Anonymous Login
2018-12-16 10:36 UTC

View Issue Details Jump to Notes ]
IDProjectCategoryView StatusLast Update
0001467OpenClonkEnginepublic2017-08-20 11:43
ReporterZapper 
Assigned To 
PrioritynormalSeverityminorReproducibilityN/A
StatusnewResolutionopen 
Product Version 
Target Version9.0Fixed in Version 
Summary0001467: unify Damage and Energy
DescriptionCurrently we have engine-side "energy" (DoEnergy etc.) which are Hitpoints for living stuff and we have engine and script-side "damage" (DoDamage) as hitpoints for non-living stuff.

Oh, and we also have "hitpoints" as hitpoints for structures, which are an abstraction layer on top of "damage".

And of course, we have the "power" which is "energy" for structures and purely in script.

And not to forget, "energy" is handled in thousands (a Clonk has 50'000 "energy"). And damage in values a few magnitudes lower (a chest has 50 "hitpoints").

Meh.

I want a unified "HitPoint" concept for structures, livings and other objects. That's not even hard to implement - just needs the function names and callbacks streamlined.

And we should get rid of "exact damage" vs "non exact damage" and just always pass the values in thousands. This would save some confusion steps in several places.
Additional Information"Energy" as hitpoints and power is a relic from Clonk4 or so..
TagsNo tags attached.
Attached Files

-Relationships
+Relationships

-Notes
There are no notes attached to this issue.
+Notes

-Issue History
Date Modified Username Field Change
2015-11-30 13:02 Zapper New Issue
2017-08-20 11:43 Zapper Target Version 8.0 => 9.0
+Issue History