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NyanoCombat 2, Part 3: Physical Traits (#607)
# Description Done in partnership with @OldDanceJacket This PR adds 9 additional physical traits to the game, 5 positive, and 4 negative. While this PR is intended to go with NyanoCombat 2, Part 1 and 2, I have made this PR function completely standalone. It does not require either of the two other PRs. ## Positive Traits - **Will To Live**: Increases your Dead threshold by 10 - **Tenacity**: Increases your Crit threshold by 5 - **Vigor**: Increases your maximum Stamina by 10 - **High Adrenaline**: You gain up to 10% more damage with all melee attacks when injured. - **Masochism**: You ignore the first 10% of stamina damage penalties to melee attacks. If NyanoCombat 2 Part 1 isn't merged yet, this makes you deal up to 10% more melee damage when you receive stamina damage. - **Martial Artist**: Your unarmed melee attacks have bonus range, and deal 50% more damage(for every species in the game, this means 7.5 instead of 5 damage). This trait is identical to one that the Boxer job receives for free, thus it cannot be taken by Boxers. ## Negative Traits - **Will To Die**: Decreases your Dead threshold by 15 - **Glass Jaw**: Decreases your Crit Threshold by 10 - **Lethargy**: Decreases your maximum Stamina by 15 - **Adrenal Dysfunction**: Your melee attacks are penalized by up to 20% when injured. If NyanoCombat 2 Part 1 is merged, this cancels out the natural bonus everyone globally gets to melee when injured. - **Low Pain Tolerance**: Your melee attacks are penalized by up to 15% when receiving stamina damage. If NyanoCombat 2 Part 1 is merged, this stacks with the natural penalties everyone globally gets to melee when taking stamina damage. # TODO - [ ] Let ODJ look over these for balance. # Media ![image](https://github.com/user-attachments/assets/242e8b50-8a5e-4079-bf1d-f952ceeade38) # Changelog :cl: VMSolidus and Skubman - add: 11 new Physical Traits have been added to the game! 6 positive traits, and 5 negative traits. --------- Signed-off-by: Danger Revolution! <[email protected]> Co-authored-by: Angelo Fallaria <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
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Content.Shared/Traits/Assorted/Components/AdrenalineComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Traits.Assorted.Components; | ||
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/// <summary> | ||
/// This is used for any trait that modifies the Melee System implementation of Health Contest | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class AdrenalineComponent : Component | ||
{ | ||
/// <summary> | ||
/// When true, multiplies by the inverse of the resulting Contest. | ||
/// </summary> | ||
[DataField] | ||
public bool Inverse { get; private set; } = false; | ||
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/// <summary> | ||
/// Used as the RangeModifier input for a Health Contest. | ||
/// </summary> | ||
[DataField] | ||
public float RangeModifier { get; private set; } = 1; | ||
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/// <summary> | ||
/// Used as the BypassClamp input for a Health Contest. | ||
/// </summary> | ||
[DataField] | ||
public bool BypassClamp { get; private set; } = false; | ||
} |
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Content.Shared/Traits/Assorted/Components/CritModifierComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Traits.Assorted.Components; | ||
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/// <summary> | ||
/// This is used for any trait that modifies CritThreshold | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class CritModifierComponent : Component | ||
{ | ||
/// <summary> | ||
/// The amount that an entity's critical threshold will be incremented by. | ||
/// </summary> | ||
[DataField] | ||
public int CritThresholdModifier { get; private set; } = 0; | ||
} |
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Content.Shared/Traits/Assorted/Components/DeadModifierComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Traits.Assorted.Components; | ||
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/// <summary> | ||
/// This is used for any trait that modifies DeadThreshold | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class DeadModifierComponent : Component | ||
{ | ||
/// <summary> | ||
/// The amount that an entity's DeadThreshold will be incremented by. | ||
/// </summary> | ||
[DataField] | ||
public int DeadThresholdModifier { get; private set; } = 0; | ||
} |
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Content.Shared/Traits/Assorted/Components/PainToleranceComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Traits.Assorted.Components; | ||
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/// <summary> | ||
/// This is used for any trait that modifies the Melee System implementation of Stamina Contest | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class PainToleranceComponent : Component | ||
{ | ||
/// <summary> | ||
/// When true, multiplies by the inverse of the resulting Contest. | ||
/// </summary> | ||
[DataField] | ||
public bool Inverse { get; private set; } = false; | ||
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/// <summary> | ||
/// Used as the RangeModifier input for a Stamina Contest. | ||
/// </summary> | ||
[DataField] | ||
public float RangeModifier { get; private set; } = 1; | ||
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/// <summary> | ||
/// Used as the BypassClamp input for a Stamina Contest. | ||
/// </summary> | ||
[DataField] | ||
public bool BypassClamp { get; private set; } = false; | ||
} |
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Content.Shared/Traits/Assorted/Components/StaminaCritModifierComponent.cs
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using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Traits.Assorted.Components; | ||
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/// <summary> | ||
/// This is used for any trait that modifies stamina CritThreshold | ||
/// </summary> | ||
[RegisterComponent, NetworkedComponent] | ||
public sealed partial class StaminaCritModifierComponent : Component | ||
{ | ||
/// <summary> | ||
/// The amount that an entity's stamina critical threshold will be incremented by. | ||
/// </summary> | ||
[DataField] | ||
public int CritThresholdModifier { get; private set; } = 0; | ||
} |
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Content.Shared/Traits/Assorted/Systems/TraitStatModifierSystem.cs
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using Content.Shared.Contests; | ||
using Content.Shared.Mobs.Components; | ||
using Content.Shared.Mobs.Systems; | ||
using Content.Shared.Traits.Assorted.Components; | ||
using Content.Shared.Weapons.Melee.Events; | ||
using Content.Shared.Damage.Components; | ||
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namespace Content.Shared.Traits.Assorted.Systems; | ||
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public sealed partial class TraitStatModifierSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly ContestsSystem _contests = default!; | ||
[Dependency] private readonly MobThresholdSystem _threshold = default!; | ||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
SubscribeLocalEvent<CritModifierComponent, ComponentStartup>(OnCritStartup); | ||
SubscribeLocalEvent<DeadModifierComponent, ComponentStartup>(OnDeadStartup); | ||
SubscribeLocalEvent<StaminaCritModifierComponent, ComponentStartup>(OnStaminaCritStartup); | ||
SubscribeLocalEvent<AdrenalineComponent, GetMeleeDamageEvent>(OnAdrenalineGetDamage); | ||
SubscribeLocalEvent<PainToleranceComponent, GetMeleeDamageEvent>(OnPainToleranceGetDamage); | ||
} | ||
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private void OnCritStartup(EntityUid uid, CritModifierComponent component, ComponentStartup args) | ||
{ | ||
if (!TryComp<MobThresholdsComponent>(uid, out var threshold)) | ||
return; | ||
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var critThreshold = _threshold.GetThresholdForState(uid, Mobs.MobState.Critical, threshold); | ||
if (critThreshold != 0) | ||
_threshold.SetMobStateThreshold(uid, critThreshold + component.CritThresholdModifier, Mobs.MobState.Critical); | ||
} | ||
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private void OnDeadStartup(EntityUid uid, DeadModifierComponent component, ComponentStartup args) | ||
{ | ||
if (!TryComp<MobThresholdsComponent>(uid, out var threshold)) | ||
return; | ||
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var deadThreshold = _threshold.GetThresholdForState(uid, Mobs.MobState.Dead, threshold); | ||
if (deadThreshold != 0) | ||
_threshold.SetMobStateThreshold(uid, deadThreshold + component.DeadThresholdModifier, Mobs.MobState.Dead); | ||
} | ||
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private void OnStaminaCritStartup(EntityUid uid, StaminaCritModifierComponent component, ComponentStartup args) | ||
{ | ||
if (!TryComp<StaminaComponent>(uid, out var stamina)) | ||
return; | ||
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stamina.CritThreshold += component.CritThresholdModifier; | ||
} | ||
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private void OnAdrenalineGetDamage(EntityUid uid, AdrenalineComponent component, ref GetMeleeDamageEvent args) | ||
{ | ||
var modifier = _contests.HealthContest(uid, component.BypassClamp, component.RangeModifier); | ||
args.Damage *= component.Inverse ? 1 / modifier : modifier; | ||
} | ||
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private void OnPainToleranceGetDamage(EntityUid uid, PainToleranceComponent component, ref GetMeleeDamageEvent args) | ||
{ | ||
var modifier = _contests.StaminaContest(uid, component.BypassClamp, component.RangeModifier); | ||
args.Damage *= component.Inverse ? 1 / modifier : modifier; | ||
} | ||
} |
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