Add basic Health implementation
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Text;
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using Seraphina.Core;
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namespace Seraphina
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{
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public class Health
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{
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public HitPoint Current { get; set; }
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public HitPoint Max { get; set; }
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/// <summary>
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/// The percentage of health remaining.
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/// </summary>
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public double Percent => Current.Value * 100.0 / Max.Value;
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/// <summary>
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/// Indicates if the owner of this health component is incapacitated, ie, has <= 0 HP left.
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/// </summary>
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public bool IsIncapacitated => Current <= 0;
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/// <summary>
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/// Indicates the missing amount of HitPoint on this component. Returns 0 if overhealed.
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/// </summary>
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public HitPoint Missing => Current > Max ? 0 : Max - Current;
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public Color GetColor() => PlayerHealthColor.GetColor(Current, Max);
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public (int num, int remainder) Div(int numerator, int denominator)
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{
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var result = Current.Value * numerator / denominator;
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return (result, Current.Value - result);
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}
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}
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}
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