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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
701 lines
24 KiB
C#
701 lines
24 KiB
C#
using Content.Shared.FixedPoint;
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using Content.Shared.Traits;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Content.Shared.Implants;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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using Content.Shared.Actions;
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using Content.Server.Abilities.Psionics;
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using Content.Shared.Psionics;
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using Content.Server.Language;
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using Content.Shared.Mood;
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using Content.Shared.Traits.Assorted.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs;
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using Content.Shared.Damage.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio;
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using Content.Shared.Tag;
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namespace Content.Server.Traits;
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/// Used for traits that add a Component upon spawning in, overwriting the pre-existing component if it already exists.
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[UsedImplicitly]
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public sealed partial class TraitReplaceComponent : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public ComponentRegistry Components { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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foreach (var (_, data) in Components)
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{
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var comp = (Component) serializationManager.CreateCopy(data.Component, notNullableOverride: true);
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comp.Owner = uid;
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entityManager.AddComponent(uid, comp, true);
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}
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}
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}
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/// <summary>
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/// Used for traits that add a Component upon spawning in.
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/// This will do nothing if the Component already exists.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class TraitAddComponent : TraitFunction
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{
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[DataField, AlwaysPushInheritance]
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public ComponentRegistry Components { get; private set; } = new();
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public override void OnPlayerSpawn(EntityUid uid,
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IComponentFactory factory,
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IEntityManager entityManager,
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ISerializationManager serializationManager)
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{
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foreach (var entry in Components.Values)
|
|
{
|
|
if (entityManager.HasComponent(uid, entry.Component.GetType()))
|
|
continue;
|
|
|
|
var comp = (Component) serializationManager.CreateCopy(entry.Component, notNullableOverride: true);
|
|
comp.Owner = uid;
|
|
entityManager.AddComponent(uid, comp);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Used for traits that remove a component upon a player spawning in.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitRemoveComponent : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public ComponentRegistry Components { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
foreach (var (name, _) in Components)
|
|
entityManager.RemoveComponentDeferred(uid, factory.GetComponent(name).GetType());
|
|
}
|
|
}
|
|
|
|
/// Used for traits that add an action upon a player spawning in.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddActions : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<EntProtoId> Actions { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var actionSystem = entityManager.System<SharedActionsSystem>();
|
|
|
|
foreach (var id in Actions)
|
|
{
|
|
EntityUid? actionId = null;
|
|
if (actionSystem.AddAction(uid, ref actionId, id))
|
|
actionSystem.StartUseDelay(actionId);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Used for traits that add an Implant upon spawning in.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddImplant : TraitFunction
|
|
{
|
|
[DataField(customTypeSerializer: typeof(PrototypeIdHashSetSerializer<EntityPrototype>))]
|
|
[AlwaysPushInheritance]
|
|
public HashSet<string> Implants { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var implantSystem = entityManager.System<SharedSubdermalImplantSystem>();
|
|
implantSystem.AddImplants(uid, Implants);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If a trait includes any Psionic Powers, this enters the powers into PsionicSystem to be initialized.
|
|
/// If the lack of logic here seems startling, it's okay. All of the logic necessary for adding Psionics is handled by InitializePsionicPower.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddPsionics : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<ProtoId<PsionicPowerPrototype>> PsionicPowers { get; private set; } = new();
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool PlayFeedback;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var prototype = IoCManager.Resolve<IPrototypeManager>();
|
|
var psionic = entityManager.System<PsionicAbilitiesSystem>();
|
|
|
|
foreach (var powerProto in PsionicPowers)
|
|
if (prototype.TryIndex(powerProto, out var psionicPower))
|
|
psionic.InitializePsionicPower(uid, psionicPower, PlayFeedback);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This isn't actually used for any traits, surprise, other systems can use these functions!
|
|
/// This is used by Items of Power to remove a psionic power when unequipped.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitRemovePsionics : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<ProtoId<PsionicPowerPrototype>> PsionicPowers { get; private set; } = new();
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool Forced = true;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var prototype = IoCManager.Resolve<IPrototypeManager>();
|
|
var psionic = entityManager.System<PsionicAbilitiesSystem>();
|
|
|
|
foreach (var powerProto in PsionicPowers)
|
|
if (prototype.TryIndex(powerProto, out var psionicPower))
|
|
psionic.RemovePsionicPower(uid, psionicPower, Forced);
|
|
}
|
|
}
|
|
|
|
/// Handles all modification of Known Languages. Removes languages before adding them.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyLanguages : TraitFunction
|
|
{
|
|
/// The list of all Spoken Languages that this trait adds.
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string>? LanguagesSpoken { get; private set; } = default!;
|
|
|
|
/// The list of all Understood Languages that this trait adds.
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string>? LanguagesUnderstood { get; private set; } = default!;
|
|
|
|
/// The list of all Spoken Languages that this trait removes.
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string>? RemoveLanguagesSpoken { get; private set; } = default!;
|
|
|
|
/// The list of all Understood Languages that this trait removes.
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string>? RemoveLanguagesUnderstood { get; private set; } = default!;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var language = entityManager.System<LanguageSystem>();
|
|
|
|
if (RemoveLanguagesSpoken is not null)
|
|
foreach (var lang in RemoveLanguagesSpoken)
|
|
language.RemoveLanguage(uid, lang, true, false);
|
|
|
|
if (RemoveLanguagesUnderstood is not null)
|
|
foreach (var lang in RemoveLanguagesUnderstood)
|
|
language.RemoveLanguage(uid, lang, false, true);
|
|
|
|
if (LanguagesSpoken is not null)
|
|
foreach (var lang in LanguagesSpoken)
|
|
language.AddLanguage(uid, lang, true, false);
|
|
|
|
if (LanguagesUnderstood is not null)
|
|
foreach (var lang in LanguagesUnderstood)
|
|
language.AddLanguage(uid, lang, false, true);
|
|
}
|
|
}
|
|
|
|
/// Handles adding Moodlets to a player character upon spawning in. Typically used for permanent moodlets or drug addictions.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddMoodlets : TraitFunction
|
|
{
|
|
/// The list of all Moodlets that this trait adds.
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<ProtoId<MoodEffectPrototype>> MoodEffects { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var prototype = IoCManager.Resolve<IPrototypeManager>();
|
|
|
|
foreach (var moodProto in MoodEffects)
|
|
if (prototype.TryIndex(moodProto, out var moodlet))
|
|
entityManager.EventBus.RaiseLocalEvent(uid, new MoodEffectEvent(moodlet.ID));
|
|
}
|
|
}
|
|
|
|
/// Add or remove Factions from a player upon spawning in.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyFactions : TraitFunction
|
|
{
|
|
/// <summary>
|
|
/// The list of all Factions that this trait removes.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// I can't actually Validate these because the proto lives in Shared.
|
|
/// </remarks>
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string> RemoveFactions { get; private set; } = new();
|
|
|
|
/// <summary>
|
|
/// The list of all Factions that this trait adds.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// I can't actually Validate these because the proto lives in Shared.
|
|
/// </remarks>
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string> AddFactions { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var factionSystem = entityManager.System<NpcFactionSystem>();
|
|
|
|
foreach (var faction in RemoveFactions)
|
|
factionSystem.RemoveFaction(uid, faction);
|
|
|
|
foreach (var faction in AddFactions)
|
|
factionSystem.AddFaction(uid, faction);
|
|
}
|
|
}
|
|
|
|
/// Only use this if you know what you're doing. This function directly writes to any arbitrary component.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitVVEdit : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public Dictionary<string, string> VVEdit { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var vvm = IoCManager.Resolve<IViewVariablesManager>();
|
|
foreach (var (path, value) in VVEdit)
|
|
vvm.WritePath(path, value);
|
|
}
|
|
}
|
|
|
|
/// Used for writing to an entity's ExtendDescriptionComponent. If one is not present, it will be added!
|
|
/// Use this to create traits that add special descriptions for when a character is shift-click examined.
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitPushDescription : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<DescriptionExtension> DescriptionExtensions { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
entityManager.EnsureComponent<ExtendDescriptionComponent>(uid, out var descComp);
|
|
foreach (var descExtension in DescriptionExtensions)
|
|
descComp.DescriptionList.Add(descExtension);
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddArmor : TraitFunction
|
|
{
|
|
/// <summary>
|
|
/// The list of prototype ID's of DamageModifierSets to be added to the enumerable damage modifiers of an entity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Dear Maintainer, I'm well aware that validating protoIds is a thing. Unfortunately, this is for a legacy system that doesn't have validated prototypes.
|
|
/// And refactoring the entire DamageableSystem is way the hell outside of the scope of the PR adding this function.
|
|
/// {FaridaIsCute.png} - Solidus
|
|
/// </remarks>
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string> DamageModifierSets { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
entityManager.EnsureComponent<DamageableComponent>(uid, out var damageableComponent);
|
|
foreach (var modifierSet in DamageModifierSets)
|
|
damageableComponent.DamageModifierSets.Add(modifierSet);
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitRemoveArmor : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<string> DamageModifierSets { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<DamageableComponent>(uid, out var damageableComponent))
|
|
return;
|
|
|
|
foreach (var modifierSet in DamageModifierSets)
|
|
damageableComponent.DamageModifierSets.Remove(modifierSet);
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddSolutionContainer : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public Dictionary<string, SolutionComponent> Solutions { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var solutionContainer = entityManager.System<SharedSolutionContainerSystem>();
|
|
|
|
foreach (var (containerKey, solution) in Solutions)
|
|
{
|
|
var hasSolution = solutionContainer.EnsureSolution(uid, containerKey, out Solution? newSolution);
|
|
|
|
if (!hasSolution)
|
|
return;
|
|
|
|
newSolution!.AddSolution(solution.Solution, null);
|
|
}
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyMobThresholds : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public int CritThresholdModifier;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public int SoftCritThresholdModifier;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public int DeadThresholdModifier;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<MobThresholdsComponent>(uid, out var threshold))
|
|
return;
|
|
|
|
var thresholdSystem = entityManager.System<MobThresholdSystem>();
|
|
if (CritThresholdModifier != 0)
|
|
{
|
|
var critThreshold = thresholdSystem.GetThresholdForState(uid, MobState.Critical, threshold);
|
|
if (critThreshold != 0)
|
|
thresholdSystem.SetMobStateThreshold(uid, critThreshold + CritThresholdModifier, MobState.Critical);
|
|
}
|
|
|
|
if (SoftCritThresholdModifier != 0)
|
|
{
|
|
var softCritThreshold = thresholdSystem.GetThresholdForState(uid, MobState.SoftCritical, threshold);
|
|
if (softCritThreshold != 0)
|
|
thresholdSystem.SetMobStateThreshold(uid, softCritThreshold + SoftCritThresholdModifier, MobState.SoftCritical);
|
|
}
|
|
|
|
if (DeadThresholdModifier != 0)
|
|
{
|
|
var deadThreshold = thresholdSystem.GetThresholdForState(uid, MobState.Dead, threshold);
|
|
if (deadThreshold != 0)
|
|
thresholdSystem.SetMobStateThreshold(uid, deadThreshold + DeadThresholdModifier, MobState.Dead);
|
|
}
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyMobState : TraitFunction
|
|
{
|
|
// Three-State Booleans my beloved.
|
|
// :faridabirb.png:
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowMovementWhileCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowMovementWhileSoftCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowMovementWhileDead;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowTalkingWhileCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowTalkingWhileSoftCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowTalkingWhileDead;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? DownWhenCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? DownWhenSoftCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? DownWhenDead;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowHandInteractWhileCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowHandInteractWhileSoftCrit;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool? AllowHandInteractWhileDead;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<MobStateComponent>(uid, out var mobStateComponent))
|
|
return;
|
|
|
|
if (AllowMovementWhileCrit is not null)
|
|
mobStateComponent.AllowMovementWhileCrit = AllowMovementWhileCrit.Value;
|
|
|
|
if (AllowMovementWhileSoftCrit is not null)
|
|
mobStateComponent.AllowHandInteractWhileSoftCrit = AllowMovementWhileSoftCrit.Value;
|
|
|
|
if (AllowMovementWhileDead is not null)
|
|
mobStateComponent.AllowMovementWhileDead = AllowMovementWhileDead.Value;
|
|
|
|
if (AllowTalkingWhileCrit is not null)
|
|
mobStateComponent.AllowTalkingWhileCrit = AllowTalkingWhileCrit.Value;
|
|
|
|
if (AllowTalkingWhileSoftCrit is not null)
|
|
mobStateComponent.AllowTalkingWhileSoftCrit = AllowTalkingWhileSoftCrit.Value;
|
|
|
|
if (AllowTalkingWhileDead is not null)
|
|
mobStateComponent.AllowTalkingWhileDead = AllowTalkingWhileDead.Value;
|
|
|
|
if (DownWhenCrit is not null)
|
|
mobStateComponent.DownWhenCrit = DownWhenCrit.Value;
|
|
|
|
if (DownWhenSoftCrit is not null)
|
|
mobStateComponent.DownWhenSoftCrit = DownWhenSoftCrit.Value;
|
|
|
|
if (DownWhenDead is not null)
|
|
mobStateComponent.DownWhenDead = DownWhenDead.Value;
|
|
|
|
if (AllowHandInteractWhileCrit is not null)
|
|
mobStateComponent.AllowHandInteractWhileCrit = AllowHandInteractWhileCrit.Value;
|
|
|
|
if (AllowHandInteractWhileSoftCrit is not null)
|
|
mobStateComponent.AllowHandInteractWhileSoftCrit = AllowHandInteractWhileSoftCrit.Value;
|
|
|
|
if (AllowHandInteractWhileDead is not null)
|
|
mobStateComponent.AllowHandInteractWhileDead = AllowHandInteractWhileDead.Value;
|
|
}
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyStamina : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public float StaminaModifier;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public float DecayModifier;
|
|
|
|
[DataField, AlwaysPushInheritance]
|
|
public float CooldownModifier;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<StaminaComponent>(uid, out var staminaComponent))
|
|
return;
|
|
|
|
staminaComponent.CritThreshold += StaminaModifier;
|
|
staminaComponent.Decay += DecayModifier;
|
|
staminaComponent.Cooldown += CooldownModifier;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for traits that modify SlowOnDamageComponent.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifySlowOnDamage : TraitFunction
|
|
{
|
|
// <summary>
|
|
// A flat modifier to add to all damage threshold keys.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public float DamageThresholdsModifier;
|
|
|
|
// <summary>
|
|
// A multiplier applied to all speed modifier values.
|
|
// The higher the multiplier, the stronger the slowdown.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public float SpeedModifierMultiplier = 1f;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<SlowOnDamageComponent>(uid, out var slowOnDamage))
|
|
return;
|
|
|
|
var newSpeedModifierThresholds = new Dictionary<FixedPoint2, float>();
|
|
|
|
foreach (var (damageThreshold, speedModifier) in slowOnDamage.SpeedModifierThresholds)
|
|
newSpeedModifierThresholds[damageThreshold + DamageThresholdsModifier] = 1 - (1 - speedModifier) * SpeedModifierMultiplier;
|
|
|
|
slowOnDamage.SpeedModifierThresholds = newSpeedModifierThresholds;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for traits that modify unarmed damage on MeleeWeaponComponent.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitModifyUnarmed : TraitFunction
|
|
{
|
|
// <summary>
|
|
// The sound played on hitting targets.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public SoundSpecifier? SoundHit;
|
|
|
|
// <summary>
|
|
// The animation to play on hit, for both light and power attacks.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public EntProtoId? Animation;
|
|
|
|
// <summary>
|
|
// Whether to set the power attack animation to be the same as the light attack.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public bool HeavyAnimationFromLight = true;
|
|
|
|
// <summary>
|
|
// The damage values of unarmed damage.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public DamageSpecifier? Damage;
|
|
|
|
// <summary>
|
|
// Additional damage added to the existing damage.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public DamageSpecifier? FlatDamageIncrease;
|
|
|
|
/// <summary>
|
|
/// Turns the left click into a power attack when the light attack misses.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool? HeavyOnLightMiss;
|
|
|
|
// <summary>
|
|
// What to multiply the melee weapon range by.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public float? RangeModifier;
|
|
|
|
// <summary>
|
|
// What to multiply the attack rate by.
|
|
// </summary>
|
|
[DataField, AlwaysPushInheritance]
|
|
public float? AttackRateModifier;
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
if (!entityManager.TryGetComponent<MeleeWeaponComponent>(uid, out var melee))
|
|
return;
|
|
|
|
if (SoundHit != null)
|
|
melee.SoundHit = SoundHit;
|
|
|
|
if (Animation != null)
|
|
melee.Animation = Animation.Value;
|
|
|
|
if (HeavyAnimationFromLight)
|
|
melee.WideAnimation = melee.Animation;
|
|
|
|
if (Damage != null)
|
|
melee.Damage = Damage;
|
|
|
|
if (FlatDamageIncrease != null)
|
|
melee.Damage += FlatDamageIncrease;
|
|
|
|
if (HeavyOnLightMiss != null)
|
|
melee.HeavyOnLightMiss = HeavyOnLightMiss.Value;
|
|
|
|
if (RangeModifier != null)
|
|
melee.Range *= RangeModifier.Value;
|
|
|
|
if (AttackRateModifier != null)
|
|
melee.AttackRate *= AttackRateModifier.Value;
|
|
|
|
entityManager.Dirty(uid, melee);
|
|
}
|
|
}
|
|
|
|
|
|
// <summary>
|
|
// Adds a Tag to something
|
|
// </summary>
|
|
[UsedImplicitly]
|
|
public sealed partial class TraitAddTag : TraitFunction
|
|
{
|
|
[DataField, AlwaysPushInheritance]
|
|
public List<ProtoId<TagPrototype>> Tags { get; private set; } = new();
|
|
|
|
public override void OnPlayerSpawn(EntityUid uid,
|
|
IComponentFactory factory,
|
|
IEntityManager entityManager,
|
|
ISerializationManager serializationManager)
|
|
{
|
|
var tagSystem = entityManager.System<TagSystem>();
|
|
tagSystem.AddTags(uid, Tags);
|
|
}
|
|
}
|