mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 19:52:12 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3955 316c924e-a436-60f5-8080-3fe189b3f50e
390 lines
12 KiB
Plaintext
390 lines
12 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 = '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.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(8)
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return
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if(cistern && !open)
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if(!contents.len)
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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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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(istype(I, /obj/item/weapon/crowbar))
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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(loc, '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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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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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, 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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if(cistern)
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if(I.w_class > 3)
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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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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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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 = '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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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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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 Nanotrasen Hygiene Division."
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icon = '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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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/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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/obj/effect/mist
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name = "mist"
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icon = 'watercloset.dmi'
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icon_state = "mist"
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layer = MOB_LAYER + 1
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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 && M.loc == loc)
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wash(M)
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check_heat(M)
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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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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/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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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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del(mymist)
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ismist = 0
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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/machinery/shower/proc/wash(atom/movable/O as obj|mob)
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if(!on) return
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if(istype(O, /mob/living/carbon))
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var/mob/living/carbon/monkey = O //it's not necessarily a monkey, but >accurate varnames
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if(monkey.r_hand)
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monkey.r_hand.clean_blood()
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if(monkey.l_hand)
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monkey.l_hand.clean_blood()
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if(monkey.wear_mask)
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monkey.wear_mask.clean_blood()
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monkey.update_inv_wear_mask(0)
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if(istype(O, /mob/living/carbon/human))
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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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washer.update_inv_head(0)
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if(washer.wear_suit)
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washer.wear_suit.clean_blood()
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washer.update_inv_wear_suit(0)
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else if(washer.w_uniform)
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washer.w_uniform.clean_blood()
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washer.update_inv_w_uniform(0)
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if(washer.shoes)
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washer.shoes.clean_blood()
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washer.update_inv_shoes(0)
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if(washer.gloves)
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washer.gloves.clean_blood()
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// washer.update_inv_gloves(0) //no need for this one since it's located in clean_blood too.
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O.clean_blood()
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if(loc)
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var/turf/tile = get_turf(loc)
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loc.clean_blood()
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for(var/obj/effect/rune/R in tile)
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del(R)
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for(var/obj/effect/decal/cleanable/R in tile)
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del(R)
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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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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 = 'watercloset.dmi'
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icon_state = "rubberducky"
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item_state = "rubberducky"
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/obj/structure/sink
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name = "sink"
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icon = '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/attack_hand(mob/M as mob)
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if(isrobot(M) || isAI(M))
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return
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if(busy)
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M << "\red Someone's already washing here."
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return
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var/turf/location = M.loc
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if(!isturf(location)) return
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usr << "\blue You start washing your hands."
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busy = 1
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sleep(40)
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busy = 0
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if(M.loc != location) return //Person has moved away from the sink
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if(istype(M, /mob/living/carbon))
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var/mob/living/carbon/C = M
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/washer = C
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if(washer.gloves) //if they have gloves
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washer.gloves.clean_blood() //clean the gloves
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washer.update_inv_gloves() //update our overlays
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else //and if they don't,
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washer.clean_blood() //wash their hands (a mob being bloody means they are 'red handed')
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//overlays will be updated in clean_blood()
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else
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C.clean_blood() //other things that can't wear gloves should just wash the mob.
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for(var/mob/V in viewers(src, null))
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V.show_message("\blue [M] washes their hands using \the [src].")
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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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user << "\red Someone's already washing here."
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return
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if (istype(O, /obj/item/weapon/reagent_containers/glass/bucket))
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O:reagents.add_reagent("water", 70)
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user.visible_message( \
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"\blue [user] fills the [O] using \the [src].", \
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"\blue You fill the [O] using \the [src].")
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return
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if (istype(O, /obj/item/weapon/reagent_containers/glass) || istype(O,/obj/item/weapon/reagent_containers/food/drinks))
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O:reagents.add_reagent("water", 10)
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user.visible_message( \
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"\blue [user] fills the [O] using \the [src].", \
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"\blue You fill the [O] using \the [src].")
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return
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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.charges > 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.charges--
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user.visible_message( \
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"[user] was stunned by his wet [O].", \
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"\red You have wet \the [O], it shocks you!")
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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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usr << "\blue You start washing \the [I]."
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busy = 1
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sleep(40)
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busy = 0
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if(user.loc != location) return //User has moved
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if(!I) return //Item's been destroyed while washing
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if(user.get_active_hand() != I) return //Person has switched hands or the item in their hands
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O.clean_blood()
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user.visible_message( \
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"\blue [user] washes \a [I] using \the [src].", \
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"\blue You wash \a [I] using \the [src].")
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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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/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" |