The long overdue downfall of stun meta - Stamina resists on Nukie & ERT Suits. (#35580)

* Add stamina damage resistance

* Probably starting a civil war within the community.

* Tweak some values, my chart was outdated.

* Tone down the values

* Allow a way to bypass the resistances, which forks downstream can use.

* Apply suggestions from code review

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Comment out the changes to non-deathsquad suits.

* minor text fix e

* review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
This commit is contained in:
BramvanZijp
2025-04-14 17:27:26 +02:00
committed by GitHub
parent 8700d10f98
commit cf14cb3eb5
9 changed files with 112 additions and 7 deletions

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@@ -0,0 +1,38 @@
using Content.Shared.Damage.Systems;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Components;
/// <summary>
/// Component that provides entities with stamina resistance.
/// By default this is applied when worn, but to solely protect the entity itself and
/// not the wearer use <c>worn: false</c>.
/// </summary>
/// <remarks>
/// This is desirable over just using damage modifier sets, given that equipment like bomb-suits need to
/// significantly reduce the damage, but shouldn't be silly overpowered in regular combat.
/// </remarks>
[NetworkedComponent, RegisterComponent, AutoGenerateComponentState]
public sealed partial class StaminaResistanceComponent : Component
{
/// <summary>
/// The stamina resistance coefficient, This fraction is multiplied into the total resistance.
/// </summary>
[DataField, AutoNetworkedField]
public float DamageCoefficient = 1;
/// <summary>
/// When true, resistances will be applied to the entity wearing this item.
/// When false, only this entity will get the resistance.
/// </summary>
[DataField]
public bool Worn = true;
/// <summary>
/// Examine string for stamina resistance.
/// Passed <c>value</c> from 0 to 100.
/// </summary>
[DataField]
public LocId Examine = "stamina-resistance-coefficient-value";
}

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@@ -0,0 +1,12 @@
using Content.Shared.Inventory;
namespace Content.Shared.Damage.Events;
/// <summary>
/// Raised before stamina damage is dealt to allow other systems to cancel or modify it.
/// </summary>
[ByRefEvent]
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false) : IInventoryRelayEvent
{
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
}

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@@ -1,4 +1,5 @@
using Content.Shared.Damage.Components; using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Rejuvenate; using Content.Shared.Rejuvenate;
using Content.Shared.Slippery; using Content.Shared.Slippery;
using Content.Shared.StatusEffect; using Content.Shared.StatusEffect;

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@@ -0,0 +1,38 @@
using Content.Shared.Armor;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Inventory;
namespace Content.Shared.Damage.Systems;
public sealed partial class StaminaSystem
{
private void InitializeResistance()
{
SubscribeLocalEvent<StaminaResistanceComponent, BeforeStaminaDamageEvent>(OnGetResistance);
SubscribeLocalEvent<StaminaResistanceComponent, InventoryRelayedEvent<BeforeStaminaDamageEvent>>(RelayedResistance);
SubscribeLocalEvent<StaminaResistanceComponent, ArmorExamineEvent>(OnArmorExamine);
}
private void OnGetResistance(Entity<StaminaResistanceComponent> ent, ref BeforeStaminaDamageEvent args)
{
args.Value *= ent.Comp.DamageCoefficient;
}
private void RelayedResistance(Entity<StaminaResistanceComponent> ent, ref InventoryRelayedEvent<BeforeStaminaDamageEvent> args)
{
if (ent.Comp.Worn)
OnGetResistance(ent, ref args.Args);
}
private void OnArmorExamine(Entity<StaminaResistanceComponent> ent, ref ArmorExamineEvent args)
{
var value = MathF.Round((1f - ent.Comp.DamageCoefficient) * 100, 1);
if (value == 0)
return;
args.Msg.PushNewline();
args.Msg.AddMarkupOrThrow(Loc.GetString(ent.Comp.Examine, ("value", value)));
}
}

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@@ -50,6 +50,7 @@ public sealed partial class StaminaSystem : EntitySystem
base.Initialize(); base.Initialize();
InitializeModifier(); InitializeModifier();
InitializeResistance();
SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup); SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown); SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
@@ -240,7 +241,7 @@ public sealed partial class StaminaSystem : EntitySystem
} }
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null) EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null, bool ignoreResist = false)
{ {
if (!Resolve(uid, ref component, false)) if (!Resolve(uid, ref component, false))
return; return;
@@ -250,6 +251,12 @@ public sealed partial class StaminaSystem : EntitySystem
if (ev.Cancelled) if (ev.Cancelled)
return; return;
// Allow stamina resistance to be applied.
if (!ignoreResist)
{
value = ev.Value;
}
value = UniversalStaminaDamageModifier * value; value = UniversalStaminaDamageModifier * value;
// Have we already reached the point of max stamina damage? // Have we already reached the point of max stamina damage?
@@ -399,9 +406,3 @@ public sealed partial class StaminaSystem : EntitySystem
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit"); _adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
} }
} }
/// <summary>
/// Raised before stamina damage is dealt to allow other systems to cancel it.
/// </summary>
[ByRefEvent]
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);

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@@ -5,6 +5,7 @@ using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Hypospray.Events; using Content.Shared.Chemistry.Hypospray.Events;
using Content.Shared.Climbing.Events; using Content.Shared.Climbing.Events;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Electrocution; using Content.Shared.Electrocution;
using Content.Shared.Explosion; using Content.Shared.Explosion;
using Content.Shared.Eye.Blinding.Systems; using Content.Shared.Eye.Blinding.Systems;
@@ -45,6 +46,7 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, CoefficientQueryEvent>(RelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, CoefficientQueryEvent>(RelayInventoryEvent);
// by-ref events // by-ref events
SubscribeLocalEvent<InventoryComponent, BeforeStaminaDamageEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, IsWeightlessEvent>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, GetSpeedModifierContactCapEvent>(RefRelayInventoryEvent);

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@@ -1,2 +1,3 @@
melee-stamina = Not enough stamina melee-stamina = Not enough stamina
slow-on-damage-modifier-examine = Slowness from injuries is reduced by [color=yellow]{$mod}%[/color] slow-on-damage-modifier-examine = Slowness from injuries is reduced by [color=yellow]{$mod}%[/color]
stamina-resistance-coefficient-value = - [color=lightyellow]Stamina[/color] damage reduced by [color=lightblue]{$value}%[/color].

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@@ -130,6 +130,8 @@
Caustic: 0.5 Caustic: 0.5
- type: ExplosionResistance - type: ExplosionResistance
damageCoefficient: 0.35 damageCoefficient: 0.35
#- type: StaminaResistance
# damageCoefficient: 0.45
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.9 walkModifier: 0.9
sprintModifier: 0.9 sprintModifier: 0.9

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@@ -533,6 +533,8 @@
lowPressureMultiplier: 1000 lowPressureMultiplier: 1000
- type: ExplosionResistance - type: ExplosionResistance
damageCoefficient: 0.5 damageCoefficient: 0.5
#- type: StaminaResistance
# damageCoefficient: 0.75
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
@@ -593,6 +595,8 @@
damageCoefficient: 0.2 damageCoefficient: 0.2
- type: FireProtection - type: FireProtection
reduction: 0.8 reduction: 0.8
#- type: StaminaResistance
# damageCoefficient: 0.6
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
@@ -627,6 +631,8 @@
lowPressureMultiplier: 1000 lowPressureMultiplier: 1000
- type: ExplosionResistance - type: ExplosionResistance
damageCoefficient: 0.5 damageCoefficient: 0.5
#- type: StaminaResistance
# damageCoefficient: 0.6
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
@@ -659,6 +665,8 @@
lowPressureMultiplier: 1000 lowPressureMultiplier: 1000
- type: ExplosionResistance - type: ExplosionResistance
damageCoefficient: 0.3 damageCoefficient: 0.3
#- type: StaminaResistance # Should not have stamina resistance, this is purely so people know it was not forgotten.
# damageCoefficient: 0.99
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
@@ -912,6 +920,8 @@
damageCoefficient: 0.2 damageCoefficient: 0.2
- type: FireProtection - type: FireProtection
reduction: 0.8 reduction: 0.8
- type: StaminaResistance
damageCoefficient: 0.15 # Needs 21 hits with a disabler to stun :godo:
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients: