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Paradise/code/game/objects/structures/watercloset.dm
2025-07-27 20:52:39 +00:00

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//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"
anchored = TRUE
var/open = FALSE //if the lid is up
var/cistern = FALSE //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
new_attack_chain = TRUE
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/toilet, 8, -8, 0, 0)
/obj/structure/toilet/New(loc)
..()
update_icon() // updates pixel offsets
/obj/structure/toilet/Initialize(mapload)
. = ..()
open = prob(50)
update_icon() // just setting open = TRUE doesn't change the 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, TRUE)
user.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>",
"<span class='userdanger'>You slam the toilet seat onto [swirlie]'s head!</span>",
"<span class='italics'>You hear reverberating porcelain.</span>")
swirlie.apply_damage(5, BRUTE, BODY_ZONE_HEAD, swirlie.run_armor_check(BODY_ZONE_HEAD, MELEE))
return
if(cistern && !open)
if(!length(contents))
to_chat(user, "<span class='notice'>The cistern is empty.</span>")
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, "<span class='notice'>You find [I] in the cistern.</span>")
w_items -= I.w_class
return
open = !open
update_icon()
/obj/structure/toilet/update_icon_state()
icon_state = "toilet[open][cistern]"
if(!anchored)
pixel_x = 0
pixel_y = 0
layer = OBJ_LAYER
else
if(dir == NORTH)
pixel_x = 0
pixel_y = 8
if(dir == SOUTH)
pixel_x = 0
pixel_y = -8
layer = FLY_LAYER
/obj/structure/toilet/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/reagent_containers))
if(!open)
return ITEM_INTERACT_COMPLETE
var/obj/item/reagent_containers/container = used
if(container.is_refillable())
if(container.reagents.holder_full())
to_chat(user, "<span class='warning'>[container] is full.</span>")
else
container.reagents.add_reagent("toiletwater", min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
to_chat(user, "<span class='notice'>You fill [container] from [src]. Gross.</span>")
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/grab))
user.changeNext_move(CLICK_CD_MELEE)
var/obj/item/grab/G = used
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='danger'>Swirling [G.affecting] might hurt them!</span>")
return ITEM_INTERACT_COMPLETE
if(!G.confirm())
return ITEM_INTERACT_COMPLETE
if(isliving(G.affecting))
var/mob/living/target = G.affecting
if(G.state >= GRAB_AGGRESSIVE)
if(target.loc != get_turf(src))
to_chat(user, "<span class='warning'>[target] needs to be on [src]!</span>")
return ITEM_INTERACT_COMPLETE
if(!swirlie)
if(open)
user.visible_message("<span class='danger'>[user] starts to give [target] a swirlie!</span>",
"<span class='userdanger'>You start to give [target] a swirlie...</span>")
swirlie = target
if(do_after(user, 3 SECONDS, FALSE, target = src))
user.visible_message("<span class='danger'>[user] gives [target] a swirlie!</span>",
"<span class='userdanger'>You give [target] a swirlie!</span>",
"<span class='italics'>You hear a toilet flushing.</span>")
if(iscarbon(target))
var/mob/living/carbon/C = target
if(!C.internal)
C.adjustOxyLoss(5)
else
target.adjustOxyLoss(5)
swirlie = null
else
playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
user.visible_message("<span class='danger'>[user] slams [target]'s head into [src]!</span>",
"<span class='userdanger'>You slam [target]'s head into [src]!</span>")
target.apply_damage(5, BRUTE, BODY_ZONE_HEAD, target.run_armor_check(BODY_ZONE_HEAD, MELEE))
return ITEM_INTERACT_COMPLETE
else
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/flamethrower))
var/obj/item/flamethrower/big_lighter = used
if(!big_lighter.lit)
to_chat(user, "<span class='warning'>[big_lighter] isn't lit!</span>")
return ITEM_INTERACT_COMPLETE
big_lighter.default_ignite(loc, 0.01)
if(!cistern) //Just changes what message you get, since fire_act handles the open cistern too.
user.visible_message("<span class='warning'>[user] torches the contents of the top of the toilet with [big_lighter]!</span>",
"<span class='warning'>You torch the top of the toilet with [big_lighter]! Whoops.</span>")
return ITEM_INTERACT_COMPLETE
user.visible_message("<span class='notice'>[user] torches the contents of the cistern with [big_lighter]!</span>",
"<span class='notice'>You torch the contents of the cistern with [big_lighter]!</span>")
return ITEM_INTERACT_COMPLETE
if(cistern)
update_contents_weight_class()
stash_goods(used, user)
return ITEM_INTERACT_COMPLETE
return ..()
/obj/structure/toilet/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay)
..()
if(!cistern)
return
for(var/obj/item/I in src)
I.fire_act(air, exposed_temperature, exposed_volume, global_overlay)
//Used in case the contents of the cistern update outside of stash_goods, sets w_items to the new total weight.
/obj/structure/toilet/proc/update_contents_weight_class()
var/new_total_weight = 0
for(var/obj/item/I in src)
new_total_weight += I.w_class
w_items = new_total_weight
/obj/structure/toilet/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
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"]!",
"<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>",
"<span class='italics'>You hear grinding porcelain.</span>")
cistern = !cistern
update_icon()
return
/obj/structure/toilet/wrench_act(mob/living/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 += list("Connect", "Rotate")
var/response = tgui_input_list(user, "What do you want to do?", "[src]", choices)
if(!Adjacent(user) || !response) //moved away or cancelled
return
switch(response)
if("Stash")
stash_goods(I, user)
if("Disconnect")
user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>",
"<span class='notice'>You begin disconnecting [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || !anchored)
return
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
"<span class='notice'>You disconnect [src]!</span>")
anchored = FALSE
if("Connect")
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>",
"<span class='notice'>You begin connecting [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || anchored)
return
user.visible_message("<span class='notice'>[user] connects [src]!</span>",
"<span class='notice'>You connect [src]!</span>")
anchored = TRUE
if("Rotate")
var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
var/selected = tgui_input_list(user, "Select a direction for the connector.", "Connector Direction", dir_choices)
if(!selected)
return
dir = dir_choices[selected]
update_icon() //is this necessary? probably not // yes it is
/obj/structure/toilet/proc/stash_goods(obj/item/I, mob/user)
if(!I)
return
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, "<span class='warning'>[I] does not fit!</span>")
return
if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
to_chat(user, "<span class='warning'>The cistern is full!</span>")
return
if(!user.drop_item())
to_chat(user, "<span class='warning'>[I] is stuck to your hand, you cannot put it in the cistern!</span>")
return
I.loc = src
update_contents_weight_class()
to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
anchored = TRUE
new_attack_chain = TRUE
/obj/structure/urinal/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/grab))
var/obj/item/grab/G = used
if(!G.confirm())
return ITEM_INTERACT_COMPLETE
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='danger'>Slamming [G.affecting] into [src] might hurt them!</span>")
return ITEM_INTERACT_COMPLETE
if(isliving(G.affecting))
var/mob/living/target = G.affecting
if(G.state >= GRAB_AGGRESSIVE)
if(target.loc != get_turf(src))
to_chat(user, "<span class='notice'>[target] needs to be on [src].</span>")
return ITEM_INTERACT_COMPLETE
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, 'sound/effects/bang.ogg', 25, TRUE)
user.visible_message("<span class='danger'>[user] slams [target]'s head into [src]!</span>",
"<span class='danger'>You slam [target]'s head into [src]!</span>")
target.apply_damage(8, BRUTE, BODY_ZONE_HEAD, target.run_armor_check(BODY_ZONE_HEAD, MELEE))
else
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
return ITEM_INTERACT_COMPLETE
return ..()
/obj/structure/urinal/wrench_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(anchored)
user.visible_message("<span class='notice'>[user] begins disconnecting [src]...</span>",
"<span class='notice'>You begin to disconnect [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || !anchored)
return
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
"<span class='notice'>You disconnect [src]!</span>")
anchored = FALSE
pixel_x = 0
pixel_y = 0
else
user.visible_message("<span class='notice'>[user] begins connecting [src]...</span>",
"<span class='notice'>You begin to connect [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || anchored)
return
user.visible_message("<span class='notice'>[user] connects [src]!</span>",
"<span class='notice'>You connect [src]!</span>")
anchored = TRUE
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"
anchored = TRUE
power_state = 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
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/machinery/shower, 16, -5, 0, 0)
/obj/machinery/shower/New(turf/T, newdir = SOUTH, building = FALSE)
..()
soundloop = new(list(src), FALSE)
if(building)
dir = newdir
update_icon()
/obj/machinery/shower/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
var/obj/effect/mist/mist = locate() in loc
if(!QDELETED(mist))
QDEL_IN(mist, 25 SECONDS)
return ..()
/obj/machinery/shower/update_icon_state()
layer = OBJ_LAYER
pixel_x = 0
pixel_y = 0
switch(dir)
if(NORTH)
pixel_y = 16
if(SOUTH)
pixel_y = -5
layer = FLY_LAYER
/obj/effect/mist
name = "mist"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mist"
layer = FLY_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/machinery/shower/attack_hand(mob/M)
on = !on
update_icon()
handle_mist()
add_fingerprint(M)
M.visible_message("<span_class='notice'>[M] turns [src] [on ? "on" : "off"].</span>",
"<span_class='notice'>You turn [src] [on ? "on" : "off"].</span>")
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/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/analyzer))
to_chat(user, "<span class='notice'>The water temperature seems to be [current_temperature].</span>")
return ITEM_INTERACT_COMPLETE
return ..()
/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with [I].</span>")
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("<span class='notice'>[user] adjusts the shower with \the [I].</span>",
"<span class='notice'>You adjust the shower with \the [I] to [current_temperature] temperature.</span>")
add_hiddenprint(user)
handle_mist()
return TRUE
/obj/machinery/shower/welder_act(mob/living/user, obj/item/I)
. = TRUE
if(on)
to_chat(user, "<span class='warning'>Turn [src] off before you attempt to cut it loose.</span>")
return
if(!I.tool_use_check(user, 0))
return
visible_message("<span class='notice'>[user] begins slicing [src] free...</span>",
"<span class='notice'>You begin slicing [src] free...</span>",
"<span class='warning'>You hear welding.</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
user.visible_message("<span class='notice'>[user] cuts [src] loose!</span>", "<span class='notice'>You cut [src] loose!</span>")
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_overlays()
. = ..()
if(on)
var/mutable_appearance/water_falling = mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)
. += 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_REF(make_mist)), 5 SECONDS)
if(mist && (!on || current_temperature == SHOWER_FREEZING))
addtimer(CALLBACK(src, PROC_REF(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/proc/on_atom_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
if(on)
wash(entered)
/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)
to_chat(C, "<span class='warning'>The water is freezing!</span>")
else if(current_temperature == SHOWER_BOILING)
to_chat(C, "<span class='warning'>The water is searing!</span>")
#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')
attack_verb = list("quacked", "squeaked")
/obj/item/bikehorn/rubberducky/captainducky
name = "captain rubber ducky"
desc = "Captain's favorite rubber ducky. This one squeaks with power."
icon_state = "cap_rubber_ducky"
#define SINK_BUSY (1 << 0) // Something's being washed at the moment
#define SINK_MOVEABLE (1 << 1) // if the sink can be disconnected and moved
/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 = TRUE
var/sink_flags = SINK_MOVEABLE
new_attack_chain = TRUE
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink, 18, -4, 0, 0)
/obj/structure/sink/New(loc)
..()
update_icon() // updates pixel offsets
/obj/structure/sink/attack_hand(mob/living/carbon/human/user)
if(..())
return
if(!anchored)
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
return
var/obj/item/organ/external/temp = user.bodyparts_by_name["r_hand"]
if(user.hand)
temp = user.bodyparts_by_name["l_hand"]
if(temp && !temp.is_usable())
to_chat(user, "<span class='notice'>You try to move your [temp], but cannot!")
return
if(sink_flags & SINK_BUSY)
to_chat(user, "<span class='notice'>Someone's already washing here.</span>")
return
var/selected_area = parse_zone(user.zone_selected)
var/washing_face = FALSE
if(selected_area in list("head", "mouth", "eyes"))
washing_face = TRUE
sink_flags |= SINK_BUSY
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>")
if(!do_after(user, 4 SECONDS, target = src))
sink_flags &= ~SINK_BUSY
return
if(washing_face)
user.lip_style = null // Washes off lipstick
user.lip_color = initial(user.lip_color)
user.regenerate_icons()
user.AdjustDrowsy(-rand(4 SECONDS, 6 SECONDS)) // Washing your face wakes you up if you're falling asleep
else
user.clean_blood()
sink_flags &= ~SINK_BUSY
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/sink/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(sink_flags & SINK_BUSY)
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return ITEM_INTERACT_COMPLETE
if(!anchored)
to_chat(user, "<span class='warning'>[src] isn't connected, wrench it into position first!</span>")
return ITEM_INTERACT_COMPLETE
sink_flags |= SINK_BUSY
if(used.wash(user, src))
used.water_act(20, COLD_WATER_TEMPERATURE, src)
sink_flags &= ~SINK_BUSY
return ITEM_INTERACT_COMPLETE
/obj/structure/sink/wrench_act(mob/living/user, obj/item/I)
if(!(sink_flags & SINK_MOVEABLE)) // we can't move it, let's just wash our wrench now
return NONE
. = TRUE
if(!I.tool_use_check(user, 0))
return
var/list/choices
if(anchored)
choices += list("Wash", "Disconnect")
else
choices += list("Connect", "Rotate")
var/response = tgui_input_list(user, "What do you want to do?", "[src]", choices)
if(!Adjacent(user) || !response) // moved away or cancelled
return
switch(response)
if("Wash")
sink_flags |= SINK_BUSY
if(I.wash(user, src))
I.water_act(20, COLD_WATER_TEMPERATURE, src)
sink_flags &= ~SINK_BUSY
if("Disconnect")
user.visible_message("<span class='notice'>[user] starts disconnecting [src].</span>",
"<span class='notice'>You begin disconnecting [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || !anchored)
return
user.visible_message("<span class='notice'>[user] disconnects [src]!</span>",
"<span class='notice'>You disconnect [src]!</span>")
anchored = FALSE
if("Connect")
user.visible_message("<span class='notice'>[user] starts connecting [src].</span>",
"<span class='notice'>You begin connecting [src]...</span>")
if(I.use_tool(src, user, 40, volume = I.tool_volume))
if(!loc || anchored)
return
user.visible_message("<span class='notice'>[user] connects [src]!</span>",
"<span class='notice'>You connect [src]!</span>")
anchored = TRUE
if("Rotate")
var/list/dir_choices = list("North" = NORTH, "East" = EAST, "South" = SOUTH, "West" = WEST)
var/selected = tgui_input_list(user, "Select a direction for the connector.", "Connector Direction", dir_choices)
if(!selected)
return
dir = dir_choices[selected]
update_icon() //is this necessary? probably not // yes it is
/obj/structure/sink/update_icon_state()
layer = OBJ_LAYER
pixel_x = 0
pixel_y = 0
if(!(sink_flags & SINK_MOVEABLE)) // puddles - don't need an offset
return
if(anchored)
switch(dir)
if(NORTH)
pixel_y = 18
if(SOUTH)
pixel_y = -4
layer = FLY_LAYER
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink/kitchen, 18, -4, 0, 0)
/obj/structure/sink/kitchen/old
name = "old sink"
desc = "A sink used for washing one's hands and face. It looks rusty and home-made."
MAPPING_DIRECTIONAL_HELPERS_CUSTOM(/obj/structure/sink/kitchen/old, 18, -4, 0, 0)
/// splishy splashy ^_^
/obj/structure/sink/puddle
name = "puddle"
desc = "A puddle of clean water. Looks refreshing."
icon_state = "puddle"
resistance_flags = UNACIDABLE
sink_flags = 0
/obj/structure/sink/puddle/attack_hand(mob/living/carbon/human/user)
icon_state = "puddle-splash"
..()
if(!(sink_flags & SINK_BUSY)) // so if we click puddle while someone uses it, it doesn't reset its pretty animation
icon_state = "puddle"
/obj/structure/sink/puddle/item_interaction(mob/living/user, obj/item/used, list/modifiers)
icon_state = "puddle-splash"
..()
if(!(sink_flags & SINK_BUSY)) // so if we click puddle while someone uses it, it doesn't reset its pretty animation
icon_state = "puddle"
return ITEM_INTERACT_COMPLETE
#undef SINK_BUSY
#undef SINK_MOVEABLE
//////////////////////////////////
// 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(!(get_dir(user, on_wall) in GLOB.cardinal))
to_chat(user, "<span class='warning'>You need to be standing next to a wall to place \the [src].</span>")
return
return TRUE
/obj/item/mounted/shower/do_build(turf/on_wall, mob/user)
var/obj/machinery/shower/S = new /obj/machinery/shower(get_turf(user), user.dir, TRUE)
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/boxes.dmi'
icon_state = "large_box"
w_class = WEIGHT_CLASS_BULKY
var/result = /obj/structure/toilet
var/result_name = "toilet"
new_attack_chain = TRUE
/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/activate_self(mob/user)
if(..())
return
var/turf/T = get_turf(user)
if(!T)
to_chat(user, "<span class='warning'>You can't build that here!</span>")
return
user.visible_message("<span class='notice'>[user] begins assembling a new [result_name].</span>",
"<span class='notice'>You begin assembling a new [result_name].</span>")
if(do_after(user, 3 SECONDS, target = user))
user.visible_message("<span class='notice'>[user] finishes building a new [result_name]!</span>",
"<span class='notice'>You finish building a new [result_name]!</span>")
var/obj/structure/S = new result(T)
S.anchored = FALSE
S.dir = user.dir
S.update_icon()
user.unequip(src, force = TRUE)
qdel(src)
if(prob(50))
new /obj/item/stack/sheet/cardboard(T)