Files
wwdpublic/Content.Server/Traits/TraitSystem.Functions.cs
RedFoxIV daf4f66414 "Proper" "Softcrit" "Support" (#1545)
# Description

Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.

![escape-from-tarkov-raid](https://github.com/user-attachments/assets/7f31702d-5677-4daf-a13d-8a9525fd3f9f)

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->

MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods

TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..

MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-
![image](https://github.com/user-attachments/assets/33a6b296-c12c-4311-9abe-90ca4288e871)
lookin ahh predicate factory

</details>
---

# TODO

done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>

- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>

- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles

not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.

---

<details><summary><h1>No media</h1></summary>
<p>

:p

</p>
</details>

---

# Changelog

🆑
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.

---------

Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
2025-02-15 00:12:50 +03:00

629 lines
22 KiB
C#

using Content.Shared.FixedPoint;
using Content.Shared.Traits;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Content.Shared.Implants;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
using Content.Shared.Actions;
using Content.Server.Abilities.Psionics;
using Content.Shared.Psionics;
using Content.Server.Language;
using Content.Shared.Mood;
using Content.Shared.Traits.Assorted.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Mobs;
using Content.Shared.Damage.Components;
using Content.Server.Administration.Commands;
using Content.Shared.NPC.Systems;
using Robust.Shared.Utility;
using Robust.Shared.Reflection;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
namespace Content.Server.Traits;
/// Used for traits that add a Component upon spawning in, overwriting the pre-existing component if it already exists.
[UsedImplicitly]
public sealed partial class TraitReplaceComponent : TraitFunction
{
[DataField, AlwaysPushInheritance]
public ComponentRegistry Components { get; private set; } = new();
public override void OnPlayerSpawn(EntityUid uid,
IComponentFactory factory,
IEntityManager entityManager,
ISerializationManager serializationManager)
{
foreach (var (_, data) in Components)
{
var comp = (Component) serializationManager.CreateCopy(data.Component, notNullableOverride: true);
comp.Owner = uid;
entityManager.AddComponent(uid, comp, true);
}
}
}
/// <summary>
/// Used for traits that add a Component upon spawning in.
/// This will do nothing if the Component already exists.
/// </summary>
[UsedImplicitly]
public sealed partial class TraitAddComponent : TraitFunction
{
[DataField, AlwaysPushInheritance]
public ComponentRegistry Components { get; private set; } = new();
public override void OnPlayerSpawn(EntityUid uid,
IComponentFactory factory,
IEntityManager entityManager,
ISerializationManager serializationManager)
{
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 (SoftCritThresholdModifier != 0)
{
var softCritThreshold = thresholdSystem.GetThresholdForState(uid, MobState.SoftCritical, threshold);
if (softCritThreshold != 0)
thresholdSystem.SetMobStateThreshold(uid, softCritThreshold + SoftCritThresholdModifier, MobState.SoftCritical);
}
if (CritThresholdModifier != 0)
{
var critThreshold = thresholdSystem.GetThresholdForState(uid, MobState.Critical, threshold);
if (critThreshold != 0)
thresholdSystem.SetMobStateThreshold(uid, critThreshold + CritThresholdModifier, MobState.Critical);
}
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(required: true)]
public Dictionary<string, ProtoId<MobStateParametersPrototype>> Params = default!;
public override void OnPlayerSpawn(EntityUid uid,
IComponentFactory factory,
IEntityManager entityManager,
ISerializationManager serializationManager)
{
if (!entityManager.TryGetComponent<MobStateComponent>(uid, out var comp))
return;
var _reflection = IoCManager.Resolve<IReflectionManager>();
var _proto = IoCManager.Resolve<IPrototypeManager>();
foreach (var pair in Params) {
var succ = _reflection.TryParseEnumReference($"enum.MobState.{pair.Key}", out var rawEnum);
DebugTools.Assert(succ, $"MobState.{pair.Key} does not exist.");
MobState state = (MobState) rawEnum!;
MobStateParametersPrototype current = comp.MobStateParams[state];
var mod = _proto.Index<MobStateParametersPrototype>(pair.Value);
current.MergeWith(mod);
//current.FillDefaults();
}
comp.Dirty(); // why is this deprecated? it's much better than manually resolving entitymanager with ioc
}
}
[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);
}
}