* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344) cl Floyd / Qustinnus del: Removes short-term effects of mood add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room. refactor: Removes the original way of adding mood events, uses signals properly instead. fix: Cleanables "giving" area's free beauty during initialization fix: Fixes some events not clearing properly /cl Fixes #36444 From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before. This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later. I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example. * [READY] Several fixes/changes to mood, longterm mood effects, beauty component
665 lines
21 KiB
Plaintext
665 lines
21 KiB
Plaintext
/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 = 'icons/obj/watercloset.dmi'
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icon_state = "toilet00"
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density = FALSE
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anchored = TRUE
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var/open = FALSE //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/Initialize()
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. = ..()
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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)
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if(swirlie)
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, "swing_hit", 25, 1)
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swirlie.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie]'s head!</span>", "<span class='userdanger'>[user] slams the toilet seat onto your head!</span>", "<span class='italics'>You hear reverberating porcelain.</span>")
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swirlie.adjustBruteLoss(5)
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else if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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user.changeNext_move(CLICK_CD_MELEE)
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var/mob/living/GM = user.pulling
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if(user.grab_state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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to_chat(user, "<span class='warning'>[GM] needs to be on [src]!</span>")
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return
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if(!swirlie)
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if(open)
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GM.visible_message("<span class='danger'>[user] starts to give [GM] a swirlie!</span>", "<span class='userdanger'>[user] starts to give you a swirlie...</span>")
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swirlie = GM
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if(do_after(user, 30, 0, target = src))
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GM.visible_message("<span class='danger'>[user] gives [GM] a swirlie!</span>", "<span class='userdanger'>[user] gives you a swirlie!</span>", "<span class='italics'>You hear a toilet flushing.</span>")
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if(iscarbon(GM))
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var/mob/living/carbon/C = GM
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if(!C.internal)
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C.adjustOxyLoss(5)
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else
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GM.adjustOxyLoss(5)
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swirlie = null
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else
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
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GM.adjustBruteLoss(5)
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else
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(cistern && !open)
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if(!contents.len)
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to_chat(user, "<span class='notice'>The cistern is empty.</span>")
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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.forceMove(drop_location())
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to_chat(user, "<span class='notice'>You find [I] in the cistern.</span>")
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w_items -= I.w_class
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else
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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, mob/living/user, params)
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if(istype(I, /obj/item/crowbar))
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to_chat(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, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(I.use_tool(src, user, 30))
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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>")
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cistern = !cistern
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update_icon()
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else if(cistern)
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if(user.a_intent != INTENT_HARM)
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='warning'>[I] does not fit!</span>")
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return
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if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
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to_chat(user, "<span class='warning'>The cistern is full!</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>")
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return
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w_items += I.w_class
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to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
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else if(istype(I, /obj/item/reagent_containers))
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if (!open)
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return
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var/obj/item/reagent_containers/RG = I
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RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
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to_chat(user, "<span class='notice'>You fill [RG] from [src]. Gross.</span>")
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else
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return ..()
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/obj/structure/toilet/secret
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var/obj/item/secret
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var/secret_type = null
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/obj/structure/toilet/secret/Initialize(mapload)
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. = ..()
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if (secret_type)
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secret = new secret_type(src)
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secret.desc += " It's a secret!"
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w_items += secret.w_class
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contents += secret
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/obj/structure/urinal
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name = "urinal"
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desc = "The HU-452, an experimental urinal. Comes complete with experimental urinal cake."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "urinal"
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density = FALSE
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anchored = TRUE
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var/exposed = 0 // can you currently put an item inside
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var/obj/item/hiddenitem = null // what's in the urinal
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/obj/structure/urinal/New()
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..()
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hiddenitem = new /obj/item/reagent_containers/food/urinalcake
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/obj/structure/urinal/attack_hand(mob/user)
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if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
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var/mob/living/GM = user.pulling
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if(user.grab_state >= GRAB_AGGRESSIVE)
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if(GM.loc != get_turf(src))
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to_chat(user, "<span class='notice'>[GM.name] needs to be on [src].</span>")
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
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GM.adjustBruteLoss(8)
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else
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to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
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else if(exposed)
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if(!hiddenitem)
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to_chat(user, "<span class='notice'>There is nothing in the drain holder.</span>")
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else
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if(ishuman(user))
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user.put_in_hands(hiddenitem)
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else
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hiddenitem.forceMove(get_turf(src))
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to_chat(user, "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
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hiddenitem = null
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else
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..()
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/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
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if(exposed)
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if (hiddenitem)
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to_chat(user, "<span class='warning'>There is already something in the drain enclosure.</span>")
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return
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if(I.w_class > 1)
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to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
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return
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hiddenitem = I
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to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
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else
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return ..()
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/obj/structure/urinal/screwdriver_act(mob/living/user, obj/item/I)
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to_chat(user, "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
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if(I.use_tool(src, user, 20))
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user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!",
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"<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>",
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"<span class='italics'>You hear metal and squishing noises.</span>")
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exposed = !exposed
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return TRUE
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/obj/item/reagent_containers/food/urinalcake
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name = "urinal cake"
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desc = "The noble urinal cake, protecting the station's pipes from the station's pee. Do not eat."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "urinalcake"
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w_class = WEIGHT_CLASS_TINY
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list_reagents = list("chlorine" = 3, "ammonia" = 1)
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/obj/item/reagent_containers/food/urinalcake/attack_self(mob/living/user)
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user.visible_message("<span class='notice'>[user] squishes [src]!</span>", "<span class='notice'>You squish [src].</span>", "<i>You hear a squish.</i>")
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icon_state = "urinalcake_squish"
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addtimer(VARSET_CALLBACK(src, icon_state, "urinalcake"), 8)
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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 = 'icons/obj/watercloset.dmi'
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icon_state = "shower"
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density = FALSE
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anchored = TRUE
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use_power = NO_POWER_USE
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var/on = FALSE
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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/datum/looping_sound/showering/soundloop
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/obj/machinery/shower/Initialize()
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. = ..()
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soundloop = new(list(src), FALSE)
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/obj/machinery/shower/Destroy()
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QDEL_NULL(soundloop)
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return ..()
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/obj/effect/mist
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name = "mist"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mist"
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layer = FLY_LAYER
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/machinery/shower/attack_hand(mob/M)
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on = !on
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update_icon()
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add_fingerprint(M)
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if(on)
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soundloop.start()
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wash_turf()
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for(var/atom/movable/G in loc)
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G.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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if(isliving(G))
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var/mob/living/L = G
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wash_mob(L)
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else if(isobj(G)) // Skip the light objects
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wash_obj(G)
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else
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soundloop.stop()
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if(isopenturf(loc))
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var/turf/open/tile = loc
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tile.MakeSlippery(TURF_WET_WATER, min_wet_time = 5 SECONDS, wet_time_to_add = 1 SECONDS)
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/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
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if(I.type == /obj/item/device/analyzer)
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to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
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else
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return ..()
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/obj/machinery/shower/wrench_act(mob/living/user, obj/item/I)
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to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
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if(I.use_tool(src, 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] to [watertemp] temperature.</span>")
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log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])")
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add_hiddenprint(user)
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return TRUE
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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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cut_overlays() //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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qdel(mymist)
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if(on)
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add_overlay(mutable_appearance('icons/obj/watercloset.dmi', "water", ABOVE_MOB_LAYER))
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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(!on && mymist)
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qdel(mymist)
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ismist = 0
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/obj/machinery/shower/Crossed(atom/movable/AM)
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..()
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if(on)
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if(isliving(AM))
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var/mob/living/L = AM
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if(wash_mob(L)) //it's a carbon mob.
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var/mob/living/carbon/C = L
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C.slip(80,null,NO_SLIP_WHEN_WALKING)
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else if(isobj(AM))
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wash_obj(AM)
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/obj/machinery/shower/proc/wash_obj(obj/O)
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. = O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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if(isitem(O))
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var/obj/item/I = O
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I.acid_level = 0
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I.extinguish()
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/obj/machinery/shower/proc/wash_turf()
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if(isturf(loc))
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var/turf/tile = loc
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tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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for(var/obj/effect/E in tile)
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if(is_cleanable(E))
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qdel(E)
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/obj/machinery/shower/proc/wash_mob(mob/living/L)
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L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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L.wash_cream()
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L.ExtinguishMob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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L.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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L.SendSignal(COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
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if(iscarbon(L))
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var/mob/living/carbon/M = L
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. = TRUE
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check_heat(M)
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for(var/obj/item/I in M.held_items)
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wash_obj(I)
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if(M.back)
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if(wash_obj(M.back))
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M.update_inv_back(0)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/washgloves = TRUE
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var/washshoes = TRUE
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var/washmask = TRUE
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var/washears = TRUE
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var/washglasses = TRUE
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if(H.wear_suit)
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washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
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washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
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if(H.head)
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washmask = !(H.head.flags_inv & HIDEMASK)
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washglasses = !(H.head.flags_inv & HIDEEYES)
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washears = !(H.head.flags_inv & HIDEEARS)
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if(H.wear_mask)
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if (washears)
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washears = !(H.wear_mask.flags_inv & HIDEEARS)
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if (washglasses)
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washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
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if(H.head && wash_obj(H.head))
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H.update_inv_head()
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if(H.wear_suit && wash_obj(H.wear_suit))
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H.update_inv_wear_suit()
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else if(H.w_uniform && wash_obj(H.w_uniform))
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H.update_inv_w_uniform()
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if(washgloves)
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H.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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if(H.shoes && washshoes && wash_obj(H.shoes))
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H.update_inv_shoes()
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if(H.wear_mask && washmask && wash_obj(H.wear_mask))
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H.update_inv_wear_mask()
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else
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H.lip_style = null
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H.update_body()
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if(H.glasses && washglasses && wash_obj(H.glasses))
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H.update_inv_glasses()
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if(H.ears && washears && wash_obj(H.ears))
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H.update_inv_ears()
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if(H.belt && wash_obj(H.belt))
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H.update_inv_belt()
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else
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if(M.wear_mask && wash_obj(M.wear_mask))
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M.update_inv_wear_mask(0)
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M.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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else
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L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
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/obj/machinery/shower/proc/contamination_cleanse(atom/movable/thing)
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var/datum/component/radioactive/healthy_green_glow = thing.GetComponent(/datum/component/radioactive)
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if(!healthy_green_glow || QDELETED(healthy_green_glow))
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return
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var/strength = healthy_green_glow.strength
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if(strength <= RAD_BACKGROUND_RADIATION)
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qdel(healthy_green_glow)
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return
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healthy_green_glow.strength = max(strength-1, 0)
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/obj/machinery/shower/process()
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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)
|
|
|
|
/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, "<span class='warning'>The water is freezing!</span>")
|
|
else if(watertemp == "boiling")
|
|
C.adjust_bodytemperature(35, 0, 500)
|
|
C.adjustFireLoss(5)
|
|
to_chat(C, "<span class='danger'>The water is searing!</span>")
|
|
|
|
|
|
|
|
|
|
/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(!user || !istype(user))
|
|
return
|
|
if(!iscarbon(user))
|
|
return
|
|
if(!Adjacent(user))
|
|
return
|
|
|
|
if(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 = 0
|
|
if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
|
|
washing_face = 1
|
|
user.visible_message("<span class='notice'>[user] starts washing their [washing_face ? "face" : "hands"]...</span>", \
|
|
"<span class='notice'>You start washing your [washing_face ? "face" : "hands"]...</span>")
|
|
busy = TRUE
|
|
|
|
if(!do_after(user, 40, target = src))
|
|
busy = FALSE
|
|
return
|
|
|
|
busy = FALSE
|
|
|
|
user.visible_message("<span class='notice'>[user] washes their [washing_face ? "face" : "hands"] using [src].</span>", \
|
|
"<span class='notice'>You wash your [washing_face ? "face" : "hands"] using [src].</span>")
|
|
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
|
|
user.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
|
|
|
|
/obj/structure/sink/attackby(obj/item/O, mob/living/user, params)
|
|
if(busy)
|
|
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
|
|
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, "<span class='notice'>You fill [RG] from [src].</span>")
|
|
return TRUE
|
|
to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
|
|
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("<span class='warning'>[user] shocks themself while attempting to wash the active [B.name]!</span>", \
|
|
"<span class='userdanger'>You unwisely attempt to wash [B] while it's still on.</span>")
|
|
playsound(src, "sparks", 50, 1)
|
|
return
|
|
|
|
if(istype(O, /obj/item/mop))
|
|
O.reagents.add_reagent("[dispensedreagent]", 5)
|
|
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
|
|
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, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
|
|
G.use(1)
|
|
return
|
|
|
|
if(!istype(O))
|
|
return
|
|
if(O.flags_1 & ABSTRACT_1) //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, "<span class='notice'>You start washing [O]...</span>")
|
|
busy = TRUE
|
|
if(!do_after(user, 40, target = src))
|
|
busy = FALSE
|
|
return 1
|
|
busy = FALSE
|
|
O.SendSignal(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("<span class='notice'>[user] washes [O] using [src].</span>", \
|
|
"<span class='notice'>You wash [O] using [src].</span>")
|
|
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
|
|
|
|
/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("<span class='warning'>[user] cuts apart [src].</span>",
|
|
"<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
|
|
if(I.use_tool(src, user, 50, volume=100) && !anchored)
|
|
to_chat(user, "<span class='notice'>You cut apart [src].</span>")
|
|
deconstruct()
|
|
|
|
return TRUE
|
|
|
|
|
|
/obj/structure/curtain/attack_hand(mob/user)
|
|
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)
|