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eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
binaries/data/mods/public/simulation/components/C* \
binaries/data/mods/public/simulation/components/D* \
binaries/data/mods/public/simulation/components/E* \
binaries/data/mods/public/simulation/components/F*
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
56 lines
1.9 KiB
JavaScript
56 lines
1.9 KiB
JavaScript
function DeathDamage() {}
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DeathDamage.prototype.Schema =
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"<a:help>When a unit or building is destroyed, it inflicts damage to nearby units.</a:help>" +
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"<a:example>" +
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"<Shape>Circular</Shape>" +
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"<Range>20</Range>" +
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"<FriendlyFire>false</FriendlyFire>" +
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"<Damage>" +
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"<Hack>0.0</Hack>" +
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"<Pierce>10.0</Pierce>" +
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"<Crush>50.0</Crush>" +
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"</Damage>" +
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"</a:example>" +
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"<element name='Shape' a:help='Shape of the splash damage, can be circular.'><text/></element>" +
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"<element name='Range' a:help='Size of the area affected by the splash.'><ref name='nonNegativeDecimal'/></element>" +
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"<element name='FriendlyFire' a:help='Whether the splash damage can hurt non enemy units.'><data type='boolean'/></element>" +
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AttackHelper.BuildAttackEffectsSchema();
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DeathDamage.prototype.Init = function()
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{
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};
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// We have no dynamic state to save.
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DeathDamage.prototype.Serialize = null;
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DeathDamage.prototype.GetDeathDamageEffects = function()
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{
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return AttackHelper.GetAttackEffectsData("DeathDamage", this.template, this.entity);
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};
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DeathDamage.prototype.CauseDeathDamage = function()
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{
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const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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return;
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const pos = cmpPosition.GetPosition2D();
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const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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const owner = cmpOwnership.GetOwner();
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if (owner == INVALID_PLAYER)
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warn("Unit causing death damage does not have any owner.");
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AttackHelper.CauseDamageOverArea({
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"type": "Death",
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"attackData": this.GetDeathDamageEffects(),
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"attacker": this.entity,
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"attackerOwner": owner,
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"origin": pos,
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"radius": ApplyValueModificationsToEntity("DeathDamage/Range", +this.template.Range, this.entity),
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"shape": this.template.Shape,
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"friendlyFire": this.template.FriendlyFire == "true",
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});
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};
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Engine.RegisterComponentType(IID_DeathDamage, "DeathDamage", DeathDamage);
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