Deadly puddles#207
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BrightNibbleston wants to merge 11 commits into
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…ze, and to get the coords of it, need to add enitity collision, and add not being able to breathe in if inside puddle with a volume that exceeds DrownU
…ity has it. changed entity detection to use StartCollideEVent and EndCollideEvent to find touching entity, does not give component to entity for unknown reason, remnant code in SharedPuddleSystem.cs in Drowning function remains, remove before pr. also added comment for DrownU detafield in PuddleComponent.cs
… the amount that causes drowning, add comment on drowningu to specify that. works in my testing
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better have a different "deeper" sprite for the puddle when its in dangerous depths to warn players... ...or i will drown you... irl... |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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RSI Diff Bot; head commit c954e77 merging into 76e47ab Resources/Textures/Fluids/deepliquid.rsi
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did not intend to push these,
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About the PR
made it possible to drown if a puddle exceeds 200u
Why / Balance
would make liquid based disasters a possibility, and make for some fun interactions, this mechanic will likely not see much use without someone attempting to use it or an artifact released an absurd amount of liquid, or something else

example is this, during messing around on marissa stuff happaned that lead to cargo being flooded with a ton of liqued, creating a puddle that could drown people if my pr was merged
Technical details
added a new component that prevents inhalation called "NotBreathingComponent"
added datafield in PuddleComponent.cs called "DrownU"
added 3 new functions in SharedPuddleSystem.cs called "DrowningInternalsCheck", "DrowningStart" and "DrowningEnd"
"DrowningInternalsCheck" checks if internals are on or off when internals are toggled and adds or remove "NotBreathingComponent" depending on if its turned on or off. Triggers when someone toggles their internals
"DrowningStart" checks for internals being on, if they are not it than checks if the puddle is larger than "DrownU" and applies "NotBreathingComponent" if it is. triggers when someone touches the puddle
"DrowningEnd" just removes "NotBreathingComponent" Triggers when someone steps off the puddle
Test plan
I tested it by filling a room with under and over 200u of liquid and by turning on and off my internals without running into much issue, and leaving myself in the 200u puddle to make sure i drowned properly
Media
no media yet, need to make the sprite and apply it
Requirements
License
MIT
Breaking changes
may cause lag as I haven't ensured "DrowningInternalsCheck" only triggers if the person is touching the puddle and toggles their internals,
ToDo
add a sprite for puddles exceeding 200u
Add movement slow down inside puddle
Changelog
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