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[Tweak] Правки одежды #54

Merged
merged 4 commits into from
Sep 10, 2024
Merged

[Tweak] Правки одежды #54

merged 4 commits into from
Sep 10, 2024

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Remuchi
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@Remuchi Remuchi commented Sep 10, 2024

Описание PR

Описание. Хихи.


Изменения

🆑

  • feat: Hardsuits now fit in backpacks / Скафандры теперь помещаются в рюкзаки.
  • feat: Equip/Unequip do-afters no longer break on receiving damage / Процесс надевания/снимания одежды теперь не прерывается от получения урона.
  • tweak: Most of the hardsuits slow down less now / Большая часть скафандром теперь слабее замедляет.
  • remove: Removed equip/unequip delay from most of the clothes / Убран ду-афтер одевания/снятия большей части одежды.

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coderabbitai bot commented Sep 10, 2024

Walkthrough

The pull request introduces several modifications across various files related to inventory and clothing systems. Key changes include disabling the BreakOnDamage property in the TryEquip and TryUnequip methods of the InventorySystem, adjustments to clothing size attributes, enhancements to hardsuit speed modifiers, and the introduction of a new hardsuit entity. Additionally, delays for equipping and unequipping clothing items have been removed from multiple files, simplifying interactions with these items.

Changes

File Path Change Summary
Content.Shared/Inventory/InventorySystem.Equip.cs Modified TryEquip and TryUnequip methods to set BreakOnDamage to false.
Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml Changed item size from Ginormous to Huge.
Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml Increased ClothingSpeedModifier values, adjusted armor coefficients, modified parent attributes, and added ClothingOuterHardsuitSecurityRed. Renamed ClothingOuterHardsuitBrigmedic to ClothingOuterHardsuitWarden.
Resources/Prototypes/Entities/Clothing/base_clothing.yml Removed equipDelay and unequipDelay properties.
Resources/Prototypes/Entities/Objects/Devices/translators.yml Removed equipDelay and unequipDelay properties from the Clothing type entry.

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Commits

Files that changed from the base of the PR and between 5fb278d and 9d34fd8.

Files selected for processing (5)
  • Content.Shared/Inventory/InventorySystem.Equip.cs (2 hunks)
  • Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml (1 hunks)
  • Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml (21 hunks)
  • Resources/Prototypes/Entities/Clothing/base_clothing.yml (1 hunks)
  • Resources/Prototypes/Entities/Objects/Devices/translators.yml (1 hunks)
Files skipped from review due to trivial changes (2)
  • Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
  • Resources/Prototypes/Entities/Objects/Devices/translators.yml
Additional comments not posted (10)
Resources/Prototypes/Entities/Clothing/base_clothing.yml (1)

Line range hint 1-38: Changes look good, but consider the gameplay impact.

The removal of equipDelay and unequipDelay properties from the base_clothing entity simplifies the configuration by eliminating the delay parameters. This change streamlines the equipping and unequipping process.

However, it's important to consider how this may affect gameplay dynamics, particularly in scenarios where timing and responsiveness are critical. Ensure that the removal of these delays is an intentional design decision and thoroughly playtest to assess the impact on the user experience.

Content.Shared/Inventory/InventorySystem.Equip.cs (2)

173-173: LGTM!

Setting BreakOnDamage to false in the DoAfterArgs for equipping is a good change. It prevents the equipping process from being interrupted when the actor receives damage, allowing for smoother gameplay during combat situations. The comment clearly attributes this to an intentional design decision.


420-420: Looks good!

The change to set BreakOnDamage to false in the DoAfterArgs for unequipping mirrors the modification made in the TryEquip method. This maintains consistency and ensures that the unequipping process is not hindered by damage events. It's a logical and beneficial adjustment to enhance the user experience.

Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml (7)

24-26: Speed modifier changes look good.

Adjusting the walkModifier and sprintModifier to 0.9 for the basic hardsuit is a positive change. It reduces the speed penalty imposed by the hardsuit, allowing for better mobility. The comment suggests this is an intentional adjustment being made to most hardsuits, which is a reasonable balance update.


58-60: Atmos hardsuit speed changes are consistent.

The modifications to the ClothingSpeedModifier for the atmospherics hardsuit, setting both walkModifier and sprintModifier to 0.85, align with the overall effort to make hardsuits less restrictive in terms of movement speed. This change maintains consistency across the hardsuit balancing updates.


97-99: Engineering hardsuit speed update is good.

Adjusting the walkModifier and sprintModifier to 0.85 for the engineering hardsuit falls in line with the broader initiative to enhance hardsuit mobility across the board. This change ensures that the engineering hardsuit benefits from the same movement speed improvements as other hardsuits.


128-130: Spationaut hardsuit speed adjustments are appropriate.

Modifying the ClothingSpeedModifier for the spationaut hardsuit to have a walkModifier of 0.9 and a sprintModifier of 0.9 is a fitting adjustment. It ensures that this hardsuit also benefits from the movement speed enhancements being applied to hardsuits in general, promoting consistency in the balancing changes.


159-161: Mining hardsuit speed changes are in line with other updates.

Setting the walkModifier and sprintModifier to 0.85 for the mining hardsuit aligns perfectly with the broader effort to make hardsuits less cumbersome in terms of movement speed. This adjustment ensures that the mining hardsuit receives the same mobility enhancements as other hardsuits, maintaining balance and consistency across the board.


251-253: Security hardsuit changes strike a good balance.

The adjustments made to the security hardsuit's ClothingSpeedModifier, setting both walkModifier and sprintModifier to 0.85, are in line with the overall goal of making hardsuits less restrictive in terms of movement speed. Additionally, the slight reduction in the Armor coefficients for various damage types (Blunt, Slash, Piercing, Caustic) helps to balance the protective capabilities of the hardsuit.

These changes demonstrate a thoughtful approach to balancing the speed and defensive aspects of the security hardsuit, ensuring that it benefits from improved mobility while maintaining reasonable protection levels.


312-340: Head of security's hardsuit is a valuable addition.

The introduction of the ClothingOuterHardsuitSecurityRed entity, representing the head of security's hardsuit, is a noteworthy addition to the codebase. This specialized hardsuit comes with a comprehensive set of attributes tailored for the head of security role.

The inclusion of PressureProtection, ExplosionResistance, and robust Armor coefficients ensures that the head of security is well-equipped to handle hazardous situations. The StaminaDamageResistance component further enhances the hardsuit's capabilities, making it a valuable asset for the role.

This addition demonstrates a commitment to providing role-specific equipment and improving the gameplay experience for key positions like the head of security.


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👍

@Remuchi Remuchi merged commit b7d9151 into master Sep 10, 2024
12 checks passed
@Remuchi Remuchi deleted the feature/clothes-tweaks branch September 10, 2024 17:00
riddleridou added a commit that referenced this pull request Sep 10, 2024
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Убран ду-афтер НАДЕВАНИЯ/снятия большей части одежды. 🤓

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3 participants