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synced 2026-06-20 07:13:56 -07:00
Following e16c4c4800, the ModifierManager no longer sends
ValueModificationMessages when an entity changes owner to/from
INVALID_ENTITY. This happens in particular when the entity is renamed.
For now, components must check on their own in OwnershipChanged.
Reported By: Freagarach
Patch By: Angen
Reviewed By: wraitii
Fixes #5588
Differential Revision: https://code.wildfiregames.com/D2286
This was SVN commit r22912.
452 lines
14 KiB
JavaScript
452 lines
14 KiB
JavaScript
function Health() {}
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Health.prototype.Schema =
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"<a:help>Deals with hitpoints and death.</a:help>" +
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"<a:example>" +
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"<Max>100</Max>" +
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"<RegenRate>1.0</RegenRate>" +
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"<IdleRegenRate>0</IdleRegenRate>" +
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"<DeathType>corpse</DeathType>" +
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"</a:example>" +
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"<element name='Max' a:help='Maximum hitpoints'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<optional>" +
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"<element name='Initial' a:help='Initial hitpoints. Default if unspecified is equal to Max'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='DamageVariants'>" +
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"<oneOrMore>" +
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"<element a:help='Name of the variant to select when health drops under the defined ratio'>" +
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"<anyName/>" +
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"<data type='decimal'>" +
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"<param name='minInclusive'>0</param>" +
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"<param name='maxInclusive'>1</param>" +
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"</data>" +
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"</element>" +
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"</oneOrMore>" +
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"</element>" +
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"</optional>" +
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"<element name='RegenRate' a:help='Hitpoint regeneration rate per second.'>" +
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"<data type='decimal'/>" +
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"</element>" +
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"<element name='IdleRegenRate' a:help='Hitpoint regeneration rate per second when idle or garrisoned.'>" +
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"<data type='decimal'/>" +
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"</element>" +
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"<element name='DeathType' a:help='Behaviour when the unit dies'>" +
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"<choice>" +
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"<value a:help='Disappear instantly'>vanish</value>" +
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"<value a:help='Turn into a corpse'>corpse</value>" +
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"<value a:help='Remain in the world with 0 health'>remain</value>" +
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"</choice>" +
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"</element>" +
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"<optional>" +
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"<element name='SpawnEntityOnDeath' a:help='Entity template to spawn when this entity dies. Note: this is different than the corpse, which retains the original entity's appearance'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<element name='Unhealable' a:help='Indicates that the entity can not be healed by healer units'>" +
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"<data type='boolean'/>" +
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"</element>";
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Health.prototype.Init = function()
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{
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// Cache this value so it allows techs to maintain previous health level
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this.maxHitpoints = +this.template.Max;
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// Default to <Initial>, but use <Max> if it's undefined or zero
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// (Allowing 0 initial HP would break our death detection code)
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this.hitpoints = +(this.template.Initial || this.GetMaxHitpoints());
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this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity);
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this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity);
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this.CheckRegenTimer();
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this.UpdateActor();
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};
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/**
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* Returns the current hitpoint value.
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* This is 0 if (and only if) the unit is dead.
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*/
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Health.prototype.GetHitpoints = function()
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{
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return this.hitpoints;
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};
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Health.prototype.GetMaxHitpoints = function()
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{
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return this.maxHitpoints;
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};
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/**
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* @return {boolean} Whether the units are injured. Dead units are not considered injured.
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*/
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Health.prototype.IsInjured = function()
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{
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return this.hitpoints > 0 && this.hitpoints < this.GetMaxHitpoints();
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};
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Health.prototype.SetHitpoints = function(value)
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{
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// If we're already dead, don't allow resurrection
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if (this.hitpoints == 0)
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return;
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// Before changing the value, activate Fogging if necessary to hide changes
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let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
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if (cmpFogging)
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cmpFogging.Activate();
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let old = this.hitpoints;
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this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value));
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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cmpRangeManager.SetEntityFlag(this.entity, "injured", this.IsInjured());
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this.RegisterHealthChanged(old);
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};
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Health.prototype.IsRepairable = function()
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{
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return Engine.QueryInterface(this.entity, IID_Repairable) != null;
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};
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Health.prototype.IsUnhealable = function()
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{
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return this.template.Unhealable == "true" ||
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this.hitpoints <= 0 || !this.IsInjured();
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};
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Health.prototype.GetIdleRegenRate = function()
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{
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return this.idleRegenRate;
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};
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Health.prototype.GetRegenRate = function()
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{
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return this.regenRate;
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};
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Health.prototype.ExecuteRegeneration = function()
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{
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let regen = this.GetRegenRate();
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if (this.GetIdleRegenRate() != 0)
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{
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI && (cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned() && !cmpUnitAI.IsTurret()))
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regen += this.GetIdleRegenRate();
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}
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if (regen > 0)
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this.Increase(regen);
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else
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this.Reduce(-regen);
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};
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/*
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* Check if the regeneration timer needs to be started or stopped
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*/
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Health.prototype.CheckRegenTimer = function()
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{
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// check if we need a timer
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if (this.GetRegenRate() == 0 && this.GetIdleRegenRate() == 0 ||
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!this.IsInjured() && this.GetRegenRate() >= 0 && this.GetIdleRegenRate() >= 0 ||
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this.hitpoints == 0)
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{
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// we don't need a timer, disable if one exists
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if (this.regenTimer)
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{
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.regenTimer);
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this.regenTimer = undefined;
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}
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return;
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}
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// we need a timer, enable if one doesn't exist
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if (this.regenTimer)
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return;
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.regenTimer = cmpTimer.SetInterval(this.entity, IID_Health, "ExecuteRegeneration", 1000, 1000, null);
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};
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Health.prototype.Kill = function()
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{
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this.Reduce(this.hitpoints);
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};
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/**
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* Take damage according to the entity's resistance.
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* @param {Object} strengths - { "hack": number, "pierce": number, "crush": number } or something like that.
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* @param {number} bonusMultiplier - the damage multiplier.
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* Returns object of the form { "killed": false, "change": -12 }.
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*/
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Health.prototype.TakeDamage = function(effectData, attacker, attackerOwner, bonusMultiplier)
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{
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let cmpResistance = Engine.QueryInterface(this.entity, IID_Resistance);
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if (cmpResistance && cmpResistance.IsInvulnerable())
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return { "killed": false };
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let total = Attacking.GetTotalAttackEffects(effectData, "Damage", cmpResistance) * bonusMultiplier;
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// Reduce health
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let change = this.Reduce(total);
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let cmpLoot = Engine.QueryInterface(this.entity, IID_Loot);
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if (cmpLoot && cmpLoot.GetXp() > 0 && change.HPchange < 0)
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change.xp = cmpLoot.GetXp() * -change.HPchange / this.GetMaxHitpoints();
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return change;
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};
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/**
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* @param {number} amount - The amount of hitpoints to substract. Kills the entity if required.
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* @return {{killed:boolean, HPchange:number}} - Number of health points lost and whether the entity was killed.
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*/
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Health.prototype.Reduce = function(amount)
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{
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// If we are dead, do not do anything
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// (The entity will exist a little while after calling DestroyEntity so this
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// might get called multiple times)
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// Likewise if the amount is 0.
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if (!amount || !this.hitpoints)
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return { "killed": false, "HPchange": 0 };
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// Before changing the value, activate Fogging if necessary to hide changes
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let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
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if (cmpFogging)
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cmpFogging.Activate();
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let oldHitpoints = this.hitpoints;
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// If we reached 0, then die.
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if (amount >= this.hitpoints)
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{
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this.hitpoints = 0;
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this.RegisterHealthChanged(oldHitpoints);
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this.HandleDeath();
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return { "killed": true, "HPchange": -oldHitpoints };
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}
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// If we are not marked as injured, do it now
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if (!this.IsInjured())
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{
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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cmpRangeManager.SetEntityFlag(this.entity, "injured", true);
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}
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this.hitpoints -= amount;
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this.RegisterHealthChanged(oldHitpoints);
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return { "killed": false, "HPchange": this.hitpoints - oldHitpoints };
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};
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/**
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* Handle what happens when the entity dies.
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*/
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Health.prototype.HandleDeath = function()
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{
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let cmpDeathDamage = Engine.QueryInterface(this.entity, IID_DeathDamage);
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if (cmpDeathDamage)
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cmpDeathDamage.CauseDeathDamage();
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PlaySound("death", this.entity);
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if (this.template.SpawnEntityOnDeath)
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this.CreateDeathSpawnedEntity();
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switch (this.template.DeathType)
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{
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case "corpse":
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this.CreateCorpse();
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break;
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case "remain":
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{
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let resource = this.CreateCorpse(true);
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if (resource != INVALID_ENTITY)
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Engine.PostMessage(this.entity, MT_EntityRenamed, { "entity": this.entity, "newentity": resource });
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break;
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}
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case "vanish":
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break;
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default:
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error("Invalid template.DeathType: " + this.template.DeathType);
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break;
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}
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Engine.DestroyEntity(this.entity);
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};
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Health.prototype.Increase = function(amount)
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{
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// Before changing the value, activate Fogging if necessary to hide changes
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let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
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if (cmpFogging)
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cmpFogging.Activate();
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if (!this.IsInjured())
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return { "old": this.hitpoints, "new": this.hitpoints };
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// If we're already dead, don't allow resurrection
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if (this.hitpoints == 0)
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return undefined;
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let old = this.hitpoints;
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this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints());
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if (!this.IsInjured())
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{
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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cmpRangeManager.SetEntityFlag(this.entity, "injured", false);
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}
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this.RegisterHealthChanged(old);
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return { "old": old, "new": this.hitpoints };
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};
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Health.prototype.CreateCorpse = function(leaveResources)
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{
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// If the unit died while not in the world, don't create any corpse for it
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// since there's nowhere for the corpse to be placed
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let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (!cmpPosition.IsInWorld())
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return INVALID_ENTITY;
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// Either creates a static local version of the current entity, or a
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// persistent corpse retaining the ResourceSupply element of the parent.
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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let templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity);
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let corpse;
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if (leaveResources)
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corpse = Engine.AddEntity("resource|" + templateName);
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else
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corpse = Engine.AddLocalEntity("corpse|" + templateName);
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// Copy various parameters so it looks just like us
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let cmpCorpsePosition = Engine.QueryInterface(corpse, IID_Position);
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let pos = cmpPosition.GetPosition();
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cmpCorpsePosition.JumpTo(pos.x, pos.z);
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let rot = cmpPosition.GetRotation();
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cmpCorpsePosition.SetYRotation(rot.y);
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cmpCorpsePosition.SetXZRotation(rot.x, rot.z);
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let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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let cmpCorpseOwnership = Engine.QueryInterface(corpse, IID_Ownership);
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cmpCorpseOwnership.SetOwner(cmpOwnership.GetOwner());
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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let cmpCorpseVisual = Engine.QueryInterface(corpse, IID_Visual);
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cmpCorpseVisual.SetActorSeed(cmpVisual.GetActorSeed());
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// Make it fall over
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cmpCorpseVisual.SelectAnimation("death", true, 1.0);
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return corpse;
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};
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Health.prototype.CreateDeathSpawnedEntity = function()
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{
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// If the unit died while not in the world, don't spawn a death entity for it
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// since there's nowhere for it to be placed
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let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (!cmpPosition.IsInWorld())
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return INVALID_ENTITY;
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// Create SpawnEntityOnDeath entity
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let spawnedEntity = Engine.AddLocalEntity(this.template.SpawnEntityOnDeath);
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// Move to same position
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let cmpSpawnedPosition = Engine.QueryInterface(spawnedEntity, IID_Position);
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let pos = cmpPosition.GetPosition();
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cmpSpawnedPosition.JumpTo(pos.x, pos.z);
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let rot = cmpPosition.GetRotation();
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cmpSpawnedPosition.SetYRotation(rot.y);
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cmpSpawnedPosition.SetXZRotation(rot.x, rot.z);
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let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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let cmpSpawnedOwnership = Engine.QueryInterface(spawnedEntity, IID_Ownership);
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if (cmpOwnership && cmpSpawnedOwnership)
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cmpSpawnedOwnership.SetOwner(cmpOwnership.GetOwner());
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return spawnedEntity;
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};
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Health.prototype.UpdateActor = function()
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{
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if (!this.template.DamageVariants)
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return;
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let ratio = this.hitpoints / this.GetMaxHitpoints();
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let newDamageVariant = "alive";
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if (ratio > 0)
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{
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let minTreshold = 1;
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for (let key in this.template.DamageVariants)
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{
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let treshold = +this.template.DamageVariants[key];
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if (treshold < ratio || treshold > minTreshold)
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continue;
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newDamageVariant = key;
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minTreshold = treshold;
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}
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}
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else
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newDamageVariant = "death";
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if (this.damageVariant && this.damageVariant == newDamageVariant)
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return;
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this.damageVariant = newDamageVariant;
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SetVariant("health", newDamageVariant);
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};
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Health.prototype.RecalculateValues = function()
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{
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let oldMaxHitpoints = this.GetMaxHitpoints();
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let newMaxHitpoints = ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity);
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if (oldMaxHitpoints != newMaxHitpoints)
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{
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let newHitpoints = this.hitpoints * newMaxHitpoints/oldMaxHitpoints;
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this.maxHitpoints = newMaxHitpoints;
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this.SetHitpoints(newHitpoints);
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}
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let oldRegenRate = this.regenRate;
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this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity);
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let oldIdleRegenRate = this.idleRegenRate;
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this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity);
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if (this.regenRate != oldRegenRate || this.idleRegenRate != oldIdleRegenRate)
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this.CheckRegenTimer();
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}
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Health.prototype.OnValueModification = function(msg)
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{
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if (msg.component == "Health")
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this.RecalculateValues();
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};
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Health.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != INVALID_PLAYER)
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this.RecalculateValues();
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}
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Health.prototype.RegisterHealthChanged = function(from)
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{
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this.CheckRegenTimer();
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this.UpdateActor();
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Engine.PostMessage(this.entity, MT_HealthChanged, { "from": from, "to": this.hitpoints });
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};
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Engine.RegisterComponentType(IID_Health, "Health", Health);
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