Files
OldThink/Content.Server/_White/Other/CritSystem/CritSystem.cs
Aviu00 735ff4a00b Всякое (#213)
* - tweak: Shotgun firerate standartization.

* - tweak: Less storage clothing size.

* - tweak: No spears for nukies.

* - tweak: Slightly buff ling armor.

* - tweak: Nerf tranquilizers.

* Revert "Tranquilizer balance (#23979)"

This reverts commit 9e1342f3e4.

* - remove: Disable whisper aspect.

* - fix: Borer fix on transform person.

* - fix: Items no longer get dropped on transform.

* - tweak: Reduce ling tentacle stun time.

* - tweak: Update chitinous armor desc.

* - fix: Transform sting range check.

* - tweak: More explosion resistance.

* - tweak: Fuel tanks can't create vacuum.

* - fix: Fix transform while being carried.

* - fix: Monkey form.

* - fix: I have no brain but I must live.

* - tweak: Update ling desc.

* - tweak: Fleshmend heals airloss.

* - fix: New wiki rules.

* - fix: Fix missing polymorph.

* - tweak: Structural damage now works better.

* - tweak: Less reflect prob.

* - fix: Popup fix.
2024-03-20 22:54:07 +03:00

93 lines
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using Content.Server.Body.Systems;
using Content.Server.Popups;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Examine;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server._White.Other.CritSystem;
public sealed class CritSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CritComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<CritComponent, MeleeHitEvent>(HandleHit);
}
private void OnExamine(EntityUid uid, CritComponent component, ExaminedEvent args)
{
if (component.IsBloodDagger)
{
args.PushMarkup(
"[color=red]Критическая жажда: Кинжал Жажды обладает смертоносной точностью. Его владелец имеет 40% шанс нанести критический урон, поражая врага в его самые уязвимые места.\n" +
"Кровавый абсорб: При каждом успешном критическом ударе, кинжал извлекает кровь из цели, восстанавливая здоровье владельцу пропорционально количеству высосанной крови.[/color]"
);
}
}
private void HandleHit(EntityUid uid, CritComponent component, MeleeHitEvent args)
{
foreach (var target in args.HitEntities)
{
if (!IsCriticalHit(component))
return;
if (!TryComp<MobStateComponent>(target, out var mobState) || _mobState.IsDead(target, mobState))
continue;
var damage = args.BaseDamage.GetTotal() * component.CritMultiplier;
if (component.IsBloodDagger)
{
var ohio = _random.Next(1, 20);
var damageGroup = _prototypeManager.Index<DamageGroupPrototype>("Brute");
_bloodstream.TryModifyBloodLevel(target, -ohio);
_bloodstream.TryModifyBloodLevel(args.User, ohio);
_damageableSystem.TryChangeDamage(args.User, new DamageSpecifier(damageGroup, -ohio));
damage = args.BaseDamage.GetTotal() * component.CritMultiplier + ohio;
}
args.BonusDamage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Slash"),
damage - args.BaseDamage.GetTotal());
_popup.PopupEntity($"Crit! {damage}", args.User, args.User, PopupType.MediumCaution);
}
}
private bool IsCriticalHit(CritComponent component)
{
var roll = _random.Next(1, 101);
var critChance = component.CritChance;
component.WorkingChance ??= component.CritChance;
var isCritical = roll <= component.WorkingChance;
if (isCritical)
component.WorkingChance = critChance;
else
component.WorkingChance++;
return isCritical;
}
}