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SingleAttack.lua
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function widget:GetInfo()
return {
name = "SingleAttack",
desc = "Attempt to add SingleAttack command. Version 0,99",
author = "terve886",
date = "2019",
license = "PD", -- should be compatible with Spring
layer = 2,
handler = true, --for adding customCommand into UI
enabled = false -- 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 sqrt = math.sqrt
local UPDATE_FRAME=30
local currentFrame = 0
local UnitStack = {}
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 GetUnitAllyTeam = Spring.GetUnitAllyTeam
local GetUnitIsDead = Spring.GetUnitIsDead
local GetTeamUnits = Spring.GetTeamUnits
local GetMyTeamID = Spring.GetMyTeamID
local GetUnitDefID = Spring.GetUnitDefID
local GetUnitHealth = Spring.GetUnitHealth
local GetUnitStates = Spring.GetUnitStates
local GetUnitWeaponState = Spring.GetUnitWeaponState
local ENEMY_DETECT_BUFFER = 74
local Echo = Spring.Echo
local Impaler_NAME = "vehheavyarty"
local Emissary_NAME = "tankarty"
local Merlin_NAME = "striderarty"
local Firewalker_NAME = "jumparty"
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_FIRE_STATE = CMD.FIRE_STATE
local CMD_UNIT_SET_TARGET = 34923
local CMD_UNIT_CANCEL_TARGET = 34924
local CMD_UNIT_AI = 36214
local CMD_SINGLE_ATTACK = 18976
local ImpalerUnitDefID = UnitDefNames["vehheavyarty"].id
local EmissaryUnitDefID = UnitDefNames["tankarty"].id
local MerlinUnitDefID = UnitDefNames["striderarty"].id
local FirewalkerUnitDefID = UnitDefNames["jumparty"].id
local selectedUnits = nil
local cmdSingleAttack = {
id = CMD_SINGLE_ATTACK,
type = CMDTYPE.ICON_UNIT_OR_MAP,
tooltip = 'A single attack command',
cursor = 'Attack',
action = 'oneclickwep',
params = { },
texture = 'LuaUI/Images/commands/Bold/dgun.png',
pos = {CMD_ONOFF,CMD_REPEAT,CMD_MOVE_STATE,CMD_FIRE_STATE, CMD_RETREAT},
}
local SingleAttackController = {
unitID,
pos,
allyTeamID = GetMyAllyTeamID(),
range,
targetParams = {},
fireState,
fireStateGot = false,
shotFired = true,
reloadState,
reloading = false,
pointer = 1,
AiState,
new = function(self, unitID)
Echo("singleAttackController added:" .. unitID)
self = deepcopy(self)
self.unitID = unitID
self.range = GetUnitMaxRange(self.unitID)
self.pos = {GetUnitPosition(self.unitID)}
local unitStates = {GetUnitStates(unitID)}
self.fireState = unitStates[1]
return self
end,
unset = function(self)
Echo("SingleAttackController removed:" .. self.unitID)
GiveOrderToUnit(self.unitID,CMD_STOP, {}, {""},1)
return nil
end,
setTargetParams = function (self, params)
self.targetParams[#self.targetParams+1] = params
end,
cancelSingleAttack = function(self)
GiveOrderToUnit(self.unitID, CMD_UNIT_CANCEL_TARGET,0,0)
self.pointer = 1
self.targetParams = {}
GiveOrderToUnit(self.unitID,CMD_FIRE_STATE, self.fireState, 0)
GiveOrderToUnit(self.unitID,CMD_UNIT_AI, 1, 0)
Echo("SingleAttack cancelled.")
end,
singleAttack = function(self)
if (#self.targetParams==1) then
if(self.fireStateGot == false)then
local unitStates = GetUnitStates(self.unitID)
self.fireState = unitStates.firestate
self.fireStateGot = true
end
self.reloadState = GetUnitWeaponState(self.unitID, 1, "reloadState")
if(currentFrame >= self.reloadState)then
self.reloading = false
else
self.reloading = true
end
GiveOrderToUnit(self.unitID,CMD_UNIT_AI, 0, 0)
GiveOrderToUnit(self.unitID,CMD_FIRE_STATE, 0, 0)
if(#self.targetParams[self.pointer] == 1)then
GiveOrderToUnit(self.unitID,CMD_UNIT_SET_TARGET, {self.targetParams[self.pointer][1]}, 0)
self.pos = {GetUnitPosition(self.unitID)}
local enemyPosition = {GetUnitPosition(self.targetParams[self.pointer][1])}
if(distance ( self.pos[1], self.pos[3], enemyPosition[1], enemyPosition[3] )>self.range-20 )then
local rotation = atan((self.pos[1]-enemyPosition[1])/(self.pos[3]-enemyPosition[3]))
local targetPosRelative={
sin(rotation) * (self.range-50),
nil,
cos(rotation) * (self.range-50),
}
local targetPosAbsolute = {}
if (self.pos[3]<=enemyPosition[3]) then
targetPosAbsolute = {
enemyPosition[1]-targetPosRelative[1],
nil,
enemyPosition[3]-targetPosRelative[3],
}
else
targetPosAbsolute = {
enemyPosition[1]+targetPosRelative[1],
nil,
enemyPosition[3]+targetPosRelative[3],
}
end
targetPosAbsolute[2]= GetGroundHeight(targetPosAbsolute[1],targetPosAbsolute[3])
GiveOrderToUnit(self.unitID, CMD_INSERT, {0, CMD_MOVE, CMD_OPT_SHIFT, targetPosAbsolute[1], targetPosAbsolute[2], targetPosAbsolute[3]}, {"alt"})
end
else
GiveOrderToUnit(self.unitID,CMD_UNIT_SET_TARGET, {self.targetParams[self.pointer][1], self.targetParams[self.pointer][2], self.targetParams[self.pointer][3]}, {"alt"})
self.pos = {GetUnitPosition(self.unitID)}
if(distance ( self.pos[1], self.pos[3], self.targetParams[self.pointer][1], self.targetParams[self.pointer][3] )>self.range-20 )then
local rotation = atan((self.pos[1]-self.targetParams[self.pointer][1])/(self.pos[3]-self.targetParams[self.pointer][3]))
local targetPosRelative={
sin(rotation) * (self.range-50),
nil,
cos(rotation) * (self.range-50),
}
local targetPosAbsolute = {}
if (self.pos[3]<=self.targetParams[self.pointer][3]) then
targetPosAbsolute = {
self.targetParams[self.pointer][1]-targetPosRelative[1],
nil,
self.targetParams[self.pointer][3]-targetPosRelative[3],
}
else
targetPosAbsolute = {
self.targetParams[self.pointer][1]+targetPosRelative[1],
nil,
self.targetParams[self.pointer][3]+targetPosRelative[3],
}
end
targetPosAbsolute[2]= GetGroundHeight(targetPosAbsolute[1],targetPosAbsolute[3])
GiveOrderToUnit(self.unitID, CMD_INSERT, {0, CMD_MOVE, CMD_OPT_SHIFT, targetPosAbsolute[1], targetPosAbsolute[2], targetPosAbsolute[3]}, {"alt"})
end
end
self.shotFired = false
end
end,
singleAttack2 = function(self, params)
self.reloadState = GetUnitWeaponState(self.unitID, 1, "reloadState")
if(currentFrame >= self.reloadState)then
self.reloading = false
else
self.reloading = true
end
if(#params == 1)then
GiveOrderToUnit(self.unitID,CMD_UNIT_SET_TARGET, {params[1]}, 0)
self.pos = {GetUnitPosition(self.unitID)}
local enemyPosition = {GetUnitPosition(params[1])}
if(distance ( self.pos[1], self.pos[3], enemyPosition[1], enemyPosition[3] )>self.range-20 )then
local rotation = atan((self.pos[1]-enemyPosition[1])/(self.pos[3]-enemyPosition[3]))
local targetPosRelative={
sin(rotation) * (self.range-50),
nil,
cos(rotation) * (self.range-50),
}
local targetPosAbsolute = {}
if (self.pos[3]<=enemyPosition[3]) then
targetPosAbsolute = {
enemyPosition[1]-targetPosRelative[1],
nil,
enemyPosition[3]-targetPosRelative[3],
}
else
targetPosAbsolute = {
enemyPosition[1]+targetPosRelative[1],
nil,
enemyPosition[3]+targetPosRelative[3],
}
end
targetPosAbsolute[2]= GetGroundHeight(targetPosAbsolute[1],targetPosAbsolute[3])
GiveOrderToUnit(self.unitID, CMD_INSERT, {0, CMD_MOVE, CMD_OPT_SHIFT, targetPosAbsolute[1], targetPosAbsolute[2], targetPosAbsolute[3]}, {"alt"})
end
else
GiveOrderToUnit(self.unitID,CMD_UNIT_SET_TARGET, {params[1], params[2], params[3]}, {"alt"})
self.pos = {GetUnitPosition(self.unitID)}
if(distance ( self.pos[1], self.pos[3], params[1], params[3] )>self.range-20 )then
local rotation = atan((self.pos[1]-params[1])/(self.pos[3]-params[3]))
local targetPosRelative={
sin(rotation) * (self.range-50),
nil,
cos(rotation) * (self.range-50),
}
local targetPosAbsolute = {}
if (self.pos[3]<=params[3]) then
targetPosAbsolute = {
self.targetParams[self.pointer][1]-targetPosRelative[1],
nil,
self.targetParams[self.pointer][3]-targetPosRelative[3],
}
else
targetPosAbsolute = {
self.targetParams[self.pointer][1]+targetPosRelative[1],
nil,
self.targetParams[self.pointer][3]+targetPosRelative[3],
}
end
targetPosAbsolute[2]= GetGroundHeight(targetPosAbsolute[1],targetPosAbsolute[3])
GiveOrderToUnit(self.unitID, CMD_INSERT, {0, CMD_MOVE, CMD_OPT_SHIFT, targetPosAbsolute[1], targetPosAbsolute[2], targetPosAbsolute[3]}, {"alt"})
end
end
self.shotFired = false
end,
handle = function(self, frame)
if (#self.targetParams > 0) then
local reload = GetUnitWeaponState(self.unitID, 1, "reloadState")
if(self.reloading and reload > self.reloadState)then
self.reloadState = reload-1
self.reloading = false
return
end
if (reload > self.reloadState)then
if(reload <= frame+180)then
self.shotFired = true
GiveOrderToUnit(self.unitID, CMD_UNIT_CANCEL_TARGET,0,0)
if(#self.targetParams<=self.pointer)then
self.fireStateGot = false
self.pointer = 1
self.targetParams = {}
GiveOrderToUnit(self.unitID,CMD_FIRE_STATE, self.fireState, 0)
GiveOrderToUnit(self.unitID,CMD_UNIT_AI, 1, 0)
else
self.pointer = self.pointer+1
self:singleAttack2(self.targetParams[self.pointer])
end
end
end
end
end
}
function widget:UnitCommand(unitID, unitDefID, unitTeam, cmdID, cmdParams, cmdOpts, cmdTag)
if (not(cmdID==CMD_MOVE_ID or cmdID==2 or cmdID==1 or cmdID==CMD_SINGLE_ATTACK or cmdID==CMD_UNIT_AI or cmdID==16 or cmdID==CMD_UNIT_CANCEL_TARGET or cmdID==CMD_FIRE_STATE)
and (UnitDefs[unitDefID].name==Impaler_NAME
or UnitDefs[unitDefID].name==Firewalker_NAME
or UnitDefs[unitDefID].name==Merlin_NAME
or UnitDefs[unitDefID].name==Emissary_NAME)) then
for _,Unit in pairs(UnitStack) do
if(Unit.unitID == unitID)then
Unit:cancelSingleAttack()
end
end
end
end
function distance ( x1, y1, x2, y2 )
local dx = (x1 - x2)
local dy = (y1 - y2)
return sqrt ( dx * dx + dy * dy )
end
function widget:GameFrame(n)
currentFrame = n
if (n%UPDATE_FRAME==0) then
for _,unit in pairs(UnitStack) do
unit:handle(n)
end
end
end
function widget:UnitFinished(unitID, unitDefID, unitTeam)
if (UnitDefs[unitDefID].name==Impaler_NAME
or UnitDefs[unitDefID].name==Emissary_NAME
or UnitDefs[unitDefID].name==Merlin_NAME
or UnitDefs[unitDefID].name==Firewalker_NAME)
and (unitTeam==GetMyTeamID()) then
UnitStack[unitID] = SingleAttackController:new(unitID);
end
end
function widget:UnitDestroyed(unitID)
if not (UnitStack[unitID]==nil) then
UnitStack[unitID]=UnitStack[unitID]:unset();
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
--- COMMAND HANDLING
function widget:CommandNotify(cmdID, params, options)
if selectedUnits ~= nil then
if (cmdID == CMD_SINGLE_ATTACK and (#params == 3 or #params == 1))then
for i=1, #selectedUnits do
if (UnitStack[selectedUnits[i]])then
UnitStack[selectedUnits[i]]:setTargetParams(params)
UnitStack[selectedUnits[i]]:singleAttack()
end
end
end
end
end
function widget:SelectionChanged(selectedUnitz)
selectedUnits = filterUnits(selectedUnitz)
end
function filterUnits(units)
local filtered = {}
local n = 0
for i = 1, #units do
local unitID = units[i]
if (ImpalerUnitDefID == GetUnitDefID(unitID)
or EmissaryUnitDefID == GetUnitDefID(unitID)
or MerlinUnitDefID == GetUnitDefID(unitID)
or FirewalkerUnitDefID == 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 selectedUnits then
local customCommands = widgetHandler.customCommands
customCommands[#customCommands+1] = cmdSingleAttack
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(Spring.GetMyTeamID())
for i=1, #units do
DefID = GetUnitDefID(units[i])
if (UnitDefs[DefID].name==Impaler_NAME
or UnitDefs[DefID].name==Emissary_NAME
or UnitDefs[DefID].name==Merlin_NAME
or UnitDefs[DefID].name==Firewalker_NAME) then
if (UnitStack[units[i]]==nil) then
UnitStack[units[i]]=SingleAttackController:new(units[i])
end
end
end
end
function widget:PlayerChanged (playerID)
DisableForSpec()
end