Shift Actor.Health onto a trait.

Known regressions:
 - cnc only
 - health bar colors
 - can't repair buildings
This commit is contained in:
Paul Chote
2010-07-30 00:01:59 +12:00
parent 1e08dc6301
commit 6fba888d45
56 changed files with 530 additions and 303 deletions

View File

@@ -17,7 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class BridgeInfo : ITraitInfo
class BridgeInfo : ITraitInfo, ITraitPrerequisite<HealthInfo>
{
public readonly bool Long = false;
@@ -75,11 +75,13 @@ namespace OpenRA.Mods.RA
BridgeInfo Info;
public string Type;
Bridge northNeighbour, southNeighbour;
Health Health;
public Bridge(Actor self, BridgeInfo info)
{
this.self = self;
self.RemoveOnDeath = false;
Health = self.traits.Get<Health>();
Health.RemoveOnDeath = false;
this.Info = info;
this.Type = self.Info.Name;
}
@@ -88,9 +90,9 @@ namespace OpenRA.Mods.RA
{
currentTemplate = template;
if (template == Info.DamagedTemplate)
self.Health = (int)(self.World.Defaults.ConditionYellow*self.GetMaxHP());
Health.InflictDamage(self, self, Health.MaxHP/2, null);
else if (template != Info.Template)
self.Health = 0;
Health.InflictDamage(self, self, Health.MaxHP, null);
// Create a new cache to store the tile data
if (cachedTileset != self.World.Map.Tileset)
@@ -141,7 +143,7 @@ namespace OpenRA.Mods.RA
bool IsIntact(Bridge b)
{
return b != null && b.self.IsInWorld && b.self.Health > 0;
return b != null && b.self.IsInWorld && !b.self.IsDead();
}
void KillUnitsOnBridge()
@@ -151,23 +153,21 @@ namespace OpenRA.Mods.RA
foreach (var c in TileSprites[currentTemplate].Keys)
foreach (var a in uim.GetUnitsAt(c))
if (!a.traits.Get<IMove>().CanEnterCell(c))
a.InflictDamage(self, a.Health, null);
a.Kill(self);
}
bool dead = false;
void UpdateState()
{
var ds = self.GetDamageState();
{
// If this is a long bridge next to a destroyed shore piece, we need die to give clean edges to the break
if (Info.Long && ds != DamageState.Dead &&
if (Info.Long && Health.DamageState != DamageState.Dead &&
((southNeighbour != null && Info.ShorePieces.Contains(southNeighbour.Type) && !IsIntact(southNeighbour)) ||
(northNeighbour != null && Info.ShorePieces.Contains(northNeighbour.Type) && !IsIntact(northNeighbour))))
{
self.Health = 0;
ds = DamageState.Dead;
self.Kill(self); // this changes the damagestate
}
var ds = Health.DamageState;
currentTemplate = (ds == DamageState.Half && Info.DamagedTemplate > 0) ? Info.DamagedTemplate :
(ds == DamageState.Dead && Info.DestroyedTemplate > 0) ? Info.DestroyedTemplate : Info.Template;