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Copy pathPuppyRushV2.lua
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PuppyRushV2.lua
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function widget:GetInfo()
return {
name = "PuppyRushV2",
desc = "Makes puppies shoot temselves towards enemy when enemy is close. Version 1.2",
author = "terve886",
date = "2019",
license = "PD", -- should be compatible with Spring
layer = 2,
handler = true, --for adding customCommand into UI
enabled = true -- loaded by default?
}
end
local pi = math.pi
local sin = math.sin
local cos = math.cos
local atan = math.atan
local ceil = math.ceil
local abs = math.abs
local HEADING_TO_RAD = (pi*2/65536 )
local UPDATE_FRAME=30
local PuppyStack = {}
local GetUnitMaxRange = Spring.GetUnitMaxRange
local GetUnitPosition = Spring.GetUnitPosition
local GetMyAllyTeamID = Spring.GetMyAllyTeamID
local GiveOrderToUnit = Spring.GiveOrderToUnit
local GetGroundHeight = Spring.GetGroundHeight
local GetUnitsInSphere = Spring.GetUnitsInSphere
local GetUnitsInCylinder = Spring.GetUnitsInCylinder
local GetUnitAllyTeam = Spring.GetUnitAllyTeam
local GetUnitIsDead = Spring.GetUnitIsDead
local GetTeamUnits = Spring.GetTeamUnits
local GetMyTeamID = Spring.GetMyTeamID
local GetUnitDefID = Spring.GetUnitDefID
local GetUnitHealth = Spring.GetUnitHealth
local GetUnitNearestEnemy = Spring.GetUnitNearestEnemy
local IsUnitSelected = Spring.IsUnitSelected
local GetUnitVelocity = Spring.GetUnitVelocity
local GetUnitHeading = Spring.GetUnitHeading
local GetPlayerInfo = Spring.GetPlayerInfo
local GetMyPlayerID = Spring.GetMyPlayerID
local GetUnitArmored = Spring.GetUnitArmored
local myPlayerID = GetMyPlayerID()
local ping = 0
local ENEMY_DETECT_BUFFER = 74
local Echo = Spring.Echo
local Puppy_NAME = "jumpscout"
local Swift_NAME = "planefighter"
local Owl_NAME = "planescout"
local GetSpecState = Spring.GetSpectatingState
local FULL_CIRCLE_RADIANT = 2 * pi
local CMD_UNIT_SET_TARGET = 34923
local CMD_UNIT_CANCEL_TARGET = 34924
local CMD_STOP = CMD.STOP
local CMD_OPT_SHIFT = CMD.OPT_SHIFT
local CMD_INSERT = CMD.INSERT
local CMD_ATTACK = CMD.ATTACK
local CMD_MOVE = CMD.MOVE
local CMD_REMOVE = CMD.REMOVE
local CMD_RAW_MOVE = 31109
local jumpCost = 15
local currentFrame = 0
local RushProduction = false
local CMD_TOGGLE_Rush = 19997
local CMD_TOGGLE_Rush_PRODUCTION = 19998
local PuppyUnitDefID = UnitDefNames["jumpscout"].id
local JumpFacUnitDefID = UnitDefNames["factoryjump"].id
local selectedPuppies = nil
local selectedJumpFacs = nil
local weaponDefID = UnitDefs[PuppyUnitDefID].weapons[1].weaponDef
local PuppyWeapon = WeaponDefs[weaponDefID]
local PuppyDamage =PuppyWeapon.damages[1]
local cmdRush = {
id = CMD_TOGGLE_Rush,
type = CMDTYPE.ICON,
tooltip = 'Makes Puppy rocket rush enemies that get close.',
action = 'oneclickwep',
params = { },
texture = 'LuaUI/Images/commands/Bold/dgun.png',
pos = {CMD_ONOFF,CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT},
}
local cmdRushProduction = {
id = CMD_TOGGLE_Rush_PRODUCTION,
type = CMDTYPE.ICON,
tooltip = 'Global toggle to Puppies starting with PuppyRush',
action = 'oneclickwep',
params = { },
texture = 'LuaUI/Images/commands/Bold/dgun.png',
pos = {CMD_ONOFF,CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT},
}
local RushController = {
unitID,
pos,
allyTeamID = GetMyAllyTeamID(),
range,
toggle = false,
attackActive = 0,
target = nil,
forceTarget,
new = function(self, unitID)
--Echo("RushController added:" .. unitID)
self = deepcopy(self)
self.unitID = unitID
self.toggle = RushProduction
self.range = GetUnitMaxRange(self.unitID)
self.pos = {GetUnitPosition(self.unitID)}
return self
end,
unset = function(self)
--Echo("RushController removed:" .. self.unitID)
GiveOrderToUnit(self.unitID,CMD_STOP, {}, {""},1)
return nil
end,
setForceTarget = function(self, param)
self.forceTarget = param[1]
end,
getToggleState = function(self)
return self.toggle
end,
toggleOn = function (self)
Echo("PuppyRush ON!")
self.toggle = true
end,
toggleOff = function (self)
Echo("PuppyRush off")
self.toggle = false
GiveOrderToUnit(self.unitID, CMD_REMOVE, { CMD_ATTACK },{'alt'});
end,
getJumpCount = function(self)
local hp = GetUnitHealth(self.unitID)
if hp then
local jumps = ceil(hp/jumpCost)
if (jumps>3)then
return 3
else
return jumps
end
end
return 0
end,
isEnemyInRangeV2 = function (self)
local units = GetUnitsInCylinder(self.pos[1], self.pos[3], self.range+100*ping)
for i=1, #units do
if(self.target==units[i])then
return true
end
end
local target = nil
for i=1, #units do
if not (GetUnitAllyTeam(units[i]) == self.allyTeamID) then
if (GetUnitIsDead(units[i]) == false) then
target = units[i]
DefID = GetUnitDefID(target)
if(DefID)then
hp, mxhp, _, _, bp = GetUnitHealth(units[i])
local hasArmor = GetUnitArmored(units[i])
if (target==self.forceTarget or (GetUnitHealth(target) and GetUnitHealth(target)<=PuppyDamage and UnitDefs[DefID].metalCost > 51 and hasArmor == false and bp>0.8))then
GiveOrderToUnit(self.unitID, CMD_ATTACK, target, 0)
self.target = target
return true
end
end
end
end
end
if(target)then
GiveOrderToUnit(self.unitID, CMD_ATTACK, target, 0)
self.target = target
return true
else
return false
end
end,
isEnemyInRushRange = function (self)
if(self.attackActive<currentFrame)then
local jumps = self:getJumpCount()
local target = nil
local units = GetUnitsInCylinder(self.pos[1], self.pos[3], (self.range-10)*jumps)
for i=1, #units do
if not (GetUnitAllyTeam(units[i]) == self.allyTeamID) then
DefID = GetUnitDefID(units[i])
if not(DefID == nil)then
hp, mxhp, _, _, bp = GetUnitHealth(units[i])
local hasArmor = GetUnitArmored(units[i])
if (GetUnitIsDead(units[i]) == false and UnitDefs[DefID].metalCost > 51 and bp > 0.8 and hasArmor == false and not(UnitDefs[DefID].name==Swift_NAME or UnitDefs[DefID].name==Owl_NAME)) then
target = units[i]
if (target==self.forceTarget)then
break
end
end
end
end
end
if(target~=nil)then
local enemyPosition = {GetUnitPosition(target)}
local rotation = atan((self.pos[1]-enemyPosition[1])/(self.pos[3]-enemyPosition[3]))
local heading = GetUnitHeading(self.unitID)*HEADING_TO_RAD
velocity = {GetUnitVelocity(self.unitID)}
local targetPosRelative = {}
local targetPosRelative2 = {}
if(abs(velocity[1])+abs(velocity[3])>3)then
if(self.pos[3]<=enemyPosition[3])then
targetPosRelative={
sin(rotation) * (self.range-10+90*ping*cos(abs(heading-rotation))),
nil,
cos(rotation) * (self.range-10+90*ping*cos(abs(heading-rotation))),
}
targetPosRelative2={
sin(rotation) * (self.range+40+90*ping*cos(abs(heading-rotation))),
nil,
cos(rotation) * (self.range+40+90*ping*cos(abs(heading-rotation))),
}
else
targetPosRelative={
sin(rotation) * (self.range-10-90*ping*cos(abs(heading-rotation))),
nil,
cos(rotation) * (self.range-10-90*ping*cos(abs(heading-rotation))),
}
targetPosRelative2={
sin(rotation) * (self.range+40-90*ping*cos(abs(heading-rotation))),
nil,
cos(rotation) * (self.range+40-90*ping*cos(abs(heading-rotation))),
}
end
else
targetPosRelative={
sin(rotation) * (self.range-8),
nil,
cos(rotation) * (self.range-8),
}
targetPosRelative2={
sin(rotation) * (self.range+40),
nil,
cos(rotation) * (self.range+40),
}
end
local targetPosAbsolute = {}
local movePosAbsolute = {}
if (self.pos[3]<=enemyPosition[3]) then
targetPosAbsolute = {
self.pos[1]+targetPosRelative[1],
nil,
self.pos[3]+targetPosRelative[3],
}
movePosAbsolute = {
self.pos[1]+targetPosRelative2[1],
nil,
self.pos[3]+targetPosRelative2[3],
}
else
targetPosAbsolute = {
self.pos[1]-targetPosRelative[1],
nil,
self.pos[3]-targetPosRelative[3],
}
movePosAbsolute = {
self.pos[1]-targetPosRelative2[1],
nil,
self.pos[3]-targetPosRelative2[3],
}
end
targetPosAbsolute[2]= GetGroundHeight(targetPosAbsolute[1],targetPosAbsolute[3])
movePosAbsolute[2]= GetGroundHeight(movePosAbsolute[1],movePosAbsolute[3])
GiveOrderToUnit(self.unitID, CMD_ATTACK, {targetPosAbsolute[1], targetPosAbsolute[2], targetPosAbsolute[3]}, 0)
GiveOrderToUnit(self.unitID, CMD_INSERT,{1, CMD_RAW_MOVE, CMD_OPT_SHIFT, movePosAbsolute[1], movePosAbsolute[2], movePosAbsolute[3]}, {"alt"})
self.attackActive = currentFrame+14
return true
else
GiveOrderToUnit(self.unitID,CMD_UNIT_CANCEL_TARGET, 0, 0)
return false
end
end
end,
orderStop=function(self)
if(self.attackActive == currentFrame)then
GiveOrderToUnit(self.unitID, CMD_REMOVE, { CMD_ATTACK },{'alt'});
end
end,
handle=function(self)
if (self.toggle) then
self:orderStop()
self.pos = {GetUnitPosition(self.unitID)}
if(self:isEnemyInRangeV2()) then
return
end
self:isEnemyInRushRange()
end
end
}
function widget:UnitCommand(unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOpts, cmdTag)
if (UnitDefs[unitDefID].name == Puppy_NAME and cmdID == CMD_ATTACK and #cmdParams == 1) then
for _,Puppy in pairs(PuppyStack) do
if(Puppy.unitID == unitID)then
Puppy:setForceTarget(cmdParams)
return
end
end
end
end
function widget:UnitFinished(unitID, unitDefID, unitTeam)
if (UnitDefs[unitDefID].name==Puppy_NAME)
and (unitTeam==GetMyTeamID()) then
PuppyStack[unitID] = RushController:new(unitID);
end
end
function widget:UnitTaken(unitID, unitDefID, unitTeam, newTeam)
if (UnitDefs[unitDefID].name==Puppy_NAME)
and not PuppyStack[unitID] then
PuppyStack[unitID] = RushController:new(unitID);
end
end
function widget:UnitDestroyed(unitID)
if not (PuppyStack[unitID]==nil) then
PuppyStack[unitID]=PuppyStack[unitID]:unset();
end
end
function widget:GameFrame(n)
currentFrame = n
local myInfo ={GetPlayerInfo(myPlayerID)}
ping = myInfo[6]
for _,Puppy in pairs(PuppyStack) do
Puppy:handle()
end
end
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else
copy = orig
end
return copy
end
function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam)
if (PuppyStack[unitID] and damage~=15 and damage~=0)then
PuppyStack[unitID]:toggleOn()
end
end
--- COMMAND HANDLING
function widget:CommandNotify(cmdID, params, options)
if selectedPuppies ~= nil then
if (cmdID == CMD_TOGGLE_Rush)then
local toggleStateGot = false
local toggleState
for i=1, #selectedPuppies do
if(PuppyStack[selectedPuppies[i]])then
if (toggleStateGot == false)then
toggleState = PuppyStack[selectedPuppies[i]]:getToggleState()
toggleStateGot = true
end
if (toggleState) then
PuppyStack[selectedPuppies[i]]:toggleOff()
else
PuppyStack[selectedPuppies[i]]:toggleOn()
end
end
end
return true
end
end
if (cmdID == CMD_TOGGLE_Rush_PRODUCTION)then
if (RushProduction)then
RushProduction = false
Echo("RushProduction turned OFF")
else
RushProduction = true
Echo("RushProduction turned ON")
end
return true
end
end
function widget:SelectionChanged(selectedUnits)
selectedPuppies = filterPuppies(selectedUnits)
selectedJumpFacs = filterJumpFacs(selectedUnits)
end
function filterPuppies(units)
local filtered = {}
local n = 0
for i = 1, #units do
local unitID = units[i]
if (PuppyUnitDefID == GetUnitDefID(unitID)) then
n = n + 1
filtered[n] = unitID
end
end
if n == 0 then
return nil
else
return filtered
end
end
function filterJumpFacs(units)
local filtered = {}
local n = 0
for i = 1, #units do
local unitID = units[i]
if (JumpFacUnitDefID == GetUnitDefID(unitID)) then
n = n + 1
filtered[n] = unitID
end
end
if n == 0 then
return nil
else
return filtered
end
end
function widget:CommandsChanged()
if selectedPuppies then
local customCommands = widgetHandler.customCommands
customCommands[#customCommands+1] = cmdRush
end
if selectedJumpFacs then
local customCommands = widgetHandler.customCommands
customCommands[#customCommands+1] = cmdRushProduction
end
end
-- The rest of the code is there to disable the widget for spectators
local function DisableForSpec()
if GetSpecState() then
widgetHandler:RemoveWidget()
end
end
function widget:Initialize()
DisableForSpec()
local units = GetTeamUnits(GetMyTeamID())
for i=1, #units do
unitID = units[i]
DefID = GetUnitDefID(unitID)
if (UnitDefs[DefID].name==Puppy_NAME) then
if (PuppyStack[unitID]==nil) then
PuppyStack[unitID]=RushController:new(unitID)
end
end
end
end
function widget:PlayerChanged (playerID)
DisableForSpec()
end