Moved Health trait to OpenRA.Mods.Common
In preparation for custom hitboxes.
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198
OpenRA.Mods.Common/Traits/Health.cs
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198
OpenRA.Mods.Common/Traits/Health.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class HealthInfo : ITraitInfo, UsesInit<HealthInit>
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{
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[Desc("HitPoints")]
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public readonly int HP = 0;
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[Desc("Physical size of the unit used for damage calculations. Impacts within this radius apply full damage.")]
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public readonly WDist Radius = new WDist(426);
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[Desc("Trigger interfaces such as AnnounceOnKill?")]
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public readonly bool NotifyAppliedDamage = true;
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public virtual object Create(ActorInitializer init) { return new Health(init, this); }
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}
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public class Health : IHealth, ISync, ITick
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{
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public readonly HealthInfo Info;
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[Sync] int hp;
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public int DisplayHP { get; private set; }
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public Health(ActorInitializer init, HealthInfo info)
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{
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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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DisplayHP = hp;
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}
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public int HP { get { return hp; } }
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public int MaxHP { get; private set; }
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public bool IsDead { get { return hp <= 0; } }
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public bool RemoveOnDeath = true;
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public DamageState DamageState
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{
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get
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{
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if (hp <= 0)
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return DamageState.Dead;
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if (hp < MaxHP * 0.25f)
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return DamageState.Critical;
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if (hp < MaxHP * 0.5f)
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return DamageState.Heavy;
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if (hp < MaxHP * 0.75f)
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return DamageState.Medium;
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if (hp == MaxHP)
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return DamageState.Undamaged;
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return DamageState.Light;
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}
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}
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public void Resurrect(Actor self, Actor repairer)
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{
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if (!IsDead)
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return;
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hp = MaxHP;
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var ai = new AttackInfo
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{
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Attacker = repairer,
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Damage = -MaxHP,
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DamageState = DamageState,
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PreviousDamageState = DamageState.Dead,
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Warhead = null,
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};
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foreach (var nd in self.TraitsImplementing<INotifyDamage>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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nd.Damaged(self, ai);
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foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
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foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(repairer, self, ai);
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}
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public void InflictDamage(Actor self, Actor attacker, int damage, IWarhead warhead, bool ignoreModifiers)
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{
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// Overkill! Don't count extra hits as more kills!
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if (IsDead)
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return;
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var oldState = DamageState;
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// Apply any damage modifiers
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if (!ignoreModifiers && damage > 0)
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{
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var modifiers = self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(attacker, warhead));
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damage = Util.ApplyPercentageModifiers(damage, modifiers);
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}
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hp = (hp - damage).Clamp(0, MaxHP);
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var ai = new AttackInfo
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{
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Attacker = attacker,
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Damage = damage,
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DamageState = DamageState,
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PreviousDamageState = oldState,
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Warhead = warhead,
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};
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foreach (var nd in self.TraitsImplementing<INotifyDamage>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
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nd.Damaged(self, ai);
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if (DamageState != oldState)
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foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
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foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(attacker, self, ai);
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if (hp == 0)
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{
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foreach (var nd in self.TraitsImplementing<INotifyKilled>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
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nd.Killed(self, ai);
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if (RemoveOnDeath)
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self.Dispose();
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if (attacker == null)
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Log.Write("debug", "{0} #{1} was killed.", self.Info.Name, self.ActorID);
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else
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Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID);
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}
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}
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public void Kill(Actor self, Actor attacker)
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{
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InflictDamage(self, attacker, MaxHP, null, true);
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}
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public void Tick(Actor self)
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{
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if (hp > DisplayHP)
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DisplayHP = hp;
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if (DisplayHP > hp)
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DisplayHP = (2 * DisplayHP + hp) / 3;
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}
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}
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public class HealthInit : IActorInit<int>
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{
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[FieldFromYamlKey] readonly int value = 100;
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readonly bool allowZero;
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public HealthInit() { }
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public HealthInit(int init, bool allowZero = false)
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{
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this.allowZero = allowZero;
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value = init;
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}
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public int Value(World world)
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{
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if (value < 0 || (value == 0 && !allowZero))
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return 1;
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return value;
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}
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}
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}
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