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Hitbox

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Level 13
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Mar 16, 2008
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941
hey guys.
Well, I was pretty bored for a few days and thought of some systems I could create.
I think all of you know that the wc3 collision engine sucks heavily. It only checks for a circle around a point which is located in the middle of the object/unit.
I thought of creating a hitbox system, allowing to create multiple parts of the unit, like legs, chest, the arms and so on. I had an idea and created a system, but I don't like it at all. It is unperformant and unbelievable heavy to configurate.
I just allow the user to add the coordinates of all edges...:
JASS:
library HitboxSystem

        private keyword Hitbox_Part
	private keyword CollisionCheck

	
	globals
	
		private constant	integer	HITBOX_MAX_BODIES	= 100
		private constant	integer	HITBOX_MAX_FIELDS	= 20
                private constant  integer       HITBOX_MAX_ANIMATIONS = 100
                private constant  integer       HITBOX_MAX_ANI_BODIES = 20
	
	endglobals
	
	
	private struct Hitbox_Body[HITBOX_MAX_BODIES]
		
		private integer max_field = 0
		private Hitbox_Part array fields[HITBOX_MAX_FIELDS]
		
		method Addfield takes Hitbox_Part field returns nothing
			set .fields[.max_field] = field
			set .max_field = .max_field+1
		endmethod
        
        method CollisionCheckBody takes unit u1, Hitbox_Body body2, unit u2 returns boolean
            local integer i = 0
            
            loop
                exitwhen i >= .max_field
                if .fields[i].CollisionCheckPart(u1, body2, u2) then
                    return true
                endif
                set i = i+1
            endloop
            
            return false
        endmethod
			
	endstruct
	
	private struct Hitbox_Part
		
        private string name
		private real x1
		private real x2
		private real y1
		private real y2
		private real z1
		private real z2
		
		static method create takes Hitbox_Body body, string name, integer x1, integer x2, integer y1, integer y2, integer z1, integer z2 returns Hitbox_Part
			local Hitbox_Part field = Hitbox_Part.allocate()
			
            set field.name = name
			set field.x1 = x1
			set field.x2 = x2
			set field.y1 = y1
			set field.y2 = y2
			set field.z1 = z1
			set field.z2 = z2
            
            call body.Addfield(field)
			
            return field
        endmethod
        
        method CollisionCheckPart takes unit u1, Hitbox_Part field, unit u2 returns boolean
            local real x1 = GetUnitX(u1)+.x1
            local real x2 = GetUnitX(u1)-.x2
            local real y1 = GetUnitY(u1)+.y1
            local real y2 = GetUnitY(u1)-.y2
            local real z1 = GetUnitFlyHeight(u1)+.z1
            local real z2 = GetUnitFlyHeight(u1)-.z2
            local real x3 = GetUnitX(u2)+field.x1
            local real x4 = GetUnitX(u2)-field.x2
            local real y3 = GetUnitY(u2)+field.y1
            local real y4 = GetUnitY(u2)-field.y2
            local real z3 = GetUnitFlyHeight(u2)+field.z1
            local real z4 = GetUnitFlyHeight(u2)-field.z2
            
            return ((x1 <= x3 and x1 >= x4) or (x2 <= x3 and x2 >= x4)) and ((y1 <= y3 and y1 >= y4) or (y2 <= y3 and y2 >= y4)) and ((z1 <= z3 and z1 >= z4) or (z2 <= z3 and z2 >= z4))
        endmethod	
        
	endstruct
    
    private struct Hitbox_Animation[HITBOX_MAX_ANIMATIONS]
    
        private string name
        integer array hitbox[HITBOX_MAX_ANI_BODIES]
        real array hitbox_delay[HITBOX_MAX_ANI_BODIES]
        real end
        integer max_box = 0
        
        static method create takes string name, real end returns Hitbox_Animation
            local Hitbox_Animation ani = Hitbox_Animation.allocate()
            
            set ani.name = name
            set ani.end = end
            
            return ani
        endmethod
        
        method AddBody takes Hitbox_Body body, real delay returns nothing
            set .hitbox[.max_box] = body
            set .hitbox_delay[.max_box] = delay
            set .max_box = .max_box+1
        endmethod
        
    endstruct
    
	
	function CheckHitboxCollision takes integer body1, unit u1, integer body2, unit u2 returns boolean
        return Hitbox_Body(body1).CollisionCheckBody(u1, Hitbox_Body(body2), u2)
    endfunction
    
    //Still in progress
    function ReturnAnimatedHitboxTimed takes integer ani, real time returns integer
        local Hitbox_Animation animation = Hitbox_Animation(ani)
        local integer i = 0
        
        if time >= animation.end then
            return -1
        endif
        
        loop
            exitwhen i >= animation.max_box
            if animation.hitbox_delay[i] >= time then
                return animation.hitbox[i]
            endif
            set i = i+1
        endloop
        
        return i-1
    endfunction
    //---------------
    
    function AddHitboxAnimation takes integer ani, integer body, real delay returns nothing
        call Hitbox_Animation(ani).AddBody(body, delay)
    endfunction
    
    function CreateHitboxAnimation takes string name, real end returns integer
        return integer(Hitbox_Animation.create(name, end))
    endfunction
    
    
    function AddHitboxField takes integer body, string name, integer x1, integer x2, integer y1, integer y2, integer z1, integer z2 returns nothing
        call Hitbox_Part.create(Hitbox_Part(body), name, x1, x2, y1, y2, z1, z2)
    endfunction
    
	function CreateHitbox takes nothing returns integer
	    return integer(Hitbox_Body.create())
	endfunction
	
endlibrary

And, what do I want?
I'm asking for another way of doing this :p
Creating a (good) hitbox with this takes hours :/

EDIT: I don't know why the code isn't indentioned correctly, no matter how often I CnP it, it doesn't change anything
 
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