* Stun animation * Commit 2 * Almost working commit * Best commit * Minor cleanup and value adjustments * Fix animation data getting wasted and cleaned up some stuff * Don't animate if dead * AppearanceSystem is for chumps * Cleanup * More cleanup * More cleanup * Half working commit * Documentation * Works * ComponentHandleState my beloved * AppearanceComp compatibility * Address review * Borgar * AND NOW THE END IS NEAR * AppearanceSystem compliance (Real) * Don't need to log missing there * I actually hate mob prototypes so much you don't even know --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
158 lines
5.1 KiB
C#
158 lines
5.1 KiB
C#
using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
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public sealed partial class StaminaComponent : Component
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{
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/// <summary>
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/// Have we reached peak stamina damage and been paralyzed?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public bool Critical;
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/// <summary>
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/// How much stamina reduces per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float Decay = 3f;
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/// <summary>
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/// How much time after receiving damage until stamina starts decreasing.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float Cooldown = 3f;
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/// <summary>
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/// How much stamina damage this entity has taken.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float StaminaDamage;
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/// <summary>
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/// How much stamina damage is required to entire stam crit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float CritThreshold = 100f;
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/// <summary>
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/// How long will this mob be stunned for?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public TimeSpan StunTime = TimeSpan.FromSeconds(6);
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/// <summary>
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/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[AutoPausedField]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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[DataField]
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public ProtoId<AlertPrototype> StaminaAlert = "Stamina";
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/// <summary>
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/// This flag indicates whether the value of <see cref="StaminaDamage"/> decreases after the entity exits stamina crit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AfterCritical;
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/// <summary>
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/// This float determines how fast stamina will regenerate after exiting the stamina crit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float AfterCritDecayMultiplier = 5f;
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/// <summary>
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/// Thresholds that determine an entity's slowdown as a function of stamina damage.
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/// </summary>
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[DataField]
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public Dictionary<FixedPoint2, float> StunModifierThresholds = new() { {0, 1f }, { 60, 0.7f }, { 80, 0.5f } };
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#region Animation Data
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/// <summary>
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/// Threshold at which low stamina animations begin playing. This should be set to a value that means something.
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/// At 50, it is aligned so when you hit 60 stun the entity will be breathing once per second (well above hyperventilation).
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/// </summary>
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[DataField]
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public float AnimationThreshold = 50;
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/// <summary>
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/// Minimum y vector displacement for breathing at AnimationThreshold
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/// </summary>
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[DataField]
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public float BreathingAmplitudeMin = 0.04f;
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/// <summary>
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/// Maximum y vector amount we add to the BreathingAmplitudeMin
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/// </summary>
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[DataField]
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public float BreathingAmplitudeMod = 0.04f;
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/// <summary>
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/// Minimum vector displacement for jittering at AnimationThreshold
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/// </summary>
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[DataField]
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public float JitterAmplitudeMin;
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/// <summary>
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/// Maximum vector amount we add to the JitterAmplitudeMin
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/// </summary>
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[DataField]
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public float JitterAmplitudeMod = 0.04f;
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/// <summary>
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/// Min multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
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/// </summary>
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[DataField]
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public Vector2 JitterMin = Vector2.Create(0.5f, 0.125f);
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/// <summary>
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/// Max multipliers for JitterAmplitude in the X and Y directions, animation randomly chooses between these min and max multipliers
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/// </summary>
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[DataField]
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public Vector2 JitterMax = Vector2.Create(1f, 0.25f);
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/// <summary>
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/// Minimum total animations per second
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/// </summary>
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[DataField]
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public float FrequencyMin = 0.25f;
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/// <summary>
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/// Maximum amount we add to the Frequency min just before crit
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/// </summary>
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[DataField]
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public float FrequencyMod = 1.75f;
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/// <summary>
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/// Jitter keyframes per animation
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/// </summary>
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[DataField]
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public int Jitters = 4;
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/// <summary>
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/// Vector of the last Jitter so we can make sure we don't jitter in the same quadrant twice in a row.
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/// </summary>
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[DataField]
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public Vector2 LastJitter;
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/// <summary>
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/// The offset that an entity had before jittering started,
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/// so that we can reset it properly.
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/// </summary>
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[DataField]
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public Vector2 StartOffset = Vector2.Zero;
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#endregion
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}
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