Files
wwdpublic/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs
Skubman 8760623add Fix Mining Drills & Reduce Stamina Cost (#1579)
# Description

Fixes the attack values of mining weapons which were messed up in the
Wizmerge.

For the pickaxe, I reverted all damage values to be the same as before.
For the mining drill however, I opted to keep the rapid fire rate
because it was an interesting effect and just added the extra range from
pre-wizmerge and the throwing damage back. I also **greatly reduced the
mining drill's stamina cost** because it was a common complaint among
players.

Before the wizmerge, the mining weapons (pickaxe and drill) were in
`Resources/Prototypes/Entities/Objects/Weapons/Melee/pickaxe.yml` but
they got moved to
`Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml` and
thus the EE-specific changes got wiped.

Also fixes a subtle bug in `SharedMeleeWeaponSystem.OnMeleeSelected`,
responsible for resetting the cooldown of a melee weapon upon selecting
it, that treated attack rate as attacks per second as opposed to seconds
per attack :
```diff
    private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
    {
        ...
-       var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate);
+       var minimum = curTime + TimeSpan.FromSeconds(GetAttackRate(uid, args.User, component));

        if (minimum < component.NextAttack)
            return;
        component.NextAttack = minimum;
        DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
    }
```

Bug above was particularly noticeable for weapons with a very fast
attack rate like the mining drill and north stars, which caused the
`NextAttack` delay on select to be 4 seconds instead of 0.25 seconds.

Another subtle issue, the Goliath's attack rate field was `0.75` but the
field was set from Wizden and means attacks per second, not seconds per
attack so I changed it `1.33`.

## Media

**Pickaxe**
<img width=300px
src="https://github.com/user-attachments/assets/8bf1290e-6506-4ac8-9b8b-2bb23a2013b6">

**Mining Drill**
<img width=300px
src="https://github.com/user-attachments/assets/2f852a29-7b58-4e33-8264-67bab87254fd">

**Diamond Tipped Mining Drill**
<img width=300px
src="https://github.com/user-attachments/assets/750fa019-17dc-4d21-900c-88526c873771">

**Mining with Mining Drill**

https://github.com/user-attachments/assets/a9822ccb-c991-4341-a076-fd89a8689e0c

## Changelog

🆑 Skubman
- fix: The mining drill now has a fast fire rate and extra range again.
- fix: The pickaxe and the mining drill can now be used as throwing
weapons again.
- fix: Fixed a bug where selecting weapons with a fast attack rate took
a few seconds before you could attack with them.
- fix: Fixed the Goliath attacking too fast.
- tweak: The power attack stamina cost of mining drills has been reduced
to 0.7 stamina.
- tweak: Re-adjusted the damage of the pickaxe.

(cherry picked from commit 64c11963c6db0b6ea7c7bb576903c777d57b4256)
2025-01-20 21:03:53 +03:00

69 lines
2.7 KiB
C#

using Content.Shared.Camera;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Projectiles;
using Content.Shared.Popups;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee;
using Content.Server.Weapons.Melee;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Damage.Systems
{
public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
{
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StaminaComponent, BeforeThrowEvent>(OnBeforeThrow, after: [typeof(PacificationSystem)]);
SubscribeLocalEvent<DamageOtherOnHitComponent, DamageExamineEvent>(OnDamageExamine, after: [typeof(MeleeWeaponSystem)]);
}
private void OnBeforeThrow(EntityUid uid, StaminaComponent component, ref BeforeThrowEvent args)
{
if (args.Cancelled || !TryComp<DamageOtherOnHitComponent>(args.ItemUid, out var damage))
return;
if (component.CritThreshold - component.StaminaDamage <= damage.StaminaCost)
{
args.Cancelled = true;
_popup.PopupEntity(Loc.GetString("throw-no-stamina", ("item", args.ItemUid)), uid, uid);
return;
}
_stamina.TakeStaminaDamage(uid, damage.StaminaCost, component, visual: false);
}
private void OnDamageExamine(EntityUid uid, DamageOtherOnHitComponent component, ref DamageExamineEvent args)
{
_damageExamine.AddDamageExamine(args.Message, GetDamage(uid, component, args.User), Loc.GetString("damage-throw"));
if (component.StaminaCost == 0)
return;
var staminaCostMarkup = FormattedMessage.FromMarkupOrThrow(
Loc.GetString("damage-stamina-cost",
("type", Loc.GetString("damage-throw")), ("cost", Math.Round(component.StaminaCost, 2).ToString("0.##"))));
args.Message.PushNewline();
args.Message.AddMessage(staminaCostMarkup);
}
}
}