Files
OpenRA/OpenRA.Mods.Common/Traits/SelfHealing.cs
2018-09-29 18:12:40 +02:00

84 lines
2.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to actors which should be able to regenerate their health points.")]
class SelfHealingInfo : ConditionalTraitInfo, Requires<IHealthInfo>
{
[Desc("Absolute amount of health points added in each step.")]
public readonly int Step = 5;
[Desc("Relative percentages of health added in each step.",
"When both values are defined, their summary will be applied.")]
public readonly int PercentageStep = 0;
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;
[Desc("Apply the selfhealing using these damagetypes.")]
public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
public override object Create(ActorInitializer init) { return new SelfHealing(init.Self, this); }
}
class SelfHealing : ConditionalTrait<SelfHealingInfo>, ITick, INotifyDamage
{
readonly IHealth health;
[Sync] int ticks;
[Sync] int damageTicks;
public SelfHealing(Actor self, SelfHealingInfo info)
: base(info)
{
health = self.Trait<IHealth>();
}
void ITick.Tick(Actor self)
{
if (self.IsDead || IsTraitDisabled)
return;
// Cast to long to avoid overflow when multiplying by the health
if (health.HP >= Info.HealIfBelow * (long)health.MaxHP / 100)
return;
if (damageTicks > 0)
{
--damageTicks;
return;
}
if (--ticks <= 0)
{
ticks = Info.Delay;
// Cast to long to avoid overflow when multiplying by the health
self.InflictDamage(self, new Damage((int)(-(Info.Step + Info.PercentageStep * (long)health.MaxHP / 100)), Info.DamageTypes));
}
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (e.Damage.Value > 0)
damageTicks = Info.DamageCooldown;
}
}
}