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//
// Health.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
namespace NosSmooth.Game.Data.Info;
/// <summary>
/// Represents the health or mana of an entity.
/// </summary>
public class Health
{
private byte? _percentage;
private long? _amount;
private long? _maximum;
/// <summary>
/// Gets or sets the percentage of the health.
/// </summary>
public byte? Percentage
{
get => _percentage;
set
{
_percentage = value;
if (value is null)
{
return;
}
var maximum = _maximum;
if (maximum is not null)
{
_amount = (long)((value / 100.0) * maximum);
return;
}
var amount = _amount;
if (amount is not null)
{
_maximum = (long)(amount / (value / 100.0));
}
}
}
/// <summary>
/// Gets or sets the health amount.
/// </summary>
public long? Amount
{
get => _amount;
set
{
_amount = value;
if (value is null)
{
return;
}
var maximum = _maximum;
if (maximum is not null)
{
_percentage = (byte)(((double)value / maximum) * 100);
return;
}
var percentage = _percentage;
if (percentage is not null)
{
_maximum = (long)(value / (percentage / 100.0));
}
}
}
/// <summary>
/// Gets or sets the maximum health.
/// </summary>
public long? Maximum
{
get => _maximum;
set
{
_maximum = value;
if (value is null)
{
return;
}
var amount = _amount;
var percentage = _percentage;
if (amount is not null)
{
if (amount > value)
{
amount = _amount = value;
_percentage = 100;
return;
}
_percentage = (byte)((amount / (double)value) * 100);
return;
}
if (percentage is not null)
{ // ? would this be correct?
_amount = (long)((percentage / 100.0) * value);
}
}
}
}