Files
OpenRA/OpenRA.Mods.Common/Traits/ChangesHealth.cs
RoosterDragon f4af5c1764 Fix CA1852
2023-06-06 11:51:47 +03:00

91 lines
2.5 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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 regenerate or lose health points over time.")]
sealed class ChangesHealthInfo : ConditionalTraitInfo, Requires<IHealthInfo>
{
[Desc("Absolute amount of health points added in each step.",
"Use negative values to apply damage.")]
public readonly int Step = 5;
[Desc("Relative percentages of health added in each step.",
"Use negative values to apply damage.",
"When both values are defined, their summary will be applied.")]
public readonly int PercentageStep = 0;
[Desc("Time in ticks to wait between each health modification.")]
public readonly int Delay = 5;
[Desc("Heal if current health is below this percentage of full health.")]
public readonly int StartIfBelow = 50;
[Desc("Time in ticks to wait after taking damage.")]
public readonly int DamageCooldown = 0;
[Desc("Apply the health change when encountering these damage types.")]
public readonly BitSet<DamageType> DamageTypes = default;
public override object Create(ActorInitializer init) { return new ChangesHealth(init.Self, this); }
}
sealed class ChangesHealth : ConditionalTrait<ChangesHealthInfo>, ITick, INotifyDamage, ISync
{
readonly IHealth health;
[Sync]
int ticks;
[Sync]
int damageTicks;
public ChangesHealth(Actor self, ChangesHealthInfo 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.StartIfBelow * (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;
}
}
}