Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.Common/Traits/ChangesHealth.cs
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90
OpenRA.Mods.Common/Traits/ChangesHealth.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Attach this to actors which should regenerate or lose health points over time.")]
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sealed class ChangesHealthInfo : ConditionalTraitInfo, Requires<IHealthInfo>
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{
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[Desc("Absolute amount of health points added in each step.",
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"Use negative values to apply damage.")]
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public readonly int Step = 5;
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[Desc("Relative percentages of health added in each step.",
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"Use negative values to apply damage.",
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"When both values are defined, their summary will be applied.")]
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public readonly int PercentageStep = 0;
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[Desc("Time in ticks to wait between each health modification.")]
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public readonly int Delay = 5;
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[Desc("Heal if current health is below this percentage of full health.")]
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public readonly int StartIfBelow = 50;
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[Desc("Time in ticks to wait after taking damage.")]
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public readonly int DamageCooldown = 0;
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[Desc("Apply the health change when encountering these damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default;
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public override object Create(ActorInitializer init) { return new ChangesHealth(init.Self, this); }
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}
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sealed class ChangesHealth : ConditionalTrait<ChangesHealthInfo>, ITick, INotifyDamage, ISync
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{
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readonly IHealth health;
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[VerifySync]
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int ticks;
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[VerifySync]
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int damageTicks;
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public ChangesHealth(Actor self, ChangesHealthInfo info)
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: base(info)
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{
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health = self.Trait<IHealth>();
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}
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void ITick.Tick(Actor self)
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{
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if (self.IsDead || IsTraitDisabled)
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return;
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// Cast to long to avoid overflow when multiplying by the health
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if (health.HP >= Info.StartIfBelow * (long)health.MaxHP / 100)
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return;
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if (damageTicks > 0)
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{
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--damageTicks;
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return;
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}
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if (--ticks <= 0)
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{
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ticks = Info.Delay;
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// Cast to long to avoid overflow when multiplying by the health
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self.InflictDamage(self, new Damage((int)-(Info.Step + Info.PercentageStep * (long)health.MaxHP / 100), Info.DamageTypes));
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}
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (e.Damage.Value > 0)
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damageTicks = Info.DamageCooldown;
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}
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}
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}
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