Add invulnerable damage flag, godmode and damage flag commands (#1949)
* Add invulnerable damage flag and commands * Add serialization for damage flags * Add godmode command
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13
Content.Shared/GameObjects/Components/Damage/DamageFlag.cs
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13
Content.Shared/GameObjects/Components/Damage/DamageFlag.cs
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@@ -0,0 +1,13 @@
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using System;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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[Flags]
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[Serializable, NetSerializable]
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public enum DamageFlag
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{
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None = 0,
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Invulnerable = 1 << 0
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}
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}
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@@ -27,6 +27,8 @@ namespace Content.Shared.GameObjects.Components.Damage
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private DamageState _currentDamageState;
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private DamageFlag _flags;
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public event Action<HealthChangedEventArgs>? HealthChangedEvent;
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/// <summary>
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@@ -79,6 +81,8 @@ namespace Content.Shared.GameObjects.Components.Damage
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{
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EnterState(value);
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}
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Dirty();
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}
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}
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@@ -88,6 +92,36 @@ namespace Content.Shared.GameObjects.Components.Damage
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public IReadOnlyDictionary<DamageType, int> DamageTypes => Damage.DamageTypes;
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public DamageFlag Flags
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{
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get => _flags;
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private set
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{
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if (_flags == value)
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{
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return;
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}
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_flags = value;
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Dirty();
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}
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}
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public void AddFlag(DamageFlag flag)
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{
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Flags |= flag;
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}
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public bool HasFlag(DamageFlag flag)
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{
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return Flags.HasFlag(flag);
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}
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public void RemoveFlag(DamageFlag flag)
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{
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Flags &= ~flag;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -104,6 +138,35 @@ namespace Content.Shared.GameObjects.Components.Damage
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t => DeadThreshold = t == -1 ? (int?) null : t,
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() => DeadThreshold ?? -1);
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serializer.DataReadWriteFunction(
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"flags",
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new List<DamageFlag>(),
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flags =>
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{
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var result = DamageFlag.None;
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foreach (var flag in flags)
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{
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result |= flag;
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}
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Flags = result;
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},
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() =>
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{
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var writeFlags = new List<DamageFlag>();
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foreach (var flag in (DamageFlag[]) Enum.GetValues(typeof(DamageFlag)))
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{
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if ((Flags & flag) == flag)
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{
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writeFlags.Add(flag);
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}
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}
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return writeFlags;
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});
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if (serializer.Reading)
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{
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// Doesn't write to file, TODO?
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@@ -151,6 +214,11 @@ namespace Content.Shared.GameObjects.Components.Damage
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (Damage.SupportsDamageType(type))
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{
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var finalDamage = amount;
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@@ -171,6 +239,11 @@ namespace Content.Shared.GameObjects.Components.Damage
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (Damage.SupportsDamageClass(@class))
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{
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var types = @class.ToTypes();
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@@ -250,6 +323,11 @@ namespace Content.Shared.GameObjects.Components.Damage
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public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
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HealthChangeParams? extraParams = null)
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{
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if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (Damage.SupportsDamageType(type))
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{
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Damage.SetDamageValue(type, newValue);
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@@ -45,6 +45,30 @@ namespace Content.Shared.GameObjects.Components.Damage
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/// </summary>
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IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
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/// <summary>
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/// The damage flags on this component.
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/// </summary>
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DamageFlag Flags { get; }
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/// <summary>
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/// Adds a flag to this component.
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/// </summary>
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/// <param name="flag">The flag to add.</param>
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void AddFlag(DamageFlag flag);
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/// <summary>
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/// Checks whether or not this component has a specific flag.
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/// </summary>
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/// <param name="flag">The flag to check for.</param>
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/// <returns>True if it has the flag, false otherwise.</returns>
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bool HasFlag(DamageFlag flag);
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/// <summary>
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/// Removes a flag from this component.
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/// </summary>
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/// <param name="flag">The flag to remove.</param>
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void RemoveFlag(DamageFlag flag);
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/// <summary>
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/// Gets the amount of damage of a type.
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/// </summary>
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