263 lines
7.2 KiB
C#
263 lines
7.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class HealthInfo : TraitInfo, IHealthInfo, IRulesetLoaded, IEditorActorOptions
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{
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[Desc("HitPoints")]
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public readonly int HP = 0;
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[Desc("Trigger interfaces such as AnnounceOnKill?")]
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public readonly bool NotifyAppliedDamage = true;
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[Desc("Display order for the health slider in the map editor")]
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public readonly int EditorHealthDisplayOrder = 2;
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public override object Create(ActorInitializer init) { return new Health(init, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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if (!ai.HasTraitInfo<HitShapeInfo>())
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throw new YamlException("Actors with Health need at least one HitShape trait!");
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}
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int IHealthInfo.MaxHP => HP;
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IEnumerable<EditorActorOption> IEditorActorOptions.ActorOptions(ActorInfo ai, World world)
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{
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yield return new EditorActorSlider("Health", EditorHealthDisplayOrder, 0, 100, 5,
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actor =>
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{
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var init = actor.GetInitOrDefault<HealthInit>();
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return init?.Value ?? 100;
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},
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(actor, value) => actor.ReplaceInit(new HealthInit((int)value)));
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}
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}
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public class Health : IHealth, ISync, ITick, INotifyCreated, INotifyOwnerChanged
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{
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public readonly HealthInfo Info;
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INotifyDamageStateChanged[] notifyDamageStateChanged;
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INotifyDamage[] notifyDamage;
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INotifyDamage[] notifyDamagePlayer;
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IDamageModifier[] damageModifiers;
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IDamageModifier[] damageModifiersPlayer;
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INotifyKilled[] notifyKilled;
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INotifyKilled[] notifyKilledPlayer;
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[Sync]
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int hp;
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public int DisplayHP { get; private set; }
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public Health(ActorInitializer init, HealthInfo info)
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{
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Info = info;
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MaxHP = hp = info.HP > 0 ? info.HP : 1;
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// Cast to long to avoid overflow when multiplying by the health
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var healthInit = init.GetOrDefault<HealthInit>();
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if (healthInit != null)
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hp = (int)(healthInit.Value * (long)MaxHP / 100);
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DisplayHP = hp;
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}
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public int HP => hp;
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public int MaxHP { get; private set; }
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public bool IsDead => hp <= 0;
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public bool RemoveOnDeath = true;
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public DamageState DamageState
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{
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get
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{
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if (hp == MaxHP)
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return DamageState.Undamaged;
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if (hp <= 0)
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return DamageState.Dead;
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if (hp * 100L < MaxHP * 25L)
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return DamageState.Critical;
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if (hp * 100L < MaxHP * 50L)
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return DamageState.Heavy;
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if (hp * 100L < MaxHP * 75L)
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return DamageState.Medium;
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return DamageState.Light;
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}
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}
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void INotifyCreated.Created(Actor self)
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{
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notifyDamageStateChanged = self.TraitsImplementing<INotifyDamageStateChanged>().ToArray();
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notifyDamage = self.TraitsImplementing<INotifyDamage>().ToArray();
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notifyDamagePlayer = self.Owner.PlayerActor.TraitsImplementing<INotifyDamage>().ToArray();
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damageModifiers = self.TraitsImplementing<IDamageModifier>().ToArray();
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damageModifiersPlayer = self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>().ToArray();
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notifyKilled = self.TraitsImplementing<INotifyKilled>().ToArray();
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notifyKilledPlayer = self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>().ToArray();
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}
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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notifyDamagePlayer = newOwner.PlayerActor.TraitsImplementing<INotifyDamage>().ToArray();
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damageModifiersPlayer = newOwner.PlayerActor.TraitsImplementing<IDamageModifier>().ToArray();
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notifyKilledPlayer = newOwner.PlayerActor.TraitsImplementing<INotifyKilled>().ToArray();
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}
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public void Resurrect(Actor self, Actor repairer)
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{
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if (!IsDead)
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return;
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hp = MaxHP;
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var ai = new AttackInfo
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{
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Attacker = repairer,
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Damage = new Damage(-MaxHP),
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DamageState = DamageState,
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PreviousDamageState = DamageState.Dead,
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};
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foreach (var nd in notifyDamage)
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nd.Damaged(self, ai);
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foreach (var nd in notifyDamagePlayer)
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nd.Damaged(self, ai);
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foreach (var nd in notifyDamageStateChanged)
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
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{
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foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>())
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nd.AppliedDamage(repairer, self, ai);
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foreach (var nd in repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>())
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nd.AppliedDamage(repairer, self, ai);
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}
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}
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public void InflictDamage(Actor self, Actor attacker, Damage damage, bool ignoreModifiers)
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{
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// Overkill! Don't count extra hits as more kills!
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if (IsDead)
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return;
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var oldState = DamageState;
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// Apply any damage modifiers
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if (!ignoreModifiers && damage.Value > 0)
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{
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// PERF: Util.ApplyPercentageModifiers has been manually inlined to
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// avoid unnecessary loop enumerations and allocations
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var appliedDamage = (decimal)damage.Value;
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foreach (var dm in damageModifiers)
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{
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var modifier = dm.GetDamageModifier(attacker, damage);
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if (modifier != 100)
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appliedDamage *= modifier / 100m;
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}
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foreach (var dm in damageModifiersPlayer)
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{
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var modifier = dm.GetDamageModifier(attacker, damage);
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if (modifier != 100)
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appliedDamage *= modifier / 100m;
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}
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damage = new Damage((int)appliedDamage, damage.DamageTypes);
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}
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hp = (hp - damage.Value).Clamp(0, MaxHP);
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var ai = new AttackInfo
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{
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Attacker = attacker,
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Damage = damage,
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DamageState = DamageState,
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PreviousDamageState = oldState,
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};
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foreach (var nd in notifyDamage)
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nd.Damaged(self, ai);
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foreach (var nd in notifyDamagePlayer)
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nd.Damaged(self, ai);
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if (DamageState != oldState)
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foreach (var nd in notifyDamageStateChanged)
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
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{
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foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>())
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nd.AppliedDamage(attacker, self, ai);
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foreach (var nd in attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>())
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nd.AppliedDamage(attacker, self, ai);
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}
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if (hp == 0)
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{
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foreach (var nd in notifyKilled)
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nd.Killed(self, ai);
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foreach (var nd in notifyKilledPlayer)
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nd.Killed(self, ai);
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if (RemoveOnDeath)
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self.Dispose();
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}
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}
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public void Kill(Actor self, Actor attacker, BitSet<DamageType> damageTypes)
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{
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InflictDamage(self, attacker, new Damage(MaxHP, damageTypes), true);
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}
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void ITick.Tick(Actor self)
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{
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if (hp >= DisplayHP)
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DisplayHP = hp;
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else
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DisplayHP = (2 * DisplayHP + hp) / 3;
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}
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}
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public class HealthInit : ValueActorInit<int>, ISingleInstanceInit
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{
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readonly bool allowZero;
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public HealthInit(int value, bool allowZero = false)
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: base(value) { this.allowZero = allowZero; }
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public override int Value
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{
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get
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{
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if (value < 0 || (value == 0 && !allowZero))
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return 1;
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return value;
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}
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}
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}
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}
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