Reflect in naming that negative SelfHealing is a thing.

This commit is contained in:
Matthias Mailänder
2020-07-22 19:51:37 +02:00
committed by teinarss
parent c42fd5d2e2
commit 2d36d0a659
24 changed files with 110 additions and 64 deletions

View File

@@ -14,30 +14,34 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to actors which should be able to regenerate their health points.")]
class SelfHealingInfo : ConditionalTraitInfo, Requires<IHealthInfo>
[Desc("Attach this to actors which should regenerate or lose health points over time.")]
class ChangesHealthInfo : ConditionalTraitInfo, Requires<IHealthInfo>
{
[Desc("Absolute amount of health points added in each step.")]
[Desc("Absolute amount of health points added in each step.",
"Use negative values to apply damage.")]
public readonly int Step = 5;
[Desc("Relative percentages of health added in each step.",
"Use negative values to apply damage.",
"When both values are defined, their summary will be applied.")]
public readonly int PercentageStep = 0;
[Desc("Time in ticks to wait between each health modification.")]
public readonly int Delay = 5;
[Desc("Heal if current health is below this percentage of full health.")]
public readonly int HealIfBelow = 50;
public readonly int StartIfBelow = 50;
[Desc("Time in ticks to wait after taking damage.")]
public readonly int DamageCooldown = 0;
[Desc("Apply the selfhealing using these damagetypes.")]
[Desc("Apply the health change when encountering these damage types.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
public override object Create(ActorInitializer init) { return new SelfHealing(init.Self, this); }
public override object Create(ActorInitializer init) { return new ChangesHealth(init.Self, this); }
}
class SelfHealing : ConditionalTrait<SelfHealingInfo>, ITick, INotifyDamage
class ChangesHealth : ConditionalTrait<ChangesHealthInfo>, ITick, INotifyDamage
{
readonly IHealth health;
@@ -47,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits
[Sync]
int damageTicks;
public SelfHealing(Actor self, SelfHealingInfo info)
public ChangesHealth(Actor self, ChangesHealthInfo info)
: base(info)
{
health = self.Trait<IHealth>();
@@ -59,7 +63,7 @@ namespace OpenRA.Mods.Common.Traits
return;
// Cast to long to avoid overflow when multiplying by the health
if (health.HP >= Info.HealIfBelow * (long)health.MaxHP / 100)
if (health.HP >= Info.StartIfBelow * (long)health.MaxHP / 100)
return;
if (damageTicks > 0)
@@ -73,7 +77,7 @@ namespace OpenRA.Mods.Common.Traits
ticks = Info.Delay;
// Cast to long to avoid overflow when multiplying by the health
self.InflictDamage(self, new Damage((int)(-(Info.Step + Info.PercentageStep * (long)health.MaxHP / 100)), Info.DamageTypes));
self.InflictDamage(self, new Damage((int)-(Info.Step + Info.PercentageStep * (long)health.MaxHP / 100), Info.DamageTypes));
}
}