mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-09 01:38:20 +00:00
Adding damage cooldown/"invincibility frames" as in Live (#1276)
* Added cooldown handling * Made most of the logs hidden outside of debug mode * removed weird submodule * kill this phantom submodule * updated to reflect reviewed feedback * Added IsCooldownImmune() method to DestroyableComponent * friggin typo * Implemented non-pending changes and added cooldown immunity functions to DestroyableComponentTests * add trailing linebreak * another typo :( * flipped cooldown test order (not leaving immune) * Clean up comment and add DestroyableComponent test
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@ -3,6 +3,8 @@
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#include "Game.h"
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#include "Logger.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "DestroyableComponent.h"
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#include "BehaviorContext.h"
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#include "eBasicAttackSuccessTypes.h"
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@ -13,8 +15,15 @@ void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bi
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID());
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PlayFx(u"onhit", entity->GetObjectID()); //This damage animation doesn't seem to play consistently
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destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID);
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//Handle player damage cooldown
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if (entity->IsPlayer() && !this->m_DontApplyImmune) {
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const float immunityTime = Game::zoneManager->GetWorldConfig()->globalImmunityTime;
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destroyableComponent->SetDamageCooldownTimer(immunityTime);
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LOG_DEBUG("Target targetEntity %llu took damage, setting damage cooldown timer to %f s", branch.target, immunityTime);
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}
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}
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this->m_OnSuccess->Handle(context, bitStream, branch);
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@ -72,6 +81,7 @@ void BasicAttackBehavior::DoHandleBehavior(BehaviorContext* context, RakNet::Bit
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}
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if (isImmune) {
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LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
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this->m_OnFailImmune->Handle(context, bitStream, branch);
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return;
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}
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@ -178,11 +188,15 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
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return;
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}
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const bool isImmune = destroyableComponent->IsImmune();
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const float immunityTime = Game::zoneManager->GetWorldConfig()->globalImmunityTime;
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LOG_DEBUG("Damage cooldown timer currently %f s", destroyableComponent->GetDamageCooldownTimer());
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const bool isImmune = (destroyableComponent->IsImmune()) || (destroyableComponent->IsCooldownImmune());
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bitStream->Write(isImmune);
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if (isImmune) {
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LOG_DEBUG("Target targetEntity %llu is immune!", branch.target);
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this->m_OnFailImmune->Calculate(context, bitStream, branch);
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return;
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}
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@ -203,6 +217,12 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
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bitStream->Write(isSuccess);
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//Handle player damage cooldown
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if (isSuccess && targetEntity->IsPlayer() && !this->m_DontApplyImmune) {
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destroyableComponent->SetDamageCooldownTimer(immunityTime);
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LOG_DEBUG("Target targetEntity %llu took damage, setting damage cooldown timer to %f s", branch.target, immunityTime);
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}
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eBasicAttackSuccessTypes successState = eBasicAttackSuccessTypes::FAILIMMUNE;
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if (isSuccess) {
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if (healthDamageDealt >= 1) {
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@ -236,6 +256,8 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet
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}
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void BasicAttackBehavior::Load() {
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this->m_DontApplyImmune = GetBoolean("dont_apply_immune");
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this->m_MinDamage = GetInt("min damage");
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if (this->m_MinDamage == 0) this->m_MinDamage = 1;
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@ -10,14 +10,14 @@ public:
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/**
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* @brief Reads a 16bit short from the bitStream and when the actual behavior handling finishes with all of its branches, the bitStream
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* is then offset to after the allocated bits for this stream.
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*
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*
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*/
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void DoHandleBehavior(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch);
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/**
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* @brief Handles a client initialized Basic Attack Behavior cast to be deserialized and verified on the server.
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*
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* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
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*
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* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
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* @param bitStream The bitStream to deserialize. BitStreams will always check their bounds before reading in a behavior
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* and will fail gracefully if an overread is detected.
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* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
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@ -27,13 +27,13 @@ public:
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/**
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* @brief Writes a 16bit short to the bitStream and when the actual behavior calculation finishes with all of its branches, the number
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* of bits used is then written to where the 16bit short initially was.
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*
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*
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*/
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void Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) override;
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/**
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* @brief Calculates a server initialized Basic Attack Behavior cast to be serialized to the client
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*
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*
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* @param context The Skill's Behavior context. All behaviors in the same tree share the same context
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* @param bitStream The bitStream to serialize to.
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* @param branch The context of this specific branch of the Skill Behavior. Changes based on which branch you are going down.
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@ -44,10 +44,12 @@ public:
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* @brief Loads this Behaviors parameters from the database. For this behavior specifically:
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* max and min damage will always be the same. If min is less than max, they are both set to max.
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* If an action is not in the database, then no action is taken for that result.
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*
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*
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*/
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void Load() override;
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private:
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bool m_DontApplyImmune;
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uint32_t m_MinDamage;
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uint32_t m_MaxDamage;
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@ -73,6 +73,8 @@ DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_ImmuneToQuickbuildInterruptCount = 0;
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m_ImmuneToPullToPointCount = 0;
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m_DeathBehavior = -1;
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m_DamageCooldownTimer = 0.0f;
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}
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DestroyableComponent::~DestroyableComponent() {
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@ -179,6 +181,10 @@ void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsIn
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}
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}
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void DestroyableComponent::Update(float deltaTime) {
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m_DamageCooldownTimer -= deltaTime;
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}
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void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest");
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if (!dest) {
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@ -409,7 +415,7 @@ void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignore
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}
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bool DestroyableComponent::IsEnemy(const Entity* other) const {
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if (m_Parent->IsPlayer() && other->IsPlayer()){
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if (m_Parent->IsPlayer() && other->IsPlayer()) {
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auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!thisCharacterComponent) return false;
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auto* otherCharacterComponent = other->GetComponent<CharacterComponent>();
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@ -464,6 +470,10 @@ bool DestroyableComponent::IsImmune() const {
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return m_IsGMImmune || m_ImmuneToBasicAttackCount > 0;
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}
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bool DestroyableComponent::IsCooldownImmune() const {
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return m_DamageCooldownTimer > 0.0f;
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}
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bool DestroyableComponent::IsKnockbackImmune() const {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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@ -546,7 +556,8 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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return;
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}
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if (IsImmune()) {
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if (IsImmune() || IsCooldownImmune()) {
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LOG_DEBUG("Target targetEntity %llu is immune!", m_Parent->GetObjectID()); //Immune is succesfully proc'd
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return;
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}
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@ -634,9 +645,9 @@ void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32
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}
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//check if hardcore mode is enabled
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if (Game::entityManager->GetHardcoreMode()) {
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if (Game::entityManager->GetHardcoreMode()) {
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DoHardcoreModeDrops(source);
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}
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}
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Smash(source, eKillType::VIOLENT, u"", skillID);
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}
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@ -796,16 +807,16 @@ void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) {
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}
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void DestroyableComponent::SetStatusImmunity(
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const eStateChangeType state,
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const bool bImmuneToBasicAttack,
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const bool bImmuneToDamageOverTime,
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const bool bImmuneToKnockback,
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const bool bImmuneToInterrupt,
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const bool bImmuneToSpeed,
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const bool bImmuneToImaginationGain,
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const bool bImmuneToImaginationLoss,
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const bool bImmuneToQuickbuildInterrupt,
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const bool bImmuneToPullToPoint) {
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const eStateChangeType state,
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const bool bImmuneToBasicAttack,
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const bool bImmuneToDamageOverTime,
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const bool bImmuneToKnockback,
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const bool bImmuneToInterrupt,
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const bool bImmuneToSpeed,
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const bool bImmuneToImaginationGain,
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const bool bImmuneToImaginationLoss,
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const bool bImmuneToQuickbuildInterrupt,
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const bool bImmuneToPullToPoint) {
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if (state == eStateChangeType::POP) {
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if (bImmuneToBasicAttack && m_ImmuneToBasicAttackCount > 0) m_ImmuneToBasicAttackCount -= 1;
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@ -818,7 +829,7 @@ void DestroyableComponent::SetStatusImmunity(
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if (bImmuneToQuickbuildInterrupt && m_ImmuneToQuickbuildInterruptCount > 0) m_ImmuneToQuickbuildInterruptCount -= 1;
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if (bImmuneToPullToPoint && m_ImmuneToPullToPointCount > 0) m_ImmuneToPullToPointCount -= 1;
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} else if (state == eStateChangeType::PUSH){
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} else if (state == eStateChangeType::PUSH) {
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if (bImmuneToBasicAttack) m_ImmuneToBasicAttackCount += 1;
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if (bImmuneToDamageOverTime) m_ImmuneToDamageOverTimeCount += 1;
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if (bImmuneToKnockback) m_ImmuneToKnockbackCount += 1;
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@ -945,7 +956,7 @@ void DestroyableComponent::AddOnHitCallback(const std::function<void(Entity*)>&
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m_OnHitCallbacks.push_back(callback);
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}
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void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
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void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
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//check if this is a player:
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if (m_Parent->IsPlayer()) {
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//remove hardcore_lose_uscore_on_death_percent from the player's uscore:
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@ -963,9 +974,9 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
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if (inventory) {
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//get the items inventory:
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auto items = inventory->GetInventory(eInventoryType::ITEMS);
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if (items){
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if (items) {
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auto itemMap = items->GetItems();
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if (!itemMap.empty()){
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if (!itemMap.empty()) {
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for (const auto& item : itemMap) {
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//drop the item:
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if (!item.second) continue;
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DestroyableComponent(Entity* parentEntity);
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~DestroyableComponent() override;
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void Update(float deltaTime) override;
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
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void LoadFromXml(tinyxml2::XMLDocument* doc) override;
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void UpdateXml(tinyxml2::XMLDocument* doc) override;
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@ -166,6 +167,11 @@ public:
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*/
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bool IsImmune() const;
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/**
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* @return whether this entity is currently immune to attacks due to a damage cooldown period
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*/
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bool IsCooldownImmune() const;
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/**
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* Sets if this entity has GM immunity, making it not killable
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* @param value the GM immunity of this entity
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@ -406,18 +412,23 @@ public:
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);
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// Getters for status immunities
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const bool GetImmuneToBasicAttack() {return m_ImmuneToBasicAttackCount > 0;};
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const bool GetImmuneToDamageOverTime() {return m_ImmuneToDamageOverTimeCount > 0;};
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const bool GetImmuneToKnockback() {return m_ImmuneToKnockbackCount > 0;};
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const bool GetImmuneToInterrupt() {return m_ImmuneToInterruptCount > 0;};
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const bool GetImmuneToSpeed() {return m_ImmuneToSpeedCount > 0;};
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const bool GetImmuneToImaginationGain() {return m_ImmuneToImaginationGainCount > 0;};
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const bool GetImmuneToImaginationLoss() {return m_ImmuneToImaginationLossCount > 0;};
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const bool GetImmuneToQuickbuildInterrupt() {return m_ImmuneToQuickbuildInterruptCount > 0;};
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const bool GetImmuneToPullToPoint() {return m_ImmuneToPullToPointCount > 0;};
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const bool GetImmuneToBasicAttack() { return m_ImmuneToBasicAttackCount > 0; };
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const bool GetImmuneToDamageOverTime() { return m_ImmuneToDamageOverTimeCount > 0; };
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const bool GetImmuneToKnockback() { return m_ImmuneToKnockbackCount > 0; };
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const bool GetImmuneToInterrupt() { return m_ImmuneToInterruptCount > 0; };
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const bool GetImmuneToSpeed() { return m_ImmuneToSpeedCount > 0; };
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const bool GetImmuneToImaginationGain() { return m_ImmuneToImaginationGainCount > 0; };
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const bool GetImmuneToImaginationLoss() { return m_ImmuneToImaginationLossCount > 0; };
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const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
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const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
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int32_t GetDeathBehavior() const { return m_DeathBehavior; }
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// Damage cooldown setters/getters
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void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
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float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
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// Death behavior setters/getters
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void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
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int32_t GetDeathBehavior() const { return m_DeathBehavior; }
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/**
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* Utility to reset all stats to the default stats based on items and completed missions
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@ -605,6 +616,11 @@ private:
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* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
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*/
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int32_t m_DeathBehavior;
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/**
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* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
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*/
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float m_DamageCooldownTimer;
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};
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#endif // DESTROYABLECOMPONENT_H
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@ -247,7 +247,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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}
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if (chatCommand == "credits" || chatCommand == "info") {
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const auto& customText = chatCommand == "credits" ? VanityUtilities::ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/CREDITS.md").string()) : VanityUtilities::ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/INFO.md").string());
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const auto& customText = chatCommand == "credits" ? VanityUtilities::ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/CREDITS.md").string()) : VanityUtilities::ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/INFO.md").string());
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{
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AMFArrayValue args;
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@ -1490,6 +1490,24 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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return;
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}
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//Testing basic attack immunity
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if (chatCommand == "attackimmune" && args.size() >= 1 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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int32_t state = false;
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if (!GeneralUtils::TryParse(args[0], state)) {
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ChatPackets::SendSystemMessage(sysAddr, u"Invalid state.");
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return;
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}
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetIsImmune(state);
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}
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return;
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}
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if (chatCommand == "buff" && args.size() >= 2 && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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@ -1843,7 +1861,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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if (chatCommand == "castskill" && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER && args.size() >= 1) {
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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if (skillComponent){
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if (skillComponent) {
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uint32_t skillId;
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if (!GeneralUtils::TryParse(args[0], skillId)) {
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@ -1860,7 +1878,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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uint32_t skillId;
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int slot;
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent){
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if (inventoryComponent) {
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if (!GeneralUtils::TryParse(args[0], slot)) {
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ChatPackets::SendSystemMessage(sysAddr, u"Error getting slot.");
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return;
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@ -1869,7 +1887,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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ChatPackets::SendSystemMessage(sysAddr, u"Error getting skill.");
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return;
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} else {
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if(inventoryComponent->SetSkill(slot, skillId)) ChatPackets::SendSystemMessage(sysAddr, u"Set skill to slot successfully");
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if (inventoryComponent->SetSkill(slot, skillId)) ChatPackets::SendSystemMessage(sysAddr, u"Set skill to slot successfully");
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else ChatPackets::SendSystemMessage(sysAddr, u"Set skill to slot failed");
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}
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}
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@ -1878,7 +1896,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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if (chatCommand == "setfaction" && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER && args.size() >= 1) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent){
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if (destroyableComponent) {
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int32_t faction;
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if (!GeneralUtils::TryParse(args[0], faction)) {
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@ -1893,7 +1911,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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if (chatCommand == "addfaction" && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER && args.size() >= 1) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent){
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if (destroyableComponent) {
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int32_t faction;
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if (!GeneralUtils::TryParse(args[0], faction)) {
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@ -1908,7 +1926,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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if (chatCommand == "getfactions" && entity->GetGMLevel() >= eGameMasterLevel::DEVELOPER) {
|
||||
auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
|
||||
if (destroyableComponent){
|
||||
if (destroyableComponent) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Friendly factions:");
|
||||
for (const auto entry : destroyableComponent->GetFactionIDs()) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, (GeneralUtils::to_u16string(entry)));
|
||||
|
@ -25,6 +25,7 @@
|
||||
|ban|`/ban <username>`|Bans a user from the server.|4|
|
||||
|approveproperty|`/approveproperty`|Approves the property the player is currently visiting.|5|
|
||||
|mute|`/mute <username> (days) (hours)`|Mute player for the given amount of time. If no time is given, the mute is indefinite.|6|
|
||||
|attackimmune|`/attackimmune <value>`|Sets the character's immunity to basic attacks state, where value can be one of "1", to make yourself immune to basic attack damage, or "0" to undo.|8|
|
||||
|gmimmune|`/gmimmunve <value>`|Sets the character's GMImmune state, where value can be one of "1", to make yourself immune to damage, or "0" to undo.|8|
|
||||
|gminvis|`/gminvis`|Toggles invisibility for the character, though it's currently a bit buggy. Requires nonzero GM Level for the character, but the account must have a GM level of 8.|8|
|
||||
|setname|`/setname <name>`|Sets a temporary name for your player. The name resets when you log out.|8|
|
||||
|
@ -536,3 +536,22 @@ TEST_F(DestroyableTest, DestroyableComponentImmunityTest) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Test the Damage cooldown timer of DestroyableComponent
|
||||
*/
|
||||
TEST_F(DestroyableTest, DestroyableComponentDamageCooldownTest) {
|
||||
// Test the damage immune timer state (anything above 0.0f)
|
||||
destroyableComponent->SetDamageCooldownTimer(1.0f);
|
||||
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 1.0f);
|
||||
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
|
||||
|
||||
// Test that the Update() function correctly decrements the damage cooldown timer
|
||||
destroyableComponent->Update(0.5f);
|
||||
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.5f);
|
||||
ASSERT_TRUE(destroyableComponent->IsCooldownImmune());
|
||||
|
||||
// Test the non damage immune timer state (anything below or equal to 0.0f)
|
||||
destroyableComponent->SetDamageCooldownTimer(0.0f);
|
||||
EXPECT_FLOAT_EQ(destroyableComponent->GetDamageCooldownTimer(), 0.0f);
|
||||
ASSERT_FALSE(destroyableComponent->IsCooldownImmune());
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user