Added a Damage class to pass damage value and damage(types) instead. This removes a great amount of overhead and longterm opens possibilities to have damagetypes without warheads.
69 lines
1.7 KiB
C#
69 lines
1.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Attach this to actors which should be able to regenerate their health points.")]
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class SelfHealingInfo : UpgradableTraitInfo, Requires<HealthInfo>
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{
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public readonly int Step = 5;
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public readonly int Delay = 5;
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[Desc("Heal if current health is below this percentage of full health.")]
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public readonly int HealIfBelow = 50;
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public readonly int DamageCooldown = 0;
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public override object Create(ActorInitializer init) { return new SelfHealing(init.Self, this); }
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}
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class SelfHealing : UpgradableTrait<SelfHealingInfo>, ITick, INotifyDamage
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{
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readonly Health health;
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[Sync] int ticks;
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[Sync] int damageTicks;
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public SelfHealing(Actor self, SelfHealingInfo info)
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: base(info)
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{
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health = self.Trait<Health>();
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}
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public void Tick(Actor self)
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{
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if (self.IsDead || IsTraitDisabled)
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return;
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if (health.HP >= Info.HealIfBelow * health.MaxHP / 100)
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return;
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if (damageTicks > 0)
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{
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--damageTicks;
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return;
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}
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if (--ticks <= 0)
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{
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ticks = Info.Delay;
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self.InflictDamage(self, new Damage(-Info.Step));
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}
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage.Value > 0)
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damageTicks = Info.DamageCooldown;
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}
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}
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}
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