diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index a48e917f6..d9b80bee8 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -7797,7 +7797,7 @@ do -- SET_SCENERY end - --- + --- [Internal] Determine if an object is to be included in the SET -- @param #SET_SCENERY self -- @param Wrapper.Scenery#SCENERY MScenery -- @return #SET_SCENERY self @@ -7805,4 +7805,44 @@ do -- SET_SCENERY self:F2( MScenery ) return true end + + --- Count overall initial (Life0) lifepoints of the SET objects. + -- @param #SET_SCENERY self + -- @return #number LIfe0Points + function SET_SCENERY:GetLife0() + local life0 = 0 + self:ForEachScenery( + function(obj) + local Obj = obj -- Wrapper.Scenery#SCENERY + life0 = life0 + Obj:GetLife0() + end + ) + return life0 + end + + --- Count overall current lifepoints of the SET objects. + -- @param #SET_SCENERY self + -- @return #number LifePoints + function SET_SCENERY:GetLife() + local life = 0 + self:ForEachScenery( + function(obj) + local Obj = obj -- Wrapper.Scenery#SCENERY + life = life + Obj:GetLife() + end + ) + return life + end + + --- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive. + -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Be aware that thus the relative life value might be > 100 after a hit. + -- @param #SET_SCENERY self + -- @return #number LifePoints + function SET_SCENERY:GetRelativeLife() + local life0 = self:GetLife0() + local life = self:GetLife() + local rlife = math.floor((life / life0) * 100) + return rlife + end + end