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# Description Per #711, this PR adds new stat changes to Vulpkanins to make them more mechanically interesting and distinct from Humans. - Receive the Voracious trait by default, giving them 2x eating/drinking speed. - Takes 30% less Cold damage - Takes 30% more Heat damage, up from 15%. - Hunger rate increased by 25%. - Receive 25% more fire stacks, increasing the Heat damage and duration of being on fire. - Flash duration has been increased by 50%. - The duration of flashes, 5 seconds, will become 7.5 seconds. **Only merge** alongside #715. ## Media <details><summary>Expand</summary> **New flash duration** https://github.com/user-attachments/assets/afafd890-d40b-4c63-9259-53ae6a355e53 </details> ## Changelog 🆑 Skubman - add: Vulpkanins receive the Voracious trait for free, giving them 2x eating/drinking speed, but Vulpkanins get hungrier 25% faster. - tweak: Vulpkanins gain a 30% Cold resistance, but their Heat vulnerability has increased from 15% to 30%. Vulpkanins also receive 25% more Fire stacks, amplifying the damage and duration of being on fire. - tweak: Flash duration against Vulpkanins has been increased by 50%. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using Content.Shared.Flash;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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namespace Content.Client.Flash
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{
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public sealed class FlashSystem : SharedFlashSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
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}
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private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FlashableComponentState state)
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return;
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// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
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if (_playerManager.LocalEntity != uid)
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{
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return;
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}
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if (state.Time == default)
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{
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return;
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}
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// Few things here:
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// 1. If a shorter duration flash is applied then don't do anything
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// 2. If the client-side time is later than when the flash should've ended don't do anything
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var calculatedStateDuration = state.Duration * state.DurationMultiplier;
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var currentTime = _gameTiming.CurTime.TotalSeconds;
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var newEndTime = state.Time.TotalSeconds + calculatedStateDuration;
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var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
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if (currentEndTime > newEndTime)
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{
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return;
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}
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if (currentTime > newEndTime)
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{
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return;
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}
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component.LastFlash = state.Time;
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component.Duration = calculatedStateDuration;
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var overlay = _overlayManager.GetOverlay<FlashOverlay>();
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overlay.ReceiveFlash(component.Duration);
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}
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}
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}
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