob/M as mob)
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on = !on
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update_icon()
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if(on)
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soundloop.start()
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if (M.loc == loc)
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wash(M)
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process_heat(M)
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for (var/atom/movable/G in src.loc)
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G.clean_blood()
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else
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soundloop.stop()
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
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if(I.type == /obj/item/device/analyzer)
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to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
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if(I.is_wrench())
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var/newtemp = input(user, "What setting would you like to set the temperature valve to?", "Water Temperature Valve") in temperature_settings
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to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>")
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playsound(src, I.usesound, 50, 1)
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if(do_after(user, 50 * I.toolspeed))
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watertemp = newtemp
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user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I].</span>")
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add_fingerprint(user)
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/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
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overlays.Cut() //once it's been on for a while, in addition to handling the water overlay.
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if(mymist)
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qdel(mymist)
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mymist = null
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if(on)
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overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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if(temperature_settings[watertemp] < T20C)
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return //no mist for cold water
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if(!ismist)
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spawn(50)
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if(src && on)
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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else
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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else if(ismist)
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ismist = 1
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mymist = new /obj/effect/mist(loc)
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spawn(250)
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if(src && !on)
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qdel(mymist)
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mymist = null
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ismist = 0
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//Yes, showers are super powerful as far as washing goes.
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/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
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if(!on) return
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if(isliving(O))
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var/mob/living/L = O
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L.ExtinguishMob()
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L.fire_stacks = -20 //Douse ourselves with water to avoid fire more easily
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if(iscarbon(O))
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//flush away reagents on the skin
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var/mob/living/carbon/M = O
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if(M.touching)
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var/remove_amount = M.touching.maximum_volume * M.reagent_permeability() //take off your suit first
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M.touching.remove_any(remove_amount)
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M.clean_blood()
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if(isturf(loc))
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var/turf/tile = loc
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for(var/obj/effect/E in tile)
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if(istype(E,/obj/effect/rune) || istype(E,/obj/effect/decal/cleanable) || istype(E,/obj/effect/overlay))
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qdel(E)
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reagents.splash(O, 10)
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/obj/machinery/shower/process()
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if(!on) return
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for(var/thing in loc)
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var/atom/movable/AM = thing
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var/mob/living/L = thing
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if(istype(AM) && AM.simulated)
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wash(AM)
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if(istype(L))
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process_heat(L)
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wash_floor()
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reagents.add_reagent("water", reagents.get_free_space())
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/obj/machinery/shower/proc/wash_floor()
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if(!ismist && is_washing)
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return
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is_washing = 1
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var/turf/T = get_turf(src)
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reagents.splash(T, reagents.total_volume)
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T.clean(src)
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spawn(100)
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is_washing = 0
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/obj/machinery/shower/proc/process_heat(mob/living/M)
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if(!on || !istype(M)) return
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var/temperature = temperature_settings[watertemp]
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var/temp_adj = between(BODYTEMP_COOLING_MAX, temperature - M.bodytemperature, BODYTEMP_HEATING_MAX)
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M.bodytemperature += temp_adj
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(temperature >= H.species.heat_level_1)
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to_chat(H, "<span class='danger'>The water is searing hot!</span>")
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else if(temperature <= H.species.cold_level_1)
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to_chat(H, "<span class='warning'>The water is freezing cold!</span>")
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/obj/item/weapon/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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honk_sound = 'sound/voice/quack.ogg' //VOREStation edit
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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."
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anchored = 1
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var/busy = 0 //Something's being washed at the moment
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/obj/structure/sink/MouseDrop_T(var/obj/item/thing, var/mob/user)
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..()
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if(!istype(thing) || !thing.is_open_container())
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return ..()
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if(!usr.Adjacent(src))
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return ..()
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if(!thing.reagents || thing.reagents.total_volume == 0)
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to_chat(usr, "<span class='warning'>\The [thing] is empty.</span>")
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return
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// Clear the vessel.
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visible_message("<span class='notice'>\The [usr] tips the contents of \the [thing] into \the [src].</span>")
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thing.reagents.clear_reagents()
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thing.update_icon()
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/obj/structure/sink/attack_hand(mob/user as mob)
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
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if (H.hand)
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temp = H.organs_by_name["l_hand"]
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if(temp && !temp.is_usable())
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to_chat(user, "<span class='notice'>You try to move your [temp.name], but cannot!</span>")
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return
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if(isrobot(user) || isAI(user))
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return
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if(!Adjacent(user))
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return
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if(busy)
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to_chat(user, "<span class='warning'>Someone's already washing here.</span>")
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return
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to_chat(usr, "<span class='notice'>You start washing your hands.</span>")
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playsound(src, 'sound/effects/sink_long.ogg', 75, 1)
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busy = 1
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if(!do_after(user, 40, src))
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busy = 0
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to_chat(usr, "<span class='notice'>You stop washing your hands.</span>")
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return
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busy = 0
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user.clean_blood()
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if(ishuman(user))
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user:update_inv_gloves()
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for(var/mob/V in viewers(src, null))
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V.show_message("<span class='notice'>[user] washes their hands using \the [src].</span>")
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/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
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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/obj/item/weapon/reagent_containers/RG = O
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if (istype(RG) && RG.is_open_container())
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RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
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user.visible_message("<span class='notice'>[user] fills \the [RG] using \the [src].</span>","<span class='notice'>You fill \the [RG] using \the [src].</span>")
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playsound(src, 'sound/effects/sink.ogg', 75, 1)
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return 1
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else if (istype(O, /obj/item/weapon/melee/baton))
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var/obj/item/weapon/melee/baton/B = O
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if(B.bcell)
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if(B.bcell.charge > 0 && B.status == 1)
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flick("baton_active", src)
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user.Stun(10)
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user.stuttering = 10
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user.Weaken(10)
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if(isrobot(user))
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var/mob/living/silicon/robot/R = user
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R.cell.charge -= 20
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else
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B.deductcharge(B.hitcost)
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var/datum/gender/TU = gender_datums[user.get_visible_gender()]
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user.visible_message( \
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"<span class='danger'>[user] was stunned by [TU.his] wet [O]!</span>", \
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"<span class='userdanger'>[user] was stunned by [TU.his] wet [O]!</span>")
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return 1
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else if(istype(O, /obj/item/weapon/mop))
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O.reagents.add_reagent("water", 5)
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to_chat(user, "<span class='notice'>You wet \the [O] in \the [src].</span>")
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playsound(src, 'sound/effects/slosh.ogg', 25, 1)
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return
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var/turf/location = user.loc
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if(!isturf(location)) return
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var/obj/item/I = O
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if(!I || !istype(I,/obj/item)) return
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to_chat(usr, "<span class='notice'>You start washing \the [I].</span>")
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busy = 1
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if(!do_after(user, 40, src))
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busy = 0
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to_chat(usr, "<span class='notice'>You stop washing \the [I].</span>")
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return
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busy = 0
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O.clean_blood()
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O.water_act(rand(1,10))
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user.visible_message( \
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"<span class='notice'>[user] washes \a [I] using \the [src].</span>", \
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"<span class='notice'>You wash \a [I] using \the [src].</span>")
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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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/obj/structure/sink/puddle //splishy splashy ^_^
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name = "puddle"
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icon_state = "puddle"
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desc = "A small pool of some liquid, ostensibly water."
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/obj/structure/sink/puddle/attack_hand(mob/M as mob)
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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/obj/structure/sink/puddle/attackby(obj/item/O as obj, mob/user as mob)
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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