#region Copyright & License Information /* * Copyright 2007-2021 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 OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Attach this to actors which should regenerate or lose health points over time.")] class ChangesHealthInfo : ConditionalTraitInfo, Requires { [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 StartIfBelow = 50; [Desc("Time in ticks to wait after taking damage.")] public readonly int DamageCooldown = 0; [Desc("Apply the health change when encountering these damage types.")] public readonly BitSet DamageTypes = default(BitSet); public override object Create(ActorInitializer init) { return new ChangesHealth(init.Self, this); } } class ChangesHealth : ConditionalTrait, ITick, INotifyDamage { readonly IHealth health; [Sync] int ticks; [Sync] int damageTicks; public ChangesHealth(Actor self, ChangesHealthInfo info) : base(info) { health = self.Trait(); } void ITick.Tick(Actor self) { if (self.IsDead || IsTraitDisabled) return; // Cast to long to avoid overflow when multiplying by the health if (health.HP >= Info.StartIfBelow * (long)health.MaxHP / 100) return; if (damageTicks > 0) { --damageTicks; return; } if (--ticks <= 0) { 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)); } } void INotifyDamage.Damaged(Actor self, AttackInfo e) { if (e.Damage.Value > 0) damageTicks = Info.DamageCooldown; } } }