//todo: toothbrushes, and some sort of "toilet-filthinator" for the hos /obj/structure/toilet name = "toilet" desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean." icon = 'icons/obj/watercloset.dmi' icon_state = "toilet00" density = 0 anchored = 1 var/open = 0 //if the lid is up var/cistern = 0 //if the cistern bit is open var/w_items = 0 //the combined w_class of all the items in the cistern var/mob/living/swirlie = null //the mob being given a swirlie /obj/structure/toilet/Initialize(mapload) . = ..() open = round(rand(0, 1)) update_icon() /obj/structure/toilet/Destroy() swirlie = null return ..() /obj/structure/toilet/attack_hand(mob/living/user) if(swirlie) user.changeNext_move(CLICK_CD_MELEE) playsound(src.loc, "swing_hit", 25, 1) swirlie.visible_message("[user] slams the toilet seat onto [swirlie]'s head!", "[user] slams the toilet seat onto [swirlie]'s head!", "You hear reverberating porcelain.") swirlie.apply_damage(5, BRUTE, BODY_ZONE_HEAD) return if(cistern && !open) if(!contents.len) to_chat(user, "The cistern is empty.") return else var/obj/item/I = pick(contents) if(ishuman(user)) user.put_in_hands(I) else I.loc = get_turf(src) to_chat(user, "You find [I] in the cistern.") w_items -= I.w_class return open = !open update_icon() /obj/structure/toilet/update_icon() icon_state = "toilet[open][cistern]" if(!anchored) pixel_x = 0 pixel_y = 0 layer = OBJ_LAYER else if(dir == SOUTH) pixel_x = 0 pixel_y = 8 if(dir == NORTH) pixel_x = 0 pixel_y = -8 layer = FLY_LAYER /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/reagent_containers)) if(!open) return var/obj/item/reagent_containers/RG = I if(RG.is_refillable()) if(RG.reagents.holder_full()) to_chat(user, "[RG] is full.") else RG.reagents.add_reagent("toiletwater", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this)) to_chat(user, "You fill [RG] from [src]. Gross.") return if(istype(I, /obj/item/grab)) user.changeNext_move(CLICK_CD_MELEE) var/obj/item/grab/G = I if(!G.confirm()) return if(isliving(G.affecting)) var/mob/living/GM = G.affecting if(G.state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, "[GM] needs to be on [src]!") return if(!swirlie) if(open) GM.visible_message("[user] starts to give [GM] a swirlie!", "[user] starts to give [GM] a swirlie...") swirlie = GM if(do_after(user, 30, 0, target = src)) GM.visible_message("[user] gives [GM] a swirlie!", "[user] gives [GM] a swirlie!", "You hear a toilet flushing.") if(iscarbon(GM)) var/mob/living/carbon/C = GM if(!C.internal) C.adjustOxyLoss(5) else GM.adjustOxyLoss(5) swirlie = null else playsound(src.loc, 'sound/effects/bang.ogg', 25, 1) GM.visible_message("[user] slams [GM.name]'s head into [src]!", "[user] slams [GM.name]'s head into [src]!") GM.apply_damage(5, BRUTE, BODY_ZONE_HEAD) else to_chat(user, "You need a tighter grip!") if(cistern) stash_goods(I, user) return /obj/structure/toilet/crowbar_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return to_chat(user, "You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...") playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1) if(I.use_tool(src, user, 30, volume = I.tool_volume)) user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!", "You hear grinding porcelain.") cistern = !cistern update_icon() return /obj/structure/toilet/wrench_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return var/choices = list() if(cistern) choices += "Stash" if(anchored) choices += "Disconnect" else choices += "Connect" choices += "Rotate" var/response = input(user, "What do you want to do?", "[src]") as null|anything in choices if(!Adjacent(user) || !response) //moved away or cancelled return switch(response) if("Stash") stash_goods(I, user) if("Disconnect") user.visible_message("[user] starts disconnecting [src].", "You begin disconnecting [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || !anchored) return user.visible_message("[user] disconnects [src]!", "You disconnect [src]!") anchored = 0 if("Connect") user.visible_message("[user] starts connecting [src].", "You begin connecting [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = 1 if("Rotate") var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST) var/selected = input(user,"Select a direction for the connector.", "Connector Direction") in dir_choices dir = dir_choices[selected] update_icon() //is this necessary? probably not /obj/structure/toilet/proc/stash_goods(obj/item/I, mob/user) if(!I) return if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, "[I] does not fit!") return if(w_items + I.w_class > WEIGHT_CLASS_HUGE) to_chat(user, "The cistern is full!") return if(!user.drop_item()) to_chat(user, "[I] is stuck to your hand, you cannot put it in the cistern!") return I.loc = src w_items += I.w_class to_chat(user, "You carefully place [I] into the cistern.") /obj/structure/toilet/secret var/secret_type = null /obj/structure/toilet/secret/Initialize(mapload) . = ..() if(secret_type) var/obj/item/secret = new secret_type(src) secret.desc += " It's a secret!" w_items += secret.w_class /obj/structure/urinal name = "urinal" desc = "The HU-452, an experimental urinal." icon = 'icons/obj/watercloset.dmi' icon_state = "urinal" density = 0 anchored = 1 /obj/structure/urinal/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/grab)) var/obj/item/grab/G = I if(!G.confirm()) return if(isliving(G.affecting)) var/mob/living/GM = G.affecting if(G.state >= GRAB_AGGRESSIVE) if(GM.loc != get_turf(src)) to_chat(user, "[GM.name] needs to be on [src].") return user.changeNext_move(CLICK_CD_MELEE) playsound(src.loc, 'sound/effects/bang.ogg', 25, 1) user.visible_message("[user] slams [GM]'s head into [src]!", "You slam [GM]'s head into [src]!") GM.apply_damage(8, BRUTE, BODY_ZONE_HEAD) else to_chat(user, "You need a tighter grip!") /obj/structure/urinal/wrench_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return if(anchored) user.visible_message("[user] begins disconnecting [src]...", "You begin to disconnect [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || !anchored) return user.visible_message("[user] disconnects [src]!", "You disconnect [src]!") anchored = 0 pixel_x = 0 pixel_y = 0 else user.visible_message("[user] begins connecting [src]...", "You begin to connect [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = 1 pixel_x = 0 pixel_y = 32 #define SHOWER_FREEZING "freezing" #define SHOWER_NORMAL "normal" #define SHOWER_BOILING "boiling" /obj/machinery/shower name = "shower" desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division." icon = 'icons/obj/watercloset.dmi' icon_state = "shower" density = 0 anchored = 1 use_power = NO_POWER_USE ///Is the shower on or off? var/on = FALSE ///What temperature the shower reagents are set to. var/current_temperature = SHOWER_NORMAL ///What sound will be played on loop when the shower is on and pouring water. var/datum/looping_sound/showering/soundloop /obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE) ..() soundloop = new(list(src), FALSE) if(building) dir = newdir pixel_x = 0 pixel_y = 0 switch(newdir) if(SOUTH) pixel_y = 16 if(NORTH) pixel_y = -5 layer = FLY_LAYER /obj/machinery/shower/Destroy() QDEL_NULL(soundloop) var/obj/effect/mist/mist = locate() in loc if(!QDELETED(mist)) QDEL_IN(mist, 25 SECONDS) return ..() //add heat controls? when emagged, you can freeze to death in it? /obj/effect/mist name = "mist" icon = 'icons/obj/watercloset.dmi' icon_state = "mist" layer = FLY_LAYER anchored = TRUE mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/machinery/shower/attack_hand(mob/M) on = !on update_icon() handle_mist() add_fingerprint(M) if(on) START_PROCESSING(SSmachines, src) process() soundloop.start() else soundloop.stop() var/turf/simulated/T = loc if(istype(T) && !T.density) T.MakeSlippery(TURF_WET_WATER, 5 SECONDS) /obj/machinery/shower/attackby(obj/item/I, mob/user, params) if(I.type == /obj/item/analyzer) to_chat(user, "The water temperature seems to be [current_temperature].") return ..() /obj/machinery/shower/wrench_act(mob/user, obj/item/I) ..() to_chat(user, "You begin to adjust the temperature valve with [I].") if(I.use_tool(src, user, 50)) switch(current_temperature) if(SHOWER_NORMAL) current_temperature = SHOWER_FREEZING if(SHOWER_FREEZING) current_temperature = SHOWER_BOILING if(SHOWER_BOILING) current_temperature = SHOWER_NORMAL user.visible_message("[user] adjusts the shower with \the [I].", "You adjust the shower with \the [I] to [current_temperature] temperature.") add_hiddenprint(user) handle_mist() return TRUE /obj/machinery/shower/welder_act(mob/user, obj/item/I) . = TRUE if(on) to_chat(user, "Turn [src] off before you attempt to cut it loose.") return if(!I.tool_use_check(user, 0)) return visible_message("[user] begins slicing [src] free...", "You begin slicing [src] free...", "You hear welding.") if(I.use_tool(src, user, 40, volume = I.tool_volume)) user.visible_message("[user] cuts [src] loose!", "You cut [src] loose!") var/obj/item/mounted/shower/S = new /obj/item/mounted/shower(get_turf(user)) transfer_prints_to(S, TRUE) qdel(src) /obj/machinery/shower/update_icon() cut_overlays() if(on) var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER) add_overlay(water_falling) /obj/machinery/shower/proc/handle_mist() // If there is no mist, and the shower was turned on (on a non-freezing temp): make mist in 5 seconds // If there was already mist, and the shower was turned off (or made cold): remove the existing mist in 25 sec var/obj/effect/mist/mist = locate() in loc if(!mist && on && current_temperature != SHOWER_FREEZING) addtimer(CALLBACK(src, .proc/make_mist), 5 SECONDS) if(mist && (!on || current_temperature == SHOWER_FREEZING)) addtimer(CALLBACK(src, .proc/clear_mist), 25 SECONDS) /obj/machinery/shower/proc/make_mist() var/obj/effect/mist/mist = locate() in loc if(!mist && on && current_temperature != SHOWER_FREEZING) new /obj/effect/mist(loc) /obj/machinery/shower/proc/clear_mist() var/obj/effect/mist/mist = locate() in loc if(mist && (!on || current_temperature == SHOWER_FREEZING)) qdel(mist) /obj/machinery/shower/Crossed(atom/movable/AM) ..() if(on) wash(AM) /obj/machinery/shower/proc/convertHeat() switch(current_temperature) if(SHOWER_BOILING) return 340.15 if(SHOWER_NORMAL) return 310.15 if(SHOWER_FREEZING) return 230.15 //Yes, showers are super powerful as far as washing goes. /obj/machinery/shower/proc/wash(atom/A) if(isitem(A)) var/obj/item/I = A I.extinguish() A.water_act(100, convertHeat(), src) if(isliving(A)) var/mob/living/L = A check_heat(L) L.ExtinguishMob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily A.clean_blood(radiation_clean = TRUE) /obj/machinery/shower/process() if(on) if(isturf(loc)) var/turf/tile = loc tile.water_act(100, convertHeat(), src) tile.clean_blood(radiation_clean = TRUE) for(var/obj/effect/E in tile) if(E.is_cleanable()) qdel(E) for(var/A in loc) wash(A) else on = FALSE soundloop.stop() handle_mist() update_icon() /obj/machinery/shower/proc/check_heat(mob/M) if(current_temperature == SHOWER_NORMAL) return if(iscarbon(M)) var/mob/living/carbon/C = M if(current_temperature == SHOWER_FREEZING) //C.bodytemperature = max(80, C.bodytemperature - 80) to_chat(C, "The water is freezing!") else if(current_temperature == SHOWER_BOILING) //C.bodytemperature = min(500, C.bodytemperature + 35) C.adjustFireLoss(5) to_chat(C, "The water is searing!") #undef SHOWER_FREEZING #undef SHOWER_NORMAL #undef SHOWER_BOILING /obj/item/bikehorn/rubberducky name = "rubber ducky" desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl icon = 'icons/obj/watercloset.dmi' icon_state = "rubberducky" item_state = "rubberducky" honk_sounds = list('sound/items/squeaktoy.ogg' = 1) attack_verb = list("quacked", "squeaked") /obj/structure/sink name = "sink" icon = 'icons/obj/watercloset.dmi' icon_state = "sink" desc = "A sink used for washing one's hands and face." anchored = 1 var/busy = 0 //Something's being washed at the moment var/can_move = 1 //if the sink can be disconnected and moved var/can_rotate = 1 //if the sink can be rotated to face alternate directions /obj/structure/sink/attack_hand(mob/user as mob) if(!user || !istype(user)) return if(!iscarbon(user)) return if(!Adjacent(user)) return if(!anchored) to_chat(user, "[src] isn't connected, wrench it into position first!") return if(ishuman(user)) var/mob/living/carbon/human/H = user var/obj/item/organ/external/temp = H.bodyparts_by_name["r_hand"] if(user.hand) temp = H.bodyparts_by_name["l_hand"] if(temp && !temp.is_usable()) to_chat(user, "You try to move your [temp.name], but cannot!") return if(busy) to_chat(user, "Someone's already washing here.") return var/selected_area = parse_zone(user.zone_selected) var/washing_face = 0 if(selected_area in list("head", "mouth", "eyes")) washing_face = 1 user.visible_message("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]...", \ "You start washing your [washing_face ? "face" : "hands"]...") busy = 1 if(!do_after(user, 40, target = src)) busy = 0 return busy = 0 user.visible_message("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src].", \ "You wash your [washing_face ? "face" : "hands"] using [src].") if(washing_face) if(ishuman(user)) var/mob/living/carbon/human/H = user H.lip_style = null //Washes off lipstick H.lip_color = initial(H.lip_color) H.regenerate_icons() user.AdjustDrowsy(-rand(2,3)) //Washing your face wakes you up if you're falling asleep else user.clean_blood() /obj/structure/sink/attackby(obj/item/O, mob/user, params) if(busy) to_chat(user, "Someone's already washing here!") return if(!(istype(O))) return if(!anchored) to_chat(user, "[src] isn't connected, wrench it into position first!") return busy = 1 var/wateract = 0 wateract = (O.wash(user, src)) busy = 0 if(wateract) O.water_act(20, COLD_WATER_TEMPERATURE, src) /obj/structure/sink/wrench_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return var/choices = list() if(anchored) choices += "Wash" if(can_move) choices += "Disconnect" else choices += "Connect" if(can_rotate) choices += "Rotate" var/response = input(user, "What do you want to do?", "[src]") as null|anything in choices if(!Adjacent(user) || !response) //moved away or cancelled return switch(response) if("Wash") busy = 1 var/wateract = 0 wateract = (I.wash(user, src)) busy = 0 if(wateract) I.water_act(20, COLD_WATER_TEMPERATURE, src) if("Disconnect") user.visible_message("[user] starts disconnecting [src].", "You begin disconnecting [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || !anchored) return user.visible_message("[user] disconnects [src]!", "You disconnect [src]!") anchored = FALSE if("Connect") user.visible_message("[user] starts connecting [src].", "You begin connecting [src]...") if(I.use_tool(src, user, 40, volume = I.tool_volume)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = TRUE if("Rotate") var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST) var/selected = input(user, "Select a direction for the connector.", "Connector Direction") in dir_choices dir = dir_choices[selected] update_icon() //is this necessary? probably not /obj/structure/sink/update_icon() ..() layer = OBJ_LAYER if(!anchored) pixel_x = 0 pixel_y = 0 else //the following code will probably want to be updated in the future to be less reliant on hardcoded offsets based on the can_move/can_rotate values if(!can_move) //puddles return if(!can_rotate) //kitchen sinks pixel_x = 0 pixel_y = 28 return else //normal sinks if(dir == NORTH || dir == SOUTH) pixel_x = 0 pixel_y = (dir == NORTH) ? -5 : 30 if(dir == NORTH) layer = FLY_LAYER else pixel_x = (dir == EAST) ? 12 : -12 pixel_y = 0 /obj/structure/sink/kitchen name = "kitchen sink" icon_state = "sink_alt" can_rotate = 0 /obj/structure/sink/puddle //splishy splashy ^_^ name = "puddle" icon_state = "puddle" can_move = 0 can_rotate = 0 resistance_flags = UNACIDABLE /obj/structure/sink/puddle/attack_hand(mob/M as mob) icon_state = "puddle-splash" ..() icon_state = "puddle" /obj/structure/sink/puddle/attackby(obj/item/O as obj, mob/user as mob, params) icon_state = "puddle-splash" ..() icon_state = "puddle" ////////////////////////////////// // Bathroom Fixture Items // ////////////////////////////////// /obj/item/mounted/shower name = "shower fixture" desc = "A self-adhering shower fixture. Simply stick to a wall, no plumber needed!" icon = 'icons/obj/watercloset.dmi' icon_state = "shower" item_state = "buildpipe" /obj/item/mounted/shower/try_build(turf/on_wall, mob/user, proximity_flag) //overriding this because we don't care about other items on the wall, but still need to do adjacent checks if(!on_wall || !user) return if(proximity_flag != 1) //if we aren't next to the wall return if(!(get_dir(on_wall, user) in GLOB.cardinal)) to_chat(user, "You need to be standing next to a wall to place \the [src].") return return 1 /obj/item/mounted/shower/do_build(turf/on_wall, mob/user) var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), get_dir(on_wall, user), 1) transfer_prints_to(S, TRUE) qdel(src) /obj/item/bathroom_parts name = "toilet in a box" desc = "An entire toilet in a box, straight from Space Sweden. It has an unpronounceable name." icon = 'icons/obj/storage.dmi' icon_state = "largebox" w_class = WEIGHT_CLASS_BULKY var/result = /obj/structure/toilet var/result_name = "toilet" /obj/item/bathroom_parts/urinal name = "urinal in a box" result = /obj/structure/urinal result_name = "urinal" /obj/item/bathroom_parts/sink name = "sink in a box" result = /obj/structure/sink result_name = "sink" /obj/item/bathroom_parts/New() ..() desc = "An entire [result_name] in a box, straight from Space Sweden. It has an [pick("unpronounceable", "overly accented", "entirely gibberish", "oddly normal-sounding")] name." /obj/item/bathroom_parts/attack_self(mob/user) var/turf/T = get_turf(user) if(!T) to_chat(user, "You can't build that here!") return if(result in T.contents) to_chat(user, "There's already \an [result_name] here.") return user.visible_message("[user] begins assembling a new [result_name].", "You begin assembling a new [result_name].") if(do_after(user, 30, target = user)) user.visible_message("[user] finishes building a new [result_name]!", "You finish building a new [result_name]!") var/obj/structure/S = new result(T) S.anchored = 0 S.dir = user.dir S.update_icon() user.unEquip(src, 1) qdel(src) if(prob(50)) new /obj/item/stack/sheet/cardboard(T)