Cast to long to avoid overflow when multiplying by the health (part 2)
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@@ -198,7 +198,8 @@ namespace OpenRA.Mods.Common.AI
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if (sumOfMaxHp == 0)
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return 0.0f;
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return (sumOfHp * normalizeByValue) / sumOfMaxHp;
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// Cast to long to avoid overflow when multiplying by the health
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return (int)((long)sumOfHp * normalizeByValue / sumOfMaxHp);
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}
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static float RelativePower(IEnumerable<Actor> own, IEnumerable<Actor> enemy)
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@@ -58,7 +58,9 @@ namespace OpenRA.Mods.Common.Activities
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return;
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var capturesInfo = activeCaptures.Info;
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var lowEnoughHealth = health.HP <= capturable.Info.CaptureThreshold * health.MaxHP / 100;
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// Cast to long to avoid overflow when multiplying by the health
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var lowEnoughHealth = health.HP <= (int)(capturable.Info.CaptureThreshold * (long)health.MaxHP / 100);
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if (!capturesInfo.Sabotage || lowEnoughHealth || actor.Owner.NonCombatant)
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{
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var oldOwner = actor.Owner;
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@@ -80,7 +82,8 @@ namespace OpenRA.Mods.Common.Activities
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}
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else
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{
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var damage = health.MaxHP * capturesInfo.SabotageHPRemoval / 100;
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// Cast to long to avoid overflow when multiplying by the health
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var damage = (int)((long)health.MaxHP * capturesInfo.SabotageHPRemoval / 100);
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actor.InflictDamage(self, new Damage(damage));
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}
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@@ -98,7 +98,9 @@ namespace OpenRA.Mods.Common.Activities
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{
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var unitCost = self.Info.TraitInfo<ValuedInfo>().Cost;
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var hpToRepair = repairsUnits.Info.HpPerStep;
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var cost = Math.Max(1, (hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100));
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// Cast to long to avoid overflow when multiplying by the health
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var cost = Math.Max(1, (int)(((long)hpToRepair * unitCost * repairsUnits.Info.ValuePercentage) / (health.MaxHP * 100L)));
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if (!played)
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{
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@@ -115,7 +115,9 @@ namespace OpenRA.Mods.Common.Traits
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// The cost is the same regardless of the amount of people repairing
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var hpToRepair = Math.Min(Info.RepairStep, health.MaxHP - health.HP);
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var cost = Math.Max(1, (hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100));
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// Cast to long to avoid overflow when multiplying by the health
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var cost = Math.Max(1, (int)(((long)hpToRepair * Info.RepairPercent * buildingValue) / (health.MaxHP * 100L)));
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// TakeCash will return false if the player can't pay, and will stop him from contributing this Tick
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var activePlayers = Repairers.Count(player => player.PlayerActor.Trait<PlayerResources>().TakeCash(cost, true));
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@@ -69,7 +69,8 @@ namespace OpenRA.Mods.Common.Traits
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if (totalTiles == 0)
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return;
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damageThreshold = (Info.DamageThreshold * health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * health.MaxHP / totalTiles) / 100;
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// Cast to long to avoid overflow when multiplying by the health
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damageThreshold = (int)((Info.DamageThreshold * (long)health.MaxHP + (100 - Info.DamageThreshold) * safeTiles * (long)health.MaxHP / totalTiles) / 100);
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// Actors start with maximum damage applied
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var delta = health.HP - damageThreshold;
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@@ -43,7 +43,8 @@ namespace OpenRA.Mods.Common.Traits
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Info = info;
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MaxHP = info.HP > 0 ? info.HP : 1;
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hp = init.Contains<HealthInit>() ? init.Get<HealthInit, int>() * MaxHP / 100 : MaxHP;
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// Cast to long to avoid overflow when multiplying by the health
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hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, int>() * (long)MaxHP / 100) : MaxHP;
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DisplayHP = hp;
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}
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