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- Jul 31, 2012
- Messages
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RELIVE
Chobibo, Malhorne Barry the Moose
We are back to work
(we need to add the timer thing PnF told me in the review which is the one chobibo told us before, anw, here are the codes and test map)
DOWNLOAD
Chobibo, Malhorne Barry the Moose
We are back to work
(we need to add the timer thing PnF told me in the review which is the one chobibo told us before, anw, here are the codes and test map)
DOWNLOAD
JASS:
/////////////////////////////////////////////////////////////////////////////
// //
// Knock-Back 3D v. 1.2.0 [JASS - GUI] //
// by JAD aka DotCa //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// System Informations: //
// //
// The System is a well performing, ultra-purpose knockback (see uses //
// below ) Coded in JASS making it possible for all users to take //
// advantage of it, and GUI friendly to use, see Examples in the triggers //
// above //
// Configurations have default values: //
// //
// - KB3D_DestroyTree == FALSE by defalut //
// - KB3D_DisableUnit == FALSE by defalut //
// - KB3D_UnpathaableStop == TRUE by defalut //
// //
// The System also uses Always positive values for some configurations //
// to not make the knockback go worng, those configurations are: //
// //
// "KB3D_Range" - "KB3D_Speed" - "KB3D_ZOffset" //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// System Requirements: Basic WE - (NONE) //
// //
// The System uses implemented CheckWalkability System by PurgeandFire //
// You "can" remove the initialization trigger of PnF's System since //
// it is directly implemented in the System, all will work fine with or //
// without removing your Initializer trigger //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// Credits: //
// //
// *WEHZ & TS Helpers Group for helping in Script Fixes //
// *Barry the Moose for helping in main codes and fixes //
// *PurgeandFire for his CheckWalkability System //
// *Nestharus for his GetCollision function //
// *Rheiko for Beta Stages Testings //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// How to Import? //
// //
// 1. Check that Create Unkown Variables is ticked in your WE Settings //
// 2. Copy the Paste this Trigger //
// 3. Congratulations, the System is now implemented in your map //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// How to Use? //
// //
// 1. There are 3 Examples of use in the KB3D Example Folder //
// 2. Documentations are there in each of the 3 examples to help you //
// 3. The KB3D System is an Ultra-Purpose System where you can use it for://
// -Projectiles, the system supports homming so a projectile is easy //
// -Jump, the System's smoothness in the fly is useful for a jump spell//
// -And of course, a 2D Knock-Back //
// //
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// //
// Bug Reports - Feedbacks //
// //
// * We count on you to report bugs in the system, also telling the source//
// * Feedbacks about the system are much appreciated //
// * We mostly hope suggestions about enhancements for the System //
// //
/////////////////////////////////////////////////////////////////////////////
function SaveAttackTypeHandle takes hashtable hash, integer parentKey, integer childKey, attacktype at returns nothing
call SaveInteger(hash, parentKey, childKey, GetHandleId(at))
endfunction
function LoadAttackTypeHandle takes hashtable hash, integer parentKey, integer childKey returns attacktype
return ConvertAttackType(LoadInteger(hash, parentKey, childKey))
endfunction
function SaveDamageTypeHandle takes hashtable hash, integer parentKey, integer childKey, damagetype dt returns nothing
call SaveInteger(hash, parentKey, childKey, GetHandleId(dt))
endfunction
function LoadDamageTypeHandle takes hashtable hash, integer parentKey, integer childKey returns damagetype
return ConvertDamageType(LoadInteger(hash, parentKey, childKey))
endfunction
function KB3D_AlwaysNeg takes real R returns real//Used for redering some values always lower than 0
if R > 0 then
set R = R * -1
endif
return R
endfunction
function KB3D_AlwaysPos takes real R returns real//Used for redering some values always higher than 0
if R < 0 then
set R = R * -1
endif
return R
endfunction
function KB3D_InBetween takes real Min, real R, real Max returns real//Used to maintain values between 2 others
if R < Min then
set R = Min
else
if R > Max then
set R = Max
endif
endif
return R
endfunction
function KB3D_RegisterUnitCollision takes unit u, real x, real y, integer i returns real //Somehow a library for UnitCollision function
local real l = 0
local real h = 300
local real m = 150
local real nm
loop
if (IsUnitInRangeXY(u, x+m, y, 0)) then
set l = m
else
set h = m
endif
set nm = (l+h)/2
exitwhen nm+.001 > m and nm-.001 < m
set m = nm
endloop
set m = R2I(m*10)/10.
call SaveReal( udg_KB3D_HA, 16, GetUnitTypeId(u), m )
return m
endfunction
function KB3D_GetUnitCollision takes unit u returns real//Used to know the collision of a unit //Credits to Netharus// converted by malhorne
local integer i = GetUnitTypeId(u)
if HaveSavedReal( udg_KB3D_HA, 16, i) then
return LoadReal(udg_KB3D_HA, 16, i)
endif
return KB3D_RegisterUnitCollision(u, GetUnitX(u), GetUnitY(u), i)
endfunction
function KB3D_Registration takes nothing returns boolean//register an instance in the System
local real Time
local real R
local real R1
set udg_KB3D_Range = KB3D_AlwaysPos(udg_KB3D_Range)
set udg_KB3D_Speed = KB3D_AlwaysPos(udg_KB3D_Speed) * 0.031250000
set udg_KB3D_Counter = udg_KB3D_Counter + 1
set udg_KB3D_Instances = udg_KB3D_Instances + 1
set udg_KB3D_Zoffset = 1.85 * KB3D_AlwaysPos(udg_KB3D_Zoffset)
call SaveUnitHandle( udg_KB3D_HA, 0, udg_KB3D_Counter, udg_KB3D_Unit )
call SaveReal( udg_KB3D_HA, 1, udg_KB3D_Counter, udg_KB3D_Range )
call SaveReal( udg_KB3D_HA, 2, udg_KB3D_Counter, udg_KB3D_Speed )
call SaveReal( udg_KB3D_HA, 4, udg_KB3D_Counter, udg_KB3D_Accel * 0.031250000 * 0.031250000 )
if ( udg_KB3D_Targeted_Unit == null ) then
call SaveReal( udg_KB3D_HA, 5, udg_KB3D_Counter, udg_KB3D_Angle * 3.14159 / 180 )
else
call SaveUnitHandle( udg_KB3D_HA, 5, udg_KB3D_Counter, udg_KB3D_Targeted_Unit )
endif
call SaveBoolean( udg_KB3D_HA, 6, udg_KB3D_Counter, udg_KB3D_DisableUnit )
call SaveBoolean( udg_KB3D_HA, 7, udg_KB3D_Counter, udg_KB3D_UnpathableStop )
call SaveBoolean( udg_KB3D_HA, 8, udg_KB3D_Counter, udg_KB3D_DestroyTree )
call SaveStr( udg_KB3D_HA, 9, udg_KB3D_Counter, udg_KB3D_Fx )
call SaveStr( udg_KB3D_HA, 10, udg_KB3D_Counter, udg_KB3D_Fx_Attach )
if ( udg_KB3D_Accel == 0.00 ) then
set Time = udg_KB3D_Range / (udg_KB3D_Speed / 0.031250000)//calculating time for the knockback if Acceleration = 0
else
if ( udg_KB3D_Accel > 0 ) then
set Time = (( -2*(udg_KB3D_Speed / 0.031250000) + SquareRoot((4*udg_KB3D_Speed / 0.031250000) + (8*udg_KB3D_Accel*udg_KB3D_Range ) ) / (2*udg_KB3D_Accel) ))//calculating time for the knockback if Acceleration > 0
endif
if ( udg_KB3D_Accel < 0 ) then
set R = ( - 1 * (udg_KB3D_Speed / 0.031250000) / udg_KB3D_Accel )
set R1 = (0.5 * udg_KB3D_Accel * R * R) + ((udg_KB3D_Speed / 0.031250000) * R)
if R1 < udg_KB3D_Range then
set Time = R//calculating time for the knockback if Acceleration < 0 and if the speed will be = 0 before reaching max range
else
set Time = KB3D_AlwaysPos(( -2*(udg_KB3D_Speed / 0.031250000) + SquareRoot(KB3D_AlwaysPos((4*(udg_KB3D_Speed / 0.031250000)*(udg_KB3D_Speed / 0.031250000)) + (8*udg_KB3D_Accel*udg_KB3D_Range) )) ) / (2*udg_KB3D_Accel) )//calculating time for the knockback if Acceleration < 0 and if the speed will be > 0 before reaching max range
endif
endif
endif
call SaveReal( udg_KB3D_HA, 11, udg_KB3D_Counter, Time )
call SaveBoolean( udg_KB3D_HA, 15, udg_KB3D_Counter, true )
if UnitAddAbility(udg_KB3D_Unit, 'Amrf') then
call UnitRemoveAbility(udg_KB3D_Unit, 'Amrf')
endif
if ( udg_KB3D_Counter == 1 ) then
call EnableTrigger(udg_KB3D_Loop)
endif
call SaveReal( udg_KB3D_HA, 3, udg_KB3D_Counter, udg_KB3D_Zoffset )
call SaveReal( udg_KB3D_HA, 12, udg_KB3D_Counter, (udg_KB3D_Zoffset / ( Time / 2)) )
call SaveReal( udg_KB3D_HA, 13, udg_KB3D_Counter, KB3D_AlwaysNeg(( -1 * udg_KB3D_Zoffset / ( Time / 2) ) / ( Time / 2)) * 0.031250000 )
if not (udg_KB3D_TrailFx == "") and not (udg_KB3D_Fx_Attach == "") then
call SaveEffectHandle(udg_KB3D_HA, 14, udg_KB3D_Counter, AddSpecialEffectTarget(udg_KB3D_TrailFx, udg_KB3D_Unit, udg_KB3D_Fx_Attach))
endif
call SaveReal( udg_KB3D_HA, 17, udg_KB3D_Counter, udg_KB3D_ImpactDamage )
call SaveReal( udg_KB3D_HA, 18, udg_KB3D_Counter, udg_KB3D_LoopDamage * 0.031250000 )
call SaveReal( udg_KB3D_HA, 19, udg_KB3D_Counter, udg_KB3D_TargetDamage )
call SaveAttackTypeHandle( udg_KB3D_HA, 20, udg_KB3D_Counter, udg_KB3D_AttackType )
call SaveDamageTypeHandle( udg_KB3D_HA, 21, udg_KB3D_Counter, udg_KB3D_DamageType )
call SaveUnitHandle( udg_KB3D_HA, 22, udg_KB3D_Counter, udg_KB3D_Damager )
//Nulling
set udg_KB3D_Accel = 0.00
set udg_KB3D_Angle = 0.00
set udg_KB3D_DestroyTree = false
set udg_KB3D_DisableUnit = false
set udg_KB3D_Fx = ""
set udg_KB3D_Fx_Attach = ""
set udg_KB3D_TrailFx = ""
set udg_KB3D_Range = 0.00
set udg_KB3D_Speed = 0.00
set udg_KB3D_Targeted_Unit = null
set udg_KB3D_Unit = null
set udg_KB3D_UnpathableStop = true
set udg_KB3D_Zoffset = 0.00
return false
endfunction
function KB3D_Tree_Check takes destructable D returns boolean //Checks if a destructable is a tree
local boolean B = false
call IssueTargetOrder( udg_KB3D_Harvester, "harvest", D )
if ( GetUnitCurrentOrder(udg_KB3D_Harvester) == OrderId("harvest") ) then
set B = true
endif
call IssueImmediateOrder(udg_KB3D_Harvester, "stop")
return B
endfunction
function KB3D_KillifTree takes destructable D returns nothing //Kills a destructable if it is a tree
if ( KB3D_Tree_Check(D) ) then
call KillDestructable(D)
endif
endfunction
function KB3D_KillEnumDest takes nothing returns nothing //Function used in Enumeration loop
call KB3D_KillifTree(GetEnumDestructable())
endfunction
function KB3D_CircleTreeKill takes real radius, real x, real y returns nothing//To destroy trees around the unit
local rect r = Rect(x-radius, y-radius, x+radius, y+radius)
call EnumDestructablesInRect(r, null, function KB3D_KillEnumDest)
call RemoveRect(r)
set r = null
endfunction
function KB3D_CW_Loop takes nothing returns nothing//function for item group loop for Check Walkability System
if IsItemVisible(GetEnumItem()) then
set udg_CP_HiddenItems[udg_CP_HiddenItemsIndex] = GetEnumItem()
call SetItemVisible(udg_CP_HiddenItems[udg_CP_HiddenItemsIndex], false)
set udg_CP_HiddenItemsIndex = ( udg_CP_HiddenItemsIndex + 1 )
endif
endfunction
function KB3D_CW takes real x, real y returns boolean//Check Walkability System by PnF
local real x2 = 0
local real y2 = 0
call MoveRectTo(udg_CP_Rect, x, y)
call EnumItemsInRect(udg_CP_Rect, null, function KB3D_CW_Loop )
call SetItemPosition(udg_CP_Item, x, y)
set x2 = GetItemX(udg_CP_Item)
set y2 = GetItemY(udg_CP_Item)
call SetItemVisible(udg_CP_Item, false)
loop
exitwhen udg_CP_HiddenItemsIndex <= 0
set udg_CP_HiddenItemsIndex = udg_CP_HiddenItemsIndex - 1
call SetItemVisible(udg_CP_HiddenItems[udg_CP_HiddenItemsIndex], true)
set udg_CP_HiddenItems[udg_CP_HiddenItemsIndex] = null
endloop
set udg_CP_PointIsWalkable = ((x2-x)*(x2-x) + (y2-y)*(y2-y) <= 100) and (not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY))
return udg_CP_PointIsWalkable
endfunction
function MoveUnit_3D takes unit U, real x, real y, real z, boolean B returns nothing
call SetUnitFlyHeight(U, KB3D_InBetween(GetUnitDefaultFlyHeight(U), z, 9999), 0)
if ( not(B) or ( KB3D_CW(x, y) ) ) then
call SetUnitX(U, KB3D_InBetween(udg_KB3D_Reals[2], x, udg_KB3D_Reals[1]))
call SetUnitY(U, KB3D_InBetween(udg_KB3D_Reals[4], y, udg_KB3D_Reals[3]))
endif
endfunction
function KB3D_Loop takes integer Loop returns nothing//Main Trigger Loop
//Create all the nessesary locals
local unit U = LoadUnitHandle(udg_KB3D_HA, 0, Loop)
local real X = GetUnitX(U)
local real Y = GetUnitY(U)
local real Z = GetUnitFlyHeight(U)
local real x
local real y
local real z
local real Range = LoadReal(udg_KB3D_HA, 1, Loop)
local real Speed = LoadReal(udg_KB3D_HA, 2, Loop)
local real Zoffset = LoadReal(udg_KB3D_HA, 3, Loop)
local real Accel = LoadReal(udg_KB3D_HA, 4, Loop)
local real Angle
local real ZSpeed = LoadReal(udg_KB3D_HA, 12, Loop)
local real ZAccel = LoadReal(udg_KB3D_HA, 13, Loop)
local real ImpactD = LoadReal(udg_KB3D_HA, 17, Loop)
local real LoopD = LoadReal(udg_KB3D_HA, 18, Loop)
local real TargetD = LoadReal(udg_KB3D_HA, 19, Loop)
local unit Target = LoadUnitHandle(udg_KB3D_HA, 5, Loop)
local unit Damager = LoadUnitHandle(udg_KB3D_HA, 22, Loop)
local boolean DisableUnit = LoadBoolean(udg_KB3D_HA, 6, Loop)
local boolean UnpathableStop = LoadBoolean(udg_KB3D_HA, 7, Loop)
local boolean DestroyTree = LoadBoolean(udg_KB3D_HA, 8, Loop)
local string Fx = LoadStr(udg_KB3D_HA, 9, Loop)
local string Attach = LoadStr(udg_KB3D_HA, 10, Loop)
local attacktype AType = LoadAttackTypeHandle(udg_KB3D_HA, 20, Loop)
local damagetype DType = LoadDamageTypeHandle(udg_KB3D_HA, 21, Loop)
//end of locals
if not (LoopD == 0) and not (Damager == null ) then//damage target with loop damage
call UnitDamageTarget(Damager, U, LoopD, true, false, AType, DType, WEAPON_TYPE_WHOKNOWS)
endif
if ( Target == null ) then//know the angle of knockback line
set Angle = LoadReal(udg_KB3D_HA, 5, Loop)//if there is no unit target
else
set Angle = Atan2(GetUnitY(Target) - Y, GetUnitX(Target) - X)//if there is a unit target
endif
set Speed = Speed + ( Accel )//Increase the KB speed depending on the Acceleration
set Range = Range - ( Speed )//Decrease distance traveled
set ZSpeed = ZSpeed + ( ZAccel )//change the fly changing rate //Acceleration is for smoothness
set x = X + ( Speed * Cos(Angle) )//new X location of the KBed unit
set y = Y + ( Speed * Sin(Angle) )//new Y location of the KBed unit
set z = Z + ( ZSpeed * 0.031250000 )//new Z Offset of the KBed unit
call MoveUnit_3D(U, x, y, z, UnpathableStop)//Move the unit according to the X, Y, Z
if (DestroyTree) then//Check if Destroy Tree is enabled
call KB3D_CircleTreeKill( 4 * KB3D_GetUnitCollision(U), x, y )//Destroy trees around target
endif
if not (Fx == "") then//create an effect on the unit
if ( z > 20 ) then
if not (Attach == "") then
call DestroyEffect(AddSpecialEffectTarget(Fx, U, Attach))//attach the effect on the unit if he is flying
endif
else
call DestroyEffect(AddSpecialEffect(Fx, x, y))//create the effect on his location if he is not flying
endif
endif
if ( (UnpathableStop) and not ( KB3D_CW(x, y) ) ) and (not (ImpactD == 0) and not (Damager == null ) and ( KB3D_CW(x, y) )) then//if the terrain is unpathable or if unpathable stop is disabled then..
call UnitDamageTarget(Damager, U, ImpactD * 0.031250000, true, false, AType, DType, WEAPON_TYPE_WHOKNOWS)//Apply Impact Damage to the unit
endif
if ( DisableUnit ) then//disable the unit partially
call SetUnitPropWindow(U, 0)
call SetUnitTurnSpeed(U, 0)
endif
////// Stop All
if ( (Speed <= 0) or ( Range <= 0 ) or ( GetWidgetLife(U) <= 0 ) ) then
call SaveBoolean(udg_KB3D_HA, 15, Loop, false)
set udg_KB3D_Instances = udg_KB3D_Instances - 1
call SaveReal(udg_KB3D_HA, 0, -1 * GetHandleId(U), LoadReal(udg_KB3D_HA, 0, -1 * GetHandleId(U))-1)
call SetUnitFlyHeight(U, KB3D_InBetween(GetUnitDefaultFlyHeight(U), z - 15, 9999), 0)
if ( GetWidgetLife(U) <= 0 ) then
call SetUnitFlyHeight(U, GetUnitDefaultFlyHeight(U), 750 )
endif
if DisableUnit then
call SetUnitPropWindow(U, GetUnitDefaultPropWindow(U))
call SetUnitTurnSpeed(U, GetUnitDefaultTurnSpeed(U))
endif
if HaveSavedHandle(udg_KB3D_HA, 14, Loop) then
call DestroyEffect(LoadEffectHandle(udg_KB3D_HA, 14, Loop))
call RemoveSavedHandle(udg_KB3D_HA, 14, Loop)
endif
else
////// Save Changes
call SaveReal(udg_KB3D_HA, 1, Loop, Range)
call SaveReal(udg_KB3D_HA, 2, Loop, Speed)
call SaveReal(udg_KB3D_HA, 12, Loop, ZSpeed)
endif
////// Clear
set U = null
set Target = null
endfunction
function KB3D_Loop_Actions takes nothing returns boolean//loop triggerer
local integer x = 0
loop
exitwhen x >= udg_KB3D_Counter
set x = x + 1
if ( LoadBoolean(udg_KB3D_HA, 15, x) ) then
call KB3D_Loop(x)
endif
endloop
if ( udg_KB3D_Instances == 0 ) then
set udg_KB3D_Counter = 0
call DisableTrigger(GetTriggeringTrigger())
endif
return false
endfunction
//===========================================================================
function InitTrig_KB3D takes nothing returns nothing
////////LOOP
set udg_KB3D_Loop = CreateTrigger( )
call TriggerRegisterTimerEvent( udg_KB3D_Loop, 0.031250000, true )
call TriggerAddCondition( udg_KB3D_Loop, Condition(function KB3D_Loop_Actions) )
call DisableTrigger( udg_KB3D_Loop )
////////REGISTRATION
set udg_KB3D_Registration = CreateTrigger( )
call TriggerAddCondition( udg_KB3D_Registration, Condition(function KB3D_Registration) )
set udg_KB3D_Harvester = CreateUnit(Player(15), 'hpea', 0, 0, 0)
call ShowUnit(udg_KB3D_Harvester, false)
call UnitAddAbility(udg_KB3D_Harvester, 'Aloc')
set udg_KB3D_HA = InitHashtable()
////////Check Walkability System by PnF
set udg_CP_Rect = Rect(0, 0, 128.00, 128.00)
set udg_CP_Item = CreateItem('wtlg', 0, 0)
call SetItemVisible( udg_CP_Item, false )
////////InitReals
set udg_KB3D_Reals[1] = GetRectMaxX(bj_mapInitialPlayableArea)
set udg_KB3D_Reals[2] = GetRectMinX(bj_mapInitialPlayableArea)
set udg_KB3D_Reals[3] = GetRectMaxY(bj_mapInitialPlayableArea)
set udg_KB3D_Reals[4] = GetRectMinY(bj_mapInitialPlayableArea)
endfunction