Ticket #3606: IdleRegenRate2.patch
File IdleRegenRate2.patch, 6.2 KB (added by , 8 years ago) |
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simulation/ai/petra/researchManager.js
156 156 return tech[0]; 157 157 else if (template.modifications[i].value === "Health/RegenRate") 158 158 return tech[0]; 159 else if (template.modifications[i].value === "Health/IdleRegenRate") 160 return tech[0]; 159 161 } 160 162 } 161 163 return false; -
simulation/components/Health.js
5 5 "<a:example>" + 6 6 "<Max>100</Max>" + 7 7 "<RegenRate>1.0</RegenRate>" + 8 "<IdleRegenRate>0</IdleRegenRate>" + 8 9 "<DeathType>corpse</DeathType>" + 9 10 "</a:example>" + 10 11 "<element name='Max' a:help='Maximum hitpoints'>" + … … 23 24 "<element name='RegenRate' a:help='Hitpoint regeneration rate per second.'>" + 24 25 "<data type='decimal'/>" + 25 26 "</element>" + 27 "<optional>" + 28 "<element name='IdleRegenRate' a:help='Hitpoint regeneration rate per second when idle or garrisoned.'>" + 29 "<data type='decimal'/>" + 30 "</element>" + 31 "</optional>" + 26 32 "<element name='DeathType' a:help='Behaviour when the unit dies'>" + 27 33 "<choice>" + 28 34 "<value a:help='Disappear instantly'>vanish</value>" + … … 45 51 // (Allowing 0 initial HP would break our death detection code) 46 52 this.hitpoints = +(this.template.Initial || this.GetMaxHitpoints()); 47 53 this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity); 54 if(this.template.IdleRegenRate == undefined) 55 { 56 this.idleRegenRate = 0; 57 } 58 else 59 { 60 this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity); 61 } 48 62 this.CheckRegenTimer(); 49 63 }; 50 64 … … 107 121 return this.template.Undeletable == "true"; 108 122 }; 109 123 124 Health.prototype.GetIdleRegenRate = function() 125 { 126 return this.idleRegenRate; 127 }; 128 110 129 Health.prototype.GetRegenRate = function() 111 130 { 112 131 return this.regenRate; … … 114 133 115 134 Health.prototype.ExecuteRegeneration = function() 116 135 { 117 varregen = this.GetRegenRate();136 let regen = this.GetRegenRate(); 118 137 if (regen > 0) 119 138 this.Increase(regen); 120 139 else 121 140 this.Reduce(-regen); 141 if(this.GetIdleRegenRate() != 0) 142 { 143 let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); 144 if(cmpUnitAI && cmpUnitAI.IsIdleOrIdlyGarrisoned()) 145 { 146 let idleRegen = this.GetIdleRegenRate(); 147 if (idleRegen > 0) 148 this.Increase(idleRegen); 149 else 150 this.Reduce(-idleRegen); 151 } 152 } 122 153 }; 123 154 124 155 /* … … 127 158 Health.prototype.CheckRegenTimer = function() 128 159 { 129 160 // check if we need a timer 130 if ( this.GetRegenRate() == 0||131 this.GetHitpoints() == this.GetMaxHitpoints() && this.GetRegenRate() > 0||132 this.GetHitpoints() == 0)161 if ((this.GetRegenRate() == 0 && this.GetIdleRegenRate() == 0) || 162 (this.GetHitpoints() == this.GetMaxHitpoints() && this.GetRegenRate() > 0 && this.GetIdleRegenRate() > 0) || 163 this.GetHitpoints() == 0) 133 164 { 134 165 // we don't need a timer, disable if one exists 135 166 if (this.regenTimer) … … 325 356 if (msg.component != "Health") 326 357 return; 327 358 328 varoldMaxHitpoints = this.GetMaxHitpoints();329 varnewMaxHitpoints = Math.round(ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity));359 let oldMaxHitpoints = this.GetMaxHitpoints(); 360 let newMaxHitpoints = Math.round(ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity)); 330 361 if (oldMaxHitpoints != newMaxHitpoints) 331 362 { 332 varnewHitpoints = Math.round(this.GetHitpoints() * newMaxHitpoints/oldMaxHitpoints);363 let newHitpoints = Math.round(this.GetHitpoints() * newMaxHitpoints/oldMaxHitpoints); 333 364 this.maxHitpoints = newMaxHitpoints; 334 365 this.SetHitpoints(newHitpoints); 335 366 } 336 367 337 varoldRegenRate = this.regenRate;368 let oldRegenRate = this.regenRate; 338 369 this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity); 339 370 340 371 if (this.regenRate != oldRegenRate) 341 372 this.CheckRegenTimer(); 373 374 if(this.template.IdleRegenRate != undefined) 375 { 376 let oldIdleRegenRate = this.idleRegenRate; 377 this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity); 378 379 if (this.idleRegenRate != oldIdleRegenRate) 380 this.CheckRegenTimer(); 381 } 342 382 }; 343 383 344 384 Health.prototype.OnHealthChanged = function() -
simulation/components/UnitAI.js
3298 3298 return this.isGarrisoned; 3299 3299 }; 3300 3300 3301 /** 3302 * Returns true if the unit is idle a turret and idle 3303 * or a non-turret garrisoned unit 3304 */ 3305 UnitAI.prototype.IsIdleOrIdlyGarrisoned = function() 3306 { 3307 if(this.IsIdle()) 3308 return true; 3309 if(this.IsGarrisoned() && !this.IsTurret()) 3310 return true; 3311 return false; 3312 }; 3313 3301 3314 UnitAI.prototype.SetGarrisoned = function() 3302 3315 { 3303 3316 this.isGarrisoned = true; -
simulation/data/technologies/health_regen_units.json
7 7 "icon": "bandage.png", 8 8 "researchTime": 40, 9 9 "tooltip": "Organic units will slowly regenerate health over time when idle.", 10 "modifications": [{"value": "Health/ RegenRate", "add": 0.5}],10 "modifications": [{"value": "Health/IdleRegenRate", "add": 0.5}], 11 11 "affects": ["Unit Organic"], 12 12 "soundComplete": "interface/alarm/alarm_upgradearmory.xml" 13 13 } -
simulation/templates/template_unit.xml
31 31 <DeathType>corpse</DeathType> 32 32 <Max>100</Max> 33 33 <RegenRate>0</RegenRate> 34 <IdleRegenRate>0</IdleRegenRate> 34 35 <Undeletable>false</Undeletable> 35 36 <Unhealable>false</Unhealable> 36 37 </Health>