Files
Paradise/code/datums/cargoprofile.dm
2017-06-17 02:08:13 +01:00

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26 KiB
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#define MAXCOIL 30
/datum/cargoprofile
var/name = "All Items"
var/id = "all" // unique ID for the UI
var/enabled = 1
var/eject_speed = 1 // will change when emagged
var/const/BIG_OBJECT_WORK = 10
var/const/MOB_WORK = 10
var/obj/machinery/programmable/master = null
var/universal = 0 // set when both unary and binary machines work
var/mobcheck = 0
var/list/whitelist = list(/obj/item,/obj/structure/closet,/obj/structure/bigDelivery,/obj/machinery/portable_atmospherics)
var/list/blacklist = null
var/dedicated_path = null // When constructing a new machine with this as default program, create a machine of the specified type instead.
//contains: called to determine if an object/mob will be sorted by this profile
//return 1 for any sortable item
proc/contains(var/atom/A)
if(!istype(A,/obj))
if(!mobcheck || !istype(A,/mob))
return 0
else
var/obj/O = A
if(O.anchored)
return 0
//If you are using both white and blacklists, blacklists are absoulte, no matter what is whitelisted.
//I understand this has some limitations. You cannot whitelist all items, blacklist weapons,
// and then whitelist a specific weapon. Them's the breaks, kid.
if(blacklist)
for(var/T in blacklist)
if(istype(A,T))
return 0
if(whitelist)
for(var/T in whitelist)
if(istype(A,T))
return 1
return 0
return 1
//inlet_reaction: called when a filtered item is chosen by this profile.
//W: Item chosen
//S: input turf location
//remaining: counts down how much more work the unloader wants to do this turn.
//return the amount of work done.
proc/inlet_reaction(var/atom/W,var/turf/S,var/remaining)
if(!W || !S || !master)
return 0
if(istype(W,/obj/item))
var/obj/item/I = W
if(I.w_class > remaining)
return 0
I.loc = master
master.types[W.type] = src
return I.w_class
if(istype(W,/obj/structure) || istype(W,/obj/machinery)) // closets, big deliveries, portable atmospherics, unconnected stuff
if(remaining < BIG_OBJECT_WORK)
return 0
var/obj/O = W
O.loc = master
master.types[O.type] = src
return BIG_OBJECT_WORK
//Not item, structure, machinery, or mob
return 0
//outlet_reaction: called when a stored object is ejected
//W: the item in question
//D: the destination turf
proc/outlet_reaction(var/atom/W,var/turf/D)
if(!W || !D || !master)
return
if(master.emagged)
// emagging is not an industry-approved practice.
// some malfunctions may occur.
eject_speed = rand(0,4)
D = get_step(D,master.outdir)
while(prob(20))
if(master.outdir == NORTH || master.outdir == SOUTH)
D = get_step(D,pick(EAST,WEST,master.outdir))
else
D = get_step(D,pick(NORTH,SOUTH,master.outdir))
if(istype(W,/obj))
var/obj/O = W
O.loc = master.loc
O.dir = master.outdir
O.throw_at(D,eject_speed,eject_speed)
return
//----------------------------------------------------------------------------
// Profiles
//----------------------------------------------------------------------------
/datum/cargoprofile/boxes
name = "Move Small Containers"
id = "boxes"
blacklist = null
whitelist = list(/obj/item/weapon/storage, /obj/item/weapon/moneybag, /obj/item/weapon/evidencebag,
/obj/item/weapon/storage/bag/tray, /obj/item/pizzabox, /obj/item/weapon/clipboard,
/obj/item/smallDelivery, /obj/structure/bigDelivery)
/datum/cargoprofile/cargo
name = "Move Large Containers"
id = "cargo"
blacklist = null
whitelist = list(/obj/structure/closet,/obj/structure/ore_box)
// Make an honest attempt to move other things out of the way
outlet_reaction(var/atom/W,var/turf/D)
for(var/obj/O in D)
if(O.density && !O.anchored)
step_away(O,src) // move forward first
if(O.loc == D)
step_away(O,D) // move anywhere
..(W,D)
/datum/cargoprofile/cargo/empty
name = "Move Empty Large Containers"
id = "cargo-empty"
contains(var/atom/A)
return (..(A) && (A.contents.len == 0))
/datum/cargoprofile/cargo/full
name = "Move Full Large Containers"
id = "cargo-full"
contains(var/atom/A)
return (..(A) && (A.contents.len > 0))
/datum/cargoprofile/supplies
name = "Building Supplies"
id = "supplies"
blacklist = null
whitelist = list(/obj/item/stack/cable_coil,/obj/item/stack/rods,
/obj/item/stack/sheet/metal,/obj/item/stack/sheet/plasteel,
/obj/item/stack/sheet/glass,/obj/item/stack/sheet/rglass,
/obj/item/stack/tile,/obj/item/weapon/light,
/obj/item/weapon/table_parts)
//todo: maybe stack things while we're here?
/datum/cargoprofile/exotics
name = "Exotic materials"
id = "exotics"
blacklist = null
whitelist = list(/obj/item/weapon/coin, /obj/item/stack/spacecash, /obj/item/seeds,
/obj/item/stack/sheet/mineral,/obj/item/stack/sheet/wood,/obj/item/stack/sheet/leather)
/datum/cargoprofile/organics
name = "Organics, chemicals, and Paraphernalia"
id = "organics"
blacklist = null
whitelist = list(/obj/item/weapon/tank,/obj/item/weapon/reagent_containers,
/obj/item/stack/medical,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/gun/syringe,
/obj/item/weapon/grenade/plastic/c4,/obj/item/weapon/grenade,/obj/item/ammo_box,
/obj/item/weapon/gun/grenadelauncher,/obj/item/weapon/flamethrower, /obj/item/weapon/lighter,
/obj/item/weapon/match,/obj/item/weapon/weldingtool)
/datum/cargoprofile/food
name = "Food"
id = "food"
blacklist = null // something should probably go here
whitelist = list(/obj/item/weapon/reagent_containers/food)
/datum/cargoprofile/chemical
name = "Chemicals and Paraphernalia"
id = "chemical"
blacklist = list(/obj/item/weapon/reagent_containers/food)
whitelist = list(/obj/item/weapon/reagent_containers,/obj/item/stack/medical,/obj/item/weapon/storage/pill_bottle,
/obj/item/weapon/gun/syringe,/obj/item/weapon/grenade/chem_grenade,/obj/item/weapon/dnainjector,
/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/firstaid,/obj/item/weapon/implanter)
/datum/cargoprofile/pressure
name = "air tanks"
id = "pressure"
blacklist = null
whitelist = list(/obj/item/weapon/tank,/obj/machinery/portable_atmospherics,
/obj/item/weapon/flamethrower)
//Am I missing any?
/datum/cargoprofile/pressure/empty
name = "empty air tanks"
id = "pressure-low"
var/lowpressure = ONE_ATMOSPHERE
contains(var/atom/A)
if(..())
var/pressure = ONE_ATMOSPHERE * 10 // In case of fallthrough, fail test
if(istype(A,/obj/item/weapon/tank))
var/obj/item/weapon/tank/T = A
pressure = T.air_contents.return_pressure()
if(istype(A,/obj/item/weapon/flamethrower))
var/obj/item/weapon/flamethrower/T = A
if(!T.ptank)
return 0
pressure = T.ptank.air_contents.return_pressure()
if(istype(A,/obj/machinery/portable_atmospherics))
var/obj/machinery/portable_atmospherics/P = A
pressure = P.air_contents.return_pressure()
if(pressure < lowpressure)
return 1
return 0// Not container or failed low pressure check
/datum/cargoprofile/pressure/full
name = "full air tanks"
id = "pressure-high"
var/highpressure = ONE_ATMOSPHERE * 15 // stolen from canister.dm; Is this right?
contains(var/atom/A)
if(..())
var/pressure = 0 // In case of fallthrough, fail test
if(istype(A,/obj/item/weapon/tank))
var/obj/item/weapon/tank/T = A
pressure = T.air_contents.return_pressure()
if(istype(A,/obj/item/weapon/flamethrower))
var/obj/item/weapon/flamethrower/T = A
if(!T.ptank)
return 0
pressure = T.ptank.air_contents.return_pressure()
if(istype(A,/obj/machinery/portable_atmospherics))
var/obj/machinery/portable_atmospherics/P = A
pressure = P.air_contents.return_pressure()
if(pressure > highpressure)
return 1
return 0// Not container or failed high pressure check
/datum/cargoprofile/clothing
name = "Crew Kit"
id = "clothing"
blacklist = list(/obj/item/weapon/tank/plasma,/obj/item/weapon/tank/anesthetic, // the rest are air tanks
/obj/item/clothing/mask/facehugger) // NOT CLOTHING AT ALLLLL
whitelist = list(/obj/item/clothing,/obj/item/weapon/storage/belt,/obj/item/weapon/storage/backpack,
/obj/item/device/radio/headset,/obj/item/device/pda,/obj/item/weapon/card/id,/obj/item/weapon/tank,
/obj/item/weapon/restraints/handcuffs, /obj/item/weapon/restraints/legcuffs)
/datum/cargoprofile/trash
name = "Trash"
id = "trash"
//Note that this filters out blueprints because they are a paper item. Do NOT throw out the station blueprints unless you be trollin'.
blacklist = null
whitelist = list(/obj/item/trash,/obj/item/toy,/obj/item/weapon/reagent_containers/food/snacks/ectoplasm,/obj/item/weapon/grown/bananapeel,/obj/item/weapon/broken_bottle,/obj/item/weapon/bikehorn,
/obj/item/weapon/cigbutt,/obj/item/weapon/poster/random_contraband,/obj/item/weapon/grown/corncob,/obj/item/weapon/paper,/obj/item/weapon/shard,
/obj/item/weapon/sord,/obj/item/weapon/photo,/obj/item/weapon/folder,
/obj/item/areaeditor/blueprints,/obj/item/weapon/poster/random_contraband,/obj/item/weapon/kitchen,/obj/item/weapon/book,/obj/item/clothing/mask/facehugger)
/datum/cargoprofile/weapons
name = "Weapons & Illegals"
id = "weapons"
blacklist = null
//This one is hard since 'weapon contains a lot of things better categorized as devices
whitelist = list(/obj/item/weapon/banhammer,/obj/item/weapon/sord,/obj/item/weapon/claymore,/obj/item/weapon/holo/esword,
/obj/item/weapon/flamethrower,/obj/item/weapon/grenade,/obj/item/weapon/gun,/obj/item/weapon/hatchet,/obj/item/weapon/katana,
/obj/item/weapon/kitchen/knife,/obj/item/weapon/melee,/obj/item/weapon/nullrod,/obj/item/weapon/pickaxe,/obj/item/weapon/twohanded,
/obj/item/weapon/grenade/plastic/c4,/obj/item/weapon/scalpel,/obj/item/weapon/shield,/obj/item/weapon/grown/nettle/death)
/datum/cargoprofile/tools
name = "Devices & Tools"
id = "tools"
blacklist = null
whitelist = list(/obj/item/device,/obj/item/weapon/card,/obj/item/weapon/cartridge,/obj/item/weapon/cautery,/obj/item/weapon/stock_parts/cell,/obj/item/weapon/circuitboard,
/obj/item/weapon/aiModule,/obj/item/weapon/airalarm_electronics,/obj/item/weapon/airlock_electronics,/obj/item/weapon/circular_saw,
/obj/item/weapon/crowbar,/obj/item/weapon/disk,/obj/item/weapon/firealarm_electronics,/obj/item/weapon/hand_tele,
/obj/item/weapon/hand_labeler,/obj/item/weapon/hemostat,/obj/item/weapon/mop,/obj/item/weapon/locator,/obj/item/weapon/cultivator,
/obj/item/stack/packageWrap,/obj/item/weapon/pen,/obj/item/weapon/pickaxe,/obj/item/weapon/pinpointer,
/obj/item/weapon/rcd,/obj/item/weapon/rcd_ammo,/obj/item/weapon/retractor,/obj/item/weapon/rsf,/obj/item/weapon/scalpel,
/obj/item/weapon/screwdriver,/obj/item/weapon/shovel,/obj/item/weapon/soap,/obj/item/weapon/stamp,/obj/item/weapon/storage/bag/tray,/obj/item/weapon/weldingtool,
/obj/item/weapon/wirecutters,/obj/item/weapon/wrench,/obj/item/weapon/extinguisher)
/datum/cargoprofile/finished
name = "Completed Robots"
id = "finished"
blacklist = null
whitelist = list(/obj/mecha,/mob/living/simple_animal/bot,/mob/living/silicon/robot)
mobcheck = 1
//todo: detect and allow finished cyborg endoskeletons with no brain
contains(var/atom/A)
if(..())
return 1
if(istype(A,/mob))
if(blacklist)
for(var/T in blacklist)
if(istype(A,T))
return 0
if(whitelist)
for(var/T in whitelist)
if(istype(A,T))
return 1
return 0
return 1
return 0
/datum/cargoprofile/stripping
name = "Auto-Frisker"
id = "frisk"
blacklist = null
whitelist = list(/mob/living/carbon/human)
mobcheck = 1
//----------------------------------------------------------------------------
// Overrides (Special Functions)
//----------------------------------------------------------------------------
/datum/cargoprofile/cargo/unload
name = "Unload Cargo Boxes"
id = "cargounload"
enabled = 0
dedicated_path = /obj/machinery/programmable/unloader
//override the detection to only accept crates with something in it.
//if it doesn't, this object may be handled by another handler.
contains(var/atom/A)
if(..(A))
if(istype(A,/obj/structure/closet))
var/obj/structure/closet/C = A
if(!C.can_open() && !C.opened && !master.emagged) // must be able to access the contents
return 0
if(A.contents.len)
return 1
return 0
//instead of moving the box, strip it of its contents
inlet_reaction(var/obj/W,var/turf/S, var/remaining)
//W should only be crate or ore box, although this will work on anything with contents...
var/I = 0
if(istype(W,/obj/structure/closet))
var/obj/structure/closet/C = W
if(!C.can_open() && !C.opened) // must be able to access the contents
if(master.emagged && remaining >= BIG_OBJECT_WORK)
if(prob(10))
C.welded = 0
if("broken" in C.vars)
C:broken = 1
C.open()
C.update_icon()
master.visible_message("<span class='warning'>[master] breaks open [C]!</span>")
else
master.visible_message("<span class='notice'>[master] is trying to force [C] open!</span>")
master.sleep += 1 // mechanical strain
return BIG_OBJECT_WORK
master.visible_message("<span class='notice'>[master] is trying to open [C], but can't!</span>")
master.sleep = 5
return 0
for(var/obj/item/O in W.contents)
if(I > remaining)
return
if(O.w_class > (remaining - I))
continue
O.loc = master
master.types[O.type] = src
if(O.w_class > 0)
I += O.w_class
else
I++
if(!W.contents.len && istype(W,/obj/structure/closet))
var/obj/structure/closet/C = W
C.open()
return I
//Inlet stacker: used when the output is a volatile space (conveyor or another unit's input).
//Does not output a stack until it is full.
/datum/cargoprofile/in_stacker
name = "Hold and Stack"
id = "instacker"
universal = 1
blacklist = null
whitelist = list(/obj/item/stack,/obj/item/stack/cable_coil)
dedicated_path = /obj/machinery/programmable/stacker
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
if(istype(W,/obj/item/stack))
var/obj/item/stack/I = W
if(!I.amount) // todo: am I making a bad assumption here?
qdel(I)
return
for(var/obj/item/stack/O in master.contents)
if(O.type == I.type && O.amount < O.max_amount)
if(I.amount + O.amount <= O.max_amount)
O.amount += I.amount
qdel(I)
return O.w_class
var/leftover = I.amount + O.amount - O.max_amount
O.amount = O.max_amount
I.amount = leftover
continue
//end for
I.loc = master
master.types[I.type] = src
return I.w_class
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/I = W
if(!I.amount) // todo: am I making a bad assumption here?
qdel(I)
return
for(var/obj/item/stack/cable_coil/O in master.contents)
if(O.type == I.type && O.amount < MAXCOIL)
if(I.amount + O.amount <= MAXCOIL)
O.amount += I.amount
qdel(I)
return O.w_class
var/leftover = I.amount + O.amount - MAXCOIL
O.amount = MAXCOIL
I.amount = leftover
continue
//end for
I.loc = master
master.types[I.type] = src
return I.w_class
//If the stack isn't finished yet, don't eject it
//unless this profile has been disabled.
outlet_reaction(var/atom/W,var/turf/D)
if(istype(W,/obj/item/stack))
var/obj/item/stack/I = W
if(src.enabled && (I.amount < I.max_amount))
return // Still needs to be stacked
..(W,D)
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/I = W
if(src.enabled && (I.amount < MAXCOIL))
return // Still needs to be stacked
..(W,D)
//Outlet stacker: used when the output square can be trusted.
//Outputs immediately, adding to stacks in the outlet.
/datum/cargoprofile/unary/stacker
name = "Stack Items"
id = "ustacker"
blacklist = null
whitelist = list(/obj/item/stack,/obj/item/stack/cable_coil)
dedicated_path = /obj/machinery/programmable/unary/stacker
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
//Only pick it up if you are going to stack it
if(istype(W,/obj/item/stack))
var/obj/item/stack/I = W
if(I.amount >= I.max_amount)
return 0
for(var/obj/item/stack/other in S.contents)
if(other.type == I.type && other != I && other.amount < other.max_amount)
return ..(W,S,remaining)
return 0
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/I = W
if(I.amount >= MAXCOIL)
return 0
for(var/obj/item/stack/cable_coil/other in S.contents)
if(other != I && other.amount < MAXCOIL)
return ..(W,S,remaining)
return 0
outlet_reaction(var/atom/W,var/turf/D)
if(istype(W,/obj/item/stack))
var/obj/item/stack/I = W
for(var/obj/item/stack/O in D.contents)
if(O.type == I.type && O.amount < O.max_amount)
if(I.amount + O.amount <= O.max_amount)
O.amount += I.amount
qdel(I)
return
var/leftover = I.amount + O.amount - O.max_amount
O.amount = O.max_amount
I.amount = leftover
continue
//end for
I.loc = D
return
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/I = W
for(var/obj/item/stack/cable_coil/O in D.contents)
if(O.type == I.type && O.amount < MAXCOIL)
if(I.amount + O.amount <= MAXCOIL) // Why did they make it a #define.
O.amount += I.amount
O.update_icon()
qdel(I)
return
var/leftover = I.amount + O.amount - MAXCOIL // That wasn't a question
O.amount = MAXCOIL // It was a complaint
I.amount = leftover
continue
//end for
I.loc = D
return
//----------------------------------------------------------------------------
// Dubious Overrides (For emag use)
//----------------------------------------------------------------------------
//Clogs up the unloader. And, there may be devious uses for it...
/datum/cargoprofile/slow
name = "Slow unloader"
id = "slow"
whitelist = list(/obj/item,/obj/structure/closet,/obj/structure/bigDelivery,/obj/machinery/portable_atmospherics)
blacklist = list()
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
if(..())
return remaining
/datum/cargoprofile/unary/shredder
name = "Paper Shredder"
id = "shredder"
blacklist = null
whitelist = list(/obj/item/weapon/paper,/obj/item/weapon/book,/obj/item/weapon/clipboard,/obj/item/weapon/folder,/obj/item/weapon/photo)
universal = 1
dedicated_path = /obj/machinery/programmable/unary/shredder
proc/cliptags(var/Text)
//Removes all html tags
var/index
var/index2
index = findtextEx(Text,"<")
while(index)
index2 = findtextEx(Text,">",index)
if(!index2)
return copytext(Text,1,index)
Text = "[copytext(Text,1,index)][copytext(Text,index2+1,0)]"
index = findtextEx(Text,"<")
//should have trimmed that text there pretty good
return Text
//Recurses through the text, removing large chunks
proc/garbletext(var/Text)
var/l = length(Text)
if(l <= 3)
if(prob(20))
return pick("#","|","/","*",".","."," ","."," "," ")
return Text
if(prob(50))
return "[garbletext(copytext(Text,1,l/2))][garbletext(copytext(Text,l/2,0))]"
if(prob(50))
return "[pick("#","|","/","*",".","."," ","."," "," ")][garbletext(copytext(Text,1,l/2))]"
return "[garbletext(copytext(Text,l/2,0))][pick("#","|","/","*",".","."," ","."," "," ")]"
proc/garble_keeptags(var/Text)
var/list/L = splittext(Text,">")
var/result = ""
for(var/string in L)
var/index = findtextEx(string,"<")
if(index!=1)
result += "[garbletext(copytext(string,1,index))][copytext(string,index)]>"
else
result += "[string]>"
return copytext(result,1,lentext(result))
outlet_reaction(var/atom/W,var/turf/D)
if(istype(W,/obj/item/weapon/paper/crumpled))
qdel(W)
return
if(istype(W,/obj/item/weapon/clipboard) || istype(W,/obj/item/weapon/folder))
// destroy folder, various effects on contents
for(var/obj/item/I in W.contents)
if(prob(25))//JUNK IT
qdel(I)
else if(prob(50)) //We've been over this. I can't just take it apart with a crowbar.
var/obj/item/weapon/paper/crumpled/P = new(master.loc)
if(I.name)
P.name = garbletext(I.name)
if(prob(66))
P.fingerprints = I.fingerprints
P.fingerprintshidden = I.fingerprintshidden
if(istype(I,/obj/item/weapon/paper))
var/obj/item/weapon/paper/O = I
P.info = garble_keeptags(O.info)
qdel(I)
..(P,D)
else
..(I,D) // Eject
qdel(W) //destroy container
return
if(prob(50)) //JUNK IT NOW!
var/obj/item/weapon/paper/crumpled/P = new(master.loc)
P.name = W.name
var/obj/item/I = W
if(prob(66))
P.fingerprints = I.fingerprints
P.fingerprintshidden = I.fingerprintshidden
if(istype(I,/obj/item/weapon/paper))
var/obj/item/weapon/paper/O = I
if(O.info)
P.info = garble_keeptags(O.info)
if(istype(I,/obj/item/weapon/book))
var/obj/item/weapon/book/B = I
if(B.dat)
P.info = garble_keeptags(B.dat)
if(B.carved && B.store)
..(B.store,D)
qdel(W)
..(P,D)
else //I want it junked
qdel(W)
return
/datum/cargoprofile/unary/gibber
name = "human shredding"
id = "flesh"
whitelist = list(/mob/living/carbon,/mob/living/simple_animal)
blacklist = null
mobcheck = 1
contains(var/atom/A)
if(!istype(A,/mob))
return
if(blacklist)
for(var/T in blacklist)
if(istype(A,T))
return 0
if(whitelist)
for(var/T in whitelist)
if(istype(A,T))
return 1
return 0
return 1
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
var/mob/living/M = W
if(istype(M) && (remaining > MOB_WORK))
//this is necessarily damaging
var/damage = rand(1,5)
to_chat(M, "<span class='danger'>The unloading machine grabs you with a hard metallic claw!</span>")
M.reset_perspective(master)
M.loc = master
master.types[M.type] = src
M.apply_damage(damage) // todo: ugly
M.visible_message("<span class='warning'>[M.name] gets pulled into the machine!</span>")
return MOB_WORK
outlet_reaction(var/atom/W,var/turf/D)
var/mob/living/M = W
var/bruteloss = M.bruteloss
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/C = M
for(var/obj/item/organ/external/L in C.bodyparts)
bruteloss += L.brute_dam
if(bruteloss < 100) // requires tenderization
M.apply_damage(rand(5,15),BRUTE)
to_chat(M, "The machine is tearing you apart!")
master.visible_message("<span class='warning'>[master] makes a squishy grinding noise.</span>")
return
M.loc = master.loc
M.gib()
return
/datum/cargoprofile/people
name = "Manhandling"
id = "people"
whitelist = null
blacklist = list(/mob/camera,/mob/new_player,/mob/living/simple_animal/hostile/blob/blobspore,/mob/living/simple_animal/hostile/creature,
/mob/living/simple_animal/hostile/spaceWorm,/mob/living/simple_animal/shade,/mob/living/simple_animal/hostile/faithless,/mob/dead)
universal = 1
mobcheck = 1
contains(var/atom/A)
if(!istype(A,/mob))
return
if(blacklist)
for(var/T in blacklist)
if(istype(A,T))
return 0
if(whitelist)
for(var/T in whitelist)
if(istype(A,T))
return 1
return 0
return 1
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
var/mob/living/M = W
if(remaining > MOB_WORK)
//this is necessarily damaging
var/damage = rand(1,5)
to_chat(M, "<span class='danger'>The unloading machine grabs you with a hard metallic claw!</span>")
M.forceMove(master)
master.types[M.type] = src
M.apply_damage(damage) // todo: ugly
M.visible_message("<span class='warning'>[M.name] gets pulled into the machine!</span>")
return MOB_WORK
outlet_reaction(var/atom/W,var/turf/D)
var/mob/living/M = W
M.forceMove(master.loc)
M.dir = master.outdir
D = get_step(D,master.outdir) // throw attempt
eject_speed = rand(0,4)
M.visible_message("<span class='notice'>[M.name] is ejected from the unloader.</span>")
M.throw_at(D,eject_speed,eject_speed)
return
/datum/cargoprofile/unary/trainer
name = "Boxing Trainer"
id = "trainer"
blacklist = list()
whitelist = list(/mob/living/carbon/human)
mobcheck = 1
var/const/PUNCH_WORK = 6
dedicated_path = /obj/machinery/programmable/unary/trainer
contains(var/atom/A)
if(!istype(A,/mob))
return 0
if(blacklist)
for(var/T in blacklist)
if(istype(A,T))
return 0
if(whitelist)
for(var/T in whitelist)
if(istype(A,T))
return 1
return 0
return 1
proc/punch(var/mob/living/carbon/human/M,var/maxpunches)
//stolen from holographic boxing gloves code
//This should probably be done BY the mob, however, the attack code will be expecting a source mob.
var/damage
if(prob(75))
damage = rand(0, 6) // pap
else
damage = rand(0, 12) // thwack
if(!damage)
playsound(master.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
master.visible_message("<span class='warning'>\The [src] punched at [M], but whiffed!</span>")
if(maxpunches > 1 && prob(50)) // Follow through on a miss, 50% chance
return punch(M,maxpunches - 1) + 1
return 1
var/obj/item/organ/external/affecting = M.get_organ(ran_zone("chest",50))
var/armor_block = M.run_armor_check(affecting, "melee")
playsound(master.loc, "punch", 25, 1, -1)
master.visible_message("<span class='danger'>\The [src] has punched [M]!</span>")
if(!master.emagged)
M.apply_damage(damage, STAMINA, affecting, armor_block) // Clean fight
else
M.apply_damage(damage, BRUTE, affecting, armor_block) // Foul! Foooul!
if(damage >= 9)
master.visible_message("<span class='danger'>\The [src] has weakened [M]!</span>")
M.apply_effect(4, WEAKEN, armor_block)
if(!master.emagged)
master.sleep = 1
return maxpunches // The machine is not so sophisticated as to not gloat
else
if(prob(25)) // Follow through on a hit, 25% chance. Pause after.
return punch(M,maxpunches-1) + 1
return 1
inlet_reaction(var/atom/W,var/turf/S,var/remaining)
//stolen from boxing gloves code
var/mob/living/carbon/human/M = W
if((M.lying || (M.health - M.staminaloss < 25))&& !master.emagged)
to_chat(M, "\The [src] gives you a break.")
master.sleep+=5
return 0 // Be polite
var/punches = punch(M,remaining / PUNCH_WORK)
if(punches>1)master.sleep++
return punches * PUNCH_WORK
#undef MAXCOIL