The functionality that is necessary for interaction of a vital game object with the rest of the game world.
A vital object can be hurt or damaged or healed or repaired (HDHR).
A protected super class for calculating "no damage."
Used for NoDamage
but also for the base of *LashDamage
calculation objects
to maintain the polymorphic identity of DamageCalculations
.
A protected super class for calculating "no damage."
Used for NoDamage
but also for the base of *LashDamage
calculation objects
to maintain the polymorphic identity of DamageCalculations
.
The different values for four common methods of modifying incoming damage.
The different values for four common methods of modifying incoming damage.
Two of the four resistances are directly paired with forms of incoming damage.
This is for defining pure accessor functions,
based on the assumption that the implementing object's Definition
is the primary ResistanceProfile
.
A vital object can be hurt or damaged or healed or repaired (HDHR).
A vital object can be hurt or damaged or healed or repaired (HDHR). The amount of HDHR is controlled by the damage model of this vital object reacting to stimulus. A history of the previous changes in vital statistics of the underlying object is recorded in reverse chronological order. The damage model is also provided.
An Enumeration
of the damage type.
An Enumeration
of the damage type.
These types are not necessarily representative of the kind of projectile being used;
for example, the bolt driver's bolt
is considered "splash."
The functionality that is necessary for interaction of a vital game object with the rest of the game world.
A vital object can be hurt or damaged or healed or repaired (HDHR). The actual implementation of how that works is left to the specific object and its interfaces, however. The more involved values that are applied to the vital object are calculated by a series of functions that contribute different values, e.g., the value for being damaged. "Being damaged" is also not the same for all valid targets: some targets don't utilize the same kinds of values in the same way as another, and some targets utilize a different assortment of values than either of the first two examples. The damage model is a common interface for producing those values and reconciling those values with a valid target object without much fuss.
By default, nothing should do anything of substance.
Vitality