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Make Shoving and Stamina Great Again#809

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VMSolidus merged 8 commits intoSimple-Station:masterfrom
Mnemotechnician:tweak/shoving-and-contests
Aug 30, 2024
Merged

Make Shoving and Stamina Great Again#809
VMSolidus merged 8 commits intoSimple-Station:masterfrom
Mnemotechnician:tweak/shoving-and-contests

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@Mnemotechnician Mnemotechnician commented Aug 28, 2024

Description

First off, shoving was broken badly. It would roll shoving chance twice, meaning that you had only about 6% chance to actually shove someone, and it would only remove 6% of their stamina. Additionally, stamcrits have always pissed me off by just how stupid they were. Also, some of the code in the stamina system had highly misleading names, which has led vmsolidus to implement mass contests the wrong way there.

This PR introduces changes to fix those issues:

  • Shoving only rolls the shove chance once.
  • Shoving deals 50 * shove chance stamina damage, as intended, without depending on target's stamcrit threshold. In the future it should depend on the weapon used (claws, fists, etc), but for now it's fine.
  • Shoving advantage ranges were re-evaluated. Mass difference now can give 0.5x-2x advantage, and health difference can give 0.75x - 1.25x. Stamina difference still gives a neglectable 0.9x - 1.1x advantage.
  • The stamina slowdown is now added and calculated dynamically using MovementSpeedModifierSystem, which means the slowdown will no longer disappear 3 seconds after receiving damage, and will not stack (however, it now scales with stamina damage).
  • When you exit stamcrit, you start at (100 - epsilon) stamina damage. There still exists another check that prevents you from getting re-stunned in the next ~5 seconds (maybe we should remove that too?), but the slowdown and combat disadvantages will apply as they are supposed to. This means you can no longer stand up after being exhausted to the point of fainting on the ground and immediately rush back into combat.

In addition to that, I also did the following:

  • Re-added the mass contest to EscapeInventorySystem. It seems like it's been nuked when the new mass contest system was being implemented and never added back.
  • Fixed the mass contest in carrying again

Media

8mb.video-Rx2-B2Mv2kfa.mp4


Changelog

🆑

  • fix: Shoving once again works correctly, and mass difference matters a lot when shoving someone.
  • fix: The time it takes to escape one's hands once again depends on the mass difference between the escapee and the holder.
  • tweak: Exiting stamina crit now leaves you with 0 stamina. You can't be immediately stunned again, but you will suffer from slowdown and combat disadvantages!

@github-actions github-actions bot added the Changes: C# Changes any cs files label Aug 28, 2024
@SimpleStation14 SimpleStation14 changed the title make shoving and stamina great again Make Shoving and Stamina Great Again Aug 28, 2024
@github-actions github-actions bot added the Changes: YML Changes any yml files label Aug 28, 2024
@github-actions github-actions bot added the Status: Needs Review Someone please review this label Aug 29, 2024
@VMSolidus VMSolidus merged commit 8a21d3e into Simple-Station:master Aug 30, 2024
SimpleStation14 added a commit that referenced this pull request Aug 30, 2024
SomewhatSad14 pushed a commit to SomewhatSad14/Generic-s-Omega-Resprite-PR that referenced this pull request Aug 30, 2024
## Mirror of PR Simple-Station#809: [Submarine Patches
2/10](DeltaV-Station/Delta-v#809) from <img
src="https://avatars.githubusercontent.com/u/131613340?v=4"
alt="DeltaV-Station" width="22"/>
[DeltaV-Station](https://github.com/DeltaV-Station)/[Delta-v](https://github.com/DeltaV-Station/Delta-v)

<aside>PR opened by <img
src="https://avatars.githubusercontent.com/u/52761126?v=4"
width="16"/><a href="https://github.com/rosieposieeee">
rosieposieeee</a> at 2024-02-10 07:23:10 UTC</aside>
<aside>PR merged by <img
src="https://avatars.githubusercontent.com/u/52761126?v=4"
width="16"/><a href="https://github.com/rosieposieeee">
rosieposieeee</a> at 2024-03-19 23:50:03 UTC</aside>
<sup>

`bc19445e42cfd0b700ef9480a408c0c264a35dff`

</sup>

---

PR changed 0 files with 0 additions and 0 deletions.

The PR had the following labels:
- Status: Needs Review
- Changes: Map


---

<details open="true"><summary><h1>Original Body</h1></summary>

>
![image](https://github.com/DeltaV-Station/Delta-v/assets/52761126/49e86021-d794-4038-b633-6135d4a820c3)
> 
> <img width="674" alt="Content Client_dTF8IjYecY"
src="https://github.com/DeltaV-Station/Delta-v/assets/52761126/c6a9d032-43ba-4bad-9e31-fd6641d7868c">
> 
> <img width="1274" alt="Content Client_TyBeCfP7Io"
src="https://github.com/DeltaV-Station/Delta-v/assets/52761126/f220a869-a808-4d17-9cf0-bee33968aa3a">
> 
> 
> - moved bar & arcade to food court
> - retooled west wing of hospital; its shorter now, has a borg charger
room, and a proper viro room
> - swapped reception and made it a little smaller
> - added a door between chems counter and hall between ICU & exam rooms
> - removed the north ICU door
> - ICU now has a windoor'd chem storage in the center
> - ICU now has directional windows preventing doctors from moving all
the beds into an unhygienic and unsafe pile in the center.
> - ICU & cryo room were combined into one
> - added central hospital substation to ease up on power issues
> - gave corpsman a little more gear, moved their office to sec,
previous office is now just a perma mini-med room
> - fixed atmos markers in gas area
> - fixed some misc emergency lights, lowered overall emergency light
amount in maints
> - removed barbershop, laundry made smaller and slid over a bit
> - epi no longer has terrible labyrinth maints
> - SIX SMES's. power problems better be fixed or im eating my hat
> - removed labyrinth because it was sucks. now there is a cave guy who
is much better; far easier to navigate, filled with crystal caves and a
handful of lakes. also has some more dilapidated stuff similar to the
zombie lab, such as a xeno lab, a rusty old prison, and an enhanced
black market
> - security checkpoint added near arrivals
> - engi outpost added near arrivals
> - binguswalter room added
> - ai core room added
> - made all maints lockers be wall mounted because i hate the regular
ones
> - removed the diagonals in any walk-into-able areas. i hate that those
can't handle atmos
> - made the robo room in epi more space-efficient
> - added more jani lights, named jani light buttons
> - fixed all buttons not being directional, so now medical is no longer
all-access for everyone who knows how to press a button through a wall
> - a number of substations are now very pretty
> - moved detective out of sec, next to the journalist
> - added martial artist, slightly tweaked job slots
> - added custom luxury submarine-y escape pods
> - added custom submarine-y evac shuttle, NTES Propeller
> - armory & warden's office swapped positions; sec now has direct
access into the south end of perma; armory now takes longer than 10
seconds to breach for nukies.
> - court was made a little smaller so now everyone can see everyone
else seated.
> - moved comms to the zoo so you can't 1-2-3 the armory, bridge, and
comms as a nukie just walking straight in from evac
> - moved the singulo to the east side, entrance from the park
> - disposals now leads to space; be careful! janitors have been given
some EVA suits to compensate.
> - everywhere that has suit storages now has them in cooler-looking
'secure' storage
> - second sec checkpoint added near evac, mirroring the arrivals one
> - psych ward now has a central panopticon
> - dilapidated flesh lab added where the previous singulo was as a fun
thing for salvage to do now that the labyrinth is gone
> - engineering now has a real counter like the other departments
> - camera routers were consolidated into one room
> - blue lights added to all external/docking areas to match evac
> - every area of space locked inside the station now has external
access, more external access points dotted around too
> - added more signage from my signage PR
> - added button frames everywhere
> - added lockable buttons wherever reasonable, mostly sec
> - church is now prettier
> - submarine station has a symbol; the yellow-orange plus!
> - added grey stalagmites (but got distracted halfway through and
didn't finish...)
> - used new fancy curtains and tables when appropriate
> - one billion other tiny changes & fixes
> 
> **Changelog**
> 🆑
> - tweak: Submarine has received another batch of design tweaks and
revisions. The deepest recesses of the station are shifting...
> 


</details>

Co-authored-by: rosieposie <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: Peptide90 <[email protected]>
OldDanceJacket pushed a commit that referenced this pull request Mar 10, 2025
# Description
Ports Stun Meta from
[/Goob-Station#788](Goob-Station/Goob-Station#788)
Splits stuncrit into knockdown and paralysis, like on 13. knockdown lets
you crawl on the floor, and paralysis is the same as current stamcrit.
The stun baton has been buffed, doing 15 stamina damage per swing, and
40 stamina damage overtime.
This lets you stamcrit someone in two baton swings, but it takes a few
seconds before they actually fall down to the ground. About the same
amount of time as 4 baton swings back to back.

This PR also reverts #809, since I plan on reworking shoving entirely
soon.
(also for my sanity. wouldn't have been able to port stunmeta
otherwise.)

## Condemn Trillions
Required for the rest of the SS13 Combat Parity changes listed
[here](https://discord.com/channels/1218698320155906090/1348171706061033502)

# TODO
* [x] Await merge
* [x] Gaming

# Media

![shitcurity](https://github.com/user-attachments/assets/4f83937f-7eaa-4d6d-a446-4044f9ec0286)


# Changelog
🆑 Eagle

* tweak: Stamina Crit has been split into Knockdown and Paralysis
* tweak: Stun batons now do 15 stamina damage on hit, and 40 over time
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3 participants