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0ad/binaries/data/mods/public/simulation/components/Health.js

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function Health() {}
Health.prototype.Schema =
"<a:help>Deals with hitpoints and death.</a:help>" +
"<a:example>" +
"<Max>100</Max>" +
"<RegenRate>1.0</RegenRate>" +
"<DeathType>corpse</DeathType>" +
"</a:example>" +
"<element name='Max' a:help='Maximum hitpoints'>" +
"<data type='positiveInteger'/>" +
"</element>" +
"<optional>" +
"<element name='Initial' a:help='Initial hitpoints. Default if unspecified is equal to Max'>" +
"<data type='positiveInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='RegenRate' a:help='Hitpoint regeneration rate per second. Not yet implemented'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"</optional>" +
"<element name='DeathType' a:help='Graphical behaviour when the unit dies'>" +
"<choice>" +
"<value a:help='Disappear instantly'>vanish</value>" +
"<value a:help='Turn into a corpse'>corpse</value>" +
"</choice>" +
"</element>" +
"<optional>" +
"<element name='Healable' a:help='Indicates that the entity can be healed by healer units'>" +
"<data type='boolean'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Repairable' a:help='Indicates that the entity can be repaired by builder units'>" +
"<data type='boolean'/>" +
"</element>" +
"</optional>";
Health.prototype.Init = function()
{
// Default to <Initial>, but use <Max> if it's undefined or zero
// (Allowing 0 initial HP would break our death detection code)
this.hitpoints = +(this.template.Initial || this.GetMaxHitpoints());
};
//// Interface functions ////
Health.prototype.GetHitpoints = function()
{
return this.hitpoints;
};
Health.prototype.GetMaxHitpoints = function()
{
return +this.template.Max;
};
Health.prototype.SetHitpoints = function(value)
{
// If we're already dead, don't allow resurrection
if (this.hitpoints == 0)
return;
this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value));
}
Health.prototype.Reduce = function(amount)
{
if (amount >= this.hitpoints)
{
// If this is the first time we reached 0, then die.
// (The entity will exist a little while after calling DestroyEntity so this
// might get called multiple times)
if (this.hitpoints)
{
PlaySound("death", this.entity);
if (this.template.DeathType == "corpse")
this.CreateCorpse();
Engine.DestroyEntity(this.entity);
}
this.hitpoints = 0;
}
else
{
this.hitpoints -= amount;
}
}
Health.prototype.Increase = function(amount)
{
// If we're already dead, don't allow resurrection
if (this.hitpoints == 0)
return;
this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints());
}
//// Private functions ////
Health.prototype.CreateCorpse = function()
{
// Create a static local version of the current entity
var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var templateName = cmpTempMan.GetCurrentTemplateName(this.entity);
var corpse = Engine.AddLocalEntity("preview|" + templateName);
// (Maybe this should be some kind of "corpse|" instead of "preview|", if we want
// to add things like corpse-removal timers and change the terrain conformance mode)
// Copy various parameters so it looks just like us
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpCorpsePosition = Engine.QueryInterface(corpse, IID_Position);
var pos = cmpPosition.GetPosition();
cmpCorpsePosition.JumpTo(pos.x, pos.z);
var rot = cmpPosition.GetRotation();
cmpCorpsePosition.SetYRotation(rot.y);
cmpCorpsePosition.SetXZRotation(rot.x, rot.z);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpCorpseOwnership = Engine.QueryInterface(corpse, IID_Ownership);
cmpCorpseOwnership.SetOwner(cmpOwnership.GetOwner());
// Make it fall over
var cmpCorpseVisual = Engine.QueryInterface(corpse, IID_Visual);
cmpCorpseVisual.SelectAnimation("death", true, 1.0, "");
};
Engine.RegisterComponentType(IID_Health, "Health", Health);