scope Kamikaze initializer onInit // requires TimerUtils, BoundSentinel
//===================================================\\
// CONFIGURABLES \\
// You may edit the variables below \\
//===================================================\\
globals
private constant integer SPELL_ID = 'A000' // The raw code of the ability
private constant real TIMER_PERIOD = 0.03 // How fast the update timer is ran
private constant real CRASH_SPEED = 15 // How much the unit moves per TIMER_PERIOD
private constant real SPEED_INC = .5 // How much the unit speeds up per TIMER_PERIOD + CRASH_SPEED
private constant real REQUIRED_DIST = 300 // How far away the caster has to be to the target
private constant string EXPLOSION = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl" // the boom effect.
private constant string DUST_FX = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl" // the dust that shows upon crash.
private constant string TRAIL_FX = "" // the effect on the copter (I chose none)
private constant real KB_SPEED = 10 // knockback speed.
private constant real KB_DEC = .2 // knockback speed slowdown factor. Making it too low will look wierd.
private constant real ARC = 0.4 // Crash arc
private constant weapontype WEAPON_TYPE = WEAPON_TYPE_WHOKNOWS
private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_FIRE
private constant attacktype ATTACK_TYPE = ATTACK_TYPE_PIERCE
endglobals
private constant function SPELL_DAMAGE takes integer level returns real
return 150.0*level
endfunction
private constant function SPELL_RANGE takes integer level returns real
return 600.0 // I like the range to be the same.
endfunction
private constant function Parabola takes real d, real h, real x returns real // moyack/Spec
return ( 4 * h / d ) * ( d - x ) * ( x / d )
endfunction
//===================================================\\
// DO NOT EDIT BELOW THIS LINE \\
// \\
//===================================================\\
native UnitAlive takes unit id returns boolean
private keyword kb
private keyword data
globals
private kb array kbArray
endglobals
private struct kb
static integer count = 0
static timer timer = CreateTimer()
static player p
static data d
unit u
real face
real x
real y
real sin
real cos
real speed = KB_SPEED
static method enum takes nothing returns boolean
local unit u = GetFilterUnit()
if (UnitAlive(u) and IsUnitEnemy(u, kb.p)) then
call UnitDamageTarget(kb.d.copter, u, kb.d.dmg, true, false, ATTACK_TYPE, DAMAGE_TYPE, WEAPON_TYPE)
if (UnitAlive(u)) then
call kb.create(u, kb.d.x, kb.d.y)
endif
endif
set u=null
return false
endmethod
static method callback takes nothing returns nothing
local integer i = 1
local kb this
local real x
local real y
loop
exitwhen i > kb.count
set this = kbArray[i]
set x = this.x - this.speed * this.cos
set y = this.y - this.speed * this.sin
set this.x = x
set this.y = y
set this.speed = this.speed-KB_DEC
if (this.speed <= 0) then
set kb.count = kb.count-1
set kbArray[i] = kbArray[kb.count]
call this.destroy()
if kb.count == 0 then
call PauseTimer(kb.timer)
endif
endif
call SetUnitX(this.u, x)
call SetUnitY(this.u, y)
set i = i + 1
endloop
endmethod
static method create takes unit u, real centerX, real centerY returns kb
local kb this = kb.allocate()
set this.x = GetUnitX(u)
set this.y = GetUnitY(u)
set this.u = u
set this.face = bj_RADTODEG*Atan2(this.y-centerX,this.x-centerY)
set this.sin = Sin(face*bj_DEGTORAD)
set this.cos = Cos(face*bj_DEGTORAD)
set kb.count = kb.count + 1
set kbArray[kb.count] = this
if (kb.count == 1) then
call TimerStart(kb.timer, TIMER_PERIOD, true, function kb.callback)
endif
return this
endmethod
endstruct
private struct data
unit copter
real facing
real x
real y
real sin
real cos
real cx
real cy
real dmg
real height
real range
real speed = CRASH_SPEED
real dist
real d2
boolean b = false
boolean b2 = true
static group GLOBAL = CreateGroup()
static method callback takes nothing returns nothing
local data d = GetTimerData(GetExpiredTimer())
local real x = d.cx + d.speed * d.cos
local real y = d.cy + d.speed * d.sin
local integer i = 0
local real x2
local real y2
// Increase speed and set new position
set d.speed = d.speed + SPEED_INC
set d.cx = x
set d.cy = y
call SetUnitX(d.copter, x)
call SetUnitY(d.copter, y)
// Create FX/Height
call DestroyEffect(AddSpecialEffectTarget(TRAIL_FX, d.copter, "chest"))
set d.dist = d.dist-d.speed
call SetUnitFlyHeight(d.copter, Parabola(d.d2+d.height, d.d2 * ARC, d.dist), 0)
if (d.b2) then // Checks it once instead of every timer interval
set d.b = IsUnitInRangeXY(d.copter, d.x, d.y, 100)
endif
// Start crashing stuff
if (d.b and d.b2) then
call KillUnit(d.copter)
set kb.p = GetOwningPlayer(d.copter)
call d.destroy()
call ReleaseTimer(GetExpiredTimer())
call DestroyEffect(AddSpecialEffect(EXPLOSION, x, y))
// Dust Circle
loop
exitwhen i >= 360
set x2 = x + 200 * Cos(i * bj_DEGTORAD)
set y2 = y + 200 * Sin(i * bj_DEGTORAD)
call DestroyEffect(AddSpecialEffect(DUST_FX, x2, y2))
set i = i + 90
endloop
set kb.d = d
call GroupEnumUnitsInRange(data.GLOBAL, x, y, d.range, Filter(function kb.enum)) // Knockback/Dmg units
call GroupClear(data.GLOBAL) // Stops possible bugs from occuring.
set d.b2 = false
endif
endmethod
static method create takes nothing returns data
local data d = data.allocate()
local real dx
local real dy
local integer level
set d.copter = GetTriggerUnit()
set level = GetUnitAbilityLevel(d.copter, SPELL_ID)
set d.cx = GetUnitX(d.copter)
set d.cy = GetUnitY(d.copter)
set d.x = GetSpellTargetX()
set d.y = GetSpellTargetY()
set d.facing = bj_RADTODEG * Atan2(d.y - d.cy, d.x - d.cx)
set d.sin = Sin(d.facing * bj_DEGTORAD)
set d.cos = Cos(d.facing * bj_DEGTORAD)
set d.dmg = SPELL_DAMAGE(level)
set dx = d.x - d.cx
set dy = d.y - d.cy
set d.dist = SquareRoot(dx * dx + dy * dy)
set d.d2 = d.dist
set d.height = GetUnitFlyHeight(d.copter)
set d.range = SPELL_RANGE(level)
set d.dmg = SPELL_DAMAGE(level)
call UnitAddAbility(d.copter, 'Amrf')
call UnitRemoveAbility(d.copter, 'Amrf')
return d
endmethod
endstruct
private function Actions takes nothing returns boolean
local timer t
if (GetSpellAbilityId() == SPELL_ID) then
set t = NewTimer()
call SetTimerData(t, data.create())
call TimerStart(t, TIMER_PERIOD, true, function data.callback)
endif
return false
endfunction
private function onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function Actions))
endfunction
endscope