/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 /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, 1) 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, 1) 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() icon_state = "toilet[open][cistern]" /obj/structure/toilet/attackby(obj/item/I, mob/living/user, params) 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(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(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 var/obj/item/reagent_containers/RG = I RG.reagents.add_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/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/New() ..() hiddenitem = new /obj/item/reagent_containers/food/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, 1) 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/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("chlorine" = 3, "ammonia" = 1) /obj/item/reagent_containers/food/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/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 = FALSE use_power = NO_POWER_USE var/on = FALSE 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/datum/looping_sound/showering/soundloop /obj/machinery/shower/Initialize() . = ..() soundloop = new(list(src), FALSE) /obj/machinery/shower/Destroy() QDEL_NULL(soundloop) return ..() /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/interact(mob/M) on = !on update_icon() add_fingerprint(M) if(on) START_PROCESSING(SSmachines, src) soundloop.start() wash_turf() for(var/atom/movable/G in loc) SEND_SIGNAL(G, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) if(isliving(G)) var/mob/living/L = G wash_mob(L) else if(isobj(G)) // Skip the light objects wash_obj(G) else soundloop.stop() if(isopenturf(loc)) var/turf/open/tile = loc tile.MakeSlippery(TURF_WET_WATER, min_wet_time = 5 SECONDS, wet_time_to_add = 1 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 [watertemp].") else return ..() /obj/machinery/shower/wrench_act(mob/living/user, obj/item/I) to_chat(user, "You begin to adjust the temperature valve with \the [I]...") if(I.use_tool(src, user, 50)) 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] to [watertemp] temperature.") log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])") add_hiddenprint(user) return TRUE /obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up cut_overlays() //once it's been on for a while, in addition to handling the water overlay. if(mymist) qdel(mymist) if(on) add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER)) if(watertemp == "freezing") return if(!ismist) spawn(50) if(src && on) ismist = 1 mymist = new /obj/effect/mist(loc) else ismist = 1 mymist = new /obj/effect/mist(loc) else if(ismist) ismist = 1 mymist = new /obj/effect/mist(loc) spawn(250) if(!on && mymist) qdel(mymist) ismist = 0 /obj/machinery/shower/Crossed(atom/movable/AM) ..() if(on) if(isliving(AM)) var/mob/living/L = AM if(wash_mob(L)) //it's a carbon mob. var/mob/living/carbon/C = L C.slip(80,null,NO_SLIP_WHEN_WALKING) else if(isobj(AM)) wash_obj(AM) /obj/machinery/shower/proc/wash_obj(obj/O) . = SEND_SIGNAL(O, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) if(isitem(O)) var/obj/item/I = O I.acid_level = 0 I.extinguish() /obj/machinery/shower/proc/wash_turf() if(isturf(loc)) var/turf/tile = loc SEND_SIGNAL(tile, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) for(var/obj/effect/E in tile) if(is_cleanable(E)) qdel(E) /obj/machinery/shower/proc/wash_mob(mob/living/L) SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK) L.wash_cream() L.ExtinguishMob() L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY) SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower) if(iscarbon(L)) var/mob/living/carbon/M = L . = TRUE check_heat(M) for(var/obj/item/I in M.held_items) wash_obj(I) if(M.back) if(wash_obj(M.back)) M.update_inv_back(0) if(ishuman(M)) var/mob/living/carbon/human/H = M var/washgloves = TRUE var/washshoes = TRUE var/washmask = TRUE var/washears = TRUE var/washglasses = TRUE 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 && wash_obj(H.head)) H.update_inv_head() if(H.wear_suit && wash_obj(H.wear_suit)) H.update_inv_wear_suit() else if(H.w_uniform && wash_obj(H.w_uniform)) H.update_inv_w_uniform() if(washgloves) SEND_SIGNAL(H, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) if(H.shoes && washshoes && wash_obj(H.shoes)) H.update_inv_shoes() if(H.wear_mask && washmask && wash_obj(H.wear_mask)) H.update_inv_wear_mask() else H.lip_style = null H.update_body() if(H.glasses && washglasses && wash_obj(H.glasses)) H.update_inv_glasses() if(H.ears && washears && wash_obj(H.ears)) H.update_inv_ears() if(H.belt && wash_obj(H.belt)) H.update_inv_belt() else if(M.wear_mask && wash_obj(M.wear_mask)) M.update_inv_wear_mask(0) SEND_SIGNAL(M, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) else SEND_SIGNAL(L, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD) /obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing) var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive) if(!healthy_green_glow || QDELETED(healthy_green_glow)) return var/strength = healthy_green_glow.strength if(strength <= RAD_BACKGROUND_RADIATION) qdel(healthy_green_glow) return healthy_green_glow.strength = max(strength-1, 0) /obj/machinery/shower/process() if(on) wash_turf() for(var/atom/movable/AM in loc) if(isliving(AM)) wash_mob(AM) else if(isobj(AM)) wash_obj(AM) contamination_cleanse(AM) else return PROCESS_KILL /obj/machinery/shower/deconstruct(disassembled = TRUE) new /obj/item/stack/sheet/metal (loc, 3) qdel(src) /obj/machinery/shower/proc/check_heat(mob/living/carbon/C) if(watertemp == "freezing") C.adjust_bodytemperature(-80, 80) to_chat(C, "The water is freezing!") else if(watertemp == "boiling") C.adjust_bodytemperature(35, 0, 500) C.adjustFireLoss(5) to_chat(C, "The water is searing!") /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 = "water" // for whenever plumbing happens /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) 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.wash_cream() 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.Knockdown(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, 1) 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, 1) 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(disassembled = TRUE) new /obj/item/stack/sheet/metal (loc, 3) qdel(src) /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) //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 = "open" 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 = "closed" layer = WALL_OBJ_LAYER density = TRUE open = FALSE else icon_state = "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, 1) 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, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(loc, 'sound/items/welder.ogg', 80, 1)