200 lines
5.3 KiB
C#
Executable File
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);
|
|
}
|
|
}
|
|
}
|