/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 = FALSE
anchored = TRUE
var/open = FALSE //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
var/buildstacktype = /obj/item/stack/sheet/metal //they're metal now, shut up
var/buildstackamount = 1
/obj/structure/toilet/Initialize()
. = ..()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(swirlie)
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, "swing_hit", 25, TRUE)
swirlie.visible_message("[user] slams the toilet seat onto [swirlie]'s head!", "[user] slams the toilet seat onto your head!", "You hear reverberating porcelain.")
swirlie.adjustBruteLoss(5)
else if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
user.changeNext_move(CLICK_CD_MELEE)
var/mob/living/GM = user.pulling
if(user.grab_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 you a swirlie...")
swirlie = GM
if(do_after(user, 30, 0, target = src))
GM.visible_message("[user] gives [GM] a swirlie!", "[user] gives you 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, TRUE)
GM.visible_message("[user] slams [GM.name] into [src]!", "[user] slams you into [src]!")
GM.adjustBruteLoss(5)
else
to_chat(user, "You need a tighter grip!")
else if(cistern && !open && user.CanReach(src))
if(!contents.len)
to_chat(user, "The cistern is empty.")
else
var/obj/item/I = pick(contents)
if(ishuman(user))
user.put_in_hands(I)
else
I.forceMove(drop_location())
to_chat(user, "You find [I] in the cistern.")
w_items -= I.w_class
else
open = !open
update_icon()
/obj/structure/toilet/update_icon_state()
icon_state = "toilet[open][cistern]"
/obj/structure/toilet/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
..()
/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
add_fingerprint(user)
if(I.tool_behaviour == TOOL_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, TRUE)
if(I.use_tool(src, user, 30))
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()
else if(I.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
I.play_tool_sound(src)
deconstruct()
else if(cistern)
if(user.a_intent != INTENT_HARM)
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.transferItemToLoc(I, src))
to_chat(user, "\The [I] is stuck to your hand, you cannot put it in the cistern!")
return
w_items += I.w_class
to_chat(user, "You carefully place [I] into the cistern.")
else if(istype(I, /obj/item/reagent_containers))
if (!open)
return
if(istype(I, /obj/item/reagent_containers/food/snacks/monkeycube))
var/obj/item/reagent_containers/food/snacks/monkeycube/cube = I
cube.Expand()
return
var/obj/item/reagent_containers/RG = I
RG.reagents.add_reagent(/datum/reagent/water, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
to_chat(user, "You fill [RG] from [src]. Gross.")
else
return ..()
/obj/structure/toilet/secret
var/obj/item/secret
var/secret_type = null
/obj/structure/toilet/secret/Initialize(mapload)
. = ..()
if (secret_type)
secret = new secret_type(src)
secret.desc += " It's a secret!"
w_items += secret.w_class
contents += secret
/obj/structure/toilet/greyscale
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
buildstacktype = null
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
icon = 'icons/obj/watercloset.dmi'
icon_state = "urinal"
density = FALSE
anchored = TRUE
var/exposed = 0 // can you currently put an item inside
var/obj/item/hiddenitem = null // what's in the urinal
/obj/structure/urinal/Initialize()
. = ..()
hiddenitem = new /obj/item/reagent_containers/food/snacks/urinalcake
/obj/structure/urinal/attack_hand(mob/user)
. = ..()
if(.)
return
if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
var/mob/living/GM = user.pulling
if(user.grab_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)
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!")
else if(exposed)
if(!hiddenitem)
to_chat(user, "There is nothing in the drain holder!")
else
if(ishuman(user))
user.put_in_hands(hiddenitem)
else
hiddenitem.forceMove(get_turf(src))
to_chat(user, "You fish [hiddenitem] out of the drain enclosure.")
hiddenitem = null
else
..()
/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
if(exposed)
if (hiddenitem)
to_chat(user, "There is already something in the drain enclosure!")
return
if(I.w_class > 1)
to_chat(user, "[I] is too large for the drain enclosure.")
return
if(!user.transferItemToLoc(I, src))
to_chat(user, "\[I] is stuck to your hand, you cannot put it in the drain enclosure!")
return
hiddenitem = I
to_chat(user, "You place [I] into the drain enclosure.")
else
return ..()
/obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
to_chat(user, "You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, TRUE)
if(I.use_tool(src, user, 20))
user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!",
"You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!",
"You hear metal and squishing noises.")
exposed = !exposed
return TRUE
/obj/item/reagent_containers/food/snacks/urinalcake
name = "urinal cake"
desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "urinalcake"
w_class = WEIGHT_CLASS_TINY
list_reagents = list(/datum/reagent/chlorine = 3, /datum/reagent/ammonia = 1)
foodtype = TOXIC | GROSS
/obj/item/reagent_containers/food/snacks/urinalcake/attack_self(mob/living/user)
user.visible_message("[user] squishes [src]!", "You squish [src].", "You hear a squish.")
icon_state = "urinalcake_squish"
addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8)
/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"
/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/busy = FALSE //Something's being washed at the moment
var/dispensedreagent = /datum/reagent/water // for whenever plumbing happens
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 1
/obj/structure/sink/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!user || !istype(user))
return
if(!iscarbon(user))
return
if(!Adjacent(user))
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(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_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 = TRUE
if(!do_after(user, 40, target = src))
busy = FALSE
return
busy = FALSE
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)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_STRENGTH_BLOOD)
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.drowsyness = max(user.drowsyness - rand(2,3), 0) //Washing your face wakes you up if you're falling asleep
else
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
if(busy)
to_chat(user, "Someone's already washing here!")
return
if(istype(O, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RG = O
if(RG.is_refillable())
if(!RG.reagents.holder_full())
RG.reagents.add_reagent(dispensedreagent, min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
to_chat(user, "You fill [RG] from [src].")
return TRUE
to_chat(user, "\The [RG] is full.")
return FALSE
if(istype(O, /obj/item/melee/baton))
var/obj/item/melee/baton/B = O
if(B.cell)
if(B.cell.charge > 0 && B.status == 1)
flick("baton_active", src)
var/stunforce = B.stunforce
user.Paralyze(stunforce)
user.stuttering = stunforce/20
B.deductcharge(B.hitcost)
user.visible_message("[user] shocks [user.p_them()]self while attempting to wash the active [B.name]!", \
"You unwisely attempt to wash [B] while it's still on.")
playsound(src, "sparks", 50, TRUE)
return
if(istype(O, /obj/item/mop))
O.reagents.add_reagent(dispensedreagent, 5)
to_chat(user, "You wet [O] in [src].")
playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
return
if(O.tool_behaviour == TOOL_WRENCH && !(flags_1&NODECONSTRUCT_1))
O.play_tool_sound(src)
deconstruct()
return
if(istype(O, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/G = O
new /obj/item/reagent_containers/glass/rag(src.loc)
to_chat(user, "You tear off a strip of gauze and make a rag.")
G.use(1)
return
if(!istype(O))
return
if(O.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
return
if(user.a_intent != INTENT_HARM)
to_chat(user, "You start washing [O]...")
busy = TRUE
if(!do_after(user, 40, target = src))
busy = FALSE
return 1
busy = FALSE
SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
O.acid_level = 0
create_reagents(5)
reagents.add_reagent(dispensedreagent, 5)
reagents.reaction(O, TOUCH)
user.visible_message("[user] washes [O] using [src].", \
"You wash [O] using [src].")
return 1
else
return ..()
/obj/structure/sink/deconstruct()
if(!(flags_1 & NODECONSTRUCT_1))
drop_materials()
..()
/obj/structure/sink/proc/drop_materials()
if(buildstacktype)
new buildstacktype(loc,buildstackamount)
else
for(var/i in custom_materials)
var/datum/material/M = i
new M.sheet_type(loc, FLOOR(custom_materials[M] / MINERAL_MATERIAL_AMOUNT, 1))
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
/obj/structure/sink/puddle //splishy splashy ^_^
name = "puddle"
desc = "A puddle used for washing one's hands and face."
icon_state = "puddle"
resistance_flags = UNACIDABLE
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/sink/puddle/attack_hand(mob/M)
icon_state = "puddle-splash"
. = ..()
icon_state = "puddle"
/obj/structure/sink/puddle/attackby(obj/item/O, mob/user, params)
icon_state = "puddle-splash"
. = ..()
icon_state = "puddle"
/obj/structure/sink/puddle/deconstruct(disassembled = TRUE)
qdel(src)
/obj/structure/sink/greyscale
icon_state = "sink_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR
buildstacktype = null
//Shower Curtains//
//Defines used are pre-existing in layers.dm//
/obj/structure/curtain
name = "curtain"
desc = "Contains less than 1% mercury."
icon = 'icons/obj/watercloset.dmi'
icon_state = "bathroom-open"
var/icon_type = "bathroom"//used in making the icon state
color = "#ACD1E9" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it.
alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through
layer = SIGN_LAYER
anchored = TRUE
opacity = 0
density = FALSE
var/open = TRUE
/obj/structure/curtain/proc/toggle()
open = !open
update_icon()
/obj/structure/curtain/update_icon()
if(!open)
icon_state = "[icon_type]-closed"
layer = WALL_OBJ_LAYER
density = TRUE
open = FALSE
else
icon_state = "[icon_type]-open"
layer = SIGN_LAYER
density = FALSE
open = TRUE
/obj/structure/curtain/attackby(obj/item/W, mob/user)
if (istype(W, /obj/item/toy/crayon))
color = input(user,"","Choose Color",color) as color
else
return ..()
/obj/structure/curtain/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I, 50)
return TRUE
/obj/structure/curtain/wirecutter_act(mob/living/user, obj/item/I)
..()
if(anchored)
return TRUE
user.visible_message("[user] cuts apart [src].",
"You start to cut apart [src].", "You hear cutting.")
if(I.use_tool(src, user, 50, volume=100) && !anchored)
to_chat(user, "You cut apart [src].")
deconstruct()
return TRUE
/obj/structure/curtain/attack_hand(mob/user)
. = ..()
if(.)
return
playsound(loc, 'sound/effects/curtain.ogg', 50, TRUE)
toggle()
/obj/structure/curtain/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/cloth (loc, 2)
new /obj/item/stack/sheet/plastic (loc, 2)
new /obj/item/stack/rods (loc, 1)
qdel(src)
/obj/structure/curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src.loc, 'sound/weapons/slash.ogg', 80, TRUE)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, TRUE)
/obj/structure/curtain/bounty
icon_type = "bounty"
icon_state = "bounty-open"
color = null
alpha = 255