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 * Tweak some values, my chart was outdated.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