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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-12 23:52:34 +01:00
Updated toilets, urinals, and showers with NEW features.
The shower path has changed! From /obj/structure/shower to /obj/machinery/shower Made bookcases appear empty if they have no books, and fill up as more books are placed in them. Updated do_after() to have an extra var that determines if the user is required to keep the item in the active hand. This is only used in swirlies at the moment. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3684 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1,4 +1,4 @@
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//todo: flushing, flushing heads, showers actually cleaning people
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//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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@@ -8,18 +8,43 @@
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density = 0
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anchored = 1
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var/open = 0
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var/mob/swirlie = null
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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()
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open = !open
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update_icon()
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if(!swirlie)
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open = !open
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update_icon()
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else
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usr.visible_message("<span class='danger'>[usr] 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(8)
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/obj/structure/toilet/update_icon()
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icon_state = "toilet[open]"
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/obj/structure/toilet/attackby(var/obj/item/I, var/mob/user)
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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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var/mob/GM = G.affecting
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if(ismob(G.affecting))
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if(G.state>1 && GM.loc == get_turf(src))
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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, 5, 0))
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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(8)
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else
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user << "<span class='notice'>You need a tighter grip.</span>"
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/obj/structure/urinal
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@@ -30,9 +55,20 @@
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density = 0
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anchored = 1
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/obj/structure/urinal/attackby(var/obj/item/I, var/mob/user)
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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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var/mob/GM = G.affecting
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if(ismob(G.affecting))
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if(G.state>1 && GM.loc == get_turf(src))
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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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user << "<span class='notice'>You need a tighter grip.</span>"
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/obj/structure/shower
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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 Nanotrasen Hygiene Division."
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icon = 'watercloset.dmi'
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@@ -41,7 +77,9 @@
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anchored = 1
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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/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/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process()
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//add heat controls? when emagged, you can freeze to death in it?
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@@ -52,22 +90,37 @@
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layer = MOB_LAYER + 1
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mouse_opacity = 0
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/obj/structure/shower/attack_hand(mob/M as mob)
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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 && M.loc == loc)
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wash(M)
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check_heat(M)
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/obj/structure/shower/attackby(mob/M as mob)
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attack_hand(M)
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/obj/machinery/shower/attackby(var/obj/item/I, var/mob/user)
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if(I.type == /obj/item/device/analyzer)
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user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You begin to adjust the temperature valve with the [I].</span>"
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if(do_after(user, 50))
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switch(watertemp)
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if("normal")
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watertemp = "freezing"
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if("freezing")
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watertemp = "boiling"
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if("boiling")
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watertemp = "normal"
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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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/obj/structure/shower/update_icon()
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overlays = null
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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 = null //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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del(mymist)
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if(on)
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overlays += image('watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
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if(watertemp == "freezing")
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return
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if(!ismist)
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spawn(50)
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if(src && on)
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@@ -84,13 +137,20 @@
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del(mymist)
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ismist = 0
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/obj/structure/shower/HasEntered(atom/movable/O as obj|mob)
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/obj/machinery/shower/HasEntered(atom/movable/O)
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..()
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wash(O)
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if(ismob(O))
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mobpresent += 1
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check_heat(O)
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/obj/machinery/shower/Uncrossed(atom/movable/O)
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if(ismob(O))
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mobpresent -= 1
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..()
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//Yes, showers are super powerful as far as washing goes.
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/obj/structure/shower/proc/wash(atom/movable/O as obj|mob)
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..()
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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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O.clean_blood()
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@@ -108,10 +168,10 @@
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var/mob/living/carbon/human/washer = O
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if(washer.head)
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washer.head.clean_blood()
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if(washer.w_uniform)
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washer.w_uniform.clean_blood()
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if(washer.wear_suit)
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washer.wear_suit.clean_blood()
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else if(washer.w_uniform)
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washer.w_uniform.clean_blood()
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if(washer.shoes)
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washer.shoes.clean_blood()
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if(washer.gloves)
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@@ -129,6 +189,26 @@
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for(var/obj/effect/overlay/R in tile)
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del(R)
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/obj/machinery/shower/process()
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if(!on || !mobpresent) return
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for(var/mob/living/carbon/C in loc)
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check_heat(C)
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/obj/machinery/shower/proc/check_heat(mob/M as mob)
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if(!on || watertemp == "normal") return
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(watertemp == "freezing")
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C.bodytemperature = min(100, C.bodytemperature - 80)
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C << "<span class='warning'>The water is freezing!</span>"
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return
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if(watertemp == "boiling")
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C.bodytemperature = max(500, C.bodytemperature + 35)
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C.adjustFireLoss(10)
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C << "<span class='danger'>The water is searing!</span>"
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return
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/obj/item/weapon/bikehorn/rubberducky
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