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# Description **Liquor Lifeline** 🍺 is a new trait (-3 points) that makes you slowly heal Brute and Burn (except Caustic) damage when drunk, healing more the drunker you are. Inspired by the SS13 /tg/station quirk called Drunken Resilience. Strength of Liquor Lifeline healing in terms of its Brute damage healed per tick compared to Bicaridine: - 0.1u to 0.5u Ethanol - 10% Bicaridine - 0.5u to 7u Ethanol - 20% Bicaridine - 7u to 11u Ethanol - 40% Bicaridine - 11u to 15u Ethanol - 80% Bicaridine - 15u+ Ethanol **(drunk poisoning starts)** - 120% Bicaridine ## Media **Trait entry**  # Changelog 🆑 Skubman - add: Add Liquor Lifeline (-3 points), a new positive trait that makes you slowly heal Brute and Burn damage when drunk, healing more the drunker you are. The trait also gives you the benefits of Alcohol Tolerance. - tweak: The cost of the Alcohol Tolerance trait has been reduced from -2 points to -1 point. - add: Dwarves receive the Liquor Lifeline trait for free. --------- Signed-off-by: Angelo Fallaria <ba.fallaria@gmail.com>
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Traits.Assorted;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Body.Components
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{
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/// <summary>
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/// Handles metabolizing various reagents with given effects.
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/// </summary>
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[RegisterComponent, Access(typeof(MetabolizerSystem))]
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public sealed partial class MetabolizerComponent : Component
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{
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/// <summary>
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/// The next time that reagents will be metabolized.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate;
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/// <summary>
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/// How often to metabolize reagents.
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/// </summary>
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/// <returns></returns>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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/// <summary>
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/// From which solution will this metabolizer attempt to metabolize chemicals
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/// </summary>
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[DataField("solution")]
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public string SolutionName = BloodstreamComponent.DefaultChemicalsSolutionName;
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/// <summary>
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/// Does this component use a solution on it's parent entity (the body) or itself
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/// </summary>
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/// <remarks>
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/// Most things will use the parent entity (bloodstream).
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/// </remarks>
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[DataField]
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public bool SolutionOnBody = true;
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/// <summary>
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/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
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/// </summary>
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[DataField]
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[Access(typeof(MetabolizerSystem), typeof(LiquorLifelineSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public HashSet<ProtoId<MetabolizerTypePrototype>>? MetabolizerTypes = null;
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/// <summary>
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/// Should this metabolizer remove chemicals that have no metabolisms defined?
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/// As a stop-gap, basically.
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/// </summary>
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[DataField]
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public bool RemoveEmpty = false;
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/// <summary>
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/// How many reagents can this metabolizer process at once?
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/// Used to nerf 'stacked poisons' where having 5+ different poisons in a syringe, even at low
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/// quantity, would be muuuuch better than just one poison acting.
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/// </summary>
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[DataField("maxReagents")]
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public int MaxReagentsProcessable = 3;
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/// <summary>
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/// A list of metabolism groups that this metabolizer will act on, in order of precedence.
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/// </summary>
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[DataField("groups")]
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public List<MetabolismGroupEntry>? MetabolismGroups = default!;
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}
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/// <summary>
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/// Contains data about how a metabolizer will metabolize a single group.
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/// This allows metabolizers to remove certain groups much faster, or not at all.
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/// </summary>
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[DataDefinition]
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public sealed partial class MetabolismGroupEntry
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{
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[DataField(required: true)]
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public ProtoId<MetabolismGroupPrototype> Id = default!;
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[DataField("rateModifier")]
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public FixedPoint2 MetabolismRateModifier = 1.0;
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}
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}
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