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## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑
424 lines
14 KiB
Plaintext
424 lines
14 KiB
Plaintext
#define MIN_RANGE 1
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#define MIN_SPEED 1
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#define MAX_RANGE 7
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#define MAX_SPEED 10
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#define HITS_TO_KILL 9
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#define MIN_ATTACK_DELAY 10
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#define MAX_ATTACK_DELAY 15
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/**
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* Machine that runs around wildly so people can practice clickin on things
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*
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* Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess,
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* movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this.
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*/
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/obj/structure/training_machine
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name = "AURUMILL-Brand MkII. Personnel Training Machine"
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desc = "Used for combat training simulations. Accepts standard training targets. A pair of buckling straps are attached."
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icon = 'icons/obj/machines/sec.dmi'
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icon_state = "training_machine"
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can_buckle = TRUE
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buckle_lying = 0
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max_integrity = 200
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///Is the machine moving? Setting this to FALSE will automatically call stop_moving()
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var/moving = FALSE
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///The distance the machine is allowed to roam from its starting point
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var/range = 1
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///A random spot within range that the trainer is trying to reach
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var/turf/target_position
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///The turf the machine was on when it was activated
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var/turf/starting_turf
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///Delay between process() calls. Cannot be higher than MAX_SPEED. Smaller value represents faster movement.
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var/move_speed = 1
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///Reference to a potentially attached object, either a target, trainer toolbox, or syndicate toolbox
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var/obj/attached_item
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///Helper for timing attacks when emagged
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COOLDOWN_DECLARE(attack_cooldown)
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///Cooldown macro to control how fast this will move. Used in process()
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COOLDOWN_DECLARE(move_cooldown)
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/**
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* Called on qdel(), so we don't want a cool explosion to happen
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*/
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/obj/structure/training_machine/Destroy()
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remove_attached_item()
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return ..()
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/**
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* Called on a normal destruction, so we have a cool explosion and toss whatever's attached
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*/
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/obj/structure/training_machine/atom_destruction(damage_flag)
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remove_attached_item(throwing = TRUE)
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explosion(src, light_impact_range = 1, flash_range = 2)
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return ..()
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/obj/structure/training_machine/ui_state(mob/user)
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return GLOB.physical_state
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/obj/structure/training_machine/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "TrainingMachine", name)
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ui.open()
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/**
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* Send data to the UI
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*
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* Include's the machine's movement range, speed, and whether or not it's active
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*/
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/obj/structure/training_machine/ui_data(mob/user)
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var/list/data = list()
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data["range"] = range
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data["movespeed"] = move_speed
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data["moving"] = moving
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return data
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/**
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* Control the attached variables.
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*
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* Will not respond if moving and emagged, so once you set it to go it can't be stopped!
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*/
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/obj/structure/training_machine/ui_act(action, params)
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. = ..()
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if(.)
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return
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if (moving && obj_flags & EMAGGED)
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visible_message(span_warning("The [src]'s control panel fizzles slightly."))
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return
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switch(action)
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if("toggle")
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toggle()
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. = TRUE
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if("range")
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var/range_input = params["range"]
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range = clamp(range_input, MIN_RANGE, MAX_RANGE)
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. = TRUE
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if("movespeed")
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var/range_input = params["movespeed"]
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move_speed = clamp(range_input, MIN_SPEED, MAX_SPEED)
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. = TRUE
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/obj/structure/training_machine/attack_hand(mob/user, list/modifiers)
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ui_interact(user)
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/**
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* Called when the machien is attacked by something
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*
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* Meant for attaching an item to the machine, should only be a training toolbox or target. If emagged, the
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* machine will gain an auto-attached syndicate toolbox, so in that case we shouldn't be able to swap it out
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*/
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/obj/structure/training_machine/attackby(obj/item/target, mob/living/user)
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if (user.combat_mode)
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return ..()
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if (!istype(target, /obj/item/training_toolbox) && !istype(target, /obj/item/target))
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return ..()
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if (obj_flags & EMAGGED)
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to_chat(user, span_warning("The toolbox is somehow stuck on! It won't budge!"))
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return
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attach_item(target)
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to_chat(user, span_notice("You attach \the [attached_item] to the training device."))
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playsound(src, SFX_RUSTLE, 50, TRUE)
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/**
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* Attach an item to the machine
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*
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* This proc technically works with any obj. Currently is only used for objects of type item/target and item/training_toolbox
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* Will make the attached item appear visually on the machine
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* Arguments
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* * target - The object to attach
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*/
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/obj/structure/training_machine/proc/attach_item(obj/target)
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remove_attached_item()
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attached_item = target
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attached_item.forceMove(src)
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attached_item.vis_flags |= VIS_INHERIT_ID | VIS_INHERIT_PLANE
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vis_contents += attached_item
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RegisterSignal(attached_item, COMSIG_QDELETING, PROC_REF(on_attached_delete))
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handle_density()
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/**
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* Called when the attached item is deleted.
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*
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* Cleans up behavior for when the attached item is deleted or removed.
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*/
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/obj/structure/training_machine/proc/on_attached_delete()
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SIGNAL_HANDLER
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UnregisterSignal(attached_item, COMSIG_QDELETING)
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vis_contents -= attached_item
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attached_item.vis_flags &= ~(VIS_INHERIT_ID | VIS_INHERIT_PLANE)
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attached_item = null
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handle_density()
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/**
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* Remove the attached item from the machine
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*
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* Called when a user removes the item by hand or by swapping it out with another, when the machine breaks, or
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* when the machine is emagged.
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* Arguments
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* * user - The peson , if any, removing the attached item
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* * throwing - If we should make the item fly off the machine
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*/
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/obj/structure/training_machine/proc/remove_attached_item(mob/user, throwing = FALSE)
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if (!attached_item)
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return
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if (istype(attached_item, /obj/item/storage/toolbox/syndicate))
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UnregisterSignal(attached_item, COMSIG_QDELETING)
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qdel(attached_item)
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else if (user)
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INVOKE_ASYNC(user, TYPE_PROC_REF(/mob, put_in_hands), attached_item)
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else
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attached_item.forceMove(drop_location())
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if (throwing && !QDELETED(attached_item)) //Fun little thing where we throw out the old attached item when emagged
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//We do a QDELETED check here because we don't want to throw the syndi toolbox, if it exists
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var/destination = get_edge_target_turf(get_turf(src), pick(GLOB.alldirs))
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attached_item.throw_at(destination, 4, 1)
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on_attached_delete()
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/obj/structure/training_machine/AltClick(mob/user)
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. = ..()
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if(!user.can_perform_action(src, NEED_DEXTERITY|FORBID_TELEKINESIS_REACH|ALLOW_RESTING))
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return
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if(has_buckled_mobs())
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user_unbuckle_mob(buckled_mobs[1], user)
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return
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if (!attached_item)
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return
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if (obj_flags & EMAGGED)
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to_chat(user, span_warning("The toolbox is somehow stuck on! It won't budge!"))
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return
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to_chat(user, span_notice("You remove \the [attached_item] from the training device."))
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remove_attached_item(user)
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playsound(src, SFX_RUSTLE, 50, TRUE)
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/**
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* Toggle the machine's movement
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*/
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/obj/structure/training_machine/proc/toggle()
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if (moving)
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stop_moving()
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else
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start_moving()
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/**
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* Stop the machine's movement
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*
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* Will call STOP_PROCESSING, play a sound, and say an appropriate message
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* Arguments
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* * Message - the message the machine says when stopping
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*/
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/obj/structure/training_machine/proc/stop_moving(message = "Ending training simulation.")
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moving = FALSE
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starting_turf = null
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say(message)
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playsound(src,'sound/machines/synth_no.ogg',50,FALSE)
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STOP_PROCESSING(SSfastprocess, src)
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/**
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* Start the machine's movement
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*
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* Says a message, plays a sound, then starts processing
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*/
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/obj/structure/training_machine/proc/start_moving()
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moving = TRUE
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starting_turf = get_turf(src)
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say("Beginning training simulation.")
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playsound(src,'sound/machines/triple_beep.ogg',50,FALSE)
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START_PROCESSING(SSfastprocess, src)
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/**
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* Main movement method for the machine
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*
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* Handles movement using SSFastProcess. Moves randomly, point-to-point, in an area centered around wherever it started.
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* Will only move if the move_cooldown cooldown macro is finished.
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* If it can't find a place to go, it will stop moving.
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*/
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/obj/structure/training_machine/process()
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if(!COOLDOWN_FINISHED(src, move_cooldown))
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return
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var/turf/current_turf = get_turf(src)
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if (!moving || !starting_turf || isspaceturf(current_turf))
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stop_moving()
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return
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if (current_turf == target_position) //We've reached our target turf, now find a new one
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target_position = null
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if (!target_position)
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target_position = find_target_position()
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if (!target_position)
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stop_moving("ERROR! Cannot calculate suitable movement path.")
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var/turf/nextStep = get_step_towards(src, target_position)
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if (!Move(nextStep, get_dir(src, nextStep)))
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target_position = null //We couldn't move towards the target turf, so find a new target turf
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try_attack()
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COOLDOWN_START(src, move_cooldown, max(MAX_SPEED - move_speed, 1))
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/**
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* Find a suitable turf to move towards
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*/
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/obj/structure/training_machine/proc/find_target_position()
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var/list/turfs = list()
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for(var/turf/potential_turf in view(range, starting_turf))
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if (potential_turf.is_blocked_turf() || potential_turf == target_position)
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continue
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turfs += potential_turf
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if (!length(turfs))
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return
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return pick(turfs)
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/**
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* Try to attack a nearby mob
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*
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* Called whenever the machine moves, this will look for mobs adjacent to the machine to attack.
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* Will attack with either a training toolbox (if attached), or a much more deadly syndicate toolbox (if emagged).
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* A cooldown macro (attack_cooldown) ensures it doesn't attack too quickly
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*/
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/obj/structure/training_machine/proc/try_attack()
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if (!attached_item || istype(attached_item, /obj/item/target))
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return
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if (!COOLDOWN_FINISHED(src, attack_cooldown))
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return
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var/list/targets
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for(var/mob/living/carbon/target in oview(1, get_turf(src))) //Find adjacent target
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if (target.stat == CONSCIOUS && target.Adjacent(src))
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LAZYADD(targets, target)
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var/mob/living/carbon/target = pick(targets)
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if (!target)
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return
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do_attack_animation(target, null, attached_item)
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if (obj_flags & EMAGGED)
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target.apply_damage(attached_item.force, BRUTE, BODY_ZONE_CHEST, attacking_item = attached_item)
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playsound(src, 'sound/weapons/smash.ogg', 15, TRUE)
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COOLDOWN_START(src, attack_cooldown, rand(MIN_ATTACK_DELAY, MAX_ATTACK_DELAY))
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/**
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* Make sure the machine can't be walked through if something is attached
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*/
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/obj/structure/training_machine/proc/handle_density()
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if(length(buckled_mobs) || attached_item)
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set_density(TRUE)
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else
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set_density(FALSE)
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/obj/structure/training_machine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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. = ..()
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if (istype(attached_item, /obj/item/target))
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return FALSE
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/obj/structure/training_machine/post_buckle_mob()
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handle_density()
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return ..()
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/obj/structure/training_machine/post_unbuckle_mob()
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handle_density()
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return ..()
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/**
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* Emagging causes a deadly, unremovable syndicate toolbox to be attached to the machine
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*/
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/obj/structure/training_machine/emag_act(mob/user, obj/item/card/emag/emag_card)
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. = ..()
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if (obj_flags & EMAGGED)
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return
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obj_flags |= EMAGGED
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remove_attached_item(throwing = TRUE) //Toss out the old attached item!
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attach_item(new /obj/item/storage/toolbox/syndicate(src))
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to_chat(user, span_warning("You override the training machine's safety protocols, and activate its realistic combat feature. A toolbox pops out of a slot on the top."))
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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add_overlay("evil_trainer")
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return TRUE
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/obj/structure/training_machine/examine(mob/user)
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. = ..()
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var/has_buckled_mob = has_buckled_mobs()
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if(has_buckled_mob)
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. += span_notice("<b>Alt-Click to unbuckle \the [buckled_mobs[1]]</b>")
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if (obj_flags & EMAGGED)
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. += span_warning("It has a dangerous-looking toolbox attached to it, and the control panel is smoking sightly...")
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else if (!has_buckled_mob && attached_item) //Can't removed the syndicate toolbox!
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. += span_notice("<b>Alt-Click to remove \the [attached_item]</b>")
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. += span_notice("<b>Click to open control interface.</b>")
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/**
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* Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't.
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*
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* Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks.
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*/
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/obj/item/training_toolbox
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name = "Training Toolbox"
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desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold separately!"
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icon = 'icons/obj/storage/toolbox.dmi'
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icon_state = "gold"
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inhand_icon_state = "toolbox_gold"
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lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
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flags_1 = CONDUCT_1
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force = 0
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throwforce = 0
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throw_speed = 2
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throw_range = 7
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w_class = WEIGHT_CLASS_BULKY
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///Total number of hits made against a valid target
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var/total_hits = 0
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///Number of hits made since the Lap button (alt-click) was last pushed
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var/lap_hits = 0
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/obj/item/training_toolbox/afterattack(atom/target, mob/living/user, proximity)
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. = ..()
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if (!proximity || target == user || !user.combat_mode)
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return
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if (check_hit(target))
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user.changeNext_move(CLICK_CD_MELEE)
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/**
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* Check if we should increment the hit counter
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*
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* Increments the 'hit' counter if the target we're attacking is a mob, target, or training machine with an attached item.
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* Will beep every 9 hits, as 9 hits usually signifies a KO with a normal toolbox
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* Arguments
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* * target - the atom we're hitting
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*/
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/obj/item/training_toolbox/proc/check_hit(atom/target)
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var/target_is_machine = istype(target, /obj/structure/training_machine)
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if (!ismob(target) && !istype(target, /obj/item/target) && !target_is_machine)
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return FALSE
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if (target_is_machine)
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var/obj/structure/training_machine/trainer = target
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if (!trainer.attached_item)
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return FALSE
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total_hits++
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lap_hits++
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playsound(src,'sound/weapons/smash.ogg',50,FALSE)
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if (lap_hits % HITS_TO_KILL == 0)
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playsound(src,'sound/machines/twobeep.ogg',25,FALSE)
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return TRUE
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/obj/item/training_toolbox/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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if (!.)
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check_hit(hit_atom)
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/obj/item/training_toolbox/AltClick(mob/user)
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. = ..()
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if(!can_interact(user))
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return
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to_chat(user, span_notice("You push the 'Lap' button on the toolbox's display."))
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lap_hits = initial(lap_hits)
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/obj/item/training_toolbox/examine(mob/user)
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. = ..()
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if(!in_range(src, user) && !isobserver(user))
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. += span_notice("You can see a display on the back. You'll need to get closer to read it, though.")
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return
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. += span_notice("A display on the back reads:")
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. += span_notice("Total Hits: <b>[total_hits]</b>")
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if (lap_hits != total_hits)
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. += span_notice("Current Lap: <b>[lap_hits]</b>")
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. += span_notice("<b>Alt-Click to 'Lap' the hit counter.</b>")
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#undef MIN_RANGE
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#undef MIN_SPEED
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#undef MAX_RANGE
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#undef MAX_SPEED
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#undef HITS_TO_KILL
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#undef MIN_ATTACK_DELAY
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#undef MAX_ATTACK_DELAY
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