Files
Delta-v/Content.Shared/Damage/Systems/SharedStaminaSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

453 lines
16 KiB
C#

using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee; // DeltaV
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Damage.Systems;
public abstract partial class SharedStaminaSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] protected readonly SharedStunSystem StunSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
/// <summary>
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
/// </summary>
protected static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
public float UniversalStaminaDamageModifier { get; private set; } = 1f;
public override void Initialize()
{
base.Initialize();
InitializeModifier();
InitializeResistance();
SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<StaminaDamageOnEmbedComponent, EmbedEvent>(OnProjectileEmbed);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
Subs.CVar(_config, CCVars.PlaytestStaminaDamageModifier, value => UniversalStaminaDamageModifier = value, true);
}
protected virtual void OnStamHandleState(Entity<StaminaComponent> entity, ref AfterAutoHandleStateEvent args)
{
if (entity.Comp.Critical)
EnterStamCrit(entity);
else
{
if (entity.Comp.StaminaDamage > 0f)
EnsureComp<ActiveStaminaComponent>(entity);
ExitStamCrit(entity);
}
}
protected virtual void OnShutdown(Entity<StaminaComponent> entity, ref ComponentShutdown args)
{
if (MetaData(entity).EntityLifeStage < EntityLifeStage.Terminating)
{
RemCompDeferred<ActiveStaminaComponent>(entity);
}
_alerts.ClearAlert(entity, entity.Comp.StaminaAlert);
}
private void OnStartup(Entity<StaminaComponent> entity, ref ComponentStartup args)
{
UpdateStaminaVisuals(entity);
}
[PublicAPI]
public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0f;
var curTime = Timing.CurTime;
var pauseTime = _metadata.GetPauseTime(uid);
return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
}
private void OnRejuvenate(Entity<StaminaComponent> entity, ref RejuvenateEvent args)
{
if (entity.Comp.StaminaDamage >= entity.Comp.CritThreshold)
{
ExitStamCrit(entity, entity.Comp);
}
entity.Comp.StaminaDamage = 0;
AdjustSlowdown(entity.Owner);
RemComp<ActiveStaminaComponent>(entity);
UpdateStaminaVisuals(entity);
Dirty(entity);
}
private void OnDisarmed(EntityUid uid, StaminaComponent component, ref DisarmedEvent args)
{
if (args.Handled)
return;
if (component.Critical)
return;
var damage = args.PushProbability * component.CritThreshold;
TakeStaminaDamage(uid, damage, component, source: args.Source);
args.PopupPrefix = "disarm-action-shove-";
args.IsStunned = component.Critical;
args.Handled = true;
}
private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
component.Damage <= 0f)
{
return;
}
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
var stamQuery = GetEntityQuery<StaminaComponent>();
var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
// Split stamina damage between all eligible targets.
foreach (var ent in args.HitEntities)
{
if (!stamQuery.TryGetComponent(ent, out var stam))
continue;
toHit.Add((ent, stam));
}
var hitEvent = new StaminaMeleeHitEvent(toHit);
RaiseLocalEvent(uid, hitEvent);
if (hitEvent.Handled)
return;
// Begin DeltaV additions
// Allow users to modifier stamina damage as well, this part of the event is not handle-able by listeners.
RaiseLocalEvent(args.User, hitEvent);
// End DeltaV additions
var damage = component.Damage;
damage *= hitEvent.Multiplier;
damage += hitEvent.FlatModifier;
foreach (var (ent, comp) in toHit)
{
TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
}
}
private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnProjectileEmbed(EntityUid uid, StaminaDamageOnEmbedComponent component, ref EmbedEvent args)
{
if (!TryComp<StaminaComponent>(args.Embedded, out var stamina))
return;
TakeStaminaDamage(args.Embedded, component.Damage, stamina, source: uid);
}
private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
{
// you can't inflict stamina damage on things with no stamina component
// this prevents stun batons from using up charges when throwing it at lockers or lights
if (!HasComp<StaminaComponent>(target))
return;
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
TakeStaminaDamage(target, component.Damage, source: uid, sound: component.Sound);
}
private void UpdateStaminaVisuals(Entity<StaminaComponent> entity)
{
SetStaminaAlert(entity, entity.Comp);
SetStaminaAnimation(entity);
}
// Here so server can properly tell all clients in PVS range to start the animation
protected virtual void SetStaminaAnimation(Entity<StaminaComponent> entity){}
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component, false) || component.Deleted)
return;
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
_alerts.ShowAlert(uid, component.StaminaAlert, (short) severity);
}
/// <summary>
/// Tries to take stamina damage without raising the entity over the crit threshold.
/// </summary>
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
// Something that has no Stamina component automatically passes stamina checks
if (!Resolve(uid, ref component, false))
return true;
var oldStam = component.StaminaDamage;
if (oldStam + value > component.CritThreshold || component.Critical)
return false;
TakeStaminaDamage(uid, value, component, source, with, visual: false);
return true;
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null, bool ignoreResist = false)
{
if (!Resolve(uid, ref component, false))
return;
var ev = new BeforeStaminaDamageEvent(value, HasComp<MeleeWeaponComponent>(source)); // DeltaV - check if the source is a melee weapon
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
// Allow stamina resistance to be applied.
if (!ignoreResist)
{
value = ev.Value;
}
value = UniversalStaminaDamageModifier * value;
// Have we already reached the point of max stamina damage?
if (component.Critical)
return;
var oldDamage = component.StaminaDamage;
component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
// Reset the decay cooldown upon taking damage.
if (oldDamage < component.StaminaDamage)
{
var nextUpdate = Timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
if (component.NextUpdate < nextUpdate)
component.NextUpdate = nextUpdate;
}
AdjustSlowdown(uid);
UpdateStaminaVisuals((uid, component));
// Checking if the stamina damage has decreased to zero after exiting the stamcrit
if (component.AfterCritical && oldDamage > component.StaminaDamage && component.StaminaDamage <= 0f)
{
component.AfterCritical = false; // Since the recovery from the crit has been completed, we are no longer 'after crit'
}
if (!component.Critical)
{
if (component.StaminaDamage >= component.CritThreshold)
{
EnterStamCrit(uid, component);
}
}
else
{
if (component.StaminaDamage < component.CritThreshold)
{
ExitStamCrit(uid, component);
}
}
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(uid, component);
if (value <= 0)
return;
if (source != null)
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
}
else
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
}
if (visual)
{
_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
}
if (_net.IsServer)
{
_audio.PlayPvs(sound, uid);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var stamQuery = GetEntityQuery<StaminaComponent>();
var query = EntityQueryEnumerator<ActiveStaminaComponent>();
var curTime = Timing.CurTime;
while (query.MoveNext(out var uid, out _))
{
// Just in case we have active but not stamina we'll check and account for it.
if (!stamQuery.TryGetComponent(uid, out var comp) ||
comp.StaminaDamage <= 0f && !comp.Critical)
{
RemComp<ActiveStaminaComponent>(uid);
continue;
}
// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
var nextUpdate = comp.NextUpdate;
if (nextUpdate > curTime)
continue;
// Handle exiting critical condition and restoring stamina damage
if (comp.Critical)
ExitStamCrit(uid, comp);
comp.NextUpdate += TimeSpan.FromSeconds(1f);
TakeStaminaDamage(
uid,
comp.AfterCritical ? -comp.Decay * comp.AfterCritDecayMultiplier : -comp.Decay, // Recover faster after crit
comp);
Dirty(uid, comp);
}
}
private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
component.Critical)
{
return;
}
component.Critical = true;
component.StaminaDamage = component.CritThreshold;
if (StunSystem.TryParalyze(uid, component.StunTime, true))
StunSystem.TrySeeingStars(uid);
// Give them buffer before being able to be re-stunned
component.NextUpdate = Timing.CurTime + component.StunTime + StamCritBufferTime;
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(uid, component);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
}
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
!component.Critical)
{
return;
}
component.Critical = false;
component.AfterCritical = true; // Set to true to indicate that stamina will be restored after exiting stamcrit
component.NextUpdate = Timing.CurTime;
UpdateStaminaVisuals((uid, component));
Dirty(uid, component);
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
}
/// <summary>
/// Adjusts the movement speed of an entity based on its current <see cref="StaminaComponent.StaminaDamage"/> value.
/// If the entity has a <see cref="SlowOnDamageComponent"/>, its custom damage-to-speed thresholds are used,
/// otherwise, a default set of thresholds is applied.
/// The method determines the closest applicable damage threshold below the crit limit and applies the corresponding
/// speed modifier using the stun system. If no threshold is met then the entity's speed is restored to normal.
/// </summary>
/// <param name="ent">Entity to update</param>
private void AdjustSlowdown(Entity<StaminaComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp))
return;
var closest = FixedPoint2.Zero;
// Iterate through the dictionary in the similar way as in Damage.SlowOnDamageSystem.OnRefreshMovespeed
foreach (var thres in ent.Comp.StunModifierThresholds)
{
var key = thres.Key.Float();
if (ent.Comp.StaminaDamage >= key && key > closest && closest < ent.Comp.CritThreshold)
closest = thres.Key;
}
StunSystem.UpdateStunModifiers(ent, ent.Comp.StunModifierThresholds[closest]);
}
[Serializable, NetSerializable]
public sealed class StaminaAnimationEvent(NetEntity entity) : EntityEventArgs
{
public NetEntity Entity = entity;
}
}