- Joined
- Feb 4, 2009
- Messages
- 3,174
Snare Trap
Persecute
Riposte
Turmoil
JASS:
scope SnareTrap
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Snare Trap v1.0
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//
// I. Description
// Tosses a snaring net to the target location. Enemy units
// within 200 range away will be snared by the net and have
// it's movement speed reduced by 75% and has 303% chance to
// miss it's attacks.
//
// Level 1 - Nets last for 6 seconds.
// Level 2 - Nets last for 8 seconds.
// Level 3 - Nets last for 10 seconds.
//
// Tosses an invisible trap instead if there is no enemy
// units around on cast. The trap will spring a snaring
// net 1 second after any enemy unit walks over it.
//
// II. Requirements
// • Missile by BPower | hiveworkshop.com/threads/missile.265370/
// • TimerUtils by Vexorian | wc3c.net/showthread.php?t=101322
//
// III. How to import
// • Import dummy.mdx from import manager to your map. Other files are optional
// • Import the following object data to your map:
// (Unit)
// • Snare Trap (Net)
// • Snare Trap (Trap)
// • Dummy Caster
// • Missile Dummy
// (Ability)
// • Snare Trap (Miss)
// • Snare Trap (Slow)
// • Snare Trap (Main)
// (Buff)
// • Snare Trap (Buff)
// • Make sure "Snare Trap (Miss)" & "(Slow)" abilities both has "Snare Trap (Buff)" as buff
// • Import and configure required libraries properly
// • Import Snare Trap trigger and configure it properly
//
// IV. Credits
// • HappyCockroach : spell concept
// • BPower : Missile library
// • Vexorian : TimerUtils library, dummy.mdx
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Configurations
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// A. Static configurations
globals
// 1. Snare Trap main ability raw code
private constant integer MAIN_SPELL_ID = 'A000'
//
// 2. Snare Trap (Miss) ability raw code
private constant integer MISS_SPELL_ID = 'A001'
//
// 3. Snare Trap (Slow) ability raw code
private constant integer SLOW_SPELL_ID = 'A002'
//
// 4. Snare Trap (Buff) buff raw code
private constant integer NET_BUFF_ID = 'B000'
//
// 5. Dummy Caster unit raw code
private constant integer DUMMY_CASTER_ID = 'h000'
//
// 6. Snare Trap (Net) unit raw code
private constant integer NET_DUMMY_ID = 'h001'
//
// 7. Snare Trap (Trap) unit raw code
private constant integer TRAP_DUMMY_ID = 'h002'
//
// 8. Snare Trap (Miss) ability order id
private constant integer MISS_ORDER_ID = 852190 // "curse"
//
// 9. Snare Trap (Slow) ability order id
private constant integer SLOW_ORDER_ID = 852075 // "slow"
//
// 10. Net missile model filepath
private constant string NET_MISSILE_MODEL = "Abilities\\Spells\\Orc\\Ensnare\\EnsnareMissile.mdl"
//
// 11. Trap missile model filepath
private constant string TRAP_MISSILE_MODEL = "war3mapImported\\Swashbuckler_SnareTrap_Projectile.MDX"
//
// 12. Springing trap special effect filepath
private constant string SPRUNG_EFFECT_MODEL = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"
//
// 13. If true, apply expiration timer bar to trap unit
private constant boolean APPLY_EXP_TIMER = true
//
// 14. Missile scale/size
private constant real NET_MISSILE_SCALE = 1.5
//
// 15. Missile scale/size
private constant real TRAP_MISSILE_SCALE = 1.0
//
// 16. Missile launching vertical (height) offset
private constant real MISSILE_LAUNCH_VOFFSET = 100.0
//
// 17. Missile launching horizontal (xy) offset
private constant real MISSILE_LAUNCH_HOFFSET = 65.0
//
// 18. Missile move speed
private constant real MISSILE_SPEED = 15.0
//
// 19. Missile trajectory arc
private constant real MISSILE_ARC = 0.15
//
// Better not to modify this
private constant real INTERVAL = 0.03125000
endglobals
//
// B. Dynamic configurations
//
// 20. Net maximum snaring range (area of effect)
private constant function NetAoE takes integer level returns real
return 200.0
endfunction
//
// 21. How long the net lasts before expired (in second)
private constant function NetLifespan takes integer level returns real
return 4.0 + 2.0*level
endfunction
//
// 22. How long the trap lasts before expired (in second)
private constant function TrapLifespan takes integer level returns real
return 180.0
endfunction
//
// 23. How long the trap needs to spring (in second)
private constant function TrapSpringDelay takes integer level returns real
return 1.0
endfunction
//
// 24. Target classifications that can be affected by the net
// • target = target
// • caster = owner of the net/trap (player)
// Current targets: enemy, non-structure, ground, amphibious
private constant function SpellTargets takes unit target, player caster returns boolean
return IsUnitEnemy(target, caster) and not IsUnitType(target, UNIT_TYPE_STRUCTURE) and (IsUnitType(target, UNIT_TYPE_GROUND) or not IsUnitType(target, UNIT_TYPE_FLYING)) // Looks weird but this is how to detect both ground and amphibious units
endfunction
//
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
native UnitAlive takes unit id returns boolean
globals
private constant integer STOP_ORDER_ID = 851972 // "stop"
endglobals
private struct SnareTrap
unit net
group captured
boolean capture
boolean sprung // true means it's not a trap anymore
integer level
player owner
real targetX
real targetY
real lifespan // Lifespan of both net and trap
real delay // Delay for the trap to sprung
real aoe
static unit DummyCaster
static timer CheckerTimer = CreateTimer()
static group TargetGroup = CreateGroup() // Group containing units affected by the spells buff
static group AffectedGroup = CreateGroup() // Group containing any units iterated by the spell
static group RecycleGroup = CreateGroup() // For recycling purpose
static group TempGroup = CreateGroup()
static group TempGroup2
static method check takes nothing returns nothing
local unit fog
loop
set fog = FirstOfGroup(TargetGroup)
exitwhen (fog == null)
call GroupRemoveUnit(TargetGroup, fog)
// Remove buff if a unit is still in target group (has the spell buff)
// but not iterated by the spell at all. Means the unit is nowhere around
// any net
if (not UnitAlive(fog) or not IsUnitInGroup(fog, AffectedGroup)) then
// Need to remove the buff twice because the two abilties
// are using the same buff
call UnitRemoveAbility(fog, NET_BUFF_ID)
call UnitRemoveAbility(fog, NET_BUFF_ID)
else
// Return the unit to the new target group if still snared
call GroupAddUnit(RecycleGroup, fog)
endif
endloop
// Recycle group
set TempGroup2 = TargetGroup
set TargetGroup = RecycleGroup
set RecycleGroup = TempGroup2
call GroupClear(AffectedGroup)
// Reset and pause the checker timer if there's no affected unit's left
if (FirstOfGroup(TargetGroup) == null) then
call PauseTimer(CheckerTimer)
endif
endmethod
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
local unit fog
local real a
local real x
local real y
if (.lifespan > INTERVAL) then
if (.sprung) then
if (.delay == 0) then
set .lifespan = .lifespan - INTERVAL
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen (fog == null)
call GroupRemoveUnit(TempGroup, fog)
// If target is classified
if (UnitAlive(fog) and SpellTargets(fog, .owner)) then
if (not IsUnitInGroup(fog, TargetGroup)) then
// Apply slow and miss chance buff
call IssueTargetOrderById(DummyCaster, SLOW_ORDER_ID, fog)
call IssueTargetOrderById(DummyCaster, MISS_ORDER_ID, fog)
if (.capture) then
call GroupAddUnit(.captured, fog)
endif
// Make sure the target has the buffs
if (GetUnitAbilityLevel(fog, NET_BUFF_ID) > 0) then
if (FirstOfGroup(TargetGroup) == null) then
// Start the timer to check that affected units are still snared (within AoE)
call TimerStart(CheckerTimer, INTERVAL, true, function thistype.check)
endif
call GroupAddUnit(TargetGroup, fog)
endif
endif
call GroupAddUnit(AffectedGroup, fog)
endif
endloop
set .capture = false
if (FirstOfGroup(.captured) != null) then
loop
set fog = FirstOfGroup(.captured)
exitwhen (fog == null)
call GroupRemoveUnit(.captured, fog)
// Prevent unit to be removed when outside the rope area
call GroupAddUnit(AffectedGroup, fog)
call GroupAddUnit(RecycleGroup, fog)
set x = GetUnitX(fog)
set y = GetUnitY(fog)
// Prevent captured unit from leaving
if ((.targetX-x)*(.targetX-x)+(.targetY-y)*(.targetY-y) > .aoe*.aoe) then
call IssueImmediateOrderById(fog, STOP_ORDER_ID)
set a = Atan2(y-.targetY, x-.targetX)
call SetUnitX(fog, .targetX+.aoe*Cos(a))
call SetUnitY(fog, .targetY+.aoe*Sin(a))
endif
endloop
// Recycle group
set TempGroup2 = .captured
set .captured = RecycleGroup
set RecycleGroup = TempGroup2
endif
else
// Springing trap
set .delay = .delay - INTERVAL
if (.delay <= 0) then
call RemoveUnit(.net)
call DestroyEffect(AddSpecialEffect(SPRUNG_EFFECT_MODEL, .targetX, .targetY))
set .net = CreateUnit(.owner, NET_DUMMY_ID, .targetX, .targetY, 0)
call SetUnitAnimation(.net, "birth")
call QueueUnitAnimation(.net, "stand")
set .lifespan = NetLifespan(.level)
set .delay = 0
endif
endif
else
set .lifespan = .lifespan - INTERVAL
// Check if there is any target unit passing by the trap
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen (fog == null)
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and SpellTargets(fog, .owner)) then
set .sprung = true
exitwhen true
endif
endloop
if (fog != null) then
call GroupClear(TempGroup)
set fog = null
endif
endif
else
// Dispose the spell instance
call DestroyGroup(.captured)
call KillUnit(.net)
call ReleaseTimer(t)
call deallocate()
set .captured = null
set .net = null
endif
set t = null
endmethod
static method onRemove takes Missile missile returns boolean
local thistype this = missile.data
// Hoping the missile library handles world bounds correctly yeah I'm lazy so what?
set .targetX = missile.x
set .targetY = missile.y
// Check whether the missile should be a trap or a net
if (.sprung) then
set .net = CreateUnit(.owner, NET_DUMMY_ID, .targetX, .targetY, 0)
call SetUnitAnimation(.net, "birth")
call QueueUnitAnimation(.net, "stand")
else
set .net = CreateUnit(.owner, TRAP_DUMMY_ID, .targetX, .targetY, 0)
static if APPLY_EXP_TIMER then
call UnitApplyTimedLife(.net, 'BTLF', .lifespan)
endif
endif
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
return true
endmethod
implement MissileStruct
static method onCast takes nothing returns boolean
local Missile missile
local thistype this
local unit fog
local unit caster
local real angle
local real x
local real y
if (GetSpellAbilityId() == MAIN_SPELL_ID) then
set this = allocate()
set caster = GetTriggerUnit()
set .owner = GetTriggerPlayer()
set .targetX = GetSpellTargetX()
set .targetY = GetSpellTargetY()
set .captured = CreateGroup()
set .capture = true
set .sprung = false
// Initialize the missile
set x = GetUnitX(caster)
set y = GetUnitY(caster)
set angle = Atan2(.targetY-y, .targetX-x)
set missile = Missile.createXYZ(x+MISSILE_LAUNCH_HOFFSET*Cos(angle), y+MISSILE_LAUNCH_HOFFSET*Sin(angle), MISSILE_LAUNCH_VOFFSET+GetUnitFlyHeight(caster), .targetX, .targetY, 0)
set missile.speed = MISSILE_SPEED
set missile.arc = MISSILE_ARC
set missile.data = this
set .level = GetUnitAbilityLevel(caster, MAIN_SPELL_ID)
set .aoe = NetAoE(.level)
// Check if there's target units around the target area
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen (fog == null)
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and SpellTargets(fog, .owner)) then
set .sprung = true
exitwhen true
endif
endloop
if (fog != null) then
call GroupClear(TempGroup)
set fog = null
endif
// If a target is detected, throw a net, else, a trap
if (.sprung) then
set missile.model = NET_MISSILE_MODEL
set missile.scale = NET_MISSILE_SCALE
set .lifespan = NetLifespan(.level)
set .delay = 0
else
set missile.model = TRAP_MISSILE_MODEL
set missile.scale = TRAP_MISSILE_SCALE
set .lifespan = TrapLifespan(.level)
set .delay = TrapSpringDelay(.level)
endif
call launch(missile)
set caster = null
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function thistype.onCast))
// Create dummy caster to apply buffs
set DummyCaster = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), DUMMY_CASTER_ID, 0, 0, 0)
call UnitAddAbility(DummyCaster, SLOW_SPELL_ID)
call UnitAddAbility(DummyCaster, MISS_SPELL_ID)
endmethod
endstruct
endscope
JASS:
scope Persecute
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Persecute v1.0
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//
// I. Description
// Throws a paintball at the target. Marking it as a wanted
// target. Marked unit will leave traces as it travels.
// Ally units who's targeting it will have their attack
// speed and move speed increased. The mark lasts for 15
// seconds.
//
// Level 1 - 15% attack speed bonus. 10% move speed bonus.
// Level 2 - 25% attack speed bonus. 15% move speed bonus.
// Level 3 - 35% attack speed bonus. 20% move speed bonus.
//
// II. Requirements
// • Missile by BPower | hiveworkshop.com/threads/missile.265370/
// • UnitIndexer by TriggerHappy | hiveworkshop.com/threads/system-unitdex-unit-indexer.248209/
// • TimerUtils by Vexorian | wc3c.net/showthread.php?t=101322
//
// III. How to import
// • Import dummy.mdx from import manager to your map. Other files are optional
// • Import the following object data to your map:
// (Unit)
// • Dummy Caster
// • Missile Dummy
// (Ability)
// • Persecute (Buff)
// • Persecute (Mark)
// • Persecute (Main)
// (Buff)
// • Persecute (Buff)
// • Persecute (Mark)
// • Make sure "Persecute (Buff)" ability has "Persecute (Buff)" as buff
// • Make sure "Persecute (Mark)" ability has "Persecute (Mark)" as buff
// • Import and configure required libraries properly
// • Import Persecute trigger and configure it properly
//
// IV. Credits
// • HappyCockroach : spell concept
// • TriggerHappy : UnitIndexer library
// • Vexorian : TimerUtils library
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Configurations
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// A. Static configurations
globals
// 1. Persecute main ability raw code
private constant integer MAIN_SPELL_ID = 'A00B'
//
// 2. Persecute (Mark) ability raw code
private constant integer MARK_SPELL_ID = 'A00C'
//
// 3. Persecute (Buff) ability raw code
private constant integer BONUS_SPELL_ID = 'A00D'
//
// 4. Persecute (Buff) buff raw code
private constant integer MARK_BUFF_ID = 'B003'
//
// 5. Persecute (Mark) buff raw code
private constant integer BONUS_BUFF_ID = 'B004'
//
// 6. Dummy Caster unit raw code
private constant integer DUMMY_CASTER_ID = 'h000'
//
// 7. Persecute (Mark) ability order id
private constant integer MARK_ORDER_ID = 852570 // "wandofshadowsight"
//
// 8. Persecute (Buff) ability order id
private constant integer BONUS_ORDER_ID = 852101 // "bloodlust"
//
// 9. Launched missile model file path
private constant string MISSILE_MODEL_PATH = "war3mapImported\\Swashbuckler_Persecute_Projectile.MDX"
//
// 10. Missile move speed
private constant real MISSILE_SPEED = 25.0
//
// 11. Missile trajectory arc
private constant real MISSILE_ARC = 0.15
//
// 12. Missile launching vertical (height) offset
private constant real MISSILE_LAUNCH_VOFFSET = 125.0
//
// 13. Missile launching horizontal (xy) offset
private constant real MISSILE_LAUNCH_HOFFSET = 65.0
//
// Interval at which the detection trigger will reset
// (Just don't modify if you don't know what it means) Congrats! If you are reading this, it means you are certified nerd
private constant real TRIGGER_RESET_INTERVAL = 30.0
//
// Better not to modify this
private constant real INTERVAL = 0.1
endglobals
//
// B. Dynamic configurations
//
// 14. Mark duration on normal units
private constant function MarkDurationNormal takes integer level returns real
return 20.0
endfunction
//
// 15. Mark duration on hero units
private constant function MarkDurationHero takes integer level returns real
return 10.0
endfunction
//
// 16. Classification of unit that can receive bonus stats when
// chasing a target with Persecute (Buff - Target) buff
// • chaser = unit that's targeting the marked unit
// • caster = owner of the caster (who gives the mark)
// • target = marked unit
// Current targets: enemy of target, ally of caster, non-mechanical, non-structure
private constant function AllowedChaser takes unit chaser, player caster, player target returns boolean
return IsUnitEnemy(chaser, target) and IsUnitAlly(chaser, caster) and not IsUnitType(chaser, UNIT_TYPE_MECHANICAL) and not IsUnitType(chaser, UNIT_TYPE_STRUCTURE)
endfunction
//
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
native UnitAlive takes unit id returns boolean
globals
private constant integer ATTACK_ORDER_ID = 851983 // "attack"
private constant integer SMART_ORDER_ID = 851971 // "smart"
private constant player PASSIVE = Player(PLAYER_NEUTRAL_PASSIVE)
private unit DummyCaster
endglobals
private struct PersecuteMark
unit target
real duration
static thistype array Index
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
// If need the buff to be removed
if (.duration <= INTERVAL or not UnitAlive(.target) or GetUnitAbilityLevel(.target, MARK_BUFF_ID) == 0) then
set Index[GetUnitUserData(.target)] = 0
call UnitRemoveAbility(.target, MARK_BUFF_ID)
call ReleaseTimer(t)
call deallocate()
set .target = null
else
set .duration = .duration - INTERVAL
endif
set t = null
endmethod
static method apply takes Missile missile returns nothing
local thistype this
local integer data = GetUnitUserData(missile.target)
// If already registered
if (Index[data] != 0) then
set this = Index[data]
if (IsUnitType(missile.target, UNIT_TYPE_HERO)) then
set .duration = MarkDurationHero(missile.data)
else
set .duration = MarkDurationNormal(missile.data)
endif
else
set this = allocate()
set Index[data] = this
set .target = missile.target
// If target is a hero
if (IsUnitType(missile.target, UNIT_TYPE_HERO)) then
set .duration = MarkDurationHero(missile.data)
else
set .duration = MarkDurationNormal(missile.data)
endif
// If not have the buff yet
if (GetUnitAbilityLevel(missile.target, MARK_BUFF_ID) == 0) then
call SetUnitOwner(DummyCaster, missile.owner, false)
call IssueTargetOrderById(DummyCaster, MARK_ORDER_ID, missile.target)
call SetUnitOwner(DummyCaster, PASSIVE, false)
endif
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
endif
endmethod
endstruct
private struct Persecute extends array
static group TempGroup
static group BonusGroup = CreateGroup() // Group containing units with bonus buff
static group DetectGroup = CreateGroup() // Group containing units registered in detection trigger
static group RecycleGroup = CreateGroup() // For recycling purpose
static timer ResetTimer = CreateTimer()
static timer CheckTimer = CreateTimer()
static trigger DetectTrigger = CreateTrigger()
static trigger LearnTrigger = CreateTrigger()
static integer array AbilityLevel
static player array CasterOwner
static unit array TargetUnit
static method removeBonus takes unit u returns nothing
if (IsUnitInGroup(u, BonusGroup)) then
call GroupRemoveUnit(BonusGroup, u)
call UnitRemoveAbility(u, BONUS_BUFF_ID)
// If there is no unit with the bonus buff anymore
if (FirstOfGroup(BonusGroup) == null) then
call PauseTimer(CheckTimer)
endif
endif
endmethod
static method check takes nothing returns nothing
local integer data
local unit fog
loop
set fog = FirstOfGroup(DetectGroup)
exitwhen (fog == null)
call GroupRemoveUnit(DetectGroup, fog)
call GroupAddUnit(RecycleGroup, fog)
if (IsUnitInGroup(fog, BonusGroup)) then
set data = GetUnitUserData(fog)
// Check if unit's target is still alive and still marked
if (not UnitAlive(TargetUnit[data]) or not IsUnitVisible(TargetUnit[data], GetOwningPlayer(fog)) or GetUnitAbilityLevel(TargetUnit[data], MARK_BUFF_ID) == 0) then
call removeBonus(fog)
endif
// Add compatibility with spell stealing abilities (no permanent buff)
elseif (GetUnitAbilityLevel(fog, BONUS_BUFF_ID) > 0) then
call UnitRemoveAbility(fog, BONUS_BUFF_ID)
endif
endloop
set TempGroup = DetectGroup
set DetectGroup = RecycleGroup
set RecycleGroup = TempGroup
endmethod
static method addBonus takes unit u, unit t returns nothing
if (not IsUnitInGroup(u, BonusGroup) and AllowedChaser(u, CasterOwner[GetUnitUserData(t)], GetOwningPlayer(t))) then
// If the unit is the first one to have bonus buff
if (FirstOfGroup(BonusGroup) == null) then
call TimerStart(CheckTimer, INTERVAL, true, function thistype.check)
endif
call GroupAddUnit(BonusGroup, u)
// Apply move and attack speed bonus based on ability level
call SetUnitAbilityLevel( DummyCaster, BONUS_SPELL_ID, AbilityLevel[GetUnitUserData(t)])
call IssueTargetOrderById(DummyCaster, BONUS_ORDER_ID, u)
endif
endmethod
static method onDetect takes nothing returns boolean
local unit t = GetEventTargetUnit()
local unit u = GetTriggerUnit()
set TargetUnit[GetUnitUserData(u)] = t
// If the target is marked
if (GetUnitAbilityLevel(t, MARK_BUFF_ID) > 0) then
call addBonus(u, t)
else
call removeBonus(u)
endif
set t = null
set u = null
return false
endmethod
static method onOrder takes nothing returns boolean
local integer order
local unit t = GetOrderTargetUnit()
local unit u = GetTriggerUnit()
if (t != null) then
set order = GetIssuedOrderId()
// Make sure the order is "attack"
if (order == ATTACK_ORDER_ID or (order == SMART_ORDER_ID and IsUnitEnemy(u, GetOwningPlayer(t)))) then
// Save the unit's current target
set TargetUnit[GetUnitUserData(u)] = t
// If the target is marked
if (GetUnitAbilityLevel(t, MARK_BUFF_ID) > 0) then
call addBonus(u, t)
else
call removeBonus(u)
endif
else
call removeBonus(u)
endif
else
call removeBonus(u)
endif
set t = null
set u = null
return false
endmethod
static method onRemove takes Missile missile returns boolean
local integer data
local unit fog
if (UnitAlive(missile.target)) then
set data = GetUnitUserData(missile.target)
set AbilityLevel[data] = GetUnitAbilityLevel(missile.source, MAIN_SPELL_ID)
set CasterOwner[data] = missile.owner
// Every unit can only have one mark
if (GetUnitAbilityLevel(missile.target, MARK_BUFF_ID) > 0) then
call UnitRemoveAbility(missile.target, MARK_BUFF_ID)
loop
set fog = FirstOfGroup(BonusGroup)
exitwhen (fog == null)
call GroupRemoveUnit(BonusGroup, fog)
if (TargetUnit[GetUnitUserData(fog)] == missile.target) then
call removeBonus(fog)
else
call GroupAddUnit(RecycleGroup, fog)
endif
endloop
set TempGroup = BonusGroup
set BonusGroup = RecycleGroup
set RecycleGroup = TempGroup
endif
// Re-apply to reset mark duration
call PersecuteMark.apply(missile)
call IssueTargetOrderById(DummyCaster, MARK_ORDER_ID, missile.target)
loop
set fog = FirstOfGroup(DetectGroup)
exitwhen (fog == null)
call GroupRemoveUnit(DetectGroup, fog)
call GroupAddUnit(RecycleGroup, fog)
// If unit's target is the marked unit
if (TargetUnit[GetUnitUserData(fog)] == missile.target) then
call addBonus(fog, missile.target)
endif
endloop
set TempGroup = DetectGroup
set DetectGroup = RecycleGroup
set RecycleGroup = TempGroup
endif
return true
endmethod
implement MissileStruct
static method onCast takes nothing returns boolean
local Missile missile
local unit caster
local unit target
local real xt
local real yt
local real x
local real y
local real a
if (GetSpellAbilityId() == MAIN_SPELL_ID) then
set caster = GetTriggerUnit()
set target = GetSpellTargetUnit()
set x = GetUnitX(caster)
set y = GetUnitY(caster)
set xt = GetUnitX(target)
set yt = GetUnitY(target)
set a = Atan2(yt-y, xt-x)
// Launch the paintball
set missile = Missile.createXYZ(x+MISSILE_LAUNCH_HOFFSET*Cos(a), y+MISSILE_LAUNCH_HOFFSET*Sin(a), MISSILE_LAUNCH_VOFFSET+GetUnitFlyHeight(caster), xt, yt, MISSILE_LAUNCH_VOFFSET+GetUnitFlyHeight(target))
set missile.owner = GetTriggerPlayer()
set missile.source = caster
set missile.target = target
set missile.arc = MISSILE_ARC
set missile.speed = MISSILE_SPEED
set missile.model = MISSILE_MODEL_PATH
set missile.data = GetUnitAbilityLevel(caster, MAIN_SPELL_ID)
call launch(missile)
set target = null
set caster = null
endif
return false
endmethod
static method resetTrigger takes nothing returns nothing
local unit fog
// Reset detection trigger
call DestroyTrigger(DetectTrigger)
set DetectTrigger = CreateTrigger()
call TriggerAddCondition(DetectTrigger, Condition(function thistype.onDetect))
loop
set fog = FirstOfGroup(DetectGroup)
exitwhen (fog == null)
call GroupRemoveUnit(DetectGroup, fog)
call GroupAddUnit(RecycleGroup, fog)
call TriggerRegisterUnitEvent(DetectTrigger, fog, EVENT_UNIT_ACQUIRED_TARGET)
endloop
// Recycle group
set TempGroup = DetectGroup
set DetectGroup = RecycleGroup
set RecycleGroup = TempGroup
endmethod
static method onDeindex takes nothing returns boolean
local unit u = GetIndexedUnit()
set TargetUnit[GetIndexedUnitId()] = null
call GroupRemoveUnit(DetectGroup, u)
if (IsUnitInGroup(u, BonusGroup)) then
call GroupRemoveUnit(BonusGroup, u)
// If there is no unit with the bonus buff anymore
if (FirstOfGroup(BonusGroup) == null) then
call PauseTimer(CheckTimer)
endif
endif
set u = null
return false
endmethod
static method initializeSpell takes nothing returns nothing
local unit fog
local group g = CreateGroup()
local trigger t1 = CreateTrigger()
local trigger t2 = CreateTrigger()
local integer i = 0
local player p
// Prepare triggers
loop
exitwhen (i == bj_MAX_PLAYER_SLOTS)
set p = Player(i)
call TriggerRegisterPlayerUnitEvent(t1, p, EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
call TriggerRegisterPlayerUnitEvent(t2, p, EVENT_PLAYER_UNIT_ISSUED_ORDER, null)
call TriggerRegisterPlayerUnitEvent(t2, p, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER, null)
call TriggerRegisterPlayerUnitEvent(t2, p, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER, null)
set i = i + 1
endloop
call EnableTrigger(DetectTrigger)
call DestroyTrigger(LearnTrigger)
call TriggerAddCondition(t1, Condition(function thistype.onCast))
call TriggerAddCondition(t2, Condition(function thistype.onOrder))
call TriggerAddCondition(DetectTrigger, Condition(function thistype.onDetect))
call RegisterUnitIndexEvent(Condition(function thistype.onDeindex), EVENT_UNIT_DEINDEX)
// Periodically reset detection trigger to prevent event leaks
call TimerStart(ResetTimer, TRIGGER_RESET_INTERVAL, true, function thistype.resetTrigger)
// Create dummy caster to apply buffs
set DummyCaster = CreateUnit(PASSIVE, DUMMY_CASTER_ID, 0, 0, 0)
call UnitAddAbility(DummyCaster, BONUS_SPELL_ID)
call UnitAddAbility(DummyCaster, MARK_SPELL_ID)
call GroupEnumUnitsInRect(g, GetWorldBounds(), null)
loop
set fog = FirstOfGroup(g)
exitwhen (fog == null)
call GroupRemoveUnit(g, fog)
if (IsUnitIndexed(fog)) then
call TriggerRegisterUnitEvent(DetectTrigger, fog, EVENT_UNIT_ACQUIRED_TARGET)
call GroupAddUnit(DetectGroup, fog)
endif
endloop
call DestroyGroup(g)
set LearnTrigger = null
set g = null
endmethod
static method onLearn takes nothing returns boolean
if (GetLearnedSkill() == MAIN_SPELL_ID) then
// The first time the spell appears in game, initialize the spell trigger
call initializeSpell()
endif
return false
endmethod
static method onIndex takes nothing returns boolean
local unit u
if (IsTriggerEnabled(DetectTrigger)) then
set u = GetIndexedUnit()
// Add indexed unit to the detection trigger
call TriggerRegisterUnitEvent(DetectTrigger, u, EVENT_UNIT_ACQUIRED_TARGET)
call GroupAddUnit(DetectGroup, u)
set u = null
elseif (GetUnitAbilityLevel(GetIndexedUnit(), MAIN_SPELL_ID) > 0) then
// The first time the spell appears in game, initialize the spell trigger
call initializeSpell()
endif
return false
endmethod
static method onInit takes nothing returns nothing
call DisableTrigger(DetectTrigger)
call TriggerRegisterAnyUnitEventBJ(LearnTrigger, EVENT_PLAYER_HERO_SKILL)
call TriggerAddCondition(LearnTrigger, Condition(function thistype.onLearn))
call RegisterUnitIndexEvent(Condition(function thistype.onIndex), EVENT_UNIT_INDEX)
endmethod
endstruct
endscope
JASS:
scope Riposte
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Riposte v1.0
// ¯¯¯¯¯¯¯¯¯¯¯¯
//
// I. Description
// Gives a chance to counter an incoming melee attack.
// Dealing damage and causing 1 second stun while
// ignoring the incoming damage.
//
// Level 1 - 20% chance. Deals 80 damage.
// Level 2 - 30% chance. Deals 90 damage.
// Level 3 - 40% chance. Deals 120 damage.
//
// II. Requirements
// • RapidSound by Quilnez | hiveworkshop.com/threads/snippet-rapidsound.258991/
// • UnitIndexer by TriggerHappy | hiveworkshop.com/threads/system-unitdex-unit-indexer.248209/
// • TimerUtils by Vexorian | wc3c.net/showthread.php?t=101322
//
// III. How to import
// • Import dummy.mdx from import manager to your map. Other files are optional
// • Import the following object data to your map:
// (Unit)
// • Dummy Caster
// (Ability)
// • Riposte (Pause)
// • Riposte (Main)
// (Buff)
// • Riposte (Buff)
// • Make sure "Persecute (Pause)" ability has "Persecute (Buff)" as buff
// • Import and configure required libraries properly
// • Import Persecute trigger and configure it properly
//
// IV. Credits
// • TriggerHappy : UnitIndexer library
// • Vexorian : TimerUtils library, dummy.mdx
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Configurations
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// A. Static configurations
globals
// 1. Riposte main ability raw code
private constant integer MAIN_SPELL_ID = 'A009'
//
// 2. Riposte (Pause) ability raw code
private constant integer PAUSE_SPELL_ID = 'A00A'
//
// 3. Riposte (Buff) buff raw code
private constant integer PAUSE_BUFF_ID = 'B002'
//
// 4. Dummy Caster unit raw code
private constant integer DUMMY_CASTER_ID = 'h000'
//
// 5. Riposte (Pause) ability order id
private constant integer PAUSE_ORDER_ID = 852127 // "stomp"
//
// 6. Played animation when the spell is triggering
private constant string DEFLECT_ANIMATION = "defend"
//
// 7. Played animation when countering the attack
private constant string COUNTER_ANIMATION = "slam"
//
// 8. Special effect when target's attack is deflected
private constant string STUN_SFX_MODEL = "Abilities\\Spells\\Human\\Thunderclap\\ThunderclapTarget.mdl"
private constant string STUN_SFX_MODEL_PT = "overhead"
//
// 9. Dealt damage configurations
private constant attacktype ATTACK_TYPE = ATTACK_TYPE_HERO
private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
private constant weapontype WEAPON_TYPE = WEAPON_TYPE_METAL_MEDIUM_SLICE
//
// Interval at which the detection trigger will reset
// (Just don't modify if you don't know what it means)
private constant real TRIGGER_RESET_INTERVAL = 30.0
//
// Better not to modify this
private constant real INTERVAL = 0.1
endglobals
//
// B. Dynamic configurations
//
// 10. Chance of the counter move to be performed
private constant function TriggerChance takes integer level returns real
return 10.0 + 10.0*level
endfunction
//
// 11. Dealt damage when attack is countered
private constant function DealtDamage takes integer level returns real
return 30.0 + 30.0*level
endfunction
//
// 12. Stun duration after attack is countered
private constant function StunDuration takes integer level returns real
return 1.0
endfunction
//
// 13. Delay before the next counter move can be performed again
private constant function CooldownTime takes integer level returns real
return 2.0
endfunction
//
// 14. Delay before the next counter move can be performed again
private constant function CounterDelay takes integer level returns real
return 0.4
endfunction
//
// 15. Delay before the damage is dealt after deflecting move is performed
private constant function DamageDelay takes integer sourceType returns real
return 0.25
endfunction
//
// 16. Classification of unit that its attacks can be countered
// • target = attacker
// • caster = owner of attacked unit
// Current targets: enemy, melee, non-structure, ground, amphibious
private constant function SpellTargets takes unit target, player caster returns boolean
return IsUnitEnemy(target, caster) and IsUnitType(target, UNIT_TYPE_MELEE_ATTACKER) and not IsUnitType(target, UNIT_TYPE_STRUCTURE) and (IsUnitType(target, UNIT_TYPE_GROUND) or not IsUnitType(target, UNIT_TYPE_FLYING))
endfunction
//
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
native UnitAlive takes unit id returns boolean
globals
private constant integer ATTACK_ORDER_ID = 851983 // "attack"
private constant integer SMART_ORDER_ID = 851971 // "smart"
private unit DummyCaster
endglobals
private struct Stun
effect sfx
unit target
real duration
static thistype array Index
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
// If need the buff to be removed
if (.duration <= INTERVAL or not UnitAlive(.target) or GetUnitAbilityLevel(.target, PAUSE_BUFF_ID) == 0) then
set Index[GetUnitUserData(.target)] = 0
call UnitRemoveAbility(.target, PAUSE_BUFF_ID)
if (.sfx != null) then
call DestroyEffect(.sfx)
set .sfx = null
endif
call ReleaseTimer(t)
call deallocate()
set .target = null
else
set .duration = .duration - INTERVAL
endif
set t = null
endmethod
static method apply takes unit t, real d, boolean b returns nothing
local thistype this
local integer data = GetUnitUserData(t)
// If already registered
if (Index[data] != 0) then
set this = Index[data]
set .duration = d
else
set this = allocate()
set Index[data] = this
set .target = t
set .duration = d
if (b) then
set .sfx = AddSpecialEffectTarget(STUN_SFX_MODEL, t, STUN_SFX_MODEL_PT)
endif
// If don't have the buff yet
if (GetUnitAbilityLevel(t, PAUSE_BUFF_ID) == 0) then
call SetUnitX(DummyCaster, GetUnitX(t))
call SetUnitY(DummyCaster, GetUnitY(t))
call IssueImmediateOrderById(DummyCaster, PAUSE_ORDER_ID)
endif
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
endif
endmethod
endstruct
private struct Riposte extends array
static group TempGroup
static group DetectGroup = CreateGroup() // Group containing units with Riposte ability
static group RecycleGroup = CreateGroup() // For recycling purpose
static timer ResetTimer = CreateTimer()
static trigger DetectTrigger = CreateTrigger()
static trigger OrderTrigger
static boolean array IsTriggering
static unit array CurrentTarget
static unit array DamageTarget
static real array DamageAmount
static real array DamageDelay
static real array StunDuration
static timer array CooldownTimer
static timer array TriggerTimer
static method delayedDamage takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetTimerData(t)
local unit u = GetUnitById(i)
if (UnitAlive(u) and UnitAlive(DamageTarget[i])) then
call UnitDamageTarget(u, DamageTarget[i], DamageAmount[i], true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
endif
// Re-order caster to attack target so it won't change target afterwards
call DisableTrigger(OrderTrigger)
call IssueTargetOrderById(u, ATTACK_ORDER_ID, DamageTarget[i])
call EnableTrigger(OrderTrigger)
set IsTriggering[i] = false
set DamageTarget[i] = null
set t = null
set u = null
endmethod
static method counter takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer i = GetTimerData(t)
local unit u = GetUnitById(i)
if (UnitAlive(u)) then
if (UnitAlive(DamageTarget[i])) then
// Re-apply stun on target but now with sfx
call Stun.apply(DamageTarget[i], StunDuration[i], true)
call SetUnitAnimation(DamageTarget[i], "stand")
call TimerStart(t, DamageDelay[i], false, function thistype.delayedDamage)
else
set DamageTarget[i] = null
set IsTriggering[i] = false
endif
call SetUnitAnimation(u, COUNTER_ANIMATION)
call QueueUnitAnimation(u, "ready")
else
set DamageTarget[i] = null
set IsTriggering[i] = false
endif
set t = null
set u = null
endmethod
static method onAttack takes nothing returns boolean
local unit a = GetAttacker()
local unit t = GetTriggerUnit()
local integer tdata = GetUnitUserData(t)
local integer level
local integer order
local real delay
if (not IsTriggering[tdata] and CurrentTarget[tdata] == a) then
if (IsUnitInGroup(t, DetectGroup) and SpellTargets(a, GetOwningPlayer(t))) then
set order = GetUnitCurrentOrder(t)
// If caster is on attack mode
if (order == ATTACK_ORDER_ID or (order == 0 and UnitAlive(CurrentTarget[tdata]))) then
if (TimerGetRemaining(CooldownTimer[tdata]) == 0) then
set level = GetUnitAbilityLevel(t, MAIN_SPELL_ID)
if (GetRandomReal(0, 100) <= TriggerChance(level)) then
set IsTriggering[tdata] = true
set DamageTarget[tdata] = a
set DamageDelay[tdata] = DamageDelay(GetUnitTypeId(t))
set DamageAmount[tdata] = DealtDamage(level)
set StunDuration[tdata] = StunDuration(level)
set delay = CounterDelay(level)
// Pause both units so their normal attacks won't interrupt
call Stun.apply(a, delay, false)
call Stun.apply(t, delay+DamageDelay[tdata], false)
call SetUnitAnimation(a, "attack")
call SetUnitAnimation(t, DEFLECT_ANIMATION)
call TimerStart(TriggerTimer[tdata], delay, false, function thistype.counter)
call TimerStart(CooldownTimer[tdata], CooldownTime(level), false, null)
endif
endif
endif
endif
endif
set a = null
set t = null
return false
endmethod
static method onDetect takes nothing returns boolean
local unit u = GetTriggerUnit()
if (IsUnitInGroup(u, DetectGroup)) then
set CurrentTarget[GetUnitUserData(u)] = GetEventTargetUnit()
endif
set u = null
return false
endmethod
static method onOrder takes nothing returns boolean
local unit u = GetTriggerUnit()
local unit t
if (IsUnitInGroup(u, DetectGroup)) then
set t = GetOrderTargetUnit()
// Convert "smart" order to "attack" order
if (t != null and GetIssuedOrderId() == SMART_ORDER_ID and IsUnitEnemy(t, GetOwningPlayer(u))) then
set CurrentTarget[GetUnitUserData(u)] = t
call DisableTrigger(OrderTrigger)
call IssueTargetOrderById(u, ATTACK_ORDER_ID, t)
call EnableTrigger(OrderTrigger)
endif
set t = null
endif
set u = null
return false
endmethod
static method onDeindex takes nothing returns boolean
local integer data
local unit u = GetIndexedUnit()
if (IsUnitInGroup(u, DetectGroup)) then
// Remove all data related to the unit
set data = GetIndexedUnitId()
call GroupRemoveUnit(DetectGroup, u)
call ReleaseTimer(CooldownTimer[data])
call ReleaseTimer(TriggerTimer[data])
set CurrentTarget[data] = null
set CooldownTimer[data] = null
set TriggerTimer[data] = null
endif
set u = null
return false
endmethod
static method resetTrigger takes nothing returns nothing
local unit fog
// Reset detection trigger
call DestroyTrigger(DetectTrigger)
set DetectTrigger = CreateTrigger()
call TriggerAddCondition(DetectTrigger, Condition(function thistype.onDetect))
loop
set fog = FirstOfGroup(DetectGroup)
exitwhen (fog == null)
call GroupRemoveUnit(DetectGroup, fog)
call GroupAddUnit(RecycleGroup, fog)
call TriggerRegisterUnitEvent(DetectTrigger, fog, EVENT_UNIT_ACQUIRED_TARGET)
endloop
// Recycle group
set TempGroup = DetectGroup
set DetectGroup = RecycleGroup
set RecycleGroup = TempGroup
endmethod
static method initializeSpell takes nothing returns nothing
local unit fog
local group g = CreateGroup()
local trigger t = CreateTrigger()
local integer i = 0
local integer data
local player p
// Prepare triggers
set OrderTrigger = CreateTrigger()
loop
exitwhen (i == bj_MAX_PLAYER_SLOTS)
set p = Player(i)
call TriggerRegisterPlayerUnitEvent(t, p, EVENT_PLAYER_UNIT_ATTACKED, null)
call TriggerRegisterPlayerUnitEvent(OrderTrigger, p, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER, null)
set i = i + 1
endloop
call EnableTrigger(DetectTrigger)
call TriggerAddCondition(t, Condition(function thistype.onAttack))
call TriggerAddCondition(OrderTrigger, Condition(function thistype.onOrder))
call TriggerAddCondition(DetectTrigger, Condition(function thistype.onDetect))
call RegisterUnitIndexEvent(Condition(function thistype.onDeindex), EVENT_UNIT_DEINDEX)
// Periodically reset detection trigger to prevent event leaks
call TimerStart(ResetTimer, TRIGGER_RESET_INTERVAL, true, function thistype.resetTrigger)
set DummyCaster = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), DUMMY_CASTER_ID, 0, 0, 0)
call UnitAddAbility(DummyCaster, PAUSE_SPELL_ID)
call GroupEnumUnitsInRect(g, GetWorldBounds(), null)
loop
set fog = FirstOfGroup(g)
exitwhen (fog == null)
call GroupRemoveUnit(g, fog)
if (IsUnitIndexed(fog) and GetUnitAbilityLevel(fog, MAIN_SPELL_ID) > 0) then
set data = GetUnitUserData(fog)
// Add to detection trigger
set CooldownTimer[data] = NewTimer()
set TriggerTimer[data] = NewTimerEx(data)
// Preserve timers that will be used frequently
call TriggerRegisterUnitEvent(DetectTrigger, fog, EVENT_UNIT_ACQUIRED_TARGET)
call GroupAddUnit(DetectGroup, fog)
endif
endloop
call DestroyGroup(g)
set g = null
endmethod
static method onLearn takes nothing returns boolean
local integer data
local unit u
if (GetLearnedSkill() == MAIN_SPELL_ID) then
if (IsTriggerEnabled(DetectTrigger)) then
set u = GetTriggerUnit()
if (GetUnitAbilityLevel(u, MAIN_SPELL_ID) == 1) then
set data = GetUnitUserData(u)
// Add to detection trigger
set CooldownTimer[data] = NewTimer()
set TriggerTimer[data] = NewTimerEx(data)
// Preserve timers that will be used frequently
call TriggerRegisterUnitEvent(DetectTrigger, u, EVENT_UNIT_ACQUIRED_TARGET)
call GroupAddUnit(DetectGroup, u)
endif
set u = null
else
// The first time the spell appears in game, initialize the spell trigger
call initializeSpell()
endif
endif
return false
endmethod
static method onIndex takes nothing returns boolean
local integer data
local unit u
if (IsTriggerEnabled(DetectTrigger)) then
set u = GetIndexedUnit()
if (GetUnitAbilityLevel(u, MAIN_SPELL_ID) > 0) then
set data = GetIndexedUnitId()
// Preserve timers that will be used frequently
set CooldownTimer[data] = NewTimer()
set TriggerTimer[data] = NewTimerEx(data)
// Add to detection trigger
call TriggerRegisterUnitEvent(DetectTrigger, u, EVENT_UNIT_ACQUIRED_TARGET)
call GroupAddUnit(DetectGroup, u)
endif
set u = null
else
// The first time the spell appears in game, initialize the spell trigger
call initializeSpell()
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call DisableTrigger(DetectTrigger)
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_HERO_SKILL)
call TriggerAddCondition(t, Condition(function thistype.onLearn))
call RegisterUnitIndexEvent(Condition(function thistype.onIndex), EVENT_UNIT_INDEX)
endmethod
endstruct
endscope
JASS:
scope Turmoil
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Turmoil v1.0
// ¯¯¯¯¯¯¯¯¯¯¯¯
//
// I. Description
// Creates a cloud of chaos with 400 radius around the hero.
// All units within the cloud area will be forced to join the
// turmoil. Involved units are silenced, attack twice faster,
// have their armor reduced by 5, and become uncontrollable
// by player. They will keep fighting random enemy unit until
// the brawl is over. Swashbuckler will gain 50% evasion
// inside the cloud area. Lasts for 10 seconds.
//
// II. Requirements
// • TimerUtils by Vexorian | wc3c.net/showthread.php?t=101322
// • Missile by BPower | hiveworkshop.com/threads/missile.265370/
// • UnitIndexer by TriggerHappy | hiveworkshop.com/threads/system-unitdex-unit-indexer.248209/
// • IsTerrainWalkable by Anitarf | hiveworkshop.com/threads/snippet-isterrainwalkable.251774/
// • Stack by Nestharus | github.com/nestharus/JASS/tree/master/jass/Data%20Structures/Stack
//
// III. How to import
// • Import dummy.mdx from import manager to your map. Other files are optional
// • Import the following object data to your map:
// (Unit)
// • Dummy Caster
// • Turmoil (Cloud)
// (Ability)
// • Turmoil (Armor Penalty)
// • Turmoil (Evasion Hider)
// • Turmoil (Evasion)
// • Turmoil (Silence)
// • Turmoil (Main)
// (Buff)
// • Turmoil (Buff)
// • Make sure "Turmoil (Silence)" ability has "Turmoil (Buff)" as buff
// • Make sure "Turmoil (Evasion Hider)" ability has "Turmoil (Evasion)" ablity in its "Spell List"
// • Import and configure required libraries properly
// • Import Persecute trigger and configure it properly
//
// IV. Credits
// • HappyCockroach : spell concept, SFX_Turmoil.mdx
// • Nestharus : Stack library
// • BPower : Missile library
// • TriggerHappy : UnitIndexer library
// • Anitarf : IsTerrainWalkable library
// • Vexorian : TimerUtils library, dummy.mdx
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Configurations
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
globals
// 1. Turmoil main ability raw code
private constant integer MAIN_SPELL_ID = 'A004'
//
// 2. Turmoil (Silence) ability raw code
private constant integer SILENCE_SPELL_ID = 'A005'
//
// 3. Turmoil (Armor Penalty) ability raw code
private constant integer ARMOR_PENALTY_SPELL_ID = 'A006'
//
// 4. Turmoil (Evasion Hider) ability raw code
private constant integer EVASION_HIDER_SPELL_ID = 'A008'
//
// 5. Turmoil (Buff) ability raw code
private constant integer SPELL_BUFF_ID = 'B001'
//
// 6. Dummy Caster unit raw code
private constant integer DUMMY_CASTER_ID = 'h000'
//
// 7. Turmoil (Cloud) unit raw code
private constant integer CLOUD_DUMMY_ID = 'h004'
//
// 8. Turmoil (Silence) ability order id
private constant integer SILENCE_ORDER_ID = 852668 // "soulburn"
//
// 9. If true, evasion will be given to allies as well
private constant boolean EVASION_BONUS_TO_ALLY = true
//
// 10. If true, all units will attack totally random target, no regards to allies
private constant boolean ALLOW_ATTACK_ALLY = false
//
// 11. Cloud model size (radius)
private constant real CLOUD_RADIUS = 101.0
//
// 12. Cloud flying height
private constant real CLOUD_HEIGHT = 75.0
//
// 13. Unit distribution zone reduction, preventing them to leave cloud area while
// looking for random spot
private constant real DISTRIBUTION_RANGE_REDUCTION = 50.0
//
// 14. Maximum target looking retry count for every unit, preventing lag or even thread crash
private constant integer DISTRIBUTION_MAX_RETRY_COUNT = 5
//
// 15. Maximum attack unit attack range inside the cloud, no exception for ranged units
private constant real MAXIMUM_ATTACK_RANGE = 128.0
//
// 16. Minimum flying height of unit to be considered as flying unit
private constant real MINIMUM_FLYING_UNIT_HEIGHT = 5.0
//
// 17. After this period, every unit entering the cloud will be a free fighter
// Means it doesn't need to be paired
private constant real DUEL_PAIRING_PERIOD = 1.0
//
// 18. After this period, every unpaired affected unit will become a free fighter
private constant real UNPAIRED_PERIOD_TOLERANCE = 3.0
//
// 19. Accuracy on looking for walkable spot, preventing units from stucking
// The lower the more precise, but slower
private constant real TERRAIN_DETECTION_ACC = 15.0*bj_DEGTORAD
//
// 20. Minimum units jumping trajectory arc
private constant real MIN_JUMP_ARC = 45.0*bj_DEGTORAD
//
// 21. Maximum units jumping trajectory arc
private constant real MAX_JUMP_ARC = 70.0*bj_DEGTORAD
//
// 22. Units jumping speed
private constant real JUMP_SPEED = 15.0
//
// Better not to modify this
private constant real INTERVAL = 0.1
endglobals
//
// B. Dynamic configurations
//
// 23. Radius of the spell
private constant function CloudAoE takes integer level returns real
return 400.0
endfunction
//
// 24. Duration of the spell
private constant function CloudDuration takes integer level returns real
return 10.0
endfunction
//
// 25. Classification of unit that can be affected by the cloud
// • target = target
// • caster = owner of cloud caster
// Current targets: non-structure, non-mechanical, ground, amphibious
private constant function SpellTargets takes unit target, player caster returns boolean
return not IsUnitType(target, UNIT_TYPE_STRUCTURE) and not IsUnitType(target, UNIT_TYPE_MECHANICAL) and (IsUnitType(target, UNIT_TYPE_GROUND) or not IsUnitType(target, UNIT_TYPE_FLYING))
endfunction
private function AllowJump takes unit whichUnit returns boolean
// If not snared and not stunned
return GetUnitAbilityLevel(whichUnit, 'B000') == 0 and GetUnitAbilityLevel(whichUnit, 'BPSE') == 0
endfunction
//
//
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
native UnitAlive takes unit id returns boolean
globals
private constant integer ATTACK_ORDER_ID = 851983 // "attack"
private constant integer MOVE_ORDER_ID = 851986 // "move"
private constant integer STOP_ORDER_ID = 851972 // "stop"
endglobals
private keyword Turmoil
private struct TurmoilAI
unit unit
unit target
real duration
player owner
integer dex
boolean free // Free unit has freedom to attack whoever it wants
boolean passive // Passive unit waits for its challenger to come
boolean affected
boolean jumping
boolean evasion
boolean isPeon
static unit DummyCaster
static trigger OrderTrigger = CreateTrigger()
static integer InstanceCount = 0
static thistype array Instance // For faster unit randomization
static thistype array UnitIndex
// Returns random target from affected units without any thread crash possibility
method getTarget takes nothing returns unit
local integer i = GetRandomInt(1, InstanceCount)
local integer j = i
loop
// Check if target is classified
exitwhen ((.free or (not Instance[i].passive and not UnitAlive(Instance[i].target)))/*
*/ and Instance[i].unit != .unit and UnitAlive(Instance[i].unit) and/*
*/ (ALLOW_ATTACK_ALLY or not IsUnitAlly(.unit, Instance[i].owner)))
set i = i + 1
if (i > InstanceCount) then
set i = 1
endif
if (i == j) then
return null
endif
endloop
return Instance[i].unit
endmethod
static method onRemove takes Missile missile returns boolean
local thistype this = missile.data
// Prevent unit from returning back to it's prev location
call DisableTrigger(OrderTrigger)
call IssueImmediateOrderById(.unit, STOP_ORDER_ID)
call EnableTrigger(OrderTrigger)
set .jumping = false
return true
endmethod
implement MissileStruct
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
local Missile missile
local integer data
local real angle
local real ax
local real ay
local real tx
local real ty
local real x
local real y
local real a
// If unit is still alive and still affected
if (UnitAlive(.unit) and .affected) then
// If don't have any target
if (not UnitAlive(.target)) then
if (.free) then
set .target = getTarget()
elseif (.target != null) then
set .free = true
elseif (.passive) then
set .target = getTarget()
set data = GetUnitUserData(.target)
set UnitIndex[data].target = .unit
set UnitIndex[data].passive = false
endif
if (.duration > INTERVAL) then
set .duration = .duration - INTERVAL
elseif (not .free) then
set .free = true
endif
// If both unit and target is not jumping
elseif (not .jumping and not UnitIndex[GetUnitUserData(.target)].jumping) then
set ax = GetUnitX(.unit)
set ay = GetUnitY(.unit)
set tx = GetUnitX(.target)
set ty = GetUnitY(.target)
// Attack target must within MAXIMUM_ATTACK_RANGE no exception for ranged units
if ((tx-ax)*(tx-ax)+(ty-ay)*(ty-ay) <= MAXIMUM_ATTACK_RANGE*MAXIMUM_ATTACK_RANGE) then
call DisableTrigger(OrderTrigger)
call IssueTargetOrderById(.unit, ATTACK_ORDER_ID, .target)
call EnableTrigger(OrderTrigger)
elseif (.free or not .passive) then
set angle = Atan2(ty-ay, tx-ax)
call SetUnitFacing(.unit, angle*bj_RADTODEG)
// All units with flying height higher than the following value will be
// considered as flying unit
if (GetUnitFlyHeight(.unit) > MINIMUM_FLYING_UNIT_HEIGHT or not AllowJump(.unit)) then
call DisableTrigger(OrderTrigger)
call IssueTargetOrderById(.unit, MOVE_ORDER_ID, .target)
call EnableTrigger(OrderTrigger)
else
set a = 0
loop
set x = tx-MAXIMUM_ATTACK_RANGE*Cos(angle+a)
set y = ty-MAXIMUM_ATTACK_RANGE*Sin(angle+a)
if (IsTerrainWalkable(x, y)) then
set .jumping = true
set missile = Missile.createEx(.unit, x, y, 0)
set missile.arc = GetRandomReal(MIN_JUMP_ARC, MAX_JUMP_ARC)
set missile.speed = JUMP_SPEED
set missile.data = this
call launch(missile)
exitwhen true
endif
set a = a+TERRAIN_DETECTION_ACC
exitwhen (a >= bj_PI*2)
endloop
endif
endif
endif
set .affected = false
else
if (not .isPeon) then
call UnitRemoveType(.unit, UNIT_TYPE_PEON)
endif
// Reset affected unit
call SetUnitPathing(.unit, true)
call UnitRemoveAbility(.unit, SPELL_BUFF_ID)
call UnitRemoveAbility(.unit, ARMOR_PENALTY_SPELL_ID)
call DisableTrigger(OrderTrigger)
call IssueImmediateOrderById(.unit, STOP_ORDER_ID)
call EnableTrigger(OrderTrigger)
if (.evasion) then
call UnitRemoveAbility(.unit, EVASION_HIDER_SPELL_ID)
endif
// Dispose this instance
set UnitIndex[GetUnitUserData(.unit)] = 0
set Instance[.dex] = Instance[InstanceCount]
set InstanceCount = InstanceCount - 1
call ReleaseTimer(t)
call deallocate()
set .target = null
set .unit = null
endif
set t = null
endmethod
// Method to handle orders given by player upon affected units
static method onOrder takes nothing returns boolean
local thistype this = UnitIndex[GetUnitUserData(GetTriggerUnit())]
if (this != 0) then
call DisableTrigger(OrderTrigger)
if (UnitAlive(.target)) then
if (.jumping) then
call IssueImmediateOrderById(.unit, STOP_ORDER_ID)
elseif (GetUnitFlyHeight(.unit) > MINIMUM_FLYING_UNIT_HEIGHT) then
call IssueTargetOrderById(.unit, MOVE_ORDER_ID, .target)
else
call IssueTargetOrderById(.unit, ATTACK_ORDER_ID, .target)
endif
else
// I use this instead because "stop" order does not work here damnit, blizz
call IssueTargetOrderById(.unit, MOVE_ORDER_ID, .unit)
endif
call EnableTrigger(OrderTrigger)
endif
return false
endmethod
// Add a unit into the chaos!
static method add takes unit whichUnit, Turmoil source returns nothing
local thistype this
local Missile missile
local integer data = GetUnitUserData(whichUnit)
local integer c
local real d
local real a
local real x
local real y
// If not affected yet
if (UnitIndex[data] == 0) then
set this = allocate()
set InstanceCount = InstanceCount + 1
set Instance[InstanceCount] = this
set UnitIndex[data] = this
set .dex = InstanceCount
set .unit = whichUnit
set .owner = GetOwningPlayer(whichUnit)
set .duration = UNPAIRED_PERIOD_TOLERANCE
set .free = (source.pairingDur <= INTERVAL)
set .passive = (InstanceCount-(InstanceCount/2)*2 == 0)
set .affected = true
static if EVASION_BONUS_TO_ALLY then
set .evasion = IsUnitAlly(whichUnit, source.owner)
else
set .evasion = (whichUnit == source.evasion)
endif
// Prepare the affected unit for the chaos!
call SetUnitPathing(whichUnit, false)
if (.evasion) then
call UnitAddAbility(whichUnit, EVASION_HIDER_SPELL_ID)
endif
call UnitAddAbility(whichUnit, ARMOR_PENALTY_SPELL_ID)
call IssueImmediateOrderById(whichUnit, STOP_ORDER_ID)
call IssueTargetOrderById(DummyCaster, SILENCE_ORDER_ID, whichUnit)
// If a passive or free fighter, distribute to random spot for the duel
if (.passive and not .free) then
set c = 0
loop
set c = c + 1
set a = GetRandomReal(-bj_PI, bj_PI)
set d = GetRandomReal(0, source.aoe-DISTRIBUTION_RANGE_REDUCTION)
set x = source.targetX-d*Cos(a)
set y = source.targetY-d*Sin(a)
if (IsTerrainWalkable(x, y)) then
if (GetUnitFlyHeight(.unit) > MINIMUM_FLYING_UNIT_HEIGHT or not AllowJump(.unit)) then
call DisableTrigger(OrderTrigger)
call IssuePointOrderById(.unit, MOVE_ORDER_ID, x, y)
call EnableTrigger(OrderTrigger)
else
set .jumping = true
set missile = Missile.createEx(.unit, x, y, 0)
set missile.arc = GetRandomReal(MIN_JUMP_ARC, MAX_JUMP_ARC)
set missile.speed = JUMP_SPEED
set missile.data = this
call launch(missile)
endif
exitwhen true
endif
exitwhen (c == DISTRIBUTION_MAX_RETRY_COUNT)
endloop
else
set .jumping = false
endif
// Disable auto-attacking
set .isPeon = IsUnitType(whichUnit, UNIT_TYPE_PEON)
if (not .isPeon) then
call UnitAddType(whichUnit, UNIT_TYPE_PEON)
endif
static if not (LIBRARY_AutoFly) then
if (UnitAddAbility(whichUnit, 'Amrf') and UnitRemoveAbility(whichUnit, 'Amrf')) then
endif
endif
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
else
set UnitIndex[data].affected = true
endif
endmethod
static method onInit takes nothing returns nothing
local integer i = 0
local player p
loop
exitwhen (i == bj_MAX_PLAYER_SLOTS)
set p = Player(i)
call TriggerRegisterPlayerUnitEvent(OrderTrigger, p, EVENT_PLAYER_UNIT_ISSUED_ORDER, null)
call TriggerRegisterPlayerUnitEvent(OrderTrigger, p, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER, null)
call TriggerRegisterPlayerUnitEvent(OrderTrigger, p, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER, null)
call SetPlayerAbilityAvailable(p, EVASION_HIDER_SPELL_ID, false)
set i = i + 1
endloop
call TriggerAddCondition(OrderTrigger, Condition(function thistype.onOrder))
// Create dummy caster to apply buffs
set DummyCaster = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), DUMMY_CASTER_ID, 0, 0, 0)
call UnitAddAbility(DummyCaster, SILENCE_SPELL_ID)
endmethod
endstruct
private struct Clouds extends array
unit dummy
implement Stack
endstruct
private struct TurmoilCloud
Clouds c
static constant real TAU = bj_PI*2
method destroy takes nothing returns nothing
local Clouds node = .c.first
loop
exitwhen node == 0
call KillUnit(node.dummy)
set node.dummy = null
set node = node.next
endloop
call deallocate()
endmethod
static method create takes Turmoil source returns thistype
local Clouds node
local thistype this = allocate()
local real d = CLOUD_RADIUS
local real a
local real r
set .c = Clouds.create()
// Create the middle cloud
set node = .c.push()
set node.dummy = CreateUnit(source.owner, CLOUD_DUMMY_ID, source.targetX, source.targetY, GetRandomInt(0, 3)*90)
static if not LIBRARY_AutoFly then
if (UnitAddAbility(node.dummy, 'Amrf') and UnitRemoveAbility(node.dummy, 'Amrf')) then
endif
endif
call SetUnitFlyHeight(node.dummy, CLOUD_HEIGHT, 0)
call SetUnitAnimation(node.dummy, "birth")
call QueueUnitAnimation(node.dummy, "stand")
loop
exitwhen d > source.aoe
set a = 0
// Calculate radial spacing between clouds
set r = Asin(CLOUD_RADIUS/d)
loop
exitwhen a >= TAU
set node = .c.push()
set node.dummy = CreateUnit(source.owner, CLOUD_DUMMY_ID, source.targetX+d*Cos(a), source.targetY+d*Sin(a), GetRandomInt(0, 3)*90)
static if (not LIBRARY_AutoFly) then
if (UnitAddAbility(node.dummy, 'Amrf') and UnitRemoveAbility(node.dummy, 'Amrf')) then
endif
endif
call SetUnitFlyHeight(node.dummy, CLOUD_HEIGHT, 0)
call SetUnitAnimation(node.dummy, "birth")
call QueueUnitAnimation(node.dummy, "stand")
set a = a + r
endloop
// Go to next layer
set d = d + CLOUD_RADIUS
endloop
return this
endmethod
endstruct
private struct Turmoil
TurmoilCloud cloud
player owner
unit caster
real aoe
real targetX
real targetY
real duration
real pairingDur
static group TempGroup = CreateGroup()
static method onPeriodic takes nothing returns nothing
local timer t = GetExpiredTimer()
local thistype this = GetTimerData(t)
local integer data
local unit fog
if (.duration > INTERVAL) then
set .duration = .duration - INTERVAL
if (.pairingDur > INTERVAL) then
set .pairingDur = .pairingDur - INTERVAL
endif
// Iterate through all units withing the cloud area
call GroupEnumUnitsInRange(TempGroup, .targetX, .targetY, .aoe, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen (fog == null)
call GroupRemoveUnit(TempGroup, fog)
if (UnitAlive(fog) and SpellTargets(fog, .owner)) then
call TurmoilAI.add(fog, this)
endif
endloop
else
// Dispose this instance
call UnitRemoveAbility(.caster, EVASION_HIDER_SPELL_ID)
call .cloud.destroy()
call ReleaseTimer(t)
call deallocate()
set .caster = null
endif
set t = null
endmethod
static method onCast takes nothing returns boolean
local thistype this
local integer level
if (GetSpellAbilityId() == MAIN_SPELL_ID) then
set this = allocate()
set .caster = GetTriggerUnit()
set .owner = GetTriggerPlayer()
set .targetX = GetUnitX(.caster)
set .targetY = GetUnitY(.caster)
set .pairingDur = DUEL_PAIRING_PERIOD
set level = GetUnitAbilityLevel(.caster, MAIN_SPELL_ID)
set .aoe = CloudAoE(level)
set .duration = CloudDuration(level)
set .cloud = TurmoilCloud.create(this)
call TimerStart(NewTimerEx(this), INTERVAL, true, function thistype.onPeriodic)
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function thistype.onCast))
endmethod
endstruct
endscope
Last edited: