Files
OpenRA/OpenRA.Mods.RA/SelfHealing.cs
atlimit8 bbd54cb32f Added IDisabledTrait & rewrote upgrade code using a level-based approach.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked.  The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality.  A trait can register for multiple upgrade types which then all affect the internal level counter.

	IDisabledTrait for identifying (and filtering) disabled traits
	UpgradableTrait provides an abstract base for traits to support upgrade levels
	Added IDisabledTrait support to GlobalButtonOrderGenerator

	Includes rework by pchote with alterations.
2014-11-26 05:45:26 -06:00

70 lines
1.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Linq;
using OpenRA.Mods.Common;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to actors which should be able to regenerate their health points.")]
class SelfHealingInfo : UpgradableTraitInfo, ITraitInfo, Requires<HealthInfo>
{
public readonly int Step = 5;
public readonly int Ticks = 5;
public readonly float HealIfBelow = .5f;
public readonly int DamageCooldown = 0;
public virtual 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)
return;
if (damageTicks > 0)
{
--damageTicks;
return;
}
if (--ticks <= 0)
{
ticks = Info.Ticks;
self.InflictDamage(self, -Info.Step, null);
}
}
public void Damaged(Actor self, AttackInfo e)
{
if (e.Damage > 0)
damageTicks = Info.DamageCooldown;
}
}
}