Cast to long to avoid overflow when multiplying by the health (part 2)

This commit is contained in:
Arular101
2018-01-10 18:12:37 +01:00
committed by reaperrr
parent 30acee38c9
commit 24b7f7a23f
6 changed files with 17 additions and 7 deletions

View File

@@ -198,7 +198,8 @@ namespace OpenRA.Mods.Common.AI
if (sumOfMaxHp == 0) if (sumOfMaxHp == 0)
return 0.0f; return 0.0f;
return (sumOfHp * normalizeByValue) / sumOfMaxHp; // Cast to long to avoid overflow when multiplying by the health
return (int)((long)sumOfHp * normalizeByValue / sumOfMaxHp);
} }
static float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy) static float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy)

View File

@@ -58,7 +58,9 @@ namespace OpenRA.Mods.Common.Activities
return; return;
var capturesInfo = activeCaptures.Info; var capturesInfo = activeCaptures.Info;
var lowEnoughHealth = health.HP <= capturable.Info.CaptureThreshold * health.MaxHP / 100;
// Cast to long to avoid overflow when multiplying by the health
var lowEnoughHealth = health.HP <= (int)(capturable.Info.CaptureThreshold * (long)health.MaxHP / 100);
if (!capturesInfo.Sabotage || lowEnoughHealth || actor.Owner.NonCombatant) if (!capturesInfo.Sabotage || lowEnoughHealth || actor.Owner.NonCombatant)
{ {
var oldOwner = actor.Owner; var oldOwner = actor.Owner;
@@ -80,7 +82,8 @@ namespace OpenRA.Mods.Common.Activities
} }
else else
{ {
var damage = health.MaxHP * capturesInfo.SabotageHPRemoval / 100; // Cast to long to avoid overflow when multiplying by the health
var damage = (int)((long)health.MaxHP * capturesInfo.SabotageHPRemoval / 100);
actor.InflictDamage(self, new Damage(damage)); actor.InflictDamage(self, new Damage(damage));
} }

View File

@@ -98,7 +98,9 @@ namespace OpenRA.Mods.Common.Activities
{ {
var unitCost = self.Info.TraitInfo<ValuedInfo>().Cost; var unitCost = self.Info.TraitInfo<ValuedInfo>().Cost;
var hpToRepair = repairsUnits.Info.HpPerStep; var hpToRepair = repairsUnits.Info.HpPerStep;
var cost = Math.Max(1, (hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100));
// Cast to long to avoid overflow when multiplying by the health
var cost = Math.Max(1, (int)(((long)hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100L)));
if (!played) if (!played)
{ {

View File

@@ -115,7 +115,9 @@ namespace OpenRA.Mods.Common.Traits
// The cost is the same regardless of the amount of people repairing // The cost is the same regardless of the amount of people repairing
var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP); var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
// Cast to long to avoid overflow when multiplying by the health
var cost = Math.Max(1, (int)(((long)hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100L)));
// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick // TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true)); var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));

View File

@@ -69,7 +69,8 @@ namespace OpenRA.Mods.Common.Traits
if (totalTiles == 0) if (totalTiles == 0)
return; return;
damageThreshold = (Info.DamageThreshold * health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100; // Cast to long to avoid overflow when multiplying by the health
damageThreshold = (int)((Info.DamageThreshold * (long)health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * (long)health.MaxHP / totalTiles) / 100);
// Actors start with maximum damage applied // Actors start with maximum damage applied
var delta = health.HP - damageThreshold; var delta = health.HP - damageThreshold;

View File

@@ -43,7 +43,8 @@ namespace OpenRA.Mods.Common.Traits
Info = info; Info = info;
MaxHP = info.HP > 0 ? info.HP : 1; MaxHP = info.HP > 0 ? info.HP : 1;
hp = init.Contains<HealthInit>() ? init.Get<HealthInit, int>() * MaxHP / 100 : MaxHP; // Cast to long to avoid overflow when multiplying by the health
hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, int>() * (long)MaxHP / 100) : MaxHP;
DisplayHP = hp; DisplayHP = hp;
} }