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* Adds the New-and-Improved Training Machine, Training Toolbox! (#54133) Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Rohesie <rohesie@ gmail.com> * Adds the New-and-Improved Training Machine, Training Toolbox! Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com> Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Rohesie <rohesie@ gmail.com>
410 lines
14 KiB
Plaintext
410 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/objects.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/obj_destruction(damage_flag)
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remove_attached_item(throwing = TRUE)
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explosion(src, 0,0,1, flame_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 class='warning'>The [src]'s control panel fizzles slightly.</span>")
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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)
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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/user)
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if (user.a_intent != INTENT_HELP)
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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 class='warning'>The toolbox is somehow stuck on! It won't budge!</span>")
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return
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attach_item(target)
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to_chat(user, "<span class='notice'>You attach \the [attached_item] to the training device.</span>")
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playsound(src, "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
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vis_contents += attached_item
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RegisterSignal(attached_item, COMSIG_PARENT_QDELETING, .proc/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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UnregisterSignal(attached_item, COMSIG_PARENT_QDELETING)
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vis_contents -= attached_item
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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_PARENT_QDELETING)
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qdel(attached_item)
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else if (user)
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user.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 (!attached_item)
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return
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if (obj_flags & EMAGGED)
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to_chat(user, "<span class='warning'>The toolbox is somehow stuck on! It won't budge!</span>")
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return
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to_chat(user, "<span class='notice'>You remove \the [attached_item] from the training device.</span>")
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remove_attached_item(user)
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playsound(src, "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)
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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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density = TRUE
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else
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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)
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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 class='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.</span>")
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playsound(src, 'sound/machines/click.ogg', 50, TRUE)
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add_overlay("evil_trainer")
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/obj/structure/training_machine/examine(mob/user)
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. = ..()
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if (obj_flags & EMAGGED)
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. += "<span class='warning'>It has a dangerous-looking toolbox attached to it, and the control panel is smoking sightly...</span>"
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else if (attached_item) //Can't removed the syndicate toolbox!
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. += "<span class='notice'><b>Alt-Click to remove \the [attached_item]</b></span>"
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. += "<span class='notice'><b>Click to open control interface.</b></span>"
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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 seperately!"
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icon_state = "his_grace_ascended"
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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/user, proximity)
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. = ..()
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if (!proximity || target == user || user.a_intent == INTENT_HELP)
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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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to_chat(user, "<span class='notice'>You push the 'Lap' button on the toolbox's display.</span>")
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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 class='notice'>You can see a display on the back. You'll need to get closer to read it, though.</span>"
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return
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. += "<span class='notice'>A display on the back reads:</span>"
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. += "<span class='notice'>Total Hits: <b>[total_hits]</b></span>"
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if (lap_hits != total_hits)
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. += "<span class='notice'>Current Lap: <b>[lap_hits]</b></span>"
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. += "<span class='notice'><b>Alt-Click to 'Lap' the hit counter.</b></span>"
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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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