Godmode refactor (#14651)
This commit is contained in:
@@ -6,6 +6,7 @@ using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Components;
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using Content.Server.Cargo.Components;
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using Content.Server.Cargo.Components;
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using Content.Server.Cargo.Systems;
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using Content.Server.Cargo.Systems;
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using Content.Server.Damage.Components;
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using Content.Server.Doors.Components;
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using Content.Server.Doors.Components;
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using Content.Server.Doors.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.Hands.Components;
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using Content.Server.Hands.Components;
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@@ -123,7 +124,7 @@ public sealed partial class AdminVerbSystem
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args.Verbs.Add(rejuvenate);
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args.Verbs.Add(rejuvenate);
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}
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}
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if (!_godmodeSystem.HasGodmode(args.Target))
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if (!HasComp<GodmodeComponent>(args.Target))
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{
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{
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Verb makeIndestructible = new()
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Verb makeIndestructible = new()
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{
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{
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14
Content.Server/Damage/Components/GodmodeComponent.cs
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14
Content.Server/Damage/Components/GodmodeComponent.cs
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@@ -0,0 +1,14 @@
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using Content.Server.Damage.Systems;
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using Content.Shared.Damage;
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namespace Content.Server.Damage.Components;
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/// <summary>
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///
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/// </summary>
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[RegisterComponent, Access(typeof(GodmodeSystem))]
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public sealed class GodmodeComponent : Component
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{
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public bool WasMovedByPressure;
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public DamageSpecifier? OldDamage = null;
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}
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@@ -1,6 +1,10 @@
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.Components;
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using Content.Server.Damage.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.GameTicking;
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using Content.Shared.Damage.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusEffect;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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namespace Content.Server.Damage.Systems
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namespace Content.Server.Damage.Systems
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@@ -8,108 +12,85 @@ namespace Content.Server.Damage.Systems
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[UsedImplicitly]
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[UsedImplicitly]
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public sealed class GodmodeSystem : EntitySystem
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public sealed class GodmodeSystem : EntitySystem
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{
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{
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private readonly Dictionary<EntityUid, OldEntityInformation> _entities = new();
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<GodmodeComponent, BeforeDamageChangedEvent>(OnBeforeDamageChanged);
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SubscribeLocalEvent<GodmodeComponent, BeforeStatusEffectAddedEvent>(OnBeforeStatusEffect);
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SubscribeLocalEvent<GodmodeComponent, BeforeStaminaDamageEvent>(OnBeforeStaminaDamage);
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}
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}
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public void Reset(RoundRestartCleanupEvent ev)
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private void OnBeforeDamageChanged(EntityUid uid, GodmodeComponent component, ref BeforeDamageChangedEvent args)
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{
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{
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_entities.Clear();
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args.Cancelled = true;
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}
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}
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public bool EnableGodmode(EntityUid entity)
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private void OnBeforeStatusEffect(EntityUid uid, GodmodeComponent component, ref BeforeStatusEffectAddedEvent args)
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{
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{
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if (_entities.ContainsKey(entity))
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args.Cancelled = true;
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{
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}
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return false;
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}
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_entities[entity] = new OldEntityInformation(entity, EntityManager);
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private void OnBeforeStaminaDamage(EntityUid uid, GodmodeComponent component, ref BeforeStaminaDamageEvent args)
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{
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args.Cancelled = true;
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}
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if (EntityManager.TryGetComponent(entity, out MovedByPressureComponent? moved))
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public void EnableGodmode(EntityUid uid)
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{
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var godmode = EnsureComp<GodmodeComponent>(uid);
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if (TryComp<MovedByPressureComponent>(uid, out var moved))
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{
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{
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godmode.WasMovedByPressure = moved.Enabled;
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moved.Enabled = false;
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moved.Enabled = false;
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}
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}
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if (EntityManager.TryGetComponent(entity, out DamageableComponent? damageable))
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if (TryComp<DamageableComponent>(uid, out var damageable))
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{
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{
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_damageableSystem.SetDamage(entity, damageable, new DamageSpecifier());
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godmode.OldDamage = new(damageable.Damage);
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}
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}
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return true;
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// Rejuv to cover other stuff
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RaiseLocalEvent(uid, new RejuvenateEvent());
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}
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}
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public bool HasGodmode(EntityUid entity)
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public void DisableGodmode(EntityUid uid)
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{
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{
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return _entities.ContainsKey(entity);
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if (!TryComp<GodmodeComponent>(uid, out var godmode))
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}
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return;
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public bool DisableGodmode(EntityUid entity)
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if (TryComp<MovedByPressureComponent>(uid, out var moved))
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{
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if (!_entities.Remove(entity, out var old))
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{
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{
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return false;
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moved.Enabled = godmode.WasMovedByPressure;
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}
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}
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if (EntityManager.TryGetComponent(entity, out MovedByPressureComponent? moved))
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if (!TryComp<DamageableComponent>(uid, out var damageable))
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{
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return;
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moved.Enabled = old.MovedByPressure;
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}
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if (EntityManager.TryGetComponent(entity, out DamageableComponent? damageable))
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if (godmode.OldDamage != null)
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{
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{
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if (old.Damage != null)
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_damageable.SetDamage(uid, damageable, godmode.OldDamage);
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{
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_damageableSystem.SetDamage(entity, damageable, old.Damage);
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}
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}
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}
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return true;
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}
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}
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/// <summary>
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/// <summary>
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/// Toggles godmode for a given entity.
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/// Toggles godmode for a given entity.
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/// </summary>
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/// </summary>
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/// <param name="entity">The entity to toggle godmode for.</param>
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/// <param name="uid">The entity to toggle godmode for.</param>
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/// <returns>true if enabled, false if disabled.</returns>
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/// <returns>true if enabled, false if disabled.</returns>
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public bool ToggleGodmode(EntityUid entity)
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public bool ToggleGodmode(EntityUid uid)
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{
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{
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if (HasGodmode(entity))
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if (HasComp<GodmodeComponent>(uid))
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{
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{
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DisableGodmode(entity);
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DisableGodmode(uid);
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return false;
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return false;
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}
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}
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else
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{
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EnableGodmode(entity);
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return true;
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}
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}
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public sealed class OldEntityInformation
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EnableGodmode(uid);
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{
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return true;
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public OldEntityInformation(EntityUid entity, IEntityManager entityManager)
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{
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Entity = entity;
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MovedByPressure = entityManager.HasComponent<MovedByPressureComponent>(entity);
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if (entityManager.TryGetComponent(entity, out DamageableComponent? damageable))
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{
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Damage = damageable.Damage;
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}
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}
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public EntityUid Entity { get; }
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public bool MovedByPressure { get; }
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public DamageSpecifier? Damage { get; }
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}
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}
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}
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}
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}
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}
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@@ -159,6 +159,12 @@ namespace Content.Shared.Damage
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return damage;
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return damage;
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}
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}
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var before = new BeforeDamageChangedEvent(damage);
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RaiseLocalEvent(uid.Value, ref before);
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if (before.Cancelled)
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return null;
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// Apply resistances
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// Apply resistances
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if (!ignoreResistances)
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if (!ignoreResistances)
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{
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{
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@@ -283,6 +289,12 @@ namespace Content.Shared.Damage
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}
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}
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}
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}
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/// <summary>
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/// Raised before damage is done, so stuff can cancel it if necessary.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeDamageChangedEvent(DamageSpecifier Delta, bool Cancelled=false);
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/// <summary>
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/// <summary>
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/// Raised on an entity when damage is about to be dealt,
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/// Raised on an entity when damage is about to be dealt,
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/// in case anything else needs to modify it other than the base
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/// in case anything else needs to modify it other than the base
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@@ -7,6 +7,7 @@ using Content.Shared.Damage.Events;
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using Content.Shared.Database;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Rounding;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Melee.Events;
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@@ -45,6 +46,7 @@ public sealed class StaminaSystem : EntitySystem
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SubscribeLocalEvent<StaminaComponent, ComponentGetState>(OnStamGetState);
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SubscribeLocalEvent<StaminaComponent, ComponentGetState>(OnStamGetState);
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SubscribeLocalEvent<StaminaComponent, ComponentHandleState>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, ComponentHandleState>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
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}
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}
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@@ -111,6 +113,18 @@ public sealed class StaminaSystem : EntitySystem
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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}
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}
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private void OnRejuvenate(EntityUid uid, StaminaComponent component, RejuvenateEvent args)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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component.StaminaDamage = 0;
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RemComp<ActiveStaminaComponent>(uid);
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Dirty(component);
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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{
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{
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if (args.Handled || !_random.Prob(args.PushProbability))
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if (args.Handled || !_random.Prob(args.PushProbability))
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@@ -209,7 +223,16 @@ public sealed class StaminaSystem : EntitySystem
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
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{
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{
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if (!Resolve(uid, ref component, false) || component.Critical)
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if (!Resolve(uid, ref component, false))
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return;
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var ev = new BeforeStaminaDamageEvent(value);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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// Have we already reached the point of max stamina damage?
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if (component.Critical)
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return;
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return;
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var oldDamage = component.StaminaDamage;
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var oldDamage = component.StaminaDamage;
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@@ -356,4 +379,11 @@ public sealed class StaminaSystem : EntitySystem
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public float CritThreshold;
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public float CritThreshold;
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public TimeSpan LastUpdate;
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public TimeSpan LastUpdate;
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}
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}
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}
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}
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/// <summary>
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/// Raised before stamina damage is dealt to allow other systems to cancel it.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled=false);
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@@ -346,6 +346,12 @@ namespace Content.Shared.StatusEffect
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// don't log since stuff calling this prolly doesn't care if we don't actually have it
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// don't log since stuff calling this prolly doesn't care if we don't actually have it
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if (!Resolve(uid, ref status, false))
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if (!Resolve(uid, ref status, false))
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return false;
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return false;
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var ev = new BeforeStatusEffectAddedEvent(key);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return false;
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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return false;
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return false;
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if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
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if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
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@@ -465,6 +471,12 @@ namespace Content.Shared.StatusEffect
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}
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}
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}
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}
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/// <summary>
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/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeStatusEffectAddedEvent(string Key, bool Cancelled=false);
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public readonly struct StatusEffectAddedEvent
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public readonly struct StatusEffectAddedEvent
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{
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{
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public readonly EntityUid Uid;
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public readonly EntityUid Uid;
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Reference in New Issue
Block a user