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doc: add component and ui element docs (#102)
Co-authored-by: Tobias Nett <[email protected]>
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* [Home](README.md) | ||
* Events | ||
* Players | ||
* [Health HUD](ui-hud.md) | ||
* [Damage Overlay](ui-damage-overlay.md) | ||
* Modders | ||
* [Health](health.md) | ||
* [Damage](damage.md) | ||
* [Regeneration](regeneration.md) | ||
* [Restoration](restoration.md) | ||
* Systems | ||
* [Damage System](system-damage.md) | ||
* [Block Damage System](system-block-damage.md) | ||
* API | ||
* Developers | ||
* [API](http://jenkins.terasology.io/teraorg/job/Terasology/job/Modules/job/H/job/Health/job/master/javadoc/overview-summary.html) | ||
* [API (SNAPSHOT)](http://jenkins.terasology.io/teraorg/job/Terasology/job/Modules/job/H/job/Health/job/develop/javadoc/overview-summary.html) |
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# Damage | ||
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Damage refers to the reduction of health points caused by the affected entity itself or a third party. | ||
Self-inflicted causes include, for instance, falling, drowning, or poison damage. | ||
Damage inflicted by a third party typically involves some form of hitting the affected entity. | ||
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* The `DamageSystem` handles damage dealt to entities with health. | ||
* The `BlockDamageAuthoritySystem` enables blocks to sustain some damage before getting destroyed. | ||
* The `DamageEffectAuthoritySystem` produces block particle effect in the event of damage. | ||
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Send a `DoDamageEvent` to a specific entity to deal damage to it. | ||
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Use the `DamageResistComponent` to configure an entity to not take damage from specific damage types. | ||
Examples for damage types are drowning (`engine:drowningDamage`) or explosive (`engine:explosiveDamage`) damage. | ||
The `DamageAuthoritySystem` considers the settings provided by this component before an entity is damaged. | ||
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Damage sounds added to an entity via the `DamageSoundComponent` are randomly selected and played when the entity is damaged. | ||
Sounds should be referenced as `[engine|<module>]:<soundFileName>` for sound files located in the `assets/sounds` directory of the engine or a module, for instance `engine:Slime3`. | ||
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Event chain: | ||
* `DoDamageEvent` | ||
* `BeforeDamageEvent` | ||
* _Entity damaged, health component saved_ | ||
* `OnDamagedEvent` | ||
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Commands: | ||
* `damageResist(damagetype,percentage)`: gives resistance to damage (damagetype = all for total resistance). | ||
* `damageImmune(damagetype)`: percentage = 100 by default. | ||
* `checkResistance()`: gives list of active resistance values |
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# Health | ||
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Health determines the maximum amount of damage any entity can take, for instance, before being destroyed. | ||
The health of an entity is measured in discrete steps, often called hit points (HP). | ||
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The `HealthAuthoritySystem` handles changes to an entity's maximum health. | ||
The `HealthClientSystem` manages the current health of entities with health as well as the UI elements visually representing an entity's health status. | ||
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Access the `HealthComponent` to retrieve information about an entity's maximum and current health, its damage thresholds, and whether or not the entity should be destroyed if its health drops to 0. |
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# Regeneration | ||
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Handles the natural healing of entities (and blocks). | ||
To activate regeneration send `ActivateRegenEvent(String id, float value, float endTime)`. | ||
Health is regenerated every second. | ||
Empty event `ActivateRegenEvent()` activates base regeneration of entity. | ||
The `RegenAuthoritySystem` handles the natural healing of entities including players, NPCs, and even blocks. | ||
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To deactivate particular type of regeneration, send `DeactivateRegenEvent(String id)`. | ||
Empty event `DeactivateRegenEvent()` deactivates base regeneration fo entity. | ||
To activate regeneration send `ActivateRegenEvent(String id, float value, float endTime)` for a specific entity. | ||
This will result in health being regenerated for the specified entity every second. | ||
Sending an empty event `ActivateRegenEvent()` activates the base regeneration for the specified entity. | ||
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To deactivate a particular type of regeneration, send `DeactivateRegenEvent(String id)`. | ||
Sending an empty event `DeactivateRegenEvent()` deactivates the base regeneration for the specified entity. |
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# Damage Overlay | ||
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The `Health` module adds a visual overlay whenever the you are damaged. | ||
If you hurt yourself (self-inflicted damage), for instance through falling, drowning, or poisoning, the default damage overlay is displayed. | ||
It consists of four red indicators, one on each side of your screen. | ||
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![Damage Overlay](./_media/damage-overlay.jpg) | ||
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In case of an external cause, for instance another player or an NPC attacking you, the overlay will be directional. | ||
There will only be one red indicator, marking the direction of origin of the damage cause. | ||
This will allow you to locate the external cause that is hurting you. | ||
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![Damage Overlay](./_media/directional-damage-overlay.jpg) |
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# Health HUD | ||
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The `Health` module extends the Player HUD with a health bar consisting of red hearts. | ||
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![Health HUD](./_media/hud.jpg) | ||
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When you receive damage, you will lose health, visualized by the full hearts being drained from the right to the left. | ||
Once all the hearts in your health bar are empty, you will die. | ||
You start automatically regenerating health over time once you are no longer being damaged. |