#region Copyright & License Information /* * Copyright 2007-2010 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 LICENSE. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Effects; using OpenRA.Traits.Activities; using OpenRA.GameRules; using OpenRA.FileFormats; namespace OpenRA.Traits { public class HealthInfo : ITraitInfo { public readonly int HP = 0; public virtual object Create(ActorInitializer init) { return new Health(init, this); } } public enum DamageState { Undamaged, Light, Medium, Heavy, Critical, Dead }; public class Health { public readonly HealthInfo Info; [Sync] int hp; public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = info.HP; hp = init.Contains() ? (int)(init.Get()*MaxHP) : MaxHP; } public int HP { get { return hp; } } public readonly int MaxHP; public float HPFraction { get { return hp * 1f / 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 InflictDamage(Actor self, Actor attacker, int damage, WarheadInfo warhead) { if (IsDead) return; /* overkill! don't count extra hits as more kills! */ var oldState = this.DamageState; /* apply the damage modifiers, if we have any. */ var modifier = (float)self.TraitsImplementing() .Select(t => t.GetDamageModifier(warhead)).Product(); damage = (int)(damage * modifier); hp -= damage; foreach (var nd in self.TraitsImplementing()) nd.Damaged(self, new AttackInfo { Attacker = attacker, Damage = damage, DamageState = this.DamageState, PreviousDamageState = oldState, DamageStateChanged = this.DamageState != oldState, Warhead = warhead }); if (hp <= 0) { hp = 0; attacker.Owner.Kills++; self.Owner.Deaths++; if( RemoveOnDeath ) self.Destroy(); Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID); } if (hp > MaxHP) hp = MaxHP; } } public class HealthInit : IActorInit { [FieldFromYamlKey] public 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 bool IsDead(this Actor self) { if (self.Destroyed) return true; var health = self.TraitOrDefault(); return (health == null) ? true : health.IsDead; } public static DamageState GetDamageState(this Actor self) { var health = self.TraitOrDefault(); return (health == null) ? DamageState.Undamaged : health.DamageState; } public static void InflictDamage(this Actor self, Actor attacker, int damage, WarheadInfo warhead) { var health = self.TraitOrDefault(); if (health == null) return; health.InflictDamage(self, attacker, damage, warhead); } public static void Kill(this Actor self, Actor attacker) { var health = self.TraitOrDefault(); if (health == null) return; health.InflictDamage(self, attacker, health.HP, null); } } }