Ticket #3610: DamageAfterDeathOfAtacker_v3.patch

File DamageAfterDeathOfAtacker_v3.patch, 24.7 KB (added by Leander Hemelhof, 8 years ago)

Cleanup and fixing of the serialization issue

  • binaries/data/mods/public/gui/credits/texts/programming.json

     
    108108            {"nick": "kingadami", "name": "Adam Winsor"},
    109109            {"nick": "kingbasil", "name": "Giannis Fafalios"},
    110110            {"nick": "lafferjm", "name": "Justin Lafferty"},
     111            {"nick": "LeanderH", "name": "Leander Hemelhof"},
    111112            {"nick": "leper", "name": "Georg Kilzer"},
    112113            {"nick": "LittleDev"},
    113114            {"nick": "livingaftermidnight", "name": "Will Dull"},
  • binaries/data/mods/public/simulation/components/Attack.js

     
    486486 */
    487487Attack.prototype.PerformAttack = function(type, target)
    488488{
     489    let cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
    489490    // If this is a ranged attack, then launch a projectile
    490491    if (type == "Ranged")
    491492    {
     
    555556
    556557        let playerId = Engine.QueryInterface(this.entity, IID_Ownership).GetOwner();
    557558        cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
    558         cmpTimer.SetTimeout(this.entity, IID_Attack, "MissileHit", timeToTarget * 1000, {
    559             "type": type,
    560             "target": target,
    561             "position": realTargetPosition,
    562             "direction": missileDirection,
    563             "projectileId": id,
    564             "playerId":playerId
    565         });
     559        let data = {
     560                "type": type,
     561                "attacker": this.entity,
     562                "target": target,
     563                "strengths": this.GetAttackStrengths(type),
     564                "position": realTargetPosition,
     565                "direction": missileDirection,
     566                "projectileId": id,
     567                "playerId": playerId,
     568                "multiplier": this.GetAttackBonus(type, target),
     569                "isSplash": false,
     570                "attackerOwner": Engine.QueryInterface(this.entity, IID_Ownership).GetOwner()
     571            }
     572        if (this.template.Ranged.Splash)
     573        {
     574            data.friendlyFire = this.template.Ranged.Splash.FriendlyFire;
     575            data.range = this.template.Ranged.Splash.Range;
     576            data.shape = this.template.Ranged.Splash.Shape;
     577            data.isSplash = true;
     578        }
     579        cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Damage, "MissileHit", timeToTarget * 1000, data);
    566580    }
    567581    else if (type == "Capture")
    568582    {
     
    593607    else
    594608    {
    595609        // Melee attack - hurt the target immediately
    596         Damage.CauseDamage({
     610        cmpDamage.CauseDamage({
    597611            "strengths": this.GetAttackStrengths(type),
    598612            "target": target,
    599613            "attacker": this.entity,
     
    604618    // TODO: charge attacks (need to design how they work)
    605619};
    606620
    607 Attack.prototype.InterpolatedLocation = function(ent, lateness)
    608 {
    609     let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
    610     let turnLength = cmpTimer.GetLatestTurnLength()/1000;
    611     let cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
    612     if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
    613         return undefined;
    614     let curPos = cmpTargetPosition.GetPosition();
    615     let prevPos = cmpTargetPosition.GetPreviousPosition();
    616     lateness /= 1000;
    617     return new Vector3D((curPos.x * (turnLength - lateness) + prevPos.x * lateness) / turnLength,
    618             0,
    619             (curPos.z * (turnLength - lateness) + prevPos.z * lateness) / turnLength);
    620 };
    621 
    622 // Tests whether it point is inside of ent's footprint
    623 Attack.prototype.testCollision = function(ent, point, lateness)
    624 {
    625     let targetPosition = this.InterpolatedLocation(ent, lateness);
    626     if (!targetPosition)
    627         return false;
    628     let cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
    629     if (!cmpFootprint)
    630         return false;
    631     let targetShape = cmpFootprint.GetShape();
    632 
    633     if (!targetShape || !targetPosition)
    634         return false;
    635 
    636     if (targetShape.type === 'circle')
    637     {
    638         // Use VectorDistanceSquared and square targetShape.radius to avoid square roots.
    639         return (targetPosition.horizDistanceTo(point) < (targetShape.radius * targetShape.radius));
    640     }
    641     else
    642     {
    643         let angle = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
    644 
    645         let d = Vector3D.sub(point, targetPosition);
    646         d = Vector2D.from3D(d).rotate(-angle);
    647 
    648         return d.x < Math.abs(targetShape.width/2) && d.y < Math.abs(targetShape.depth/2);
    649     }
    650 };
    651 
    652 Attack.prototype.MissileHit = function(data, lateness)
    653 {
    654     let targetPosition = this.InterpolatedLocation(data.target, lateness);
    655     if (!targetPosition)
    656         return;
    657 
    658     // Do this first in case the direct hit kills the target
    659     if (this.template.Ranged.Splash)
    660     {
    661         let playersToDamage;
    662 
    663         if (this.template.Ranged.Splash.FriendlyFire == "false")
    664         {
    665             let cmpPlayer = QueryPlayerIDInterface(data.playerId);
    666             playersToDamage = cmpPlayer.GetEnemies();
    667         }
    668 
    669         Damage.CauseSplashDamage({
    670             "attacker": this.entity,
    671             "origin": Vector2D.from3D(data.position),
    672             "radius": this.template.Ranged.Splash.Range,
    673             "shape": this.template.Ranged.Splash.Shape,
    674             "strengths": this.GetAttackStrengths(data.type),
    675             "direction": data.direction,
    676             "playersToDamage": playersToDamage,
    677             "type": data.type
    678         });
    679     }
    680 
    681     if (this.testCollision(data.target, data.position, lateness))
    682     {
    683         data.attacker = this.entity;
    684         data.multiplier = this.GetAttackBonus(data.type, data.target);
    685         data.strengths = this.GetAttackStrengths(data.type);
    686         // Hit the primary target
    687         Damage.CauseDamage(data);
    688 
    689         // Remove the projectile
    690         let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    691         cmpProjectileManager.RemoveProjectile(data.projectileId);
    692     }
    693     else
    694     {
    695         // If we didn't hit the main target look for nearby units
    696         let cmpPlayer = QueryPlayerIDInterface(data.playerId);
    697         let ents = Damage.EntitiesNearPoint(Vector2D.from3D(data.position), targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies());
    698 
    699         for (let i = 0; i < ents.length; ++i)
    700         {
    701             if (!this.testCollision(ents[i], data.position, lateness))
    702                 continue;
    703 
    704             Damage.CauseDamage({
    705                 "strengths": this.GetAttackStrengths(data.type),
    706                 "target": ents[i],
    707                 "attacker": this.entity,
    708                 "multiplier": this.GetAttackBonus(data.type, ents[i]),
    709                 "type": data.type
    710             });
    711 
    712             // Remove the projectile
    713             let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    714             cmpProjectileManager.RemoveProjectile(data.projectileId);
    715         }
    716     }
    717 };
    718 
    719621Attack.prototype.OnValueModification = function(msg)
    720622{
    721623    if (msg.component != "Attack")
  • binaries/data/mods/public/simulation/components/AttackDetection.js

     
    6363    if (cmpTargetOwnership.GetOwner() != cmpPlayer.GetPlayerID())
    6464        return;
    6565    var cmpAttackerOwnership = Engine.QueryInterface(attacker, IID_Ownership);
     66    let attackerOwner = (cmpAttackOwnership ? cmpAttackerOwnership.GetOwner() : Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage).GetDeadEntityOwner(attacker));
     67
    6668    // Don't register attacks dealt by myself
    67     if (cmpAttackerOwnership.GetOwner() == cmpPlayer.GetPlayerID())
     69    if (attackerOwner == cmpPlayer.GetPlayerID())
    6870        return;
    6971       
    7072    // Since livestock can be attacked/gathered by other players
     
    122124        "type": "attack",
    123125        "target": target,
    124126        "players": [cmpPlayer.GetPlayerID()],
    125         "attacker": cmpAttackerOwnership.GetOwner(),
     127        "attacker": attackerOwner,
    126128        "targetIsDomesticAnimal": targetIsDomesticAnimal
    127129    });
    128130    PlaySound("attacked", target);
  • binaries/data/mods/public/simulation/components/Damage.js

     
     1function Damage() {}
     2
     3Damage.prototype.Schema =
     4    "<a:component type='system'/><empty/>";
     5   
     6Damage.prototype.Init = function()
     7{
     8    this.entityOwners = new Map();
     9}
     10
     11Damage.prototype.InterpolatedLocation = function(ent, lateness)
     12{
     13    let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
     14    let turnLength = cmpTimer.GetLatestTurnLength()/1000;
     15    let cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
     16    if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
     17        return undefined;
     18    let curPos = cmpTargetPosition.GetPosition();
     19    let prevPos = cmpTargetPosition.GetPreviousPosition();
     20    lateness /= 1000;
     21    return new Vector3D((curPos.x * (turnLength - lateness) + prevPos.x * lateness) / turnLength,
     22            0,
     23            (curPos.z * (turnLength - lateness) + prevPos.z * lateness) / turnLength);
     24};
     25/**
     26 * Test if a point is inside of an entities footprint
     27 * ent = <entity id>
     28 * point = <Vector2D>
     29 * lateness = <int>
     30 */
     31Damage.prototype.TestCollision = function(ent, point, lateness)
     32{
     33    let targetPosition = this.InterpolatedLocation(ent, lateness);
     34    if (!targetPosition)
     35        return false;
     36    let cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
     37    if (!cmpFootprint)
     38        return false;
     39    let targetShape = cmpFootprint.GetShape();
     40
     41    if (!targetShape || !targetPosition)
     42        return false;
     43
     44    if (targetShape.type === 'circle')
     45    {
     46        // Use VectorDistanceSquared and square targetShape.radius to avoid square roots.
     47        return (targetPosition.horizDistanceTo(point) < (targetShape.radius * targetShape.radius));
     48    }
     49    else
     50    {
     51        let angle = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
     52
     53        let d = Vector3D.sub(point, targetPosition);
     54        d = Vector2D.from3D(d).rotate(-angle);
     55
     56        return d.x < Math.abs(targetShape.width/2) && d.y < Math.abs(targetShape.depth/2);
     57    }
     58};
     59
     60Damage.prototype.MissileHit = function(data, lateness)
     61{
     62    let targetPosition = this.InterpolatedLocation(data.target, lateness);
     63    if (!targetPosition)
     64        return;
     65   
     66    // Do this first in case the direct hit kills the target
     67    if (data.isSplash)
     68    {
     69        let playersToDamage;
     70
     71        if (!data.friendlyFire)
     72        {
     73            let cmpPlayer = QueryPlayerIDInterface(data.playerId);
     74            playersToDamage = cmpPlayer.GetEnemies();
     75        }
     76
     77        this.CauseSplashDamage({
     78            "attacker": data.attacker,
     79            "origin": Vector2D.from3D(data.position),
     80            "radius": data.radius,
     81            "shape": data.shape,
     82            "strengths": data.strengths,
     83            "direction": data.direction,
     84            "playersToDamage": playersToDamage,
     85            "type": data.type
     86        });
     87    }
     88
     89    if (this.TestCollision(data.target, data.position, lateness))
     90    {
     91        // Hit the primary target
     92        this.CauseDamage(data);
     93
     94        // Remove the projectile
     95        let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     96        cmpProjectileManager.RemoveProjectile(data.projectileId);
     97    }
     98    else
     99    {
     100        // If we didn't hit the main target look for nearby units
     101        let cmpPlayer = QueryPlayerIDInterface(data.playerId);
     102        let ents = this.EntitiesNearPoint(Vector2D.from3D(data.position), targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies());
     103
     104        for (let i = 0; i < ents.length; ++i)
     105        {
     106            if (!this.TestCollision(ents[i], data.position, lateness))
     107                continue;
     108
     109            this.CauseDamage({
     110                "strengths": data.strengths,
     111                "target": ents[i],
     112                "attacker": data.attacker,
     113                "multiplier": data.multiplier,
     114                "type": data.type
     115            });
     116
     117            // Remove the projectile
     118            let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     119            cmpProjectileManager.RemoveProjectile(data.projectileId);
     120        }
     121    }
     122    let cmpHealth = Engine.QueryInterface(data.attacker, IID_Health);
     123    if (!cmpHealth || cmpHealth.GetHitpoints() == 0) // Add killer data if it's already dead.
     124    {
     125        this.entityOwners.set(data.attacker, data.attackerOwner);
     126    }
     127};
     128
     129/**
     130 * Damages units around a given origin.
     131 * data.attacker = <entity id>
     132 * data.origin = <Vector2D>
     133 * data.radius = <int>
     134 * data.shape = <string>
     135 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     136 * data.type = <string>
     137 * ***Optional Variables***
     138 * data.direction = <unit vector>
     139 * data.playersToDamage = <array of player ids>
     140 */
     141Damage.prototype.CauseSplashDamage = function(data)
     142{
     143    // Get nearby entities and define variables
     144    var nearEnts = this.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
     145    var damageMultiplier = 1;
     146    // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
     147    for (let i = 0; i < nearEnts.length; ++i)
     148    {
     149        var entityPosition = Engine.QueryInterface(nearEnts[i], IID_Position).GetPosition2D();
     150        if(data.shape == 'Circular') // circular effect with quadratic falloff in every direction
     151        {
     152            var squaredDistanceFromOrigin = data.origin.distanceToSquared(entityPosition);
     153            damageMultiplier = 1 - squaredDistanceFromOrigin / (data.radius * data.radius);
     154        }
     155        else if(data.shape == 'Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
     156        {
     157            // Get position of entity relative to splash origin.
     158            var relativePos = entityPosition.sub(data.origin);
     159
     160            // The width of linear splash is one fifth of the normal splash radius.
     161            var width = data.radius/5;
     162
     163            // Effectivly rotate the axis to align with the missile direction.
     164            var parallelDist = relativePos.dot(data.direction); // z axis
     165            var perpDist = Math.abs(relativePos.cross(data.direction)); // y axis
     166
     167            // Check that the unit is within the distance at which it will get damaged.
     168            if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
     169                damageMultiplier = (data.radius * data.radius - parallelDist * parallelDist) / (data.radius * data.radius)
     170                                 * (width * width - perpDist * perpDist) / (width * width);
     171            else
     172                damageMultiplier = 0;
     173        }
     174        else // In case someone calls this function with an invalid shape.
     175        {
     176            warn("The " + data.shape + " splash damage shape is not implemented!");
     177        }
     178        // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
     179        this.CauseDamage({"strengths":data.strengths, "target":nearEnts[i], "attacker":data.attacker, "multiplier":damageMultiplier, "type":data.type + ".Splash"});
     180    }
     181};
     182
     183/**
     184 * Causes damage on a given unit
     185 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     186 * data.target = <entity id>
     187 * data.attacker = <entity id>
     188 * data.multiplier = <float between 1 and 0>
     189 * data.type = <string>
     190 */
     191Damage.prototype.CauseDamage = function(data)
     192{
     193    // Check the target can be damaged otherwise don't do anything.
     194    var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
     195    var cmpHealth = Engine.QueryInterface(data.target, IID_Health);
     196    if (!cmpDamageReceiver || !cmpHealth)
     197        return;
     198
     199    // Damage the target
     200    var targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
     201
     202    var cmpPromotion = Engine.QueryInterface(data.attacker, IID_Promotion);
     203    var cmpLoot = Engine.QueryInterface(data.target, IID_Loot);
     204    if (cmpPromotion && cmpLoot && cmpLoot.GetXp() > 0)
     205        cmpPromotion.IncreaseXp(cmpLoot.GetXp() * -targetState.change / cmpHealth.GetMaxHitpoints());
     206
     207    // If the target was killed run some cleanup
     208    if (targetState.killed)
     209        this.TargetKilled(data.attacker, data.target);
     210
     211    // Post the network command (make it work in multiplayer)
     212    Engine.PostMessage(data.target, MT_Attacked, {"attacker":data.attacker, "target":data.target, "type":data.type, "damage":-targetState.change});
     213
     214    // Play attacking sounds
     215    PlaySound("attack_impact", data.attacker);
     216};
     217
     218/**
     219 * Gets entities near a give point for given players.
     220 * origin = <Vector2D>
     221 * radius = <int>
     222 * players = <array>
     223 * If players is not included, entities from all players are used.
     224 */
     225Damage.prototype.EntitiesNearPoint = function(origin, radius, players)
     226{
     227    // If there is insufficient data return an empty array.
     228    if (!origin || !radius)
     229        return [];
     230
     231    // If the players parameter is not specified use all players.
     232    if (!players)
     233    {
     234        var playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
     235        players = [];
     236        for (let i = 0; i < playerEntities.length; ++i)
     237            players.push(Engine.QueryInterface(playerEntities[i], IID_Player).GetPlayerID());
     238    }
     239
     240    // Call RangeManager with dummy entity and return the result.
     241    var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
     242    var rangeQuery = rangeManager.ExecuteQueryAroundPos(origin, 0, radius, players, IID_DamageReceiver);
     243    return rangeQuery;
     244};
     245
     246/**
     247 * Called when some units kills something (another unit, building, animal etc)
     248 * killerEntity = <entity id>
     249 * targetEntity = <entity id>
     250 */
     251Damage.prototype.TargetKilled = function(killerEntity, targetEntity)
     252{
     253    // Add to killer statistics.
     254    var cmpKillerPlayerStatisticsTracker = QueryOwnerInterface(killerEntity, IID_StatisticsTracker);
     255    if (cmpKillerPlayerStatisticsTracker)
     256        cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
     257    // Add to loser statistics.
     258    var cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
     259    if (cmpTargetPlayerStatisticsTracker)
     260        cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
     261
     262    // If killer can collect loot, let's try to collect it.
     263    var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
     264    if (cmpLooter)
     265        cmpLooter.Collect(targetEntity);
     266};
     267
     268
     269Damage.prototype.GetDeadEntityOwner = function(entityId)
     270{
     271    var cmpOwner = this.entityOwners.get(entityId);
     272    this.entityOwners.delete(entityId);
     273    return cmpOwner;
     274};
     275   
     276Engine.RegisterSystemComponentType(IID_Damage, "Damage", Damage);
  • binaries/data/mods/public/simulation/components/interfaces/Damage.js

    Property changes on: binaries/data/mods/public/simulation/components/Damage.js
    ___________________________________________________________________
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    \ No newline at end of property
     
     1Engine.RegisterInterface("Damage");
  • binaries/data/mods/public/simulation/helpers/Damage.js

    Property changes on: binaries/data/mods/public/simulation/components/interfaces/Damage.js
    ___________________________________________________________________
    Added: svn:eol-style
    ## -0,0 +1 ##
    +native
    \ No newline at end of property
     
    1 // Create global Damage object.
    2 var Damage = {};
    3 
    4 /**
    5  * Damages units around a given origin.
    6  * data.attacker = <entity id>
    7  * data.origin = <Vector2D>
    8  * data.radius = <int>
    9  * data.shape = <string>
    10  * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
    11  * data.type = <string>
    12  * ***Optional Variables***
    13  * data.direction = <unit vector>
    14  * data.playersToDamage = <array of player ids>
    15  */
    16 Damage.CauseSplashDamage = function(data)
    17 {
    18     // Get nearby entities and define variables
    19     var nearEnts = Damage.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
    20     var damageMultiplier = 1;
    21     // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
    22     for each (var entity in nearEnts)
    23     {
    24         var entityPosition = Engine.QueryInterface(entity, IID_Position).GetPosition2D();
    25         if(data.shape == 'Circular') // circular effect with quadratic falloff in every direction
    26         {
    27             var squaredDistanceFromOrigin = data.origin.distanceToSquared(entityPosition);
    28             damageMultiplier = 1 - squaredDistanceFromOrigin / (data.radius * data.radius);
    29         }
    30         else if(data.shape == 'Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
    31         {
    32             // Get position of entity relative to splash origin.
    33             var relativePos = entityPosition.sub(data.origin);
    34 
    35             // The width of linear splash is one fifth of the normal splash radius.
    36             var width = data.radius/5;
    37 
    38             // Effectivly rotate the axis to align with the missile direction.
    39             var parallelDist = relativePos.dot(data.direction); // z axis
    40             var perpDist = Math.abs(relativePos.cross(data.direction)); // y axis
    41 
    42             // Check that the unit is within the distance at which it will get damaged.
    43             if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
    44                 damageMultiplier = (data.radius * data.radius - parallelDist * parallelDist) / (data.radius * data.radius)
    45                                  * (width * width - perpDist * perpDist) / (width * width);
    46             else
    47                 damageMultiplier = 0;
    48         }
    49         else // In case someone calls this function with an invalid shape.
    50         {
    51             warn("The " + data.shape + " splash damage shape is not implemented!");
    52         }
    53         // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
    54         Damage.CauseDamage({"strengths":data.strengths, "target":entity, "attacker":data.attacker, "multiplier":damageMultiplier, "type":data.type + ".Splash"});
    55     }
    56 };
    57 
    58 /**
    59  * Causes damage on a given unit
    60  * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
    61  * data.target = <entity id>
    62  * data.attacker = <entity id>
    63  * data.multiplier = <float between 1 and 0>
    64  * data.type = <string>
    65  */
    66 Damage.CauseDamage = function(data)
    67 {
    68     // Check the target can be damaged otherwise don't do anything.
    69     var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
    70     var cmpHealth = Engine.QueryInterface(data.target, IID_Health);
    71     if (!cmpDamageReceiver || !cmpHealth)
    72         return;
    73 
    74     // Damage the target
    75     var targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
    76 
    77     var cmpPromotion = Engine.QueryInterface(data.attacker, IID_Promotion);
    78     var cmpLoot = Engine.QueryInterface(data.target, IID_Loot);
    79     if (cmpPromotion && cmpLoot && cmpLoot.GetXp() > 0)
    80         cmpPromotion.IncreaseXp(cmpLoot.GetXp() * -targetState.change / cmpHealth.GetMaxHitpoints());
    81 
    82     // If the target was killed run some cleanup
    83     if (targetState.killed)
    84         Damage.TargetKilled(data.attacker, data.target);
    85 
    86     // Post the network command (make it work in multiplayer)
    87     Engine.PostMessage(data.target, MT_Attacked, {"attacker":data.attacker, "target":data.target, "type":data.type, "damage":-targetState.change});
    88 
    89     // Play attacking sounds
    90     PlaySound("attack_impact", data.attacker);
    91 };
    92 
    93 /**
    94  * Gets entities near a give point for given players.
    95  * origin = <Vector2D>
    96  * radius = <int>
    97  * players = <array>
    98  * If players is not included, entities from all players are used.
    99  */
    100 Damage.EntitiesNearPoint = function(origin, radius, players)
    101 {
    102     // If there is insufficient data return an empty array.
    103     if (!origin || !radius)
    104         return [];
    105 
    106     // If the players parameter is not specified use all players.
    107     if (!players)
    108     {
    109         var playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
    110         players = [];
    111         for each (var entity in playerEntities)
    112             players.push(Engine.QueryInterface(entity, IID_Player).GetPlayerID());
    113     }
    114 
    115     // Call RangeManager with dummy entity and return the result.
    116     var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
    117     var rangeQuery = rangeManager.ExecuteQueryAroundPos(origin, 0, radius, players, IID_DamageReceiver);
    118     return rangeQuery;
    119 };
    120 
    121 /**
    122  * Called when some units kills something (another unit, building, animal etc)
    123  * killerEntity = <entity id>
    124  * targetEntity = <entity id>
    125  */
    126 Damage.TargetKilled = function(killerEntity, targetEntity)
    127 {
    128     // Add to killer statistics.
    129     var cmpKillerPlayerStatisticsTracker = QueryOwnerInterface(killerEntity, IID_StatisticsTracker);
    130     if (cmpKillerPlayerStatisticsTracker)
    131         cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
    132     // Add to loser statistics.
    133     var cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
    134     if (cmpTargetPlayerStatisticsTracker)
    135         cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
    136 
    137     // If killer can collect loot, let's try to collect it.
    138     var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
    139     if (cmpLooter)
    140         cmpLooter.Collect(targetEntity);
    141 };
    142 
    143 Engine.RegisterGlobal("Damage", Damage);
    144