/**
 * Author: dkanus
 * Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
 * License: GPL
 * Copyright 2022-2024 Anton Tarasenko
 *------------------------------------------------------------------------------
 * This file is part of Acedia.
 *
 * Acedia is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, version 3 of the License, or
 * (at your option) any later version.
 *
 * Acedia is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Acedia.  If not, see <https://www.gnu.org/licenses/>.
 */
class HealthGameplayAPI extends AcediaObject
    abstract;

var protected Health_OnDamage_Signal onDamageSignal;

protected function Constructor() {
    onDamageSignal = Health_OnDamage_Signal(_.memory.Allocate(class'Health_OnDamage_Signal'));
}

protected function Finalizer() {
    _.memory.Free(onDamageSignal);
    onDamageSignal = none;
}

/// Signal that will be emitted whenever a pawn takes damage.
///
/// # Signal signature
///
/// void <slot>(EPawn target, EPawn instigator, HashTable damageData)
///
/// Parameter [`target`] refers to the pawn that took damage and
/// [`instigator`] to the pawn responsible for dealing damage.
/// [`damageData`] parameter stores arbitrary data that describes the damage
/// dealt in detail.
/// Exact stored values can differ based on the implementation, but any
/// implementation must support at least 4 values:
///
/// * *damage* - [`int`] value representing amount of damage [`target`]
///     will be dealt;
/// * *originalDamage* - originally intended damage for [`target`], before other
///     event handlers altered *damage* value (you shouldn't modify this value);
/// * *hitLocation* - [`Vector`] that describes the point of contact with
///     whatever dealt this damage;
/// * *momentum* - [`Vector`] value describing momentum transferred to
///     [`target`] as a result of the damage dealt.
/* SIGNAL */
public function Health_OnDamage_Slot OnDamage(AcediaObject receiver) {
    return Health_OnDamage_Slot(onDamageSignal.NewSlot(receiver));
}

defaultproperties {
}