Add invulnerable damage flag, godmode and damage flag commands (#1949)
* Add invulnerable damage flag and commands * Add serialization for damage flags * Add godmode command
This commit is contained in:
214
Content.Server/GameObjects/Components/Damage/DamageCommands.cs
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214
Content.Server/GameObjects/Components/Damage/DamageCommands.cs
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@@ -0,0 +1,214 @@
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared.GameObjects.Components.Damage;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.Components.Damage
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{
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public abstract class DamageFlagCommand : IClientCommand
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{
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public abstract string Command { get; }
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public abstract string Description { get; }
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public abstract string Help { get; }
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public abstract void Execute(IConsoleShell shell, IPlayerSession? player, string[] args);
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public bool TryGetEntity(
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IConsoleShell shell,
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IPlayerSession? player,
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string[] args,
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bool adding,
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[NotNullWhen(true)] out IEntity? entity,
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out DamageFlag flag,
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[NotNullWhen(true)] out IDamageableComponent? damageable)
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{
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entity = null;
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flag = DamageFlag.None;
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damageable = null;
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IEntity? parsedEntity;
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DamageFlag parsedFlag;
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IDamageableComponent? parsedDamageable;
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switch (args.Length)
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{
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case 1:
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{
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if (player == null)
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{
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shell.SendText(player, "An entity needs to be specified when the command isn't used by a player.");
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return false;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity.");
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return false;
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}
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if (!Enum.TryParse(args[0], true, out parsedFlag))
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{
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shell.SendText(player, $"{args[0]} is not a valid damage flag.");
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return false;
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}
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parsedEntity = player.AttachedEntity;
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flag = parsedFlag;
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break;
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}
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case 2:
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{
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.SendText(player, $"{args[0]} isn't a valid entity id.");
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return false;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(id, out parsedEntity))
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{
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shell.SendText(player, $"No entity found with id {id}.");
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return false;
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}
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if (!Enum.TryParse(args[1], true, out parsedFlag))
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{
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shell.SendText(player, $"{args[1]} is not a valid damage flag.");
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return false;
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}
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break;
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}
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default:
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shell.SendText(player, Help);
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return false;
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}
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if (!parsedEntity.TryGetComponent(out parsedDamageable))
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}");
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return false;
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}
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if (parsedDamageable.HasFlag(parsedFlag) && adding)
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} already has damage flag {parsedFlag}.");
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return false;
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}
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else if (!parsedDamageable.HasFlag(parsedFlag) && !adding)
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{
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shell.SendText(player, $"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}.");
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return false;
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}
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entity = parsedEntity;
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flag = parsedFlag;
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damageable = parsedDamageable;
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return true;
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}
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}
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public class AddDamageFlagCommand : DamageFlagCommand
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{
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public override string Command => "adddamageflag";
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public override string Description => "Adds a damage flag to your entity or another.";
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public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
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public override void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if (!TryGetEntity(shell, player, args, true, out var entity, out var flag, out var damageable))
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{
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return;
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}
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damageable.AddFlag(flag);
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shell.SendText(player, $"Added damage flag {flag} to entity {entity.Name}");
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}
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}
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public class RemoveDamageFlagCommand : DamageFlagCommand
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{
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public override string Command => "removedamageflag";
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public override string Description => "Removes a damage flag from your entity or another.";
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public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
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public override void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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if (!TryGetEntity(shell, player, args, false, out var entity, out var flag, out var damageable))
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{
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return;
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}
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damageable.RemoveFlag(flag);
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shell.SendText(player, $"Removed damage flag {flag} from entity {entity.Name}");
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}
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}
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public class GodModeCommand : IClientCommand
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{
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public string Command => "godmode";
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public string Description => "Makes your entity or another invulnerable to almost anything. May have irreversible changes.";
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public string Help => $"Usage: {Command} / {Command} <entityUid>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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{
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IEntity entity;
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switch (args.Length)
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{
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case 0:
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if (player == null)
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{
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shell.SendText(player, "An entity needs to be specified when the command isn't used by a player.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "An entity needs to be specified when you aren't attached to an entity.");
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return;
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}
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entity = player.AttachedEntity;
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break;
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case 1:
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if (!EntityUid.TryParse(args[0], out var id))
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{
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shell.SendText(player, $"{args[0]} isn't a valid entity id.");
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!entityManager.TryGetEntity(id, out var parsedEntity))
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{
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shell.SendText(player, $"No entity found with id {id}.");
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return;
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}
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entity = parsedEntity;
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break;
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default:
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shell.SendText(player, Help);
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return;
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}
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if (entity.HasComponent<MovedByPressureComponent>())
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{
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entity.RemoveComponent<MovedByPressureComponent>();
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}
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if (entity.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.AddFlag(DamageFlag.Invulnerable);
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}
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shell.SendText(player, $"Enabled godmode for entity {entity.Name}");
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}
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}
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}
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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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@@ -102,6 +102,9 @@
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- readyall
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- factions
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- signallink
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- adddamageflag
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- removedamageflag
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- godmode
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CanViewVar: true
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CanAdminPlace: true
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CanAdminMenu: true
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@@ -197,6 +200,9 @@
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- readyall
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- factions
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- signallink
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- adddamageflag
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- removedamageflag
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- godmode
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CanViewVar: true
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CanAdminPlace: true
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CanScript: true
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