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
This commit is contained in:
jadebenn
2023-11-12 05:53:03 -06:00
committed by GitHub
parent 2c9a98313a
commit 411dce7457
7 changed files with 132 additions and 43 deletions

View File

@@ -24,6 +24,7 @@ public:
DestroyableComponent(Entity* parentEntity);
~DestroyableComponent() override;
void Update(float deltaTime) override;
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
void LoadFromXml(tinyxml2::XMLDocument* doc) override;
void UpdateXml(tinyxml2::XMLDocument* doc) override;
@@ -166,6 +167,11 @@ public:
*/
bool IsImmune() const;
/**
* @return whether this entity is currently immune to attacks due to a damage cooldown period
*/
bool IsCooldownImmune() const;
/**
* Sets if this entity has GM immunity, making it not killable
* @param value the GM immunity of this entity
@@ -406,18 +412,23 @@ public:
);
// Getters for status immunities
const bool GetImmuneToBasicAttack() {return m_ImmuneToBasicAttackCount > 0;};
const bool GetImmuneToDamageOverTime() {return m_ImmuneToDamageOverTimeCount > 0;};
const bool GetImmuneToKnockback() {return m_ImmuneToKnockbackCount > 0;};
const bool GetImmuneToInterrupt() {return m_ImmuneToInterruptCount > 0;};
const bool GetImmuneToSpeed() {return m_ImmuneToSpeedCount > 0;};
const bool GetImmuneToImaginationGain() {return m_ImmuneToImaginationGainCount > 0;};
const bool GetImmuneToImaginationLoss() {return m_ImmuneToImaginationLossCount > 0;};
const bool GetImmuneToQuickbuildInterrupt() {return m_ImmuneToQuickbuildInterruptCount > 0;};
const bool GetImmuneToPullToPoint() {return m_ImmuneToPullToPointCount > 0;};
const bool GetImmuneToBasicAttack() { return m_ImmuneToBasicAttackCount > 0; };
const bool GetImmuneToDamageOverTime() { return m_ImmuneToDamageOverTimeCount > 0; };
const bool GetImmuneToKnockback() { return m_ImmuneToKnockbackCount > 0; };
const bool GetImmuneToInterrupt() { return m_ImmuneToInterruptCount > 0; };
const bool GetImmuneToSpeed() { return m_ImmuneToSpeedCount > 0; };
const bool GetImmuneToImaginationGain() { return m_ImmuneToImaginationGainCount > 0; };
const bool GetImmuneToImaginationLoss() { return m_ImmuneToImaginationLossCount > 0; };
const bool GetImmuneToQuickbuildInterrupt() { return m_ImmuneToQuickbuildInterruptCount > 0; };
const bool GetImmuneToPullToPoint() { return m_ImmuneToPullToPointCount > 0; };
int32_t GetDeathBehavior() const { return m_DeathBehavior; }
// Damage cooldown setters/getters
void SetDamageCooldownTimer(float value) { m_DamageCooldownTimer = value; }
float GetDamageCooldownTimer() { return m_DamageCooldownTimer; }
// Death behavior setters/getters
void SetDeathBehavior(int32_t value) { m_DeathBehavior = value; }
int32_t GetDeathBehavior() const { return m_DeathBehavior; }
/**
* Utility to reset all stats to the default stats based on items and completed missions
@@ -605,6 +616,11 @@ private:
* Death behavior type. If 0, the client plays a death animation as opposed to a smash animation.
*/
int32_t m_DeathBehavior;
/**
* Damage immunity cooldown timer. Set to a value that then counts down to create a damage cooldown for players
*/
float m_DamageCooldownTimer;
};
#endif // DESTROYABLECOMPONENT_H