function Health() {} Health.prototype.Schema = "Deals with hitpoints and death." + "" + "100" + "1.0" + "corpse" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "vanish" + "corpse" + "remain" + "" + "" + "" + "" + "" + "" + "" + ""; Health.prototype.Init = function() { // Cache this value so it allows techs to maintain previous health level this.maxHitpoints = +this.template.Max; // Default to , but use 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 //// /** * Returns the current hitpoint value. * This is 0 if (and only if) the unit is dead. */ Health.prototype.GetHitpoints = function() { return this.hitpoints; }; Health.prototype.GetMaxHitpoints = function() { return this.maxHitpoints; }; Health.prototype.SetHitpoints = function(value) { // If we're already dead, don't allow resurrection if (this.hitpoints == 0) return; var old = this.hitpoints; this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value)); var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) { if (this.hitpoints < this.GetMaxHitpoints()) cmpRangeManager.SetEntityFlag(this.entity, "injured", true); else cmpRangeManager.SetEntityFlag(this.entity, "injured", false); } Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints }); }; Health.prototype.IsRepairable = function() { return (this.template.Repairable == "true"); }; Health.prototype.IsUnhealable = function() { return (this.template.Unhealable == "true" || this.GetHitpoints() <= 0 || this.GetHitpoints() >= this.GetMaxHitpoints()); }; Health.prototype.Kill = function() { this.Reduce(this.hitpoints); }; Health.prototype.Reduce = function(amount) { var state = { "killed": false }; if (amount >= 0 && this.hitpoints == this.GetMaxHitpoints()) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetEntityFlag(this.entity, "injured", true); } 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) { state.killed = true; PlaySound("death", this.entity); // If SpawnEntityOnDeath is set, spawn the entity if(this.template.SpawnEntityOnDeath) this.CreateDeathSpawnedEntity(); if (this.template.DeathType == "corpse") { this.CreateCorpse(); Engine.DestroyEntity(this.entity); } else if (this.template.DeathType == "vanish") { Engine.DestroyEntity(this.entity); } else if (this.template.DeathType == "remain") { var resource = this.CreateCorpse(true); if (resource != INVALID_ENTITY) Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: resource }); Engine.DestroyEntity(this.entity); } var old = this.hitpoints; this.hitpoints = 0; Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints }); } } else { var old = this.hitpoints; this.hitpoints -= amount; Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints }); } state.change = this.hitpoints - old; return state; }; Health.prototype.Increase = function(amount) { // If we're already dead, don't allow resurrection if (this.hitpoints == 0) return undefined; var old = this.hitpoints; this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints()); if (this.hitpoints == this.GetMaxHitpoints()) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetEntityFlag(this.entity, "injured", false); } Engine.PostMessage(this.entity, MT_HealthChanged, { "from": old, "to": this.hitpoints }); // We return the old and the actual hp return { "old": old, "new": this.hitpoints}; }; //// Private functions //// Health.prototype.CreateCorpse = function(leaveResources) { // If the unit died while not in the world, don't create any corpse for it // since there's nowhere for the corpse to be placed var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition.IsInWorld()) return INVALID_ENTITY; // Either creates a static local version of the current entity, or a // persistent corpse retaining the ResourceSupply element of the parent. var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var templateName = cmpTempMan.GetCurrentTemplateName(this.entity); var corpse; if (leaveResources) corpse = Engine.AddEntity("resource|" + templateName); else corpse = Engine.AddLocalEntity("corpse|" + templateName); // Copy various parameters so it looks just like us 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()); var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); var cmpCorpseVisual = Engine.QueryInterface(corpse, IID_Visual); cmpCorpseVisual.SetActorSeed(cmpVisual.GetActorSeed()); // Make it fall over cmpCorpseVisual.SelectAnimation("death", true, 1.0, ""); return corpse; }; Health.prototype.CreateDeathSpawnedEntity = function() { // If the unit died while not in the world, don't spawn a death entity for it // since there's nowhere for it to be placed var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition.IsInWorld()) return INVALID_ENTITY; // Create SpawnEntityOnDeath entity var spawnedEntity = Engine.AddLocalEntity(this.template.SpawnEntityOnDeath); // Move to same position var cmpSpawnedPosition = Engine.QueryInterface(spawnedEntity, IID_Position); var pos = cmpPosition.GetPosition(); cmpSpawnedPosition.JumpTo(pos.x, pos.z); var rot = cmpPosition.GetRotation(); cmpSpawnedPosition.SetYRotation(rot.y); cmpSpawnedPosition.SetXZRotation(rot.x, rot.z); return spawnedEntity; }; Health.prototype.Repair = function(builderEnt, work) { var damage = this.GetMaxHitpoints() - this.GetHitpoints(); // Do nothing if we're already at full hitpoints if (damage <= 0) return; // Calculate the amount of hitpoints that will be added // TODO: what computation should we use? // TODO: should we do some diminishing returns thing? (see Foundation.Build) var amount = Math.min(damage, work); // TODO: resource costs? // Add hitpoints this.Increase(amount); // If we repaired all the damage, send a message to entities // to stop repairing this building if (amount >= damage) { Engine.PostMessage(this.entity, MT_ConstructionFinished, { "entity": this.entity, "newentity": this.entity }); } }; Health.prototype.OnTechnologyModification = function(msg) { if (msg.component == "Health") { var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (cmpTechnologyManager) { var oldMaxHitpoints = this.GetMaxHitpoints(); var newMaxHitpoints = Math.round(ApplyTechModificationsToEntity("Health/Max", +this.template.Max, this.entity)); if (oldMaxHitpoints != newMaxHitpoints) { var newHitpoints = Math.round(this.GetHitpoints() * newMaxHitpoints/oldMaxHitpoints); this.maxHitpoints = newMaxHitpoints; this.SetHitpoints(newHitpoints); } } } }; Engine.RegisterComponentType(IID_Health, "Health", Health);