mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
307 lines
11 KiB
C#
307 lines
11 KiB
C#
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Prototypes;
|
|
using NUnit.Framework;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.Manager;
|
|
using Content.Shared.FixedPoint;
|
|
|
|
namespace Content.Tests.Shared
|
|
{
|
|
// Basic tests of various damage prototypes and classes.
|
|
[TestFixture]
|
|
[TestOf(typeof(DamageSpecifier))]
|
|
[TestOf(typeof(DamageModifierSetPrototype))]
|
|
[TestOf(typeof(DamageGroupPrototype))]
|
|
public sealed class DamageTest : ContentUnitTest
|
|
{
|
|
private static readonly ProtoId<DamageGroupPrototype> BruteDamageGroup = "Brute";
|
|
private static readonly ProtoId<DamageTypePrototype> RadiationDamageType = "Radiation";
|
|
private static readonly ProtoId<DamageTypePrototype> SlashDamageType = "Slash";
|
|
private static readonly ProtoId<DamageTypePrototype> PiercingDamageType = "Piercing";
|
|
|
|
private IPrototypeManager _prototypeManager;
|
|
|
|
private DamageSpecifier _damageSpec;
|
|
|
|
[OneTimeSetUp]
|
|
public void OneTimeSetup()
|
|
{
|
|
IoCManager.Resolve<ISerializationManager>().Initialize();
|
|
_prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
|
_prototypeManager.Initialize();
|
|
_prototypeManager.LoadString(_damagePrototypes);
|
|
_prototypeManager.ResolveResults();
|
|
|
|
// Create a damage data set
|
|
_damageSpec = new(_prototypeManager.Index(BruteDamageGroup), 6);
|
|
_damageSpec += new DamageSpecifier(_prototypeManager.Index(RadiationDamageType), 3);
|
|
_damageSpec += new DamageSpecifier(_prototypeManager.Index(SlashDamageType), -1); // already exists in brute
|
|
}
|
|
|
|
//Check that DamageSpecifier will split groups and can do arithmetic operations
|
|
[Test]
|
|
public void DamageSpecifierTest()
|
|
{
|
|
// Create a copy of the damage data
|
|
DamageSpecifier damageSpec = new(_damageSpec);
|
|
|
|
// Check that it properly split up the groups into types
|
|
FixedPoint2 damage;
|
|
Assert.That(damageSpec.GetTotal(), Is.EqualTo(FixedPoint2.New(8)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(1)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Radiation", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(3)));
|
|
|
|
// check that integer multiplication works
|
|
damageSpec = damageSpec * 2;
|
|
Assert.That(damageSpec.GetTotal(), Is.EqualTo(FixedPoint2.New(16)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Radiation", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(6)));
|
|
|
|
// check that float multiplication works
|
|
damageSpec = damageSpec * 2.2f;
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(8.8)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(8.8)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4.4)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Radiation", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(13.2)));
|
|
Assert.That(damageSpec.GetTotal(), Is.EqualTo(FixedPoint2.New(8.8 + 8.8 + 4.4 + 13.2)));
|
|
|
|
// check that integer division works
|
|
damageSpec = damageSpec / 2;
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4.4)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4.4)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2.2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Radiation", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(6.6)));
|
|
|
|
// check that float division works
|
|
damageSpec = damageSpec / 2.2f;
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(2)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(1)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Radiation", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(3)));
|
|
|
|
// Lets also test the constructor with damage types and damage groups works properly.
|
|
damageSpec = new(_prototypeManager.Index(BruteDamageGroup), 4);
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Blunt", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(1.33)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Slash", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(1.33)));
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(1.34))); // doesn't divide evenly, so the 0.01 goes to the last one
|
|
|
|
damageSpec = new(_prototypeManager.Index(PiercingDamageType), 4);
|
|
Assert.That(damageSpec.DamageDict.TryGetValue("Piercing", out damage));
|
|
Assert.That(damage, Is.EqualTo(FixedPoint2.New(4)));
|
|
}
|
|
|
|
//Check that DamageSpecifier will be properly adjusted by a resistance set
|
|
[Test]
|
|
public void ModifierSetTest()
|
|
{
|
|
// Create a copy of the damage data
|
|
DamageSpecifier damageSpec = 10 * new DamageSpecifier(_damageSpec);
|
|
|
|
// Create a modifier set
|
|
var modifierSet = _prototypeManager.Index<DamageModifierSetPrototype>(ModifierTestSetId);
|
|
|
|
//damage is initially 20 / 20 / 10 / 30
|
|
//Each time we subtract -5 / 0 / 8 / 0.5
|
|
//then multiply by 1 / -2 / 3 / 1.5
|
|
|
|
// Apply once
|
|
damageSpec = DamageSpecifier.ApplyModifierSet(damageSpec, modifierSet);
|
|
Assert.That(damageSpec.DamageDict["Blunt"], Is.EqualTo(FixedPoint2.New(25)));
|
|
Assert.That(damageSpec.DamageDict["Piercing"], Is.EqualTo(FixedPoint2.New(-40))); // became healing
|
|
Assert.That(damageSpec.DamageDict["Slash"], Is.EqualTo(FixedPoint2.New(6)));
|
|
Assert.That(damageSpec.DamageDict["Radiation"], Is.EqualTo(FixedPoint2.New(44.25)));
|
|
|
|
// And again, checking for some other behavior
|
|
damageSpec = DamageSpecifier.ApplyModifierSet(damageSpec, modifierSet);
|
|
Assert.That(damageSpec.DamageDict["Blunt"], Is.EqualTo(FixedPoint2.New(30)));
|
|
Assert.That(damageSpec.DamageDict["Piercing"], Is.EqualTo(FixedPoint2.New(-40))); // resistances don't apply to healing
|
|
Assert.That(!damageSpec.DamageDict.ContainsKey("Slash")); // Reduction reduced to 0, and removed from specifier
|
|
Assert.That(damageSpec.DamageDict["Radiation"], Is.EqualTo(FixedPoint2.New(65.62)));
|
|
}
|
|
|
|
private const string ModifierTestSetId = "ModifierTestSet";
|
|
|
|
// Default damage Yaml
|
|
private readonly string _damagePrototypes = $@"
|
|
- type: damageType
|
|
id: Blunt
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: Slash
|
|
name: damage-type-slash
|
|
|
|
- type: damageType
|
|
id: Piercing
|
|
name: damage-type-piercing
|
|
|
|
- type: damageType
|
|
id: Heat
|
|
name: damage-type-heat
|
|
|
|
- type: damageType
|
|
id: Shock
|
|
name: damage-type-shock
|
|
|
|
- type: damageType
|
|
id: Cold
|
|
name: damage-type-cold
|
|
|
|
# Poison damage. Generally caused by various reagents being metabolised.
|
|
- type: damageType
|
|
id: Poison
|
|
name: damage-type-poison
|
|
|
|
- type: damageType
|
|
id: Radiation
|
|
name: damage-type-radiation
|
|
|
|
# Damage due to being unable to breathe.
|
|
# Represents not enough oxygen (or equivalent) getting to the blood.
|
|
# Usually healed automatically if entity can breathe
|
|
- type: damageType
|
|
id: Asphyxiation
|
|
name: damage-type-asphyxiation
|
|
|
|
# Damage representing not having enough blood.
|
|
# Represents there not enough blood to supply oxygen (or equivalent).
|
|
- type: damageType
|
|
id: Bloodloss
|
|
name: damage-type-bloodloss
|
|
|
|
- type: damageType
|
|
id: Cellular
|
|
name: damage-type-cellular
|
|
|
|
- type: damageGroup
|
|
id: Brute
|
|
name: damage-group-brute
|
|
damageTypes:
|
|
- Blunt
|
|
- Slash
|
|
- Piercing
|
|
|
|
- type: damageGroup
|
|
id: Burn
|
|
name: damage-group-burn
|
|
damageTypes:
|
|
- Heat
|
|
- Shock
|
|
- Cold
|
|
|
|
# Airloss (sometimes called oxyloss)
|
|
# Caused by asphyxiation or bloodloss.
|
|
# Note that most medicine and damaging effects should probably modify either asphyxiation or
|
|
# bloodloss, not this whole group, unless you have a wonder drug that affects both.
|
|
- type: damageGroup
|
|
id: Airloss
|
|
name: damage-group-airloss
|
|
damageTypes:
|
|
- Asphyxiation
|
|
- Bloodloss
|
|
|
|
# As with airloss, most medicine and damage effects should probably modify either poison or radiation.
|
|
# Though there are probably some radioactive poisons.
|
|
- type: damageGroup
|
|
id: Toxin
|
|
name: damage-group-toxin
|
|
damageTypes:
|
|
- Poison
|
|
- Radiation
|
|
|
|
- type: damageGroup
|
|
id: Genetic
|
|
name: damage-group-genetic
|
|
damageTypes:
|
|
- Cellular
|
|
|
|
- type: damageModifierSet
|
|
id: Metallic
|
|
coefficients:
|
|
Blunt: 0.7
|
|
Slash: 0.5
|
|
Piercing: 0.7
|
|
Shock: 1.2
|
|
flatReductions:
|
|
Blunt: 5
|
|
|
|
- type: damageModifierSet
|
|
id: Inflatable
|
|
coefficients:
|
|
Blunt: 0.5
|
|
Piercing: 2.0
|
|
Heat: 0.5
|
|
Shock: 0
|
|
flatReductions:
|
|
Blunt: 5
|
|
|
|
- type: damageModifierSet
|
|
id: Glass
|
|
coefficients:
|
|
Blunt: 0.5
|
|
Slash: 0.5
|
|
Piercing: 0.5
|
|
Heat: 0
|
|
Shock: 0
|
|
flatReductions:
|
|
Blunt: 5
|
|
|
|
- type: damageModifierSet
|
|
id: {ModifierTestSetId}
|
|
coefficients:
|
|
Piercing: -2
|
|
Slash: 3
|
|
Radiation: 1.5
|
|
flatReductions:
|
|
Blunt: -5
|
|
Slash: 8
|
|
Radiation: 0.5
|
|
|
|
- type: damageContainer
|
|
id: Biological
|
|
supportedGroups:
|
|
- Brute
|
|
- Burn
|
|
- Toxin
|
|
- Airloss
|
|
- Genetic
|
|
|
|
- type: damageContainer
|
|
id: Inorganic
|
|
supportedGroups:
|
|
- Brute
|
|
supportedTypes:
|
|
- Heat
|
|
- Shock
|
|
";
|
|
}
|
|
}
|