Replaces Mending Motor with Mending Mantra
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@@ -1,107 +0,0 @@
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//Mending Motor: A prism that consumes replicant alloy or power to repair nearby mechanical servants at a quick rate.
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/obj/structure/destructible/clockwork/powered/mending_motor
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name = "mending motor"
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desc = "A dark onyx prism, held in midair by spiraling tendrils of stone."
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clockwork_desc = "A powerful prism that rapidly repairs nearby mechanical servants and clockwork structures."
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icon_state = "mending_motor_inactive"
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active_icon = "mending_motor"
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inactive_icon = "mending_motor_inactive"
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unanchored_icon = "mending_motor_unwrenched"
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construction_value = 20
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max_integrity = 125
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obj_integrity = 125
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break_message = "<span class='warning'>The prism falls to the ground with a heavy thud!</span>"
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debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
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/obj/item/clockwork/alloy_shards/medium = 1, \
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/obj/item/clockwork/alloy_shards/large = 1, \
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/obj/item/clockwork/component/vanguard_cogwheel/onyx_prism = 1)
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var/heal_attempts = 4
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var/heal_cost = MIN_CLOCKCULT_POWER*2
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var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
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var/static/list/heal_finish_messages = list("There, all mended!", "Try not to get too damaged.", "No more dents and scratches for you!", "Champions never die.", "All patched up.", \
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"Ah, child, it's okay now.")
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var/static/list/heal_failure_messages = list("Pain is temporary.", "What you do for the Justiciar is eternal.", "Bear this for me.", "Be strong, child.", "Please, be careful!", \
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"If you die, you will be remembered.")
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var/static/list/mending_motor_typecache = typecacheof(list(
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/obj/structure/destructible/clockwork,
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/obj/machinery/door/airlock/clockwork,
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/obj/machinery/door/window/clockwork,
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/obj/structure/window/reinforced/clockwork,
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/obj/structure/table/reinforced/brass))
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/obj/structure/destructible/clockwork/powered/mending_motor/examine(mob/user)
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..()
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if(is_servant_of_ratvar(user) || isobserver(user))
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to_chat(user, "<span class='inathneq_small'>It requires at least <b>[heal_cost]W</b> to attempt to repair clockwork mobs, structures, or converted silicons.</span>")
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/obj/structure/destructible/clockwork/powered/mending_motor/forced_disable(bad_effects)
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if(active)
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if(bad_effects)
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try_use_power(heal_cost)
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visible_message("<span class='warning'>[src] emits an airy chuckling sound and falls dark!</span>")
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toggle()
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return TRUE
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/obj/structure/destructible/clockwork/powered/mending_motor/attack_hand(mob/living/user)
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if(user.canUseTopic(src, !issilicon(user), NO_DEXTERY) && is_servant_of_ratvar(user))
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if(total_accessable_power() < MIN_CLOCKCULT_POWER)
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to_chat(user, "<span class='warning'>[src] needs more power to function!</span>")
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return 0
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toggle(0, user)
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/obj/structure/destructible/clockwork/powered/mending_motor/process()
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var/efficiency = get_efficiency_mod()
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for(var/atom/movable/M in range(7, src))
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var/turf/T
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if(isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab))
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T = get_turf(M)
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var/mob/living/simple_animal/S = M
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if(S.health == S.maxHealth || S.stat == DEAD)
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continue
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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if(try_use_power(heal_cost))
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S.adjustHealth(-(8 * efficiency))
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_failure_messages))]\"</span>")
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break
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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else if(is_type_in_typecache(M, mending_motor_typecache))
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T = get_turf(M)
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var/obj/structure/destructible/clockwork/C = M
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if(C.obj_integrity == C.max_integrity || (istype(C) && !C.can_be_repaired))
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continue
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for(var/i in 1 to heal_attempts)
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if(C.obj_integrity < C.max_integrity)
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if(try_use_power(heal_cost))
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C.obj_integrity = min(C.obj_integrity + (8 * efficiency), C.max_integrity)
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if(C == src)
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efficiency = get_efficiency_mod()
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C.update_icon()
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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break
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else
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break
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else if(issilicon(M))
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T = get_turf(M)
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var/mob/living/silicon/S = M
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if(S.health == S.maxHealth || S.stat == DEAD || !is_servant_of_ratvar(S))
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continue
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for(var/i in 1 to heal_attempts)
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if(S.health < S.maxHealth)
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if(try_use_power(heal_cost))
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S.heal_ordered_damage(8 * efficiency, damage_heal_order)
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new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_failure_messages))]\"</span>")
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break
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else
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to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
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break
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. = ..()
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if(. < heal_cost)
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forced_disable(FALSE)
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