Urist's damage and health thing. (#10)
* Add prototype for temperature testing entity. * Add Damageable, Destructible, Temperature. Add a prototype based on those. * Works and cleaned up. * Nerf
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using Content.Server.Interfaces.GameObjects;
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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//TODO: add support for component add/remove
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/// <summary>
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/// A component that handles receiving damage and healing,
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/// as well as informing other components of it.
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/// </summary>
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public class DamageableComponent : Component, IDamageableComponent
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{
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/// <inheritdoc />
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public override string Name => "Damageable";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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/// <summary>
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/// The resistance set of this object.
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/// Affects receiving damage of various types.
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/// </summary>
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public ResistanceSet Resistances { get; private set; }
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Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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Dictionary<DamageType, List<int>> Thresholds = new Dictionary<DamageType, List<int>>();
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public event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
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/// <inheritdoc />
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public override void LoadParameters(YamlMappingNode mapping)
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{
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if (mapping.TryGetNode("resistanceset", out YamlNode node))
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{
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Resistances = ResistanceSet.GetResistanceSet(node.AsString());
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}
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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InitializeDamageType(DamageType.Total);
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if (Owner is IOnDamageBehavior damageBehavior)
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{
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AddThresholdsFrom(damageBehavior);
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}
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RecalculateComponentThresholds();
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}
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/// <inheritdoc />
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public void TakeDamage(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot take damage for DamageType.Total");
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}
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InitializeDamageType(damageType);
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int oldValue = CurrentDamage[damageType];
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int oldTotalValue = -1;
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if (amount == 0)
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{
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return;
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}
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amount = Resistances.CalculateDamage(damageType, amount);
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CurrentDamage[damageType] = Math.Max(0, CurrentDamage[damageType] + amount);
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UpdateForDamageType(damageType, oldValue);
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if (Resistances.AppliesToTotal(damageType))
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{
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oldTotalValue = CurrentDamage[DamageType.Total];
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CurrentDamage[DamageType.Total] = Math.Max(0, CurrentDamage[DamageType.Total] + amount);
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UpdateForDamageType(DamageType.Total, oldTotalValue);
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}
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}
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/// <inheritdoc />
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public void TakeHealing(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot heal for DamageType.Total");
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}
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TakeDamage(damageType, -amount);
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}
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void UpdateForDamageType(DamageType damageType, int oldValue)
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{
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int change = CurrentDamage[damageType] - oldValue;
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if (change == 0)
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{
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return;
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}
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int changeSign = Math.Sign(change);
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foreach (int value in Thresholds[damageType])
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{
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if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (CurrentDamage[damageType] * changeSign)))
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{
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var args = new DamageThresholdPassedEventArgs(new DamageThreshold(damageType, value), (changeSign > 0));
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DamageThresholdPassed?.Invoke(this, args);
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}
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}
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}
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void RecalculateComponentThresholds()
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{
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foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetComponents<IOnDamageBehavior>())
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{
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AddThresholdsFrom(onDamageBehaviorComponent);
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}
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}
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void AddThresholdsFrom(IOnDamageBehavior onDamageBehavior)
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{
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if (onDamageBehavior == null)
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{
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throw new ArgumentNullException(nameof(onDamageBehavior));
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}
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List<DamageThreshold> thresholds = onDamageBehavior.GetAllDamageThresholds();
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foreach (DamageThreshold threshold in thresholds)
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{
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if (!Thresholds[threshold.DamageType].Contains(threshold.Value))
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{
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Thresholds[threshold.DamageType].Add(threshold.Value);
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}
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}
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}
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void InitializeDamageType(DamageType damageType)
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{
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if (!CurrentDamage.ContainsKey(damageType))
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{
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CurrentDamage.Add(damageType, 0);
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Thresholds.Add(damageType, new List<int>());
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}
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}
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}
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public struct DamageThreshold
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{
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public DamageType DamageType { get; }
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public int Value { get; }
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public DamageThreshold(DamageType damageType, int value)
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{
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DamageType = damageType;
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Value = value;
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}
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public override bool Equals(Object obj)
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{
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return obj is DamageThreshold && this == (DamageThreshold)obj;
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}
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public override int GetHashCode()
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{
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return DamageType.GetHashCode() ^ Value.GetHashCode();
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}
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public static bool operator ==(DamageThreshold x, DamageThreshold y)
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{
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return x.DamageType == y.DamageType && x.Value == y.Value;
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}
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public static bool operator !=(DamageThreshold x, DamageThreshold y)
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{
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return !(x == y);
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}
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}
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public class DamageThresholdPassedEventArgs : EventArgs
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{
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public DamageThreshold DamageThreshold { get; }
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public bool Passed { get; }
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public DamageThresholdPassedEventArgs(DamageThreshold threshold, bool passed)
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{
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DamageThreshold = threshold;
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Passed = passed;
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}
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}
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}
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@@ -0,0 +1,78 @@
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using System;
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using System.Collections.Generic;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Log;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Deletes the entity once a certain damage threshold has been reached.
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/// </summary>
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public class DestructibleComponent : Component, IOnDamageBehavior
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{
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/// <inheritdoc />
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public override string Name => "Destructible";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.DESTRUCTIBLE;
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/// <summary>
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/// Damage threshold calculated from the values
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/// given in the prototype declaration.
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/// </summary>
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public DamageThreshold Threshold { get; private set; }
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/// <inheritdoc />
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public override void LoadParameters(YamlMappingNode mapping)
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{
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//TODO currently only supports one threshold pair; gotta figure out YAML better
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YamlNode node;
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DamageType damageType = DamageType.Total;
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int damageValue = 0;
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if (mapping.TryGetNode("thresholdtype", out node))
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{
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damageType = node.AsEnum<DamageType>();
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}
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if (mapping.TryGetNode("thresholdvalue", out node))
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{
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damageValue = node.AsInt();
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}
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Threshold = new DamageThreshold(damageType, damageValue);
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent<DamageableComponent>(out DamageableComponent damageable))
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{
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damageable.DamageThresholdPassed += OnDamageThresholdPassed;
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}
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}
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/// <inheritdoc />
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public List<DamageThreshold> GetAllDamageThresholds()
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{
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return new List<DamageThreshold>() { Threshold };
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}
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/// <inheritdoc />
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public void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
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{
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if (e.Passed && e.DamageThreshold == Threshold)
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{
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Owner.EntityManager.DeleteEntity(Owner);
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}
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}
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}
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}
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115
Content.Server/GameObjects/Components/Damage/ResistanceSet.cs
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115
Content.Server/GameObjects/Components/Damage/ResistanceSet.cs
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using System;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Damage types used in-game.
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/// Total should never be used directly - it's a derived value.
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/// </summary>
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public enum DamageType
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{
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Total,
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Brute,
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Heat,
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Cold,
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Acid,
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Toxic,
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Electric
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}
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/// <summary>
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/// Resistance set used by damageable objects.
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/// For each damage type, has a coefficient, damage reduction and "included in total" value.
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/// </summary>
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public class ResistanceSet
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{
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Dictionary<DamageType, ResistanceSetSettings> _resistances = new Dictionary<DamageType, ResistanceSetSettings>();
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static Dictionary<string, ResistanceSet> _resistanceSets = new Dictionary<string, ResistanceSet>();
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//TODO: make it load from YAML instead of hardcoded like this
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public ResistanceSet()
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{
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_resistances.Add(DamageType.Total, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Acid, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Brute, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Heat, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Cold, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Toxic, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Electric, new ResistanceSetSettings(1f, 0, true));
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}
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/// <summary>
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/// Loads a resistance set with the given name.
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/// </summary>
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/// <param name="setName">Name of the resistance set.</param>
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/// <returns>Resistance set by given name</returns>
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public static ResistanceSet GetResistanceSet(string setName)
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{
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ResistanceSet resistanceSet = null;
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if (!_resistanceSets.TryGetValue(setName, out resistanceSet))
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{
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resistanceSet = Load(setName);
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}
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return resistanceSet;
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}
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static ResistanceSet Load(string setName)
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{
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//TODO: only creates a standard set RN, should be YAMLed
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ResistanceSet resistanceSet = new ResistanceSet();
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_resistanceSets.Add(setName, resistanceSet);
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return resistanceSet;
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}
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/// <summary>
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/// Adjusts input damage with the resistance set values.
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/// </summary>
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/// <param name="damageType">Type of the damage.</param>
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/// <param name="amount">Incoming amount of the damage.</param>
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/// <returns>Damage adjusted by the resistance set.</returns>
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public int CalculateDamage(DamageType damageType, int amount)
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{
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if (amount > 0) //if it's damage, reduction applies
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{
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amount -= _resistances[damageType].DamageReduction;
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if (amount <= 0)
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return 0;
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}
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amount = (int)Math.Floor(amount * _resistances[damageType].Coefficient);
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return amount;
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}
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public bool AppliesToTotal(DamageType damageType)
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{
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//Damage that goes straight to total (for whatever reason) never applies twice
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return damageType == DamageType.Total ? false : _resistances[damageType].AppliesToTotal;
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}
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/// <summary>
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/// Settings for a specific damage type in a resistance set.
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/// </summary>
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struct ResistanceSetSettings
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{
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public float Coefficient { get; private set; }
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public int DamageReduction { get; private set; }
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public bool AppliesToTotal { get; private set; }
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public ResistanceSetSettings(float coefficient, int damageReduction, bool appliesInTotal)
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{
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Coefficient = coefficient;
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DamageReduction = damageReduction;
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AppliesToTotal = appliesInTotal;
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}
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}
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}
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}
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@@ -0,0 +1,65 @@
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Maths;
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using System;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Handles changing temperature,
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/// informing others of the current temperature,
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/// and taking fire damage from high temperature.
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/// </summary>
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public class TemperatureComponent : Component, ITemperatureComponent
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{
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/// <inheritdoc />
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public override string Name => "Temperature";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.TEMPERATURE;
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//TODO: should be programmatic instead of how it currently is
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public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
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float _fireDamageThreshold = 0;
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float _fireDamageCoefficient = 1;
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float _secondsSinceLastDamageUpdate = 0;
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/// <inheritdoc />
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public override void LoadParameters(YamlMappingNode mapping)
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{
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YamlNode node;
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if (mapping.TryGetNode("firedamagethreshold", out node))
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{
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_fireDamageThreshold = node.AsFloat();
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}
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if (mapping.TryGetNode("firedamagecoefficient", out node))
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{
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_fireDamageCoefficient = node.AsFloat();
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}
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
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_secondsSinceLastDamageUpdate += frameTime;
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Owner.TryGetComponent<DamageableComponent>(out DamageableComponent component);
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while (_secondsSinceLastDamageUpdate >= 1)
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{
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component?.TakeDamage(DamageType.Heat, fireDamage);
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_secondsSinceLastDamageUpdate -= 1;
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}
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}
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}
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}
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Block a user