Commit Graph

7 Commits

Author SHA1 Message Date
SmArtKar 9e8dd8b991 Fixes swimming not draining stamina or wetting/extinguishing players (#94013)
## About The Pull Request
Closes #93973

## Changelog
🆑
fix: Fixed swimming not draining stamina or wetting/extinguishing
players
/🆑
2025-11-20 01:22:15 +01:00
Bloop 91b3b59023 Fixes annoying flaky runtimes with water elements (#93879)
## About The Pull Request

Like the immerse element, these register the entered() procs to both
`COMSIG_ATOM_ENTERED` and `COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON`.

This is fine, but when you are creating an atom on a turf with this
element, both signals will be sent and it will double up on the proc
call. Additionally there is a possibility for qdeleted items to end up
in these tiles and create hard dels. This should fix all that.

<img width="1700" height="405" alt="firefox_rxIsE9ZKN9"
src="https://github.com/user-attachments/assets/c8fb11df-9d17-4d81-9eee-920a03bb40e8"
/>

## Why It's Good For The Game

Bugfix

## Changelog

Nothing players will notice
2025-11-11 22:03:26 +01:00
necromanceranne 9547e318ed Fixes an inverted ternary for determining the effect of gravity on swimmers (#92369)
## About The Pull Request

This should be the other way around. Higher gravity means more damage
but better rewards. Not less.

## Why It's Good For The Game

Oops

## Changelog
🆑
fix: Swimming now no longer punishes you with less gains for swimming in
heavy gravity, but also weirdly easier to swim in.
/🆑
2025-08-01 02:50:27 +02:00
necromanceranne 72d829aa50 Makes deep water not quite so ultra lethal so you can actually go for a swim (#91135)
## About The Pull Request

Currently, due to the amount of stamina damage that entering a tile
deal, as well as the amount of stamina damage and the frequency of the
stamina damage inflicted by the swimming status effect, wading into deep
water may be tantamount to suicide without stimulants.

To avoid this problem, we've made some adjustments to how and when we
inflict our swimmer with stamina damage.

Firstly, we've reduced the values for stamina loss and oxygen loss by a
fairly decent margin.

Secondly, we only inflict stamina damage on wading into deep water 30%
of the time. When this happens, we award experience and give our swimmer
the exercised buff.

Thirdly, for a bit of realism, our combined weight class of equipped
items and combined equipped item slowdowns contribute to our stamina
penalty from wading through water. Smaller objects do not affect this,
but things like jumpsuits and backpacks do. Shorts do not contribute to
this weight specifically. You're definitely going to sink if you are
wearing the RD's MODsuit. (though the RD has the strength to move in
that thing anyway)

Fourthly, we increased the tick interval for the swimming status effect
from every second to every five seconds. This better represents long
term swimming exhaustion. However, we don't award athletics skill points
for this. You have to actually move to get skill improvements.

Breath loss from drowning also has been put behind a probability,
because losing breathes is actually pretty severe and we don't want this
increment infinitely quickly.

As an added bonus, we now include athletics boosters to swimming.

Finally, we fixed a runtime in the exercised status effect when assigned
to a mob without a mind.

## Why It's Good For The Game

One time I found an assistant that had drowned in the 1x3 deep water on
Metastation because he didn't know stepping into deep water was
basically asking to die a horrible death. Rather nasty.

Also that other swimming PR reminded me that this needs fixing. It is
hilariously lethal. I just want to go for a swim at the beach!

## Changelog
🆑
balance: Swimming is no longer so hyper lethal, and also benefits from
athletics boosters.
balance: By default, swimming through deep water does a somewhat low but
mounting quantity of stamina damage. Reduced by athletics skill and
athletics boosters.
balance: Your total carried equipment weight (and their slowdowns, if
any) contribute to your stamina loss while swimming. If you fell into
deep water, best start stripping items.
balance: Floating is slightly less lethal, especially if you are
starting to drown.
fix: Fixes a runtime caused by the exercised status effect.
/🆑
2025-05-20 22:11:58 +01:00
spiders24110 a045f23eef Fixes fishpeople swimming slow in deep water (#91132)
## About The Pull Request
Instead of having the deep water tile slow people down, they get slowed
down by the swimming status effect. Fishpeople are immune to that
slowdown.
## Why It's Good For The Game
glug
## Changelog
🆑
fix: fixed fish infused people swimming slow in deep water
/🆑
2025-05-14 09:48:27 +01:00
Jacquerel 2e3046d1ae [no gbp] Drowning doesn't make you fitter (#90794)
## About The Pull Request

Fixes #90790

Decreases the exp gain from swimming and only grants it while you
actually have stamina.
Even if it doesn't kill you this shouldn't make you stronger

## Changelog

🆑
fix: Floating motionless and face down in the water doesn't count as a
workout
/🆑
2025-04-24 14:12:17 +00:00
Jacquerel 5c08ae27ed Adds "deep water" that you can drown in (#90587) 2025-04-21 08:06:06 -07:00