scope HolyBarrage initializer init
//*************************************************************************************************************//
// Holy Barrage //
// by //
// cedi //
// //
// needs: TimerUtils by Vexorian //
// Bound Sentinel by Vexorian //
// IsTerrainWalkable by Antitarf //
// Dummy Model by //
//*************************************************************************************************************//
//For use, copy the trigger to your map, copy the dummy create a spell and adjust the values below.
globals
//ID of the dummy spell
private constant integer SPELL_ID = 'A000'
//ID of the dummy
private constant integer DUMMY_ID = 'h000'
//How many levels does your spell have?
private constant integer SPELL_LEVEL_COUNT = 4
//The move timer interval
private constant real TIMER_INTERVAL = 0.02
//The spawn interval ( for the missiles )
private constant real SPAWN_INTERVAL = 0.2
//Should the spell create the first missile with a delay?
private constant real FIRST_SPAWN_DELAY = 0.00
//The spawn isn't always the same. This value is the max difference
private constant real MAX_SPAWNINT_DIF = 0.05
//Each x seconds the system picks all units around ( higher numbers are better for the performance )
private constant real PICK_INTERVAL = 0.10
//How fast should the missiles be? In wc3 units
private constant real SPEED = 700.00
//The distance to the caster on create. BEWARE!! Must be bigger then the COLLISION_SIZE!!
private constant real START_DISTANCE = 105.00
//The collisions size of the missiles.
private constant real COLLISION_SIZE = 75.00
//Max drift to the sides.
private constant real MAX_DRIFT_PERSEC = 550.00
//Size of the missile. 1 == 100%. 1.5 == 150%
private constant real SIZE = 2.00
//Height of the missiles.
private constant real FLYHEIGHT = 50.00
//Model of the missiles,
private constant string DUMMY_MODEL = "Abilities\\Weapons\\ProcMissile\\ProcMissile.mdl"
//Effect on collision.
private constant string HIT_MODEL = "Abilities\\Spells\\Other\\Incinerate\\FireLordDeathExplode.mdl"
//Effect when a unit takes damage because this spell.
private constant string DAMAGE_MODEL = "Abilities\\Spells\\Demon\\DarkPortal\\DarkPortalTarget.mdl"
//Effect when a unit gets healed by this spell
private constant string HEAL_MODEL = "Abilities\\Spells\\Human\\Heal\\HealTarget.mdl"
private integer array BARRAGE_COUNT[SPELL_LEVEL_COUNT] //SYSTEM
private real array BARRAGE_DAMAGE[SPELL_LEVEL_COUNT] //SYSTEM
private real array BARRAGE_HEAL[SPELL_LEVEL_COUNT] //SYSTEM
private real array BARRAGE_RANGE[SPELL_LEVEL_COUNT] //SYSTEM
private real array BARRAGE_AOE[SPELL_LEVEL_COUNT] //SYSTEM
private real REAL_MOVE = SPEED * TIMER_INTERVAL //SYSTEM
private real REAL_DRIFT = MAX_DRIFT_PERSEC * TIMER_INTERVAL //SYSTEM
private group TEMPGROUP = CreateGroup()//SYSTEM
endglobals
//When you want mor then 4 level c'n'p one line and adjust the numbers
//These functions sets the missiles amount for each level.
private function SET_BARRAGE_COUNT takes nothing returns nothing
set BARRAGE_COUNT[1] = 5
set BARRAGE_COUNT[2] = 7
set BARRAGE_COUNT[3] = 9
set BARRAGE_COUNT[4] = 11
endfunction
//These functions sets the missiles damage for each level.
private function SET_BARRAGE_DAMAGE takes nothing returns nothing
set BARRAGE_DAMAGE[1] = 20.00
set BARRAGE_DAMAGE[2] = 25.00
set BARRAGE_DAMAGE[3] = 30.00
set BARRAGE_DAMAGE[4] = 35.00
endfunction
//These functions sets the missiles heal amount for each level.
private function SET_BARRAGE_HEAL takes nothing returns nothing
set BARRAGE_HEAL[1] = 20.00
set BARRAGE_HEAL[2] = 25.00
set BARRAGE_HEAL[3] = 30.00
set BARRAGE_HEAL[4] = 35.00
endfunction
//These functions sets the missiles range for each level.
private function SET_BARRAGE_RANGE takes nothing returns nothing
set BARRAGE_RANGE[1] = 2000.00
set BARRAGE_RANGE[2] = 2000.00
set BARRAGE_RANGE[3] = 2000.00
set BARRAGE_RANGE[4] = 2000.00
endfunction
//These functions sets the missiles aoe for each level.
private function SET_BARRAGE_AOE takes nothing returns nothing
set BARRAGE_AOE[1] = 150.00
set BARRAGE_AOE[2] = 160.00
set BARRAGE_AOE[3] = 170.00
set BARRAGE_AOE[4] = 180.00
endfunction
//*************************************************************************************************************//
// !SYSTEM! //
//*************************************************************************************************************//
private function IsAliveAndUnit takes nothing returns boolean
return GetUnitState( GetFilterUnit(), UNIT_STATE_LIFE ) > 0.405 and IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false
endfunction
private function IsAliveAndUnitAndNotMagicImmune takes nothing returns boolean
return GetUnitState( GetFilterUnit(), UNIT_STATE_LIFE ) > 0.405 and IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false
endfunction
private function Move takes nothing returns nothing
local timer t = GetExpiredTimer()
local Missile data = GetTimerData( t )
set data.pick = data.pick + TIMER_INTERVAL
call data.MoveMissile()
if data.pick >= PICK_INTERVAL then
call data.Pick()
endif
set t = null
endfunction
struct Missile
unit missile
unit caster
real x
real y
real range
real pick = 0.00
integer level
effect sfx
timer time
private method HealDamage takes nothing returns nothing
local unit u
call GroupEnumUnitsInRange( TEMPGROUP, .x, .y, BARRAGE_AOE[.level], Condition( function IsAliveAndUnitAndNotMagicImmune ) )
call DestroyEffect( AddSpecialEffect( HIT_MODEL, .x, .y ) )
loop
set u = FirstOfGroup( TEMPGROUP )
exitwhen u == null
if IsUnitEnemy( u, GetOwningPlayer( .caster ) ) == true then
call DestroyEffect( AddSpecialEffectTarget( DAMAGE_MODEL, u, "origin" ) )
call UnitDamageTarget( .caster, u, BARRAGE_DAMAGE[.level], true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS )
else
call DestroyEffect( AddSpecialEffectTarget( HEAL_MODEL, u, "origin" ) )
call SetUnitState( u, UNIT_STATE_LIFE, GetUnitState( u, UNIT_STATE_LIFE ) + BARRAGE_HEAL[.level] )
endif
call GroupRemoveUnit( TEMPGROUP, u )
endloop
endmethod
method MoveMissile takes nothing returns nothing
local real angle = GetUnitFacing( .caster )
local real r
set .range = .range - REAL_MOVE
if .range <= 0.00 then
call .destroy()
endif
set .x = .x + Cos( angle * bj_DEGTORAD ) * REAL_MOVE
set .y = .y + Sin( angle * bj_DEGTORAD ) * REAL_MOVE
call SetUnitFacing( .missile, angle )
set angle = ( angle + 90.00 ) * bj_DEGTORAD
set r = GetRandomReal( -REAL_DRIFT, REAL_DRIFT )
set .x = .x + Cos( angle ) * r
set .y = .y + Sin( angle ) * r
if IsTerrainWalkable( .x, .y ) == false then
call .destroy()
endif
call SetUnitX( .missile, .x )
call SetUnitY( .missile, .y )
endmethod
method Pick takes nothing returns nothing
local unit u
call GroupEnumUnitsInRange( TEMPGROUP, .x, .y, COLLISION_SIZE, Condition( function IsAliveAndUnit ) )
set u = FirstOfGroup( TEMPGROUP )
call GroupClear( TEMPGROUP )
if u != null then
call .HealDamage()
call .destroy()
endif
endmethod
method onDestroy takes nothing returns nothing
call PauseTimer( .time )
call ReleaseTimer( .time )
call DestroyEffect( .sfx )
call KillUnit( .missile )
endmethod
static method create takes unit caster, integer level returns Missile
local Missile data = Missile.allocate()
local real angle = GetUnitFacing( caster )
set data.time = NewTimer()
call SetTimerData( data.time, data )
set data.caster = caster
set data.x = GetUnitX( caster ) + Cos( angle * bj_DEGTORAD ) * START_DISTANCE
set data.y = GetUnitY( caster ) + Sin( angle * bj_DEGTORAD ) * START_DISTANCE
set data.level = level
set data.range = BARRAGE_RANGE[level]
set data.missile = CreateUnit( GetOwningPlayer( caster ), DUMMY_ID, data.x, data.y, angle )
call SetUnitFlyHeight( data.missile, FLYHEIGHT, 0.00 )
call SetUnitScale( data.missile, SIZE, SIZE, SIZE )
set data.sfx = AddSpecialEffectTarget( DUMMY_MODEL, data.missile, "origin" )
set caster = null
call TimerStart( data.time, TIMER_INTERVAL, true, function Move )
return data
endmethod
endstruct
struct SpawnController
unit caster
integer count
integer level
static method create takes unit caster returns SpawnController
local SpawnController data = SpawnController.allocate()
set data.caster = caster
set data.level = GetUnitAbilityLevel( caster, SPELL_ID )
set data.count = BARRAGE_COUNT[data.level]
set caster = null
return data
endmethod
endstruct
private function GetSpawnInterval takes nothing returns real
local integer i = GetRandomInt( 0, 1 )
local real r = GetRandomReal( 0.00, MAX_SPAWNINT_DIF )
if i == 0 then
return SPAWN_INTERVAL - r
else
return SPAWN_INTERVAL + r
endif
endfunction
private function Spawn takes nothing returns nothing
local timer t = GetExpiredTimer()
local SpawnController data = GetTimerData( t )
local Missile m
set data.count = data.count - 1
set m = Missile.create( data.caster, data.level )
if data.count <= 0 then
call data.destroy()
call ReleaseTimer( t )
else
call TimerStart( t, GetSpawnInterval(), false, function Spawn )
endif
set t = null
endfunction
private function Action takes nothing returns nothing
local unit u = GetTriggerUnit()
local timer t = NewTimer()
local integer lvl = GetUnitAbilityLevel( u, SPELL_ID )
local SpawnController data = SpawnController.create( u )
call SetTimerData( t, data )
call TimerStart( t, FIRST_SPAWN_DELAY, false, function Spawn )
set t = null
set u = null
endfunction
private function IsSpell takes nothing returns boolean
return GetSpellAbilityId() == SPELL_ID
endfunction
private function init takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( t, Condition( function IsSpell ) )
call TriggerAddAction( t, function Action )
call SET_BARRAGE_COUNT()
call SET_BARRAGE_DAMAGE()
call SET_BARRAGE_HEAL()
call SET_BARRAGE_RANGE()
call SET_BARRAGE_AOE()
set t = null
endfunction
endscope