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daf4f66414cd861dbbf9a3bdbca14bbf3593f3ea
2 Commits
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daf4f66414 |
"Proper" "Softcrit" "Support" (#1545)
# Description Implements the softcrit functionality. Similiar to critical state but spessmen will be able to communicate and crawl around, but not pick up items. Also supports configuring what is and isn't allowed in different MobStates (per mob prototype): you can enable picking up items while in softcrit so people can pick up their lasgun and continue shooting after taking a 40x46mm to their ass cheeks from the guest nukies while being dragged to safety.  <details> <summary><h1>Technical details</h1></summary> New prototype type: "mobStateParams" (`MobStateParametersPrototype`) Used to specify what can and can't be done when in a certain mobstate. Of note that they are not actually bound to any `MobState` by themselves. To assign a params prototype to a mobstate, use `InitMobStateParams` in `MobStateComponent`. It has to be a prototype because if I just did something akin to `Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check the parent and copy every flag besides the one you wish to modify. That is, if I understand how the prototype system works correctly, which I frankly doubt. <!-- Working on softcrit made me hate prototypes. --> MobStateComponent now has: - `Dictionary<string, string> InitMobStateParams`, for storing "mobstate - parameter prototype" pairs. `<string, string>` because it has to be editable via mob prototypes. Named "mobStateParams" for mob prototypes. - `public Dictionary<MobState, MobStateParametersPrototype> MobStateParams` for actually storing the params for each state - `public Dictionary<MobState, MobStateParametersOverride> MobStateParamsOverrides` for storing overrides. `MobStateParametersOverride` is a struct which mirrors all `MobStateParametersPrototype`'s fields, except they're all nullable. This is meant for code which wants to temporarily override some setting, like a spell which allows dead people to talk. This is not the best solution, but it should do at first. A better option would be tracking each change separately, instead of hoping different systems overriding the same flag will play nicely with eachother. - a shitton of getter methods TraitModifyMobState now has: - `public Dictionary<string, string> Params` to specify a new prototype to use. - Important note: All values of `MobStateParametersPrototype` are nullable, which is a hack to support `TraitModifyMobState`. This trait takes one `MobStateParametersPrototype` per mobstate and applies all of its non-null values. This way, a params prototype can be created which will only have `pointing: true` and the trait can apply it (e.g. to critstate, so we can spam pointing while dying like it's a game of turbo dota) - The above is why that wall of getters exists: They check the relevant override struct, then the relevant prototype. If both are null, they default to false (0f for floats.) The only exception is OxyDamageOverlay, because it's used both for oxy damage overlay (if null) and as a vision-limiting black void in crit.. MobStateSystem now has: - a bunch of new "IsSomething"/"CanDoSomething" methods to check the various flags, alongside rewritten old ones. -  lookin ahh predicate factory </details> --- # TODO done: - [x] Make proper use of `MobStateSystem.IsIncapacitated()`. done: some checks were changed, some left as they did what was (more or less) intended. <details>Previous `IsIncapacitated()` implementation simply checked if person was in crit or dead. Now there is a `IsIncapacitated` flag in the parameters, but it's heavily underutilized. I may need some help on this one, since I don't know where would be a good place to check for it and I absolutely will not just scour the entire build in search for them. </details> - [x] Separate force-dropping items from being downed done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Don't drop items if `ForceDown` is true but `PickingUp` is also true. done: dropItemsOnEntering bool field. If true, will drop items upon entering linked mobstate. - [x] Actually check what are "conscious attempts" are used for done: whether or not mob is conscious. Renamed the bool field accordingly. - [x] Look into adding a way to make people choke "slowly" in softcrit as opposed to choking at "regular speed" in crit. Make that into a param option? Make that into a float so the speed can be finetuned? done: `BreathingMultiplier` float field added. <details> 1f is regular breathing, 0.25 is "quarter-breathing". Air taken is multiplied by `BreathingMultiplier` and suffocation damage taken (that is dealt by RespiratorSystem, not all oxy damage) is multiplied by `1-BreathingMultiplier`. </details> - [x] make sure the serializer actually does its job done: it doesn't. Removed. - [x] Make an option to prohibit using radio headsets while in softcrit done: Requires Incapacitated parameter to be false to be able to use headset radio. - [x] Make sure it at least compiles not done: - [ ] probably move some other stuff to Params if it makes sense. Same thing as with `IsIncapacitated` though: I kinda don't want to, at least for now. --- <details><summary><h1>No media</h1></summary> <p> :p </p> </details> --- # Changelog 🆑 - add: Soft critical state. Crawl to safety, or to your doom - whatever is closer. --------- Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c) |
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79b3190683 |
NyanoCombat 2, Part 3: Physical Traits (#607)
# Description Done in partnership with @OldDanceJacket This PR adds 9 additional physical traits to the game, 5 positive, and 4 negative. While this PR is intended to go with NyanoCombat 2, Part 1 and 2, I have made this PR function completely standalone. It does not require either of the two other PRs. ## Positive Traits - **Will To Live**: Increases your Dead threshold by 10 - **Tenacity**: Increases your Crit threshold by 5 - **Vigor**: Increases your maximum Stamina by 10 - **High Adrenaline**: You gain up to 10% more damage with all melee attacks when injured. - **Masochism**: You ignore the first 10% of stamina damage penalties to melee attacks. If NyanoCombat 2 Part 1 isn't merged yet, this makes you deal up to 10% more melee damage when you receive stamina damage. - **Martial Artist**: Your unarmed melee attacks have bonus range, and deal 50% more damage(for every species in the game, this means 7.5 instead of 5 damage). This trait is identical to one that the Boxer job receives for free, thus it cannot be taken by Boxers. ## Negative Traits - **Will To Die**: Decreases your Dead threshold by 15 - **Glass Jaw**: Decreases your Crit Threshold by 10 - **Lethargy**: Decreases your maximum Stamina by 15 - **Adrenal Dysfunction**: Your melee attacks are penalized by up to 20% when injured. If NyanoCombat 2 Part 1 is merged, this cancels out the natural bonus everyone globally gets to melee when injured. - **Low Pain Tolerance**: Your melee attacks are penalized by up to 15% when receiving stamina damage. If NyanoCombat 2 Part 1 is merged, this stacks with the natural penalties everyone globally gets to melee when taking stamina damage. # TODO - [ ] Let ODJ look over these for balance. # Media  # Changelog 🆑 VMSolidus and Skubman - add: 11 new Physical Traits have been added to the game! 6 positive traits, and 5 negative traits. --------- Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Angelo Fallaria <ba.fallaria@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> |