Melee rebalancing (#17520)

This commit is contained in:
metalgearsloth
2023-08-06 12:55:38 +10:00
committed by GitHub
parent 28a5e32f5e
commit aa8efc9a26
22 changed files with 124 additions and 502 deletions

View File

@@ -30,21 +30,22 @@ public sealed partial class MeleeWeaponSystem
if (localPos == Vector2.Zero || animation == null) if (localPos == Vector2.Zero || animation == null)
return; return;
if (!TryComp<TransformComponent>(user, out var userXform) || userXform.MapID == MapId.Nullspace) if (!_xformQuery.TryGetComponent(user, out var userXform) || userXform.MapID == MapId.Nullspace)
return; return;
var animationUid = Spawn(animation, userXform.Coordinates); var animationUid = Spawn(animation, userXform.Coordinates);
if (!TryComp<SpriteComponent>(animationUid, out var sprite) if (!TryComp<SpriteComponent>(animationUid, out var sprite)
|| !TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent)) || !TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
{
return; return;
}
sprite.NoRotation = true; sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle(); sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f); var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xformQuery = GetEntityQuery<TransformComponent>(); var xform = _xformQuery.GetComponent(animationUid);
var xform = xformQuery.GetComponent(animationUid);
switch (arcComponent.Animation) switch (arcComponent.Animation)
{ {
@@ -61,10 +62,10 @@ public sealed partial class MeleeWeaponSystem
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey); _animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
break; break;
case WeaponArcAnimation.None: case WeaponArcAnimation.None:
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform, xformQuery); var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
TransformSystem.AttachToGridOrMap(animationUid, xform); TransformSystem.AttachToGridOrMap(animationUid, xform);
var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos); var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid, xformQuery).Transform(worldPos); var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid).Transform(worldPos);
TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos); TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos);
if (arcComponent.Fadeout) if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey); _animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);

View File

@@ -26,29 +26,23 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
[Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!; [Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!; [Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly InputSystem _inputSystem = default!; [Dependency] private readonly InputSystem _inputSystem = default!;
private EntityQuery<TransformComponent> _xformQuery;
private const string MeleeLungeKey = "melee-lunge"; private const string MeleeLungeKey = "melee-lunge";
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager)); _xformQuery = GetEntityQuery<TransformComponent>();
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge); SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
UpdatesOutsidePrediction = true; UpdatesOutsidePrediction = true;
} }
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
}
public override void Update(float frameTime) public override void Update(float frameTime)
{ {
base.Update(frameTime); base.Update(frameTime);
@@ -69,56 +63,63 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity)) if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
{ {
weapon.Attacking = false; weapon.Attacking = false;
if (weapon.WindUpStart != null) return;
{ }
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
}
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
if (useDown != BoundKeyState.Down && altDown != BoundKeyState.Down)
{
if (weapon.Attacking)
{
RaisePredictiveEvent(new StopAttackEvent(weaponUid));
}
}
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return; return;
} }
// TODO using targeted actions while combat mode is enabled should NOT trigger attacks. // TODO using targeted actions while combat mode is enabled should NOT trigger attacks.
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use); // TODO: Need to make alt-fire melee its own component I guess?
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary); // Melee and guns share a lot in the middle but share virtually nothing at the start and end so
var currentTime = Timing.CurTime; // it's kinda tricky.
// I think as long as we make secondaries their own component it's probably fine
// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
if (HasComp<GunComponent>(weaponUid))
{
return;
}
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
if (mousePos.MapId == MapId.Nullspace)
{
return;
}
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
// Heavy attack. // Heavy attack.
if (altDown == BoundKeyState.Down) if (altDown == BoundKeyState.Down)
{ {
// TODO: Need to make alt-fire melee its own component I guess?
// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
// it's kinda tricky.
// I think as long as we make secondaries their own component it's probably fine
// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
if (HasComp<GunComponent>(weaponUid))
{
return;
}
// We did the click to end the attack but haven't pulled the key up.
if (weapon.Attacking)
{
return;
}
// If it's an unarmed attack then do a disarm // If it's an unarmed attack then do a disarm
if (weapon.AltDisarm && weaponUid == entity) if (weapon.AltDisarm && weaponUid == entity)
{ {
EntityUid? target = null; EntityUid? target = null;
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
if (_stateManager.CurrentState is GameplayStateBase screen) if (_stateManager.CurrentState is GameplayStateBase screen)
{ {
target = screen.GetClickedEntity(mousePos); target = screen.GetClickedEntity(mousePos);
@@ -128,52 +129,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
return; return;
} }
// Otherwise do heavy attack. ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
// Start a windup
if (weapon.WindUpStart == null)
{
EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weaponUid));
weapon.WindUpStart = currentTime;
}
// Try to do a heavy attack.
if (useDown == BoundKeyState.Down)
{
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
}
return; return;
} }
if (weapon.WindUpStart != null)
{
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
}
// Light attack // Light attack
if (useDown == BoundKeyState.Down) if (useDown == BoundKeyState.Down)
{ {
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return;
}
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
var attackerPos = Transform(entity).MapPosition; var attackerPos = Transform(entity).MapPosition;
if (mousePos.MapId != attackerPos.MapId || if (mousePos.MapId != attackerPos.MapId ||
@@ -182,34 +144,14 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
return; return;
} }
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
EntityUid? target = null; EntityUid? target = null;
// TODO: UI Refactor update I assume
if (_stateManager.CurrentState is GameplayStateBase screen) if (_stateManager.CurrentState is GameplayStateBase screen)
{ {
target = screen.GetClickedEntity(mousePos); target = screen.GetClickedEntity(mousePos);
} }
RaisePredictiveEvent(new LightAttackEvent(target, weaponUid, coordinates)); RaisePredictiveEvent(new LightAttackEvent(target, weaponUid, coordinates));
return;
}
if (weapon.Attacking)
{
RaisePredictiveEvent(new StopAttackEvent(weaponUid));
} }
} }
@@ -263,7 +205,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component) private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
{ {
// Only run on first prediction to avoid the potential raycast entities changing. // Only run on first prediction to avoid the potential raycast entities changing.
if (!TryComp<TransformComponent>(user, out var userXform) || if (!_xformQuery.TryGetComponent(user, out var userXform) ||
!Timing.IsFirstTimePredicted) !Timing.IsFirstTimePredicted)
{ {
return; return;
@@ -284,14 +226,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), coordinates)); RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), coordinates));
} }
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (!Timing.IsFirstTimePredicted || uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value);
}
private void OnMeleeLunge(MeleeLungeEvent ev) private void OnMeleeLunge(MeleeLungeEvent ev)
{ {
// Entity might not have been sent by PVS. // Entity might not have been sent by PVS.

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@@ -1,146 +0,0 @@
using System.Numerics;
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee;
public sealed class MeleeWindupOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPlayerManager _player;
private readonly SharedMeleeWeaponSystem _melee;
private readonly SharedTransformSystem _transform;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private readonly Texture _texture;
private readonly ShaderInstance _shader;
public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
{
_entManager = entManager;
_timing = timing;
_player = playerManager;
_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
var sprite = new SpriteSpecifier.Rsi(new ("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var owner = _player.LocalPlayer?.ControlledEntity;
if (!_entManager.TryGetComponent<TransformComponent>(owner, out var ownerXform) ||
ownerXform.MapID != args.MapId)
{
return;
}
if (!_melee.TryGetWeapon(owner.Value, out var meleeUid, out var comp))
return;
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
const float scale = 1f;
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
handle.UseShader(_shader);
var currentTime = _timing.CurTime;
if (comp.WindUpStart == null ||
comp.Attacking)
{
return;
}
if (!xformQuery.TryGetComponent(meleeUid, out var xform) ||
xform.MapID != args.MapId)
{
return;
}
var worldPosition = _transform.GetWorldPosition(xform);
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var offset = -_texture.Height / scale;
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset;
if (spriteQuery.TryGetComponent(meleeUid, out var sprite))
{
yOffset = -sprite.Bounds.Height / 2f - 0.05f;
}
else
{
yOffset = -0.5f;
}
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_texture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_texture, position);
// Draw the items overlapping the texture
const float startX = 2f;
const float endX = 22f;
// Area marking where to release
var releaseWidth = 2f * SharedMeleeWeaponSystem.GracePeriod / (float) _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * EyeManager.PixelsPerMeter;
const float releaseMiddle = (endX - startX) / 2f + startX;
var releaseBox = new Box2(new Vector2(releaseMiddle - releaseWidth / 2f, 3f) / EyeManager.PixelsPerMeter,
new Vector2(releaseMiddle + releaseWidth / 2f, 4f) / EyeManager.PixelsPerMeter);
releaseBox = releaseBox.Translated(position);
handle.DrawRect(releaseBox, Color.LimeGreen);
// Wraps around back to 0
var totalDuration = _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * 2;
var elapsed = (currentTime - comp.WindUpStart.Value).TotalSeconds % (2 * totalDuration);
var value = elapsed / totalDuration;
if (value > 1)
{
value = 2 - value;
}
var fraction = (float) value;
var xPos = (endX - startX) * fraction + startX;
// In pixels
const float width = 2f;
// If we hit the end we won't draw half the box so we need to subtract the end pos from it
var endPos = xPos + width / 2f;
var box = new Box2(new Vector2(Math.Max(startX, endPos - width), 3f) / EyeManager.PixelsPerMeter,
new Vector2(Math.Min(endX, endPos), 4f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, Color.White);
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
}

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@@ -104,18 +104,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
return true; return true;
} }
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (uid == null)
return;
if (user == null)
PopupSystem.PopupEntity(message, uid.Value);
else
PopupSystem.PopupEntity(message, uid.Value, Filter.PvsExcept(user.Value, entityManager: EntityManager), true);
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{ {
if (!base.DoDisarm(user, ev, meleeUid, component, session)) if (!base.DoDisarm(user, ev, meleeUid, component, session))

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@@ -36,12 +36,12 @@ public sealed class StaminaComponent : Component
/// <summary> /// <summary>
/// How much stamina damage is required to entire stam crit. /// How much stamina damage is required to entire stam crit.
/// </summary> /// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("excess")] [ViewVariables(VVAccess.ReadWrite), DataField("critThreshold")]
public float CritThreshold = 100f; public float CritThreshold = 100f;
/// <summary> /// <summary>
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina. /// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
/// </summary> /// </summary>
[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))] [DataField("nextUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate = TimeSpan.Zero; public TimeSpan NextUpdate = TimeSpan.Zero;
} }

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@@ -227,6 +227,23 @@ public sealed class StaminaSystem : EntitySystem
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity); _alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
} }
/// <summary>
/// Tries to take stamina damage without raising the entity over the crit threshold.
/// </summary>
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
if (!Resolve(uid, ref component, false))
return false;
var oldStam = component.StaminaDamage;
if (oldStam + value > component.CritThreshold || component.Critical)
return false;
TakeStaminaDamage(uid, value, component, source, with);
return true;
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null) public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{ {
if (!Resolve(uid, ref component, false)) if (!Resolve(uid, ref component, false))

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@@ -85,9 +85,3 @@ public record struct GetMeleeAttackRateEvent(EntityUid Weapon, float Rate, float
/// </summary> /// </summary>
[ByRefEvent] [ByRefEvent]
public record struct GetHeavyDamageModifierEvent(EntityUid Weapon, FixedPoint2 DamageModifier, float Multipliers, EntityUid User); public record struct GetHeavyDamageModifierEvent(EntityUid Weapon, FixedPoint2 DamageModifier, float Multipliers, EntityUid User);
/// <summary>
/// Raised on a melee weapon to calculate the heavy windup modifier.
/// </summary>
[ByRefEvent]
public record struct GetHeavyWindupModifierEvent(EntityUid Weapon, float WindupModifier, float Multipliers, EntityUid User);

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@@ -1,14 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
[Serializable, NetSerializable]
public sealed class StartHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StartHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

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@@ -1,17 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Raised by the client if it pre-emptively stops a heavy attack.
/// </summary>
[Serializable, NetSerializable]
public sealed class StopHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StopHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

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@@ -61,25 +61,6 @@ public sealed class MeleeWeaponComponent : Component
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public bool Attacking = false; public bool Attacking = false;
/// <summary>
/// When did we start a heavy attack.
/// </summary>
/// <returns></returns>
[ViewVariables(VVAccess.ReadWrite), DataField("windUpStart")]
public TimeSpan? WindUpStart;
/// <summary>
/// Heavy attack windup time gets multiplied by this value and the light attack cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyWindupModifier")]
public float HeavyWindupModifier = 1.5f;
/// <summary>
/// Light attacks get multiplied by this over the base <see cref="Damage"/> value.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(2);
/// <summary> /// <summary>
/// Base damage for this weapon. Can be modified via heavy damage or other means. /// Base damage for this weapon. Can be modified via heavy damage or other means.
/// </summary> /// </summary>
@@ -87,9 +68,20 @@ public sealed class MeleeWeaponComponent : Component
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!; public DamageSpecifier Damage = default!;
[DataField("bluntStaminaDamageFactor")] [DataField("bluntStaminaDamageFactor")] [ViewVariables(VVAccess.ReadWrite)]
[ViewVariables(VVAccess.ReadWrite)] public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
public FixedPoint2 BluntStaminaDamageFactor { get; set; } = 0.5f;
/// <summary>
/// Multiplies damage by this amount for wide attacks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
/// <summary>
/// How much stamina it costs for a heavy attack.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
public float HeavyStaminaCost = 15f;
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2 // TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
/// <summary> /// <summary>
@@ -155,18 +147,16 @@ public sealed class MeleeWeaponComponentState : ComponentState
public float AttackRate; public float AttackRate;
public bool Attacking; public bool Attacking;
public TimeSpan NextAttack; public TimeSpan NextAttack;
public TimeSpan? WindUpStart;
public string ClickAnimation; public string ClickAnimation;
public string WideAnimation; public string WideAnimation;
public float Range; public float Range;
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, TimeSpan? windupStart, string clickAnimation, string wideAnimation, float range) public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, string clickAnimation, string wideAnimation, float range)
{ {
AttackRate = attackRate; AttackRate = attackRate;
Attacking = attacking; Attacking = attacking;
NextAttack = nextAttack; NextAttack = nextAttack;
WindUpStart = windupStart;
ClickAnimation = clickAnimation; ClickAnimation = clickAnimation;
WideAnimation = wideAnimation; WideAnimation = wideAnimation;
Range = range; Range = range;

View File

@@ -27,7 +27,6 @@ using Robust.Shared.Physics.Systems;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Melee; namespace Content.Shared.Weapons.Melee;
@@ -48,8 +47,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!; [Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly StaminaSystem _stamina = default!; [Dependency] private readonly StaminaSystem _stamina = default!;
protected ISawmill Sawmill = default!;
public const float DamagePitchVariation = 0.05f; public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque); private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
@@ -66,24 +63,19 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
Sawmill = Logger.GetSawmill("melee");
SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused); SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState); SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState); SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected); SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted); SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot); SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage); SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier); SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate); SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetHeavyWindupModifierEvent>(OnGetBonusHeavyWindupModifier);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack); SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack); SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack); SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack); SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
@@ -144,15 +136,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
Dirty(component); Dirty(component);
} }
private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
{
if (component.WindUpStart == null)
return;
component.WindUpStart = null;
Dirty(component);
}
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args) private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
{ {
if (component.BonusDamage != null) if (component.BonusDamage != null)
@@ -173,12 +156,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
args.Multipliers *= component.Multiplier; args.Multipliers *= component.Multiplier;
} }
private void OnGetBonusHeavyWindupModifier(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetHeavyWindupModifierEvent args)
{
args.WindupModifier += component.HeavyWindupFlatModifier;
args.Multipliers *= component.HeavyWindupMultiplier;
}
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args) private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
{ {
var user = args.SenderSession.AttachedEntity; var user = args.SenderSession.AttachedEntity;
@@ -199,26 +176,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
Dirty(weapon); Dirty(weapon);
} }
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
weaponUid != msg.Weapon)
{
return;
}
DebugTools.Assert(weapon.WindUpStart == null);
weapon.WindUpStart = Timing.CurTime;
Dirty(weapon);
}
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args) private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
{ {
var user = args.SenderSession.AttachedEntity; var user = args.SenderSession.AttachedEntity;
@@ -235,28 +192,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
AttemptAttack(args.SenderSession.AttachedEntity!.Value, msg.Weapon, weapon, msg, args.SenderSession); AttemptAttack(args.SenderSession.AttachedEntity!.Value, msg.Weapon, weapon, msg, args.SenderSession);
} }
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
weaponUid != msg.Weapon)
{
return;
}
if (weapon.WindUpStart.Equals(null))
{
return;
}
weapon.WindUpStart = null;
Dirty(weapon);
}
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args) private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
{ {
if (args.SenderSession.AttachedEntity == null) if (args.SenderSession.AttachedEntity == null)
@@ -290,8 +225,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args) private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
{ {
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack, args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack, component.ClickAnimation, component.WideAnimation, component.Range);
component.WindUpStart, component.ClickAnimation, component.WideAnimation, component.Range);
} }
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args) private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
@@ -302,7 +236,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
component.Attacking = state.Attacking; component.Attacking = state.Attacking;
component.AttackRate = state.AttackRate; component.AttackRate = state.AttackRate;
component.NextAttack = state.NextAttack; component.NextAttack = state.NextAttack;
component.WindUpStart = state.WindUpStart;
component.ClickAnimation = state.ClickAnimation; component.ClickAnimation = state.ClickAnimation;
component.WideAnimation = state.WideAnimation; component.WideAnimation = state.WideAnimation;
@@ -345,32 +278,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return ev.DamageModifier * ev.Multipliers; return ev.DamageModifier * ev.Multipliers;
} }
public float GetHeavyWindupModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0;
var ev = new GetHeavyWindupModifierEvent(uid, component.HeavyWindupModifier, 1, user);
RaiseLocalEvent(uid, ref ev);
return ev.WindupModifier * ev.Multipliers;
}
/// <summary>
/// Gets how long it takes a heavy attack to windup.
/// </summary>
public TimeSpan GetWindupTime(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return TimeSpan.Zero;
var attackRate = GetAttackRate(uid, user, component);
return attackRate > 0
? TimeSpan.FromSeconds(1 / attackRate * GetHeavyWindupModifier(uid, user, component))
: TimeSpan.Zero;
}
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee) public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
{ {
weaponUid = default; weaponUid = default;
@@ -525,7 +432,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
animation = weapon.ClickAnimation; animation = weapon.ClickAnimation;
break; break;
case HeavyAttackEvent heavy: case HeavyAttackEvent heavy:
DoHeavyAttack(user, heavy, weaponUid, weapon, session); if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
return false;
animation = weapon.WideAnimation; animation = weapon.WideAnimation;
break; break;
default: default:
@@ -539,45 +448,11 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return true; return true;
} }
/// <summary>
/// When an attack is released get the actual modifier for damage done.
/// </summary>
public float GetModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent component, bool lightAttack)
{
if (lightAttack)
return 1f;
var windup = component.WindUpStart;
if (windup == null)
return 0f;
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
var windupTime = GetWindupTime(uid, user, component).TotalSeconds;
// Wraps around back to 0
releaseTime %= (2 * windupTime);
var releaseDiff = Math.Abs(releaseTime - windupTime);
if (releaseDiff < 0)
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
else
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
var fraction = (windupTime - releaseDiff) / windupTime;
if (fraction < 0.4)
fraction = 0;
DebugTools.Assert(fraction <= 1);
return (float) fraction * GetHeavyDamageModifier(uid, user, component).Float();
}
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session); protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{ {
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, true); var damage = GetDamage(meleeUid, user, component);
// For consistency with wide attacks stuff needs damageable. // For consistency with wide attacks stuff needs damageable.
if (Deleted(ev.Target) || if (Deleted(ev.Target) ||
@@ -679,22 +554,28 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform); protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) private bool DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{ {
// TODO: This is copy-paste as fuck with DoPreciseAttack // TODO: This is copy-paste as fuck with DoPreciseAttack
if (!TryComp<TransformComponent>(user, out var userXform)) if (!TryComp<TransformComponent>(user, out var userXform))
return; return false;
var targetMap = ev.Coordinates.ToMap(EntityManager, TransformSystem); var targetMap = ev.Coordinates.ToMap(EntityManager, TransformSystem);
if (targetMap.MapId != userXform.MapID) if (targetMap.MapId != userXform.MapID)
return; return false;
if (!_stamina.TryTakeStamina(user, component.HeavyStaminaCost))
{
PopupSystem.PopupClient(Loc.GetString("melee-stamina"), user, user);
return false;
}
var userPos = TransformSystem.GetWorldPosition(userXform); var userPos = TransformSystem.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos; var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length()); var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, false); var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
var entities = ev.Entities; var entities = ev.Entities;
if (entities.Count == 0) if (entities.Count == 0)
@@ -713,7 +594,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
RaiseLocalEvent(meleeUid, missEvent); RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user); Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return; return true;
} }
// Naughty input // Naughty input
@@ -754,7 +635,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
RaiseLocalEvent(meleeUid, hitEvent); RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled) if (hitEvent.Handled)
return; return true;
Interaction.DoContactInteraction(user, ev.Weapon); Interaction.DoContactInteraction(user, ev.Weapon);
@@ -819,6 +700,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
{ {
DoDamageEffect(targets, user, Transform(targets[0])); DoDamageEffect(targets, user, Transform(targets[0]));
} }
return true;
} }
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore) protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)

View File

@@ -35,7 +35,6 @@ public sealed class WieldableSystem : EntitySystem
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand); SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted); SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb); SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, DisarmAttemptEvent>(OnDisarmAttemptEvent);
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt); SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt); SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
@@ -85,12 +84,6 @@ public sealed class WieldableSystem : EntitySystem
Dirty(gun); Dirty(gun);
} }
private void OnDisarmAttemptEvent(EntityUid uid, WieldableComponent component, DisarmAttemptEvent args)
{
if (component.Wielded)
args.Cancel();
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args) private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{ {
if (args.Hands == null || !args.CanAccess || !args.CanInteract) if (args.Hands == null || !args.CanAccess || !args.CanInteract)

View File

@@ -1 +1,2 @@
stamina-resist = Resisted stamina-resist = Resisted
melee-stamina = Not enough stamina

View File

@@ -96,7 +96,7 @@
0: Alive 0: Alive
10: Dead 10: Dead
- type: Stamina - type: Stamina
excess: 10 critThreshold: 10
- type: DamageStateVisuals - type: DamageStateVisuals
states: states:
Alive: Alive:

View File

@@ -41,7 +41,7 @@
0: Alive 0: Alive
100: Dead 100: Dead
- type: Stamina - type: Stamina
excess: 100 critThreshold: 100
- type: MovementAlwaysTouching - type: MovementAlwaysTouching
- type: DamageStateVisuals - type: DamageStateVisuals
states: states:

View File

@@ -34,7 +34,7 @@
0: Alive 0: Alive
75: Dead 75: Dead
- type: Stamina - type: Stamina
excess: 50 critThreshold: 50
- type: Butcherable - type: Butcherable
spawned: spawned:
- id: FoodMeat - id: FoodMeat

View File

@@ -218,7 +218,7 @@
15: Critical 15: Critical
30: Dead 30: Dead
- type: Stamina - type: Stamina
excess: 60 critThreshold: 60
- type: MeleeWeapon - type: MeleeWeapon
hidden: true hidden: true
soundHit: soundHit:

View File

@@ -79,7 +79,7 @@
0: Alive 0: Alive
120: Dead 120: Dead
- type: Stamina - type: Stamina
excess: 120 critThreshold: 120
- type: Destructible - type: Destructible
thresholds: thresholds:
- trigger: - trigger:

View File

@@ -36,7 +36,7 @@
0: Alive 0: Alive
150: Dead 150: Dead
- type: Stamina - type: Stamina
excess: 150 critThreshold: 150
- type: MovementAlwaysTouching - type: MovementAlwaysTouching
- type: Bloodstream - type: Bloodstream
bloodMaxVolume: 300 bloodMaxVolume: 300
@@ -163,7 +163,7 @@
Dead: Dead:
Base: kangaroo-space-dead Base: kangaroo-space-dead
- type: Stamina - type: Stamina
excess: 180 critThreshold: 180
- type: Inventory - type: Inventory
speciesId: kangaroo speciesId: kangaroo
templateId: spacekangaroo templateId: spacekangaroo
@@ -220,7 +220,7 @@
0: Alive 0: Alive
130: Dead 130: Dead
- type: Stamina - type: Stamina
excess: 150 critThreshold: 150
- type: DamageStateVisuals - type: DamageStateVisuals
states: states:
Alive: Alive:

View File

@@ -43,7 +43,7 @@
0: Alive 0: Alive
15: Dead 15: Dead
- type: Stamina - type: Stamina
excess: 15 critThreshold: 15
- type: MovementAlwaysTouching - type: MovementAlwaysTouching
- type: DamageStateVisuals - type: DamageStateVisuals
states: states:

View File

@@ -61,7 +61,7 @@
0: Alive 0: Alive
50: Dead 50: Dead
- type: Stamina - type: Stamina
excess: 200 critThreshold: 200
- type: Bloodstream - type: Bloodstream
bloodReagent: FluorosulfuricAcid bloodReagent: FluorosulfuricAcid
- type: MeleeWeapon - type: MeleeWeapon
@@ -129,7 +129,7 @@
0: Alive 0: Alive
75: Dead 75: Dead
- type: Stamina - type: Stamina
excess: 300 critThreshold: 300
- type: SlowOnDamage - type: SlowOnDamage
speedModifierThresholds: speedModifierThresholds:
50: 0.7 50: 0.7
@@ -201,7 +201,7 @@
0: Alive 0: Alive
300: Dead 300: Dead
- type: Stamina - type: Stamina
excess: 1500 critThreshold: 1500
- type: MovementSpeedModifier - type: MovementSpeedModifier
baseWalkSpeed: 2.8 baseWalkSpeed: 2.8
baseSprintSpeed: 3.8 baseSprintSpeed: 3.8
@@ -246,7 +246,7 @@
0: Alive 0: Alive
200: Dead 200: Dead
- type: Stamina - type: Stamina
excess: 550 critThreshold: 550
- type: MovementSpeedModifier - type: MovementSpeedModifier
baseWalkSpeed: 2.3 baseWalkSpeed: 2.3
baseSprintSpeed: 4.2 baseSprintSpeed: 4.2
@@ -284,7 +284,7 @@
- map: ["enum.DamageStateVisualLayers.Base"] - map: ["enum.DamageStateVisualLayers.Base"]
state: running state: running
- type: Stamina - type: Stamina
excess: 250 critThreshold: 250
- type: MovementSpeedModifier - type: MovementSpeedModifier
baseWalkSpeed: 2.7 baseWalkSpeed: 2.7
baseSprintSpeed: 6.0 baseSprintSpeed: 6.0
@@ -335,7 +335,7 @@
rootTask: rootTask:
task: SimpleRangedHostileCompound task: SimpleRangedHostileCompound
- type: Stamina - type: Stamina
excess: 300 critThreshold: 300
- type: RechargeBasicEntityAmmo - type: RechargeBasicEntityAmmo
rechargeCooldown: 0.75 rechargeCooldown: 0.75
- type: BasicEntityAmmoProvider - type: BasicEntityAmmoProvider

View File

@@ -179,10 +179,8 @@
Blunt: -4.5 Blunt: -4.5
litDisarmMalus: 0.7 litDisarmMalus: 0.7
- type: MeleeWeapon - type: MeleeWeapon
attackRate: 1.6 attackRate: 1.5
angle: 100 angle: 100
heavyWindupModifier: .9
heavyDamageModifier: 1.5
soundHit: soundHit:
path: /Audio/Weapons/eblade1.ogg path: /Audio/Weapons/eblade1.ogg
damage: damage: