further unhacking to localise extended damage state stuff to JUST WALLS

This commit is contained in:
Chris Forbes
2010-03-27 10:11:24 +13:00
parent faa8f54e7c
commit 13e6711a3b
4 changed files with 27 additions and 27 deletions

View File

@@ -152,29 +152,11 @@ namespace OpenRA
return DamageState.Normal; return DamageState.Normal;
} }
public ExtendedDamageState GetExtendedDamageState()
{
if (Health <= 0)
return ExtendedDamageState.Dead;
if (Health < this.GetMaxHP() * Rules.General.ConditionRed)
return ExtendedDamageState.Quarter;
if (Health < this.GetMaxHP() * Rules.General.ConditionYellow)
return ExtendedDamageState.Half;
if (Health < this.GetMaxHP() * 0.75)
return ExtendedDamageState.ThreeQuarter;
return ExtendedDamageState.Normal;
}
public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead) public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead)
{ {
if (IsDead) return; /* overkill! don't count extra hits as more kills! */ if (IsDead) return; /* overkill! don't count extra hits as more kills! */
var oldState = GetDamageState(); var oldState = GetDamageState();
var oldExtendedState = GetExtendedDamageState();
/* apply the damage modifiers, if we have any. */ /* apply the damage modifiers, if we have any. */
damage = (int)traits.WithInterface<IDamageModifier>().Aggregate( damage = (int)traits.WithInterface<IDamageModifier>().Aggregate(
@@ -196,7 +178,6 @@ namespace OpenRA
if (Health > maxHP) Health = maxHP; if (Health > maxHP) Health = maxHP;
var newState = GetDamageState(); var newState = GetDamageState();
var newExtendedState = GetExtendedDamageState();
foreach (var nd in traits.WithInterface<INotifyDamage>()) foreach (var nd in traits.WithInterface<INotifyDamage>())
nd.Damaged(this, new AttackInfo nd.Damaged(this, new AttackInfo
@@ -205,8 +186,6 @@ namespace OpenRA
Damage = damage, Damage = damage,
DamageState = newState, DamageState = newState,
DamageStateChanged = newState != oldState, DamageStateChanged = newState != oldState,
ExtendedDamageState = newExtendedState,
ExtendedDamageStateChanged = newExtendedState != oldExtendedState,
Warhead = warhead Warhead = warhead
}); });
} }

View File

@@ -28,8 +28,6 @@ namespace OpenRA.Traits
public WarheadInfo Warhead; public WarheadInfo Warhead;
public int Damage; public int Damage;
public DamageState DamageState; public DamageState DamageState;
public ExtendedDamageState ExtendedDamageState; // for 3,4-state stuff
public bool DamageStateChanged; public bool DamageStateChanged;
public bool ExtendedDamageStateChanged;
} }
} }

View File

@@ -42,11 +42,35 @@ namespace OpenRA.Traits
this.damageStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates; this.damageStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates;
} }
enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
ExtendedDamageState GetExtendedState( Actor self, int damage )
{
var effectiveHealth = self.Health + damage;
if (effectiveHealth <= 0)
return ExtendedDamageState.Dead;
if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionRed)
return ExtendedDamageState.Quarter;
if (effectiveHealth < self.GetMaxHP() * Rules.General.ConditionYellow)
return ExtendedDamageState.Half;
if (effectiveHealth < self.GetMaxHP() * 0.75)
return ExtendedDamageState.ThreeQuarter;
return ExtendedDamageState.Normal;
}
public override void Damaged(Actor self, AttackInfo e) public override void Damaged(Actor self, AttackInfo e)
{ {
if (!e.ExtendedDamageStateChanged) return; var oldState = GetExtendedState(self, e.Damage);
var newState = GetExtendedState(self, 0);
switch (e.ExtendedDamageState) if (oldState == newState) return;
switch (newState)
{ {
case ExtendedDamageState.Normal: case ExtendedDamageState.Normal:
seqName = "idle"; seqName = "idle";

View File

@@ -28,7 +28,6 @@ using OpenRA.Traits.Activities;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
public enum DamageState { Normal, Half, Dead }; public enum DamageState { Normal, Half, Dead };
public enum ExtendedDamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
// depends on the order of pips in WorldRenderer.cs! // depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray }; public enum PipType { Transparent, Green, Yellow, Red, Gray };