forked from mirrors/0ad
275be69883
This was SVN commit r18492.
114 lines
3.1 KiB
JavaScript
114 lines
3.1 KiB
JavaScript
function Heal() {}
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Heal.prototype.Schema =
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"<a:help>Controls the healing abilities of the unit.</a:help>" +
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"<a:example>" +
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"<Range>20</Range>" +
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"<HP>5</HP>" +
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"<Rate>2000</Rate>" +
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"<UnhealableClasses datatype=\"tokens\">Cavalry</UnhealableClasses>" +
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"<HealableClasses datatype=\"tokens\">Support Infantry</HealableClasses>" +
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"</a:example>" +
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"<element name='Range' a:help='Range (in metres) where healing is possible'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='HP' a:help='Hitpoints healed per Rate'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='Rate' a:help='A heal is performed every Rate ms'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='UnhealableClasses' a:help='If the target has any of these classes it can not be healed (even if it has a class from HealableClasses)'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"<element name='HealableClasses' a:help='The target must have one of these classes to be healable'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>";
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Heal.prototype.Init = function()
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{
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};
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Heal.prototype.Serialize = null; // we have no dynamic state to save
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Heal.prototype.GetTimers = function()
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{
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return {
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"prepare": 1000,
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"repeat": this.GetRate()
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};
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};
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Heal.prototype.GetHP = function()
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{
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return ApplyValueModificationsToEntity("Heal/HP", +this.template.HP, this.entity);
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};
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Heal.prototype.GetRate = function()
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{
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return ApplyValueModificationsToEntity("Heal/Rate", +this.template.Rate, this.entity);
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};
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Heal.prototype.GetRange = function()
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{
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return {
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"min": 0,
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"max": ApplyValueModificationsToEntity("Heal/Range", +this.template.Range, this.entity)
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};
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};
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Heal.prototype.GetUnhealableClasses = function()
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{
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return this.template.UnhealableClasses._string || "";
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};
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Heal.prototype.GetHealableClasses = function()
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{
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return this.template.HealableClasses._string || "";
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};
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/**
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* Heal the target entity. This should only be called after a successful range
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* check, and should only be called after GetTimers().repeat msec has passed
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* since the last call to PerformHeal.
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*/
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Heal.prototype.PerformHeal = function(target)
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{
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let cmpHealth = Engine.QueryInterface(target, IID_Health);
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if (!cmpHealth)
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return;
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let targetState = cmpHealth.Increase(this.GetHP());
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// Add XP
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let cmpLoot = Engine.QueryInterface(target, IID_Loot);
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let cmpPromotion = Engine.QueryInterface(this.entity, IID_Promotion);
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if (targetState !== undefined && cmpLoot && cmpPromotion)
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{
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// HP healed * XP per HP
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cmpPromotion.IncreaseXp((targetState.new - targetState.old) / cmpHealth.GetMaxHitpoints() * cmpLoot.GetXp());
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}
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//TODO we need a sound file
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// PlaySound("heal_impact", this.entity);
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};
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Heal.prototype.OnValueModification = function(msg)
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{
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if (msg.component != "Heal" || msg.valueNames.indexOf("Heal/Range") === -1)
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return;
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (!cmpUnitAI)
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return;
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cmpUnitAI.UpdateRangeQueries();
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};
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Engine.RegisterComponentType(IID_Heal, "Heal", Heal);
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