namespace Barotrauma { /// /// Makes a specific character invulnerable to damage and unable to die. /// class GodModeAction : EventAction { [Serialize(true, IsPropertySaveable.Yes, description: "Should the godmode be enabled or disabled?")] public bool Enabled { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Should the character's active afflictions be updated (e.g. applying visual effects of the afflictions)")] public bool UpdateAfflictions { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "Tag of the character whose godmode to enable/disable.")] public Identifier TargetTag { get; set; } public GodModeAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { } private bool isFinished = false; public override bool IsFinished(ref string goTo) { return isFinished; } public override void Reset() { isFinished = false; } public override void Update(float deltaTime) { if (isFinished) { return; } var targets = ParentEvent.GetTargets(TargetTag); foreach (var target in targets) { if (target != null && target is Character character) { if (UpdateAfflictions) { character.CharacterHealth.Unkillable = Enabled; } else { character.GodMode = Enabled; } } } isFinished = true; } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GodModeAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " + (Enabled ? "Enable godmode" : "Disable godmode"); } } }