//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/New() ..() 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.adjustBruteLoss(5) 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(iswrench(I)) 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(do_after(user, 40 * I.toolspeed, target = src)) if(!loc || !anchored) return user.visible_message("[user] disconnects [src]!", "You disconnect [src]!") anchored = 0 update_icon() if("Connect") user.visible_message("[user] starts connecting [src].", "You begin connecting [src]...") if(do_after(user, 40 * I.toolspeed, target = src)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = 1 update_icon() 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 return if(istype(I, /obj/item/crowbar)) 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(do_after(user, 30 * I.toolspeed, target = src)) 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 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] into [src]!", "[user] slams [GM.name] into [src]!") GM.adjustBruteLoss(5) else to_chat(user, "You need a tighter grip!") if(cistern) stash_goods(I, user) return /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/New() . = ..() 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(iswrench(I)) if(anchored) user.visible_message("[user] begins disconnecting [src]...", "You begin to disconnect [src]...") if(do_after(user, 40 * I.toolspeed, target = src)) 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(do_after(user, 40 * I.toolspeed, target = src)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = 1 pixel_x = 0 pixel_y = 32 return 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] into [src]!", "You slam [GM] into [src]!") GM.adjustBruteLoss(8) else to_chat(user, "You need a tighter grip!") /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 var/on = 0 var/obj/effect/mist/mymist = null var/ismist = 0 //needs a var so we can make it linger~ var/watertemp = "normal" //freezing, normal, or boiling var/mobpresent = 0 //true if there is a mob on the shower's loc, this is to ease process() 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(mymist) QDEL_NULL(soundloop) 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 = MOB_LAYER + 1 anchored = 1 mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/machinery/shower/attack_hand(mob/M as mob) on = !on update_icon() if(on) soundloop.start() if(M.loc == loc) wash(M) check_heat(M) M.water_act(100, convertHeat(), src) for(var/atom/movable/G in src.loc) G.clean_blood() G.water_act(100, convertHeat(), src) else soundloop.stop() /obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob, params) if(I.type == /obj/item/analyzer) to_chat(user, "The water temperature seems to be [watertemp].") if(iswrench(I)) to_chat(user, "You begin to adjust the temperature valve with the [I].") if(do_after(user, 50 * I.toolspeed, target = src)) switch(watertemp) if("normal") watertemp = "freezing" if("freezing") watertemp = "boiling" if("boiling") watertemp = "normal" user.visible_message("[user] adjusts the shower with the [I].", "You adjust the shower with the [I].") update_icon() //letsa update whenever we change the temperature, since the mist might need to change if(iswelder(I)) if(on) to_chat(user, "Turn [src] off before you attempt to cut it loose.") return var/obj/item/weldingtool/WT = I if(WT.isOn()) user.visible_message("[user] begins to cut [src] loose.", "You begin to cut [src] loose.") if(do_after(user, 40 * WT.toolspeed, target = src)) if(!src || !WT.remove_fuel(0, user)) return if(on) //in case someone turned it back on while you were working, make sure we shut that all down on = 0 if(mymist) qdel(mymist) ismist = 0 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) else to_chat(user, "[WT] must be on for this task.") if(on) I.water_act(100, convertHeat(), src) /obj/machinery/shower/update_icon() //this makes the shower mist up or clear mist (depending on water temperature) overlays.Cut() //once it's been on for a while, in addition to handling the water overlay. if(on) overlays += image('icons/obj/watercloset.dmi', src, "water", MOB_LAYER + 1, dir) var/mist_time = 50 //5 seconds at normal temperature to build up mist if(watertemp == "freezing") mist_time = 70 //7 seconds on freezing temperature to disperse existing mist if(watertemp == "boiling") mist_time = 20 //2 seconds on boiling temperature to build up mist addtimer(CALLBACK(src, .proc/update_mist), mist_time) else addtimer(CALLBACK(src, .proc/update_mist), 250) //25 seconds for mist to disperse after being turned off /obj/machinery/shower/proc/update_mist() if(on) if(watertemp == "freezing") if(mymist) qdel(mymist) ismist = 0 return if(mymist) return ismist = 1 mymist = new /obj/effect/mist(loc) else if(mymist) qdel(mymist) ismist = 0 /obj/machinery/shower/Crossed(atom/movable/O) ..() wash(O) if(ismob(O)) mobpresent += 1 check_heat(O) /obj/machinery/shower/Uncrossed(atom/movable/O) if(ismob(O)) mobpresent -= 1 ..() /obj/machinery/shower/proc/convertHeat() switch(watertemp) if("boiling") return 340.15 if("normal") return 310.15 if("freezing") return 230.15 //Yes, showers are super powerful as far as washing goes. /obj/machinery/shower/proc/wash(atom/movable/O as obj|mob) if(!on) return if(istype(O, /obj/item)) var/obj/item/I = O I.extinguish() O.water_act(100, convertHeat(), src) if(isliving(O)) var/mob/living/L = O L.ExtinguishMob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily to_chat(L, "You've been drenched in water!") if(iscarbon(O)) var/mob/living/carbon/M = O if(M.r_hand) M.r_hand.clean_blood() if(M.l_hand) M.l_hand.clean_blood() if(M.back) if(M.back.clean_blood()) M.update_inv_back(0) if(ishuman(M)) var/mob/living/carbon/human/H = M var/washgloves = 1 var/washshoes = 1 var/washmask = 1 var/washears = 1 var/washglasses = 1 if(H.wear_suit) washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES) washshoes = !(H.wear_suit.flags_inv & HIDESHOES) if(H.head) washmask = !(H.head.flags_inv & HIDEMASK) washglasses = !(H.head.flags_inv & HIDEEYES) washears = !(H.head.flags_inv & HIDEEARS) if(H.wear_mask) if(washears) washears = !(H.wear_mask.flags_inv & HIDEEARS) if(washglasses) washglasses = !(H.wear_mask.flags_inv & HIDEEYES) if(H.head) if(H.head.clean_blood()) H.update_inv_head(0,0) if(H.wear_suit) if(H.wear_suit.clean_blood()) H.update_inv_wear_suit(0,0) else if(H.w_uniform) if(H.w_uniform.clean_blood()) H.update_inv_w_uniform(0,0) if(H.gloves && washgloves) if(H.gloves.clean_blood()) H.update_inv_gloves(0,0) if(H.shoes && washshoes) if(H.shoes.clean_blood()) H.update_inv_shoes(0,0) if(H.wear_mask && washmask) if(H.wear_mask.clean_blood()) H.update_inv_wear_mask(0) if(H.glasses && washglasses) if(H.glasses.clean_blood()) H.update_inv_glasses(0) if(H.l_ear && washears) if(H.l_ear.clean_blood()) H.update_inv_ears(0) if(H.r_ear && washears) if(H.r_ear.clean_blood()) H.update_inv_ears(0) if(H.belt) if(H.belt.clean_blood()) H.update_inv_belt(0) else if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags if(M.wear_mask.clean_blood()) M.update_inv_wear_mask(0) else O.clean_blood() if(isturf(loc)) var/turf/tile = loc loc.clean_blood() for(var/obj/effect/E in tile) if(is_cleanable(E)) qdel(E) /obj/machinery/shower/process() if(!on || !mobpresent) return for(var/mob/living/carbon/C in loc) if(prob(33)) wash(C) //re-applies water and re-cleans mob while they remain under the shower, 33% chance per process to avoid message spam/quick death check_heat(C) /obj/machinery/shower/proc/check_heat(mob/M as mob) if(!on || watertemp == "normal") return if(iscarbon(M)) var/mob/living/carbon/C = M if(watertemp == "freezing") //C.bodytemperature = max(80, C.bodytemperature - 80) to_chat(C, "The water is freezing!") return if(watertemp == "boiling") //C.bodytemperature = min(500, C.bodytemperature + 35) C.adjustFireLoss(5) to_chat(C, "The water is searing!") return /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_sel.selecting) 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(iswrench(O)) var/obj/item/wrench/W = O 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 = (W.wash(user, src)) busy = 0 if(wateract) W.water_act(20, 310.15, src) if("Disconnect") user.visible_message("[user] starts disconnecting [src].", "You begin disconnecting [src]...") if(do_after(user, 40 * O.toolspeed, target = src)) if(!loc || !anchored) return user.visible_message("[user] disconnects [src]!", "You disconnect [src]!") anchored = 0 update_icon() if("Connect") user.visible_message("[user] starts connecting [src].", "You begin connecting [src]...") if(do_after(user, 40 * O.toolspeed, target = src)) if(!loc || anchored) return user.visible_message("[user] connects [src]!", "You connect [src]!") anchored = 1 update_icon() 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 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, 310.15, src) /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 /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 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)