Files
wwdpublic/Content.Client/Flash/FlashSystem.cs
Angelo Fallaria a9280bb920 Vulpkanin Rework: Number Changes (#713)
# 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>
2024-08-14 01:30:36 -04:00

65 lines
2.1 KiB
C#

using Content.Shared.Flash;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Client.Flash
{
public sealed class FlashSystem : SharedFlashSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlashableComponent, ComponentHandleState>(OnFlashableHandleState);
}
private void OnFlashableHandleState(EntityUid uid, FlashableComponent component, ref ComponentHandleState args)
{
if (args.Current is not FlashableComponentState state)
return;
// Yes, this code is awful. I'm just porting it to an entity system so don't blame me.
if (_playerManager.LocalEntity != uid)
{
return;
}
if (state.Time == default)
{
return;
}
// Few things here:
// 1. If a shorter duration flash is applied then don't do anything
// 2. If the client-side time is later than when the flash should've ended don't do anything
var calculatedStateDuration = state.Duration * state.DurationMultiplier;
var currentTime = _gameTiming.CurTime.TotalSeconds;
var newEndTime = state.Time.TotalSeconds + calculatedStateDuration;
var currentEndTime = component.LastFlash.TotalSeconds + component.Duration;
if (currentEndTime > newEndTime)
{
return;
}
if (currentTime > newEndTime)
{
return;
}
component.LastFlash = state.Time;
component.Duration = calculatedStateDuration;
var overlay = _overlayManager.GetOverlay<FlashOverlay>();
overlay.ReceiveFlash(component.Duration);
}
}
}