function Armour() {}
Armour.prototype.Schema =
"<a:help>Controls the damage resistance of the unit.</a:help>" +
"<a:example>" +
"<Hack>10.0</Hack>" +
"<Pierce>0.0</Pierce>" +
"<Crush>5.0</Crush>" +
"</a:example>" +
"<element name='Hack' a:help='Hack damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='Pierce' a:help='Pierce damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='Crush' a:help='Crush damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<optional>" +
"<element name='Foundation' a:help='Armour given to building foundations'>" +
"<interleave>" +
"<element name='Hack' a:help='Hack damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='Pierce' a:help='Pierce damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='Crush' a:help='Crush damage protection'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"</interleave>" +
"</element>" +
"</optional>";
Armour.prototype.Init = function()
{
this.invulnerable = false;
};
Armour.prototype.SetInvulnerability = function(invulnerability)
{
this.invulnerable = invulnerability;
};
/**
* Take damage according to the entity's armor.
* Returns object of the form { "killed": false, "change": -12 }
*/
Armour.prototype.TakeDamage = function(hack, pierce, crush)
{
if (this.invulnerable)
return { "killed": false, "change": 0 };
// Adjust damage values based on armour; exponential armour: damage = attack * 0.9^armour
var armourStrengths = this.GetArmourStrengths();
var adjHack = hack * Math.pow(0.9, armourStrengths.hack);
var adjPierce = pierce * Math.pow(0.9, armourStrengths.pierce);
var adjCrush = crush * Math.pow(0.9, armourStrengths.crush);
// Total is sum of individual damages
// Don't bother rounding, since HP is no longer integral.
var total = adjHack + adjPierce + adjCrush;
// Reduce health
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
return cmpHealth.Reduce(total);
};
Armour.prototype.GetArmourStrengths = function()
{
// Work out the armour values with technology effects
var applyMods = (type, foundation) => {
var strength;
if (foundation)
{
strength = +this.template.Foundation[type];
type = "Foundation/" + type;
}
else
strength = +this.template[type];
return ApplyValueModificationsToEntity("Armour/" + type, strength, this.entity);
};
var foundation = Engine.QueryInterface(this.entity, IID_Foundation) && this.template.Foundation;
return {
"hack": applyMods("Hack", foundation),
"pierce": applyMods("Pierce", foundation),
"crush": applyMods("Crush", foundation)
};
};
Engine.RegisterComponentType(IID_DamageReceiver, "Armour", Armour);