Refactor DamagedByTerrain

This commit is contained in:
abcdefg30
2020-10-06 14:43:38 +02:00
committed by Matthias Mailänder
parent 83ea65d4ff
commit 80aeb5ada6
2 changed files with 6 additions and 49 deletions

View File

@@ -16,7 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("This actor receives damage from the given weapon when on the specified terrain type.")]
class DamagedByTerrainInfo : ConditionalTraitInfo, Requires<IHealthInfo>, Requires<IOccupySpaceInfo>
public class DamagedByTerrainInfo : ConditionalTraitInfo, Requires<IHealthInfo>, Requires<IOccupySpaceInfo>
{
[FieldLoader.Require]
[Desc("Amount of damage received per DamageInterval ticks.")]
@@ -32,60 +32,19 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Terrain types where the actor will take damage.")]
public readonly string[] Terrain = { };
[Desc("Percentage health below which the actor will not receive further damage.")]
public readonly int DamageThreshold = 0;
[Desc("Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain.")]
public readonly bool StartOnThreshold = false;
public override object Create(ActorInitializer init) { return new DamagedByTerrain(init.Self, this); }
public override object Create(ActorInitializer init) { return new DamagedByTerrain(this); }
}
class DamagedByTerrain : ConditionalTrait<DamagedByTerrainInfo>, ITick, ISync, INotifyAddedToWorld
public class DamagedByTerrain : ConditionalTrait<DamagedByTerrainInfo>, ITick, ISync
{
readonly IHealth health;
[Sync]
int damageTicks;
[Sync]
int damageThreshold;
public DamagedByTerrain(Actor self, DamagedByTerrainInfo info)
: base(info)
{
health = self.Trait<IHealth>();
}
void INotifyAddedToWorld.AddedToWorld(Actor self)
{
if (!Info.StartOnThreshold || IsTraitDisabled)
return;
var safeTiles = 0;
var totalTiles = 0;
foreach (var kv in self.OccupiesSpace.OccupiedCells())
{
totalTiles++;
if (!Info.Terrain.Contains(self.World.Map.GetTerrainInfo(kv.Cell).Type))
safeTiles++;
}
if (totalTiles == 0)
return;
// 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
var delta = health.HP - damageThreshold;
if (delta > 0)
self.InflictDamage(self.World.WorldActor, new Damage(delta, Info.DamageTypes));
}
public DamagedByTerrain(DamagedByTerrainInfo info)
: base(info) { }
void ITick.Tick(Actor self)
{
if (IsTraitDisabled || health.HP <= damageThreshold || --damageTicks > 0)
if (IsTraitDisabled || --damageTicks > 0)
return;
// Prevents harming cargo.

View File

@@ -456,8 +456,6 @@
Damage: 500
DamageInterval: 100
Terrain: Rock
DamageThreshold: 50
StartOnThreshold: true
LaysTerrain:
RequiresCondition: auto-concrete
TerrainTypes: Rock