0ad/binaries/data/mods/public/simulation/components/Health.js
Itms da0f33f137 Reduce drastically the number of mirages by making fogging conditional: entities will be miraged only if their health/resource amount is modified, or if they have a non-gaia owner.
Fixes the animals hidden in the FoW, and adds the missing status bars
for mirages.

Also small cleanup of the code.

Refs #2913

This was SVN commit r16281.
2015-02-07 15:48:32 +00:00

372 lines
11 KiB
JavaScript

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'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<optional>" +
"<element name='Initial' a:help='Initial hitpoints. Default if unspecified is equal to Max'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<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&apos;s appearance'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<element name='RegenRate' a:help='Hitpoint regeneration rate per second.'>" +
"<data type='decimal'/>" +
"</element>" +
"<element name='DeathType' a:help='Behaviour when the unit dies'>" +
"<choice>" +
"<value a:help='Disappear instantly'>vanish</value>" +
"<value a:help='Turn into a corpse'>corpse</value>" +
"<value a:help='Remain in the world with 0 health'>remain</value>" +
"</choice>" +
"</element>" +
"<element name='Unhealable' a:help='Indicates that the entity can not be healed by healer units'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='Repairable' a:help='Indicates that the entity can be repaired by builder units'>" +
"<data type='boolean'/>" +
"</element>";
Health.prototype.Init = function()
{
// Cache this value so it allows techs to maintain previous health level
this.maxHitpoints = +this.template.Max;
// 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());
this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity);
this.CheckRegenTimer();
};
//// 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;
// Before changing the value, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
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.GetRegenRate = function()
{
return this.regenRate;
};
Health.prototype.ExecuteRegeneration = function()
{
var regen = this.GetRegenRate();
if (regen > 0)
this.Increase(regen);
else
this.Reduce(-regen);
};
/*
* Check if the regeneration timer needs to be started or stopped
*/
Health.prototype.CheckRegenTimer = function()
{
// check if we need a timer
if (this.GetRegenRate() == 0 ||
this.GetHitpoints() == this.GetMaxHitpoints() && this.GetRegenRate() > 0 ||
this.GetHitpoints() == 0)
{
// we don't need a timer, disable if one exists
if (this.regenTimer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.regenTimer);
this.regenTimer = undefined;
}
return;
}
// we need a timer, enable if one doesn't exist
if (this.regenTimer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.regenTimer = cmpTimer.SetInterval(this.entity, IID_Health, "ExecuteRegeneration", 1000, 1000, null);
};
Health.prototype.Kill = function()
{
this.Reduce(this.hitpoints);
};
/**
* Reduces entity's health by amount HP.
* Returns object of the form { "killed": false, "change": -12 }
*/
Health.prototype.Reduce = function(amount)
{
// Before changing the value, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
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);
}
var oldHitpoints = this.hitpoints;
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);
}
this.hitpoints = 0;
Engine.PostMessage(this.entity, MT_HealthChanged, { "from": oldHitpoints, "to": this.hitpoints });
}
}
else
{
this.hitpoints -= amount;
Engine.PostMessage(this.entity, MT_HealthChanged, { "from": oldHitpoints, "to": this.hitpoints });
}
state.change = this.hitpoints - oldHitpoints;
return state;
};
Health.prototype.Increase = function(amount)
{
// Before changing the value, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
if (this.hitpoints == this.GetMaxHitpoints())
return {"old": this.hitpoints, "new":this.hitpoints};
// 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);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpSpawnedOwnership = Engine.QueryInterface(spawnedEntity, IID_Ownership);
if (cmpOwnership && cmpSpawnedOwnership)
cmpSpawnedOwnership.SetOwner(cmpOwnership.GetOwner());
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.OnValueModification = function(msg)
{
if (msg.component != "Health")
return;
var oldMaxHitpoints = this.GetMaxHitpoints();
var newMaxHitpoints = Math.round(ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity));
if (oldMaxHitpoints != newMaxHitpoints)
{
var newHitpoints = Math.round(this.GetHitpoints() * newMaxHitpoints/oldMaxHitpoints);
this.maxHitpoints = newMaxHitpoints;
this.SetHitpoints(newHitpoints);
}
var oldRegenRate = this.regenRate;
this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity);
if (this.regenRate != oldRegenRate)
this.CheckRegenTimer();
};
Health.prototype.OnHealthChanged = function()
{
this.CheckRegenTimer();
};
Engine.RegisterComponentType(IID_Health, "Health", Health);