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

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function Heal() {}
Heal.prototype.Schema =
"<a:help>Controls the healing abilities of the unit.</a:help>" +
"<a:example>" +
"<Range>20</Range>" +
"<HP>5</HP>" +
"<Rate>2000</Rate>" +
"<UnhealableClasses datatype=\"tokens\">Cavalry</UnhealableClasses>" +
"<HealableClasses datatype=\"tokens\">Support Infantry</HealableClasses>" +
"</a:example>" +
"<element name='Range' a:help='Range (in metres) where healing is possible'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='HP' a:help='Hitpoints healed per Rate'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='Rate' a:help='A heal is performed every Rate ms'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='UnhealableClasses' a:help='If the target has any of these classes it can not be healed (even if it has a class from HealableClasses)'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"<element name='HealableClasses' a:help='The target must have one of these classes to be healable'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>";
Heal.prototype.Init = function()
{
};
Heal.prototype.Serialize = null; // we have no dynamic state to save
Heal.prototype.GetTimers = function()
{
var prepare = 1000;
var repeat = +this.template.Rate;
repeat = ApplyTechModificationsToEntity("Heal/Rate", repeat, this.entity);
return { "prepare": prepare, "repeat": repeat };
};
Heal.prototype.GetRange = function()
{
var min = 0;
var max = +this.template.Range;
max = ApplyTechModificationsToEntity("Heal/Range", max, this.entity);
return { "max": max, "min": min };
};
Heal.prototype.GetUnhealableClasses = function()
{
var classes = this.template.UnhealableClasses._string;
// If we have no unhealable classes defined classes is undefined
return classes ? classes.split(/\s+/) : [];
};
Heal.prototype.GetHealableClasses = function()
{
var classes = this.template.HealableClasses._string;
return classes.split(/\s+/);
};
/**
* Heal the target entity. This should only be called after a successful range
* check, and should only be called after GetTimers().repeat msec has passed
* since the last call to PerformHeal.
*/
Heal.prototype.PerformHeal = function(target)
{
var cmpHealth = Engine.QueryInterface(target, IID_Health);
if (!cmpHealth)
return;
var hp = +this.template.HP;
hp = ApplyTechModificationsToEntity("Heal/HP", hp, this.entity);
var targetState = cmpHealth.Increase(hp);
// Add XP
var cmpLoot = Engine.QueryInterface(target, IID_Loot);
var cmpPromotion = Engine.QueryInterface(this.entity, IID_Promotion);
if (targetState!==undefined && cmpLoot && cmpPromotion)
{
// HP healed * XP per HP
cmpPromotion.IncreaseXp((targetState.new-targetState.old)*(cmpLoot.GetXp()/cmpHealth.GetMaxHitpoints()));
}
//TODO we need a sound file
// PlaySound("heal_impact", this.entity);
};
Engine.RegisterComponentType(IID_Heal, "Heal", Heal);