#region Copyright & License Information /* * Copyright 2007-2015 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. For more information, * see COPYING. */ #endregion using System.Linq; using OpenRA.GameRules; namespace OpenRA.Traits { public class HealthInfo : ITraitInfo, UsesInit { [Desc("HitPoints")] public readonly int HP = 0; [Desc("Physical size of the unit used for damage calculations. Impacts within this radius apply full damage")] public readonly WRange Radius = new WRange(426); [Desc("Don't trigger interfaces such as AnnounceOnKill.")] public readonly bool NotifyAppliedDamage = true; public virtual object Create(ActorInitializer init) { return new Health(init, this); } } public enum DamageState { Undamaged, Light, Medium, Heavy, Critical, Dead } public class Health : ISync, ITick { public readonly HealthInfo Info; [Sync] int hp; public int DisplayHp { get; private set; } public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = info.HP; hp = init.Contains() ? (int)(init.Get() * MaxHP) : MaxHP; DisplayHp = hp; } public int HP { get { return hp; } } public int MaxHP; public bool IsDead { get { return hp <= 0; } } public bool RemoveOnDeath = true; public DamageState DamageState { get { if (hp <= 0) return DamageState.Dead; if (hp < MaxHP * 0.25f) return DamageState.Critical; if (hp < MaxHP * 0.5f) return DamageState.Heavy; if (hp < MaxHP * 0.75f) return DamageState.Medium; if (hp == MaxHP) return DamageState.Undamaged; return DamageState.Light; } } public void Resurrect(Actor self, Actor repairer) { if (!IsDead) return; hp = MaxHP; var ai = new AttackInfo { Attacker = repairer, Damage = -MaxHP, DamageState = this.DamageState, PreviousDamageState = DamageState.Dead, Warhead = null, }; foreach (var nd in self.TraitsImplementing() .Concat(self.Owner.PlayerActor.TraitsImplementing())) nd.Damaged(self, ai); foreach (var nd in self.TraitsImplementing()) nd.DamageStateChanged(self, ai); if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead) foreach (var nd in repairer.TraitsImplementing() .Concat(repairer.Owner.PlayerActor.TraitsImplementing())) nd.AppliedDamage(repairer, self, ai); } public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers) { // Overkill! don't count extra hits as more kills! if (IsDead) return; var oldState = this.DamageState; // Apply any damage modifiers if (!ignoreModifiers && damage > 0) { var modifiers = self.TraitsImplementing() .Concat(self.Owner.PlayerActor.TraitsImplementing()) .Select(t => t.GetDamageModifier(attacker, warhead)); damage = Util.ApplyPercentageModifiers(damage, modifiers); } hp = Exts.Clamp(hp - damage, 0, MaxHP); var ai = new AttackInfo { Attacker = attacker, Damage = damage, DamageState = this.DamageState, PreviousDamageState = oldState, Warhead = warhead, }; foreach (var nd in self.TraitsImplementing() .Concat(self.Owner.PlayerActor.TraitsImplementing())) nd.Damaged(self, ai); if (DamageState != oldState) foreach (var nd in self.TraitsImplementing()) nd.DamageStateChanged(self, ai); if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead) foreach (var nd in attacker.TraitsImplementing() .Concat(attacker.Owner.PlayerActor.TraitsImplementing())) nd.AppliedDamage(attacker, self, ai); if (hp == 0) { foreach (var nd in self.TraitsImplementing() .Concat(self.Owner.PlayerActor.TraitsImplementing())) nd.Killed(self, ai); if (RemoveOnDeath) self.Destroy(); Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID); } } public void Tick(Actor self) { if (hp > DisplayHp) DisplayHp = hp; if (DisplayHp > hp) DisplayHp = (2 * DisplayHp + hp) / 3; } } public class HealthInit : IActorInit { [FieldFromYamlKey] readonly float value = 1f; public HealthInit() { } public HealthInit(float init) { value = init; } public float Value(World world) { return value; } } public static class HealthExts { public static DamageState GetDamageState(this Actor self) { if (self.Destroyed) return DamageState.Dead; var health = self.TraitOrDefault(); return (health == null) ? DamageState.Undamaged : health.DamageState; } public static void InflictDamage(this Actor self, Actor attacker, int damage, DamageWarhead warhead) { if (self.Destroyed) return; var health = self.TraitOrDefault(); if (health == null) return; health.InflictDamage(self, attacker, damage, warhead, false); } } }