Files
OpenRA/OpenRA.Game/Traits/Health.cs
2015-01-09 21:18:05 +01:00

200 lines
5.3 KiB
C#
Executable File

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Linq;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
public class HealthInfo : ITraitInfo, UsesInit<HealthInit>
{
[Desc("HitPoints")]
public readonly int HP = 0;
[Desc("Physical size of the unit used for damage calculations. Impacts within this radius apply full damage")]
public readonly WRange Radius = new WRange(426);
[Desc("Don't trigger interfaces such as AnnounceOnKill.")]
public readonly bool NotifyAppliedDamage = true;
public virtual object Create(ActorInitializer init) { return new Health(init, this); }
}
public enum DamageState { Undamaged, Light, Medium, Heavy, Critical, Dead }
public class Health : ISync, ITick
{
public readonly HealthInfo Info;
[Sync] int hp;
public int DisplayHp { get; private set; }
public Health(ActorInitializer init, HealthInfo info)
{
Info = info;
MaxHP = info.HP;
hp = init.Contains<HealthInit>() ? (int)(init.Get<HealthInit, float>() * MaxHP) : MaxHP;
DisplayHp = hp;
}
public int HP { get { return hp; } }
public int MaxHP;
public bool IsDead { get { return hp <= 0; } }
public bool RemoveOnDeath = true;
public DamageState DamageState
{
get
{
if (hp <= 0)
return DamageState.Dead;
if (hp < MaxHP * 0.25f)
return DamageState.Critical;
if (hp < MaxHP * 0.5f)
return DamageState.Heavy;
if (hp < MaxHP * 0.75f)
return DamageState.Medium;
if (hp == MaxHP)
return DamageState.Undamaged;
return DamageState.Light;
}
}
public void Resurrect(Actor self, Actor repairer)
{
if (!IsDead)
return;
hp = MaxHP;
var ai = new AttackInfo
{
Attacker = repairer,
Damage = -MaxHP,
DamageState = this.DamageState,
PreviousDamageState = DamageState.Dead,
Warhead = null,
};
foreach (var nd in self.TraitsImplementing<INotifyDamage>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
nd.Damaged(self, ai);
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>()
.Concat(repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
nd.AppliedDamage(repairer, self, ai);
}
public void InflictDamage(Actor self, Actor attacker, int damage, DamageWarhead warhead, bool ignoreModifiers)
{
// Overkill! don't count extra hits as more kills!
if (IsDead)
return;
var oldState = this.DamageState;
// Apply any damage modifiers
if (!ignoreModifiers && damage > 0)
{
var modifiers = self.TraitsImplementing<IDamageModifier>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
.Select(t => t.GetDamageModifier(attacker, warhead));
damage = Util.ApplyPercentageModifiers(damage, modifiers);
}
hp = Exts.Clamp(hp - damage, 0, MaxHP);
var ai = new AttackInfo
{
Attacker = attacker,
Damage = damage,
DamageState = this.DamageState,
PreviousDamageState = oldState,
Warhead = warhead,
};
foreach (var nd in self.TraitsImplementing<INotifyDamage>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>()))
nd.Damaged(self, ai);
if (DamageState != oldState)
foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
nd.DamageStateChanged(self, ai);
if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
nd.AppliedDamage(attacker, self, ai);
if (hp == 0)
{
foreach (var nd in self.TraitsImplementing<INotifyKilled>()
.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
nd.Killed(self, ai);
if (RemoveOnDeath)
self.Destroy();
Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID);
}
}
public void Tick(Actor self)
{
if (hp > DisplayHp)
DisplayHp = hp;
if (DisplayHp > hp)
DisplayHp = (2 * DisplayHp + hp) / 3;
}
}
public class HealthInit : IActorInit<float>
{
[FieldFromYamlKey] readonly float value = 1f;
public HealthInit() { }
public HealthInit(float init) { value = init; }
public float Value(World world) { return value; }
}
public static class HealthExts
{
public static DamageState GetDamageState(this Actor self)
{
if (self.Destroyed)
return DamageState.Dead;
var health = self.TraitOrDefault<Health>();
return (health == null) ? DamageState.Undamaged : health.DamageState;
}
public static void InflictDamage(this Actor self, Actor attacker, int damage, DamageWarhead warhead)
{
if (self.Destroyed) return;
var health = self.TraitOrDefault<Health>();
if (health == null) return;
health.InflictDamage(self, attacker, damage, warhead, false);
}
}
}