Files
OpenRA/OpenRA.Mods.Common/Traits/SelfHealing.cs
Zimmermann Gyula cf8fff2b99 Remove passing the warheads from DamageWarhead to AttackInfo.
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.
2016-07-12 10:09:49 +02:00

69 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to actors which should be able to regenerate their health points.")]
class SelfHealingInfo : UpgradableTraitInfo, Requires<HealthInfo>
{
public readonly int Step = 5;
public readonly int Delay = 5;
[Desc("Heal if current health is below this percentage of full health.")]
public readonly int HealIfBelow = 50;
public readonly int DamageCooldown = 0;
public override object Create(ActorInitializer init) { return new SelfHealing(init.Self, this); }
}
class SelfHealing : UpgradableTrait<SelfHealingInfo>, ITick, INotifyDamage
{
readonly Health health;
[Sync] int ticks;
[Sync] int damageTicks;
public SelfHealing(Actor self, SelfHealingInfo info)
: base(info)
{
health = self.Trait<Health>();
}
public void Tick(Actor self)
{
if (self.IsDead || IsTraitDisabled)
return;
if (health.HP >= Info.HealIfBelow * health.MaxHP / 100)
return;
if (damageTicks > 0)
{
--damageTicks;
return;
}
if (--ticks <= 0)
{
ticks = Info.Delay;
self.InflictDamage(self, new Damage(-Info.Step));
}
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage.Value > 0)
damageTicks = Info.DamageCooldown;
}
}
}