/**
* @class
*/
function Health() {}
Health.prototype.Schema =
"<a:help>Deals with hitpoints and death.</a:help>" +
"<a:example>" +
"<Max>100</Max>" +
"<RegenRate>1.0</RegenRate>" +
"<IdleRegenRate>0</IdleRegenRate>" +
"<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='DamageVariants'>" +
"<oneOrMore>" +
"<element a:help='Name of the variant to select when health drops under the defined ratio'>" +
"<anyName/>" +
"<data type='decimal'>" +
"<param name='minInclusive'>0</param>" +
"<param name='maxInclusive'>1</param>" +
"</data>" +
"</element>" +
"</oneOrMore>" +
"</element>" +
"</optional>" +
"<element name='RegenRate' a:help='Hitpoint regeneration rate per second.'>" +
"<data type='decimal'/>" +
"</element>" +
"<element name='IdleRegenRate' a:help='Hitpoint regeneration rate per second when idle or garrisoned.'>" +
"<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>" +
"<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's appearance'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<element name='Unhealable' a:help='Indicates that the entity can not be healed by healer 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.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity);
this.CheckRegenTimer();
this.UpdateActor();
};
/**
* 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;
};
/**
* @return {boolean} Whether the units are injured. Dead units are not considered injured.
*/
Health.prototype.IsInjured = function()
{
return this.hitpoints > 0 && this.hitpoints < this.GetMaxHitpoints();
};
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();
let old = this.hitpoints;
this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value));
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
cmpRangeManager.SetEntityFlag(this.entity, "injured", this.IsInjured());
this.RegisterHealthChanged(old);
};
Health.prototype.IsRepairable = function()
{
let cmpRepairable = Engine.QueryInterface(this.entity, IID_Repairable);
return cmpRepairable && cmpRepairable.IsRepairable();
};
Health.prototype.IsUnhealable = function()
{
return this.template.Unhealable == "true" ||
this.hitpoints <= 0 || !this.IsInjured();
};
Health.prototype.GetIdleRegenRate = function()
{
return this.idleRegenRate;
};
Health.prototype.GetRegenRate = function()
{
return this.regenRate;
};
Health.prototype.ExecuteRegeneration = function()
{
let regen = this.GetRegenRate();
if (this.GetIdleRegenRate() != 0)
{
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsIdle())
regen += this.GetIdleRegenRate();
}
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.GetIdleRegenRate() == 0 ||
!this.IsInjured() && this.GetRegenRate() >= 0 && this.GetIdleRegenRate() >= 0 ||
this.hitpoints == 0)
{
// we don't need a timer, disable if one exists
if (this.regenTimer)
{
let 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;
let 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);
};
/**
* @param {number} amount - The amount of damage to be taken.
* @param {number} attacker - The entityID of the attacker.
* @param {number} attackerOwner - The playerID of the owner of the attacker.
*
* @eturn {Object} - Object of the form { "healthChange": number }.
*/
Health.prototype.TakeDamage = function(amount, attacker, attackerOwner)
{
if (!amount || !this.hitpoints)
return { "healthChange": 0 };
let change = this.Reduce(amount);
let cmpLoot = Engine.QueryInterface(this.entity, IID_Loot);
if (cmpLoot && cmpLoot.GetXp() > 0 && change.healthChange < 0)
change.xp = cmpLoot.GetXp() * -change.healthChange / this.GetMaxHitpoints();
if (!this.hitpoints)
this.KilledBy(attacker, attackerOwner);
return change;
};
/**
* Called when an entity kills us.
* @param {number} attacker - The entityID of the killer.
* @param {number} attackerOwner - The playerID of the attacker.
*/
Health.prototype.KilledBy = function(attacker, attackerOwner)
{
let cmpAttackerOwnership = Engine.QueryInterface(attacker, IID_Ownership);
if (cmpAttackerOwnership)
{
let currentAttackerOwner = cmpAttackerOwnership.GetOwner();
if (currentAttackerOwner != INVALID_PLAYER)
attackerOwner = currentAttackerOwner;
}
// Add to killer statistics.
let cmpKillerPlayerStatisticsTracker = QueryPlayerIDInterface(attackerOwner, IID_StatisticsTracker);
if (cmpKillerPlayerStatisticsTracker)
cmpKillerPlayerStatisticsTracker.KilledEntity(this.entity);
// Add to loser statistics.
let cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpTargetPlayerStatisticsTracker)
cmpTargetPlayerStatisticsTracker.LostEntity(this.entity);
let cmpLooter = Engine.QueryInterface(attacker, IID_Looter);
if (cmpLooter)
cmpLooter.Collect(this.entity);
};
/**
* @param {number} amount - The amount of hitpoints to substract. Kills the entity if required.
* @return {{ healthChange:number }} - Number of health points lost.
*/
Health.prototype.Reduce = function(amount)
{
// If we are dead, do not do anything
// (The entity will exist a little while after calling DestroyEntity so this
// might get called multiple times)
// Likewise if the amount is 0.
if (!amount || !this.hitpoints)
return { "healthChange": 0 };
// Before changing the value, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
let oldHitpoints = this.hitpoints;
// If we reached 0, then die.
if (amount >= this.hitpoints)
{
this.hitpoints = 0;
this.RegisterHealthChanged(oldHitpoints);
this.HandleDeath();
return { "healthChange": -oldHitpoints };
}
// If we are not marked as injured, do it now
if (!this.IsInjured())
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
cmpRangeManager.SetEntityFlag(this.entity, "injured", true);
}
this.hitpoints -= amount;
this.RegisterHealthChanged(oldHitpoints);
return { "healthChange": this.hitpoints - oldHitpoints };
};
/**
* Handle what happens when the entity dies.
*/
Health.prototype.HandleDeath = function()
{
let cmpDeathDamage = Engine.QueryInterface(this.entity, IID_DeathDamage);
if (cmpDeathDamage)
cmpDeathDamage.CauseDeathDamage();
PlaySound("death", this.entity);
if (this.template.SpawnEntityOnDeath)
this.CreateDeathSpawnedEntity();
switch (this.template.DeathType)
{
case "corpse":
this.CreateCorpse();
break;
case "remain":
return;
case "vanish":
break;
default:
error("Invalid template.DeathType: " + this.template.DeathType);
break;
}
Engine.DestroyEntity(this.entity);
};
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.IsInjured())
return { "old": this.hitpoints, "new": this.hitpoints };
// If we're already dead, don't allow resurrection
if (this.hitpoints == 0)
return undefined;
let old = this.hitpoints;
this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints());
if (!this.IsInjured())
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
cmpRangeManager.SetEntityFlag(this.entity, "injured", false);
}
this.RegisterHealthChanged(old);
return { "old": old, "new": this.hitpoints };
};
Health.prototype.CreateCorpse = function()
{
// 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.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
// Either creates a static local version of the current entity, or a
// persistent corpse retaining the ResourceSupply element of the parent.
let templateName = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.entity);
let entCorpse;
let cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply);
let resource = cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather();
if (resource)
entCorpse = Engine.AddEntity("resource|" + templateName);
else
entCorpse = Engine.AddLocalEntity("corpse|" + templateName);
// Copy various parameters so it looks just like us.
let cmpPositionCorpse = Engine.QueryInterface(entCorpse, IID_Position);
let pos = cmpPosition.GetPosition();
cmpPositionCorpse.JumpTo(pos.x, pos.z);
let rot = cmpPosition.GetRotation();
cmpPositionCorpse.SetYRotation(rot.y);
cmpPositionCorpse.SetXZRotation(rot.x, rot.z);
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpOwnershipCorpse = Engine.QueryInterface(entCorpse, IID_Ownership);
if (cmpOwnership && cmpOwnershipCorpse)
cmpOwnershipCorpse.SetOwner(cmpOwnership.GetOwner());
let cmpVisualCorpse = Engine.QueryInterface(entCorpse, IID_Visual);
if (cmpVisualCorpse)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisualCorpse.SetActorSeed(cmpVisual.GetActorSeed());
cmpVisualCorpse.SelectAnimation("death", true, 1);
}
const cmpIdentityCorpse = Engine.QueryInterface(entCorpse, IID_Identity);
if (cmpIdentityCorpse)
{
const cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
if (cmpIdentity)
{
const oldPhenotype = cmpIdentity.GetPhenotype();
if (cmpIdentityCorpse.GetPhenotype() !== oldPhenotype)
{
cmpIdentityCorpse.SetPhenotype(oldPhenotype);
if (cmpVisualCorpse)
cmpVisualCorpse.RecomputeActorName();
}
}
}
if (resource)
Engine.PostMessage(this.entity, MT_EntityRenamed, {
"entity": this.entity,
"newentity": entCorpse
});
};
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
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition.IsInWorld())
return INVALID_ENTITY;
// Create SpawnEntityOnDeath entity
let spawnedEntity = Engine.AddLocalEntity(this.template.SpawnEntityOnDeath);
// Move to same position
let cmpSpawnedPosition = Engine.QueryInterface(spawnedEntity, IID_Position);
let pos = cmpPosition.GetPosition();
cmpSpawnedPosition.JumpTo(pos.x, pos.z);
let rot = cmpPosition.GetRotation();
cmpSpawnedPosition.SetYRotation(rot.y);
cmpSpawnedPosition.SetXZRotation(rot.x, rot.z);
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpSpawnedOwnership = Engine.QueryInterface(spawnedEntity, IID_Ownership);
if (cmpOwnership && cmpSpawnedOwnership)
cmpSpawnedOwnership.SetOwner(cmpOwnership.GetOwner());
return spawnedEntity;
};
Health.prototype.UpdateActor = function()
{
if (!this.template.DamageVariants)
return;
let ratio = this.hitpoints / this.GetMaxHitpoints();
let newDamageVariant = "alive";
if (ratio > 0)
{
let minTreshold = 1;
for (let key in this.template.DamageVariants)
{
let treshold = +this.template.DamageVariants[key];
if (treshold < ratio || treshold > minTreshold)
continue;
newDamageVariant = key;
minTreshold = treshold;
}
}
else
newDamageVariant = "death";
if (this.damageVariant && this.damageVariant == newDamageVariant)
return;
this.damageVariant = newDamageVariant;
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SetVariant("health", newDamageVariant);
};
Health.prototype.RecalculateValues = function()
{
let oldMaxHitpoints = this.GetMaxHitpoints();
let newMaxHitpoints = ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity);
if (oldMaxHitpoints != newMaxHitpoints)
{
let newHitpoints = this.hitpoints * newMaxHitpoints/oldMaxHitpoints;
this.maxHitpoints = newMaxHitpoints;
this.SetHitpoints(newHitpoints);
}
let oldRegenRate = this.regenRate;
this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity);
let oldIdleRegenRate = this.idleRegenRate;
this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity);
if (this.regenRate != oldRegenRate || this.idleRegenRate != oldIdleRegenRate)
this.CheckRegenTimer();
};
Health.prototype.OnValueModification = function(msg)
{
if (msg.component == "Health")
this.RecalculateValues();
};
Health.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to != INVALID_PLAYER)
this.RecalculateValues();
};
Health.prototype.RegisterHealthChanged = function(from)
{
this.CheckRegenTimer();
this.UpdateActor();
Engine.PostMessage(this.entity, MT_HealthChanged, { "from": from, "to": this.hitpoints });
};
function HealthMirage() {}
HealthMirage.prototype.Init = function(cmpHealth)
{
this.maxHitpoints = cmpHealth.GetMaxHitpoints();
this.hitpoints = cmpHealth.GetHitpoints();
this.repairable = cmpHealth.IsRepairable();
this.injured = cmpHealth.IsInjured();
this.unhealable = cmpHealth.IsUnhealable();
};
HealthMirage.prototype.GetMaxHitpoints = function() { return this.maxHitpoints; };
HealthMirage.prototype.GetHitpoints = function() { return this.hitpoints; };
HealthMirage.prototype.IsRepairable = function() { return this.repairable; };
HealthMirage.prototype.IsInjured = function() { return this.injured; };
HealthMirage.prototype.IsUnhealable = function() { return this.unhealable; };
Engine.RegisterGlobal("HealthMirage", HealthMirage);
Health.prototype.Mirage = function()
{
let mirage = new HealthMirage();
mirage.Init(this);
return mirage;
};
Engine.RegisterComponentType(IID_Health, "Health", Health);