114 lines
3.1 KiB
JavaScript
114 lines
3.1 KiB
JavaScript
function Armour() {}
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Armour.prototype.Schema =
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"<a:help>Controls the damage resistance of the unit.</a:help>" +
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"<a:example>" +
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"<Hack>10.0</Hack>" +
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"<Pierce>0.0</Pierce>" +
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"<Crush>5.0</Crush>" +
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"</a:example>" +
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"<element name='Hack' a:help='Hack damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='Pierce' a:help='Pierce damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='Crush' a:help='Crush damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<optional>" +
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"<element name='Foundation' a:help='Armour given to building foundations'>" +
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"<interleave>" +
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"<element name='Hack' a:help='Hack damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='Pierce' a:help='Pierce damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='Crush' a:help='Crush damage protection'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"</interleave>" +
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"</element>" +
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"</optional>";
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Armour.prototype.Init = function()
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{
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this.invulnerable = false;
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};
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Armour.prototype.Serialize = null; // we have no dynamic state to save
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Armour.prototype.SetInvulnerability = function(invulnerability)
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{
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this.invulnerable = invulnerability;
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};
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Armour.prototype.TakeDamage = function(hack, pierce, crush)
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{
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if (this.invulnerable)
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return { "killed": false };
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// Adjust damage values based on armour
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var armourStrengths = this.GetArmourStrengths();
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var adjHack = Math.max(0, hack - armourStrengths.hack);
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var adjPierce = Math.max(0, pierce - armourStrengths.pierce);
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var adjCrush = Math.max(0, crush - armourStrengths.crush);
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// Total is sum of individual damages, with minimum damage 1
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// Round to nearest integer, since HP is integral
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var total = Math.max(1, Math.round(adjHack + adjPierce + adjCrush));
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// Reduce health
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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return cmpHealth.Reduce(total);
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};
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Armour.prototype.GetArmourStrengths = function()
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{
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// Work out the armour values with technology effects
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var self = this;
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var cmpTechMan = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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var applyTechs = function(type, foundation)
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{
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var strength;
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if (foundation)
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{
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strength = +self.template.Foundation[type];
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type = "Foundation/" + type;
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}
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else
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{
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strength = +self.template[type];
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}
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if (cmpTechMan)
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{
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// All causes caching problems so disable it for now.
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// var allComponent = cmpTechMan.ApplyModifications("Armour/All", strength, self.entity) - self.template[type];
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strength = cmpTechMan.ApplyModifications("Armour/" + type, strength, self.entity);
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}
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return strength;
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};
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if (Engine.QueryInterface(this.entity, IID_Foundation) && this.template.Foundation)
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{
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return {
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hack: applyTechs("Hack", true),
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pierce: applyTechs("Pierce", true),
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crush: applyTechs("Crush", true)
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};
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}
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else
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{
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return {
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hack: applyTechs("Hack"),
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pierce: applyTechs("Pierce"),
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crush: applyTechs("Crush")
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};
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}
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};
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Engine.RegisterComponentType(IID_DamageReceiver, "Armour", Armour);
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