Files
OpenRA/OpenRA.Game/Traits/Health.cs
Taryn Hill 4ed53c5952 Simplify return statements.
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00

200 lines
5.3 KiB
C#
Executable File

#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<HealthInit>
{
[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<HealthInit>() ? (int)(init.Get<HealthInit, float>() * 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<INotifyDamage>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
nd.Damaged(self, ai);
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>()
.Concat(repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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 = DamageState;
// Apply any damage modifiers
if (!ignoreModifiers && damage > 0)
{
var modifiers = self.TraitsImplementing<IDamageModifier>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
.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 = DamageState,
PreviousDamageState = oldState,
Warhead = warhead,
};
foreach (var nd in self.TraitsImplementing<INotifyDamage>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
nd.Damaged(self, ai);
if (DamageState != oldState)
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
nd.AppliedDamage(attacker, self, ai);
if (hp == 0)
{
foreach (var nd in self.TraitsImplementing<INotifyKilled>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
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<float>
{
[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<Health>();
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<Health>();
if (health == null) return;
health.InflictDamage(self, attacker, damage, warhead, false);
}
}
}