#region Copyright & License Information /* * Copyright 2007-2020 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public class HealthInfo : IHealthInfo, IRulesetLoaded, IEditorActorOptions { [Desc("HitPoints")] public readonly int HP = 0; [Desc("Trigger interfaces such as AnnounceOnKill?")] public readonly bool NotifyAppliedDamage = true; [Desc("Display order for the health slider in the map editor")] public readonly int EditorHealthDisplayOrder = 2; public virtual object Create(ActorInitializer init) { return new Health(init, this); } public void RulesetLoaded(Ruleset rules, ActorInfo ai) { if (!ai.HasTraitInfo()) throw new YamlException("Actors with Health need at least one HitShape trait!"); } int IHealthInfo.MaxHP { get { return HP; } } IEnumerable IEditorActorOptions.ActorOptions(ActorInfo ai, World world) { yield return new EditorActorSlider("Health", EditorHealthDisplayOrder, 0, 100, 5, actor => { var init = actor.Init(); return init != null ? init.Value(world) : 100; }, (actor, value) => actor.ReplaceInit(new HealthInit((int)value))); } } public class Health : IHealth, ISync, ITick, INotifyCreated, INotifyOwnerChanged { public readonly HealthInfo Info; INotifyDamageStateChanged[] notifyDamageStateChanged; INotifyDamage[] notifyDamage; INotifyDamage[] notifyDamagePlayer; IDamageModifier[] damageModifiers; IDamageModifier[] damageModifiersPlayer; INotifyKilled[] notifyKilled; INotifyKilled[] notifyKilledPlayer; [Sync] int hp; public int DisplayHP { get; private set; } public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = info.HP > 0 ? info.HP : 1; // Cast to long to avoid overflow when multiplying by the health hp = init.Contains() ? (int)(init.Get() * (long)MaxHP / 100) : MaxHP; DisplayHP = hp; } public int HP { get { return hp; } } public int MaxHP { get; private set; } public bool IsDead { get { return hp <= 0; } } public bool RemoveOnDeath = true; public DamageState DamageState { get { if (hp <= 0) return DamageState.Dead; if (hp * 100L < MaxHP * 25L) return DamageState.Critical; if (hp * 100L < MaxHP * 50L) return DamageState.Heavy; if (hp * 100L < MaxHP * 75L) return DamageState.Medium; if (hp == MaxHP) return DamageState.Undamaged; return DamageState.Light; } } void INotifyCreated.Created(Actor self) { notifyDamageStateChanged = self.TraitsImplementing().ToArray(); notifyDamage = self.TraitsImplementing().ToArray(); notifyDamagePlayer = self.Owner.PlayerActor.TraitsImplementing().ToArray(); damageModifiers = self.TraitsImplementing().ToArray(); damageModifiersPlayer = self.Owner.PlayerActor.TraitsImplementing().ToArray(); notifyKilled = self.TraitsImplementing().ToArray(); notifyKilledPlayer = self.Owner.PlayerActor.TraitsImplementing().ToArray(); } void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { notifyDamagePlayer = newOwner.PlayerActor.TraitsImplementing().ToArray(); damageModifiersPlayer = newOwner.PlayerActor.TraitsImplementing().ToArray(); notifyKilledPlayer = newOwner.PlayerActor.TraitsImplementing().ToArray(); } public void Resurrect(Actor self, Actor repairer) { if (!IsDead) return; hp = MaxHP; var ai = new AttackInfo { Attacker = repairer, Damage = new Damage(-MaxHP), DamageState = DamageState, PreviousDamageState = DamageState.Dead, }; foreach (var nd in notifyDamage) nd.Damaged(self, ai); foreach (var nd in notifyDamagePlayer) nd.Damaged(self, ai); foreach (var nd in notifyDamageStateChanged) nd.DamageStateChanged(self, ai); if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead) { foreach (var nd in repairer.TraitsImplementing()) nd.AppliedDamage(repairer, self, ai); foreach (var nd in repairer.Owner.PlayerActor.TraitsImplementing()) nd.AppliedDamage(repairer, self, ai); } } public void InflictDamage(Actor self, Actor attacker, Damage damage, bool ignoreModifiers) { // Overkill! Don't count extra hits as more kills! if (IsDead) return; var oldState = DamageState; // Apply any damage modifiers if (!ignoreModifiers && damage.Value > 0) { var modifiers = damageModifiers .Concat(damageModifiersPlayer) .Select(t => t.GetDamageModifier(attacker, damage)); damage = new Damage(Util.ApplyPercentageModifiers(damage.Value, modifiers), damage.DamageTypes); } hp = (hp - damage.Value).Clamp(0, MaxHP); var ai = new AttackInfo { Attacker = attacker, Damage = damage, DamageState = DamageState, PreviousDamageState = oldState, }; foreach (var nd in notifyDamage) nd.Damaged(self, ai); foreach (var nd in notifyDamagePlayer) nd.Damaged(self, ai); if (DamageState != oldState) foreach (var nd in notifyDamageStateChanged) nd.DamageStateChanged(self, ai); if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead) { foreach (var nd in attacker.TraitsImplementing()) nd.AppliedDamage(attacker, self, ai); foreach (var nd in attacker.Owner.PlayerActor.TraitsImplementing()) nd.AppliedDamage(attacker, self, ai); } if (hp == 0) { foreach (var nd in notifyKilled) nd.Killed(self, ai); foreach (var nd in notifyKilledPlayer) nd.Killed(self, ai); if (RemoveOnDeath) self.Dispose(); if (attacker == null) Log.Write("debug", "{0} #{1} was killed.", self.Info.Name, self.ActorID); else Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID); } } public void Kill(Actor self, Actor attacker, BitSet damageTypes) { InflictDamage(self, attacker, new Damage(MaxHP, damageTypes), true); } void ITick.Tick(Actor self) { if (hp >= DisplayHP) DisplayHP = hp; else DisplayHP = (2 * DisplayHP + hp) / 3; } } public class HealthInit : IActorInit { [FieldFromYamlKey] readonly int value = 100; readonly bool allowZero; public HealthInit() { } public HealthInit(int init) : this(init, false) { } public HealthInit(int init, bool allowZero) { this.allowZero = allowZero; value = init; } public int Value(World world) { if (value < 0 || (value == 0 && !allowZero)) return 1; return value; } } }