File size: 94,001 Bytes
b6a38d7 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 |
--List of grenades that will result in different VR played when thrown
SpecialGrenades = {
[1] = "ConcussiveGrenade",
[2] = "SmokeGrenade",
[3] = "TearGasGrenade",
[4] = "ToxicGasGrenade",
[5] = "Molotov",
[6] = "FlareStick"
}
function Unit:OnAttack(action, target, results, attack_args, holdXpLog)
if type(action) == "string" then
action = CombatActions[action]
end
if IsKindOf(results.weapon, "FirearmBase") then
results.weapon.num_safe_attacks = Max(0, results.weapon.num_safe_attacks - 1)
end
if IsKindOf(results.weapon, "TransmutedItemProperties") and results.weapon.RevertCondition=="attacks" then
results.weapon.RevertConditionCounter = results.weapon.RevertConditionCounter-1
if results.weapon.RevertConditionCounter== 0 then
local slot_name = self:GetItemSlot(results.weapon)
local new, prev = results.weapon:MakeTransmutation("revert")
self:RemoveItem(slot_name, results.weapon)
self:AddItem(slot_name, new)
DoneObject(prev)
self:UpdateOutfit()
end
end
self.last_attack_pos = self:GetPos()
-- Add Exposed on any Melee Attack hit
if action.ActionType == "Melee Attack" and IsKindOf(target, "Unit") and not results.miss then
target:AddStatusEffect("Exposed")
end
if IsValidTarget(target) then
target.attacked_this_turn = target.attacked_this_turn or {}
table.insert(target.attacked_this_turn, self)
end
local kill = #(results.killed_units or empty_table) > 0
if kill then
Msg("OnKill", self, results.killed_units)
self:CallReactions("OnUnitKill", results.killed_units)
end
-- singatures can't recharge themselves
local originAction = CombatActions[attack_args.origin_action_id]
if kill and (action.group ~= "SignatureAbilities" and (not originAction or originAction.group ~= "SignatureAbilities")) then
self:UpdateSignatureRecharges("kill")
end
-- signature actions never recharge themselves, this has to be after UpdateSignatureRecharges
if action.group == "SignatureAbilities" then
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
local rechargeTime = action:ResolveValue("rechargeTime") or const.Combat.SignatureAbilityRechargeTime
if rechargeTime > 0 then
self:AddSignatureRechargeTime(action.id, rechargeTime, recharge_on_kill > 0)
end
end
Msg("OnAttack", self, action, target, results, attack_args)
self:CallReactions("OnUnitAttack", self, action, target, results, attack_args)
if IsKindOf(target, "Unit") then
target:CallReactions("OnUnitAttack", self, action, target, results, attack_args)
end
local hitUnitFromAttack = false
for _, hit in ipairs(results.hit_objs) do
if IsKindOf(hit.obj, "Unit") then
if hit.damage and hit.damage > 0 then
hitUnitFromAttack = true
break
end
end
end
if results.miss then
Msg("AttackMiss", self, target)
if IsKindOf(target, "Unit") and not IsMerc(target) then
target:AddStatusEffect("AITauntCounter")
if not hitUnitFromAttack then
local effect = target:GetStatusEffect("AITauntCounter")
if effect and effect.stacks >= 3 then
PlayVoiceResponse(target, "AITaunt")
end
end
end
end
-- Reward xp to Mercs on kill
if kill and IsMerc(self) then
if not g_AccumulatedTeamXP then g_AccumulatedTeamXP = {} end
for i, unit in ipairs(results.killed_units) do
if self:IsOnEnemySide(unit) then
RewardTeamExperience(unit, GetCampaignPlayerTeam())
end
end
if not holdXpLog then LogAccumulatedTeamXP("debug") end
end
if next(results.killed_units) then
local killCam = not not ActionCameraPlaying
local waitTime = killCam and const.Combat.UnitDeathKillcamWait or const.Combat.UnitDeathWait
Sleep(waitTime)
if killCam then
Msg("ActionCameraWaitSignalEnd")
end
end
end
function Unit:GetLastAttack()
return self.last_attack_session_id and g_Units[self.last_attack_session_id]
end
local function ResetLastAttack(unit)
if unit:IsAmbientUnit() then return end
unit.last_attack_session_id = false
local session_id = unit.session_id
if session_id then
for _, u in ipairs(g_Units) do
if u.last_attack_session_id == session_id then
u.last_attack_session_id = false
end
end
end
end
function IsBasicAttack(action, attack_args)
local basicAttack
if attack_args.origin_action_id then
basicAttack = CombatActions[attack_args.origin_action_id].basicAttack
else
basicAttack = action.basicAttack
end
return basicAttack
end
OnMsg.UnitMovementDone = ResetLastAttack
OnMsg.UnitDied = ResetLastAttack
MapVar("g_CurrentAttackActions", {}) -- stack of all started attack actions
MapVar("g_Interrupt", false)
function Unit:WaitAttack()
self:UninterruptableGoto(self:GetVisualPos())
self.waiting_attack = true
end
function Unit:FirearmAttack(action_id, cost_ap, args, applied_status) -- SingleShot/DualShot
if true then -- net debug code
local effects = {}
for i, effect in ipairs(self.StatusEffects) do
effects[i] = effect.class
end
effects = table.concat(effects, ",")
local target_effects = "-"
if IsKindOf(args.target, "Unit") then
target_effects = {}
for i, effect in ipairs(args.target.StatusEffects) do
target_effects[i] = effect.class
end
target_effects = table.concat(target_effects, ",")
end
NetUpdateHash("Unit:FirearmAttack", action_id, cost_ap, self, effects, args.target, target_effects)
end -- end net debug code
local target = args.target
self:CallReactions("OnFirearmAttackStart", self, target, CombatActions[action_id], args)
if IsKindOf(target, "Unit") then
target:CallReactions("OnFirearmAttackStart", self, target, CombatActions[action_id], args)
end
while not args.opportunity_attack and IsKindOf(target, "Unit") and not target:IsIdleOrRunningBehavior() do
WaitMsg("Idle", 50)
end
if args.replace_action then
action_id = args.replace_action
end
if IsPoint(target) or IsValidTarget(target) then
local action = CombatActions[action_id]
if action.StealthAttack then
args.stealth_kill_roll = 1 + self:Random(100)
end
args.prediction = false
local units_waiting = {}
self:PushDestructor(function()
for _, unit in ipairs(units_waiting) do
unit.waiting_attack = false
end
end)
if not g_Combat and IsKindOf(target, "Unit") then
units_waiting[1] = target
PropagateAwareness(units_waiting)
for _, unit in ipairs(units_waiting) do
if unit:IsInterruptable() then
unit.waiting_attack = true
unit:InterruptCommand("WaitAttack")
end
end
repeat
local waiting = false
for _, unit in ipairs(units_waiting) do
waiting = waiting or (unit.command == "WaitAttack" and not unit.waiting_attack)
end
if waiting then
Sleep(10)
end
until not waiting
end
local results, attack_args = action:GetActionResults(self, args)
self:ExecFirearmAttacks(action, cost_ap, attack_args, results)
self:PopAndCallDestructor()
else
self:GainAP(cost_ap)
CombatActionInterruped(self)
end
end
function Unit:ExecFirearmAttacks(action, cost_ap, attack_args, results)
NetUpdateHash("ExecFirearmAttacks", action, cost_ap, not not g_Combat)
local lof_idx = table.find(attack_args.lof, "target_spot_group", attack_args.target_spot_group or "Torso")
local lof_data = attack_args.lof[lof_idx or 1]
local target = attack_args.target
local target_unit = IsKindOf(target, "Unit") and IsValidTarget(target) and target
local interrupt = attack_args.interrupt
if interrupt then
if ActionCameraPlaying then
RemoveActionCamera(true)
WaitMsg("ActionCameraRemoved", 5000)
end
self:PushDestructor(function()
Msg("InterruptAttackEnd")
end)
Msg("InterruptAttackStart", self, target_unit, action)
end
NetUpdateHash("ExecFirearmAttacks_After_Interrupt_Cam_Wait")
results.attack_from_stealth = not not self:HasStatusEffect("Hidden")
for _, attack in ipairs(results.attacks or {results}) do
if attack.fired then
self:AttackReveal(action, attack_args, results)
break
end
end
local can_provoke_opportunity_attacks = not action or (action.id ~= "CancelShot" and action.id ~= "CancelShotCone")
if can_provoke_opportunity_attacks then
self:ProvokeOpportunityAttacks(action, "attack interrupt")
end
self:PrepareToAttack(attack_args, results)
if can_provoke_opportunity_attacks then
self:ProvokeOpportunityAttacks(action, "attack interrupt")
end
local was_interruptable = self.interruptable
if not was_interruptable then
self:EndInterruptableMovement()
end
NetUpdateHash("ExecFirearmAttacks_Start_Action_Cam")
-- camera effects
if attack_args.opportunity_attack_type ~= "Retaliation" then
local cinematicKill = false
local dontPlayForLocalPlayer = false
if g_Combat and IsEnemyKill(self, results) then
g_Combat:CheckPendingEnd(results.killed_units)
local isKillCinematic
isKillCinematic, dontPlayForLocalPlayer = IsEnemyKillCinematic(self, results, attack_args)
if isKillCinematic then
cameraTac.SetForceMaxZoom(false)
SetAutoRemoveActionCamera(self, results.killed_units[1], nil, nil, nil, nil, nil, dontPlayForLocalPlayer)
cinematicKill = true
end
elseif interrupt then -- the attack is from enemy pindown or overwatch
--[[if self.team.side == "enemy" then
SetAutoRemoveActionCamera(target_unit, self, 1000, true) -- todo: should this use the anim duration?
else
SetAutoRemoveActionCamera(self, target_unit, 1000, true)
end--]]
end
if not cinematicKill and IsKindOf(target, "Unit") then
local cinematicAttack, interpolation = IsCinematicAttack(self, results, attack_args, action)
if cinematicAttack then
local playerUnit = (IsKindOf(target, "Unit") and target:IsLocalPlayerTeam() and target) or (self:IsLocalPlayerTeam() and self)
local enemyUnit = playerUnit and (playerUnit == target and self or target)
if playerUnit and enemyUnit then
SetAutoRemoveActionCamera(playerUnit, enemyUnit, false, false, false, interpolation and default_interpolation_time, nil, dontPlayForLocalPlayer)
end
end
end
end
NetUpdateHash("ExecFirearmAttacks_After_Action_Cam")
-- animspeed modifier & cmd destructor
local asm = self:GetAnimSpeedModifier()
local anim_speed_mod = attack_args.anim_speed_mod or 1000
self:SetAnimSpeedModifier(anim_speed_mod)
self:PushDestructor(function(self)
self:SetAnimSpeedModifier(asm)
if IsValid(target) and target:HasMember("session_id") then
self.last_attack_session_id = target.session_id
else
self.last_attack_session_id = false
end
local cooldown = action:ResolveValue("cooldown")
if cooldown then
self:SetEffectExpirationTurn(action.id, "cooldown", g_Combat.current_turn + cooldown)
end
if IsValid(target) then
ObjModified(target)
end
table.remove(g_CurrentAttackActions) -- pop the pushed attack action
end)
local ap = (cost_ap and cost_ap > 0) and cost_ap or action:GetAPCost(self, attack_args)
table.insert(g_CurrentAttackActions, { action = action, cost_ap = ap, attack_args = attack_args, results = results })
-- start anim, wait hit moment, apply ammo/condition results
local chance_to_hit = results.chance_to_hit
local missed = results.miss
local critical = results.crit
local chance_crit = results.crit_chance
local aim_state = self:GetStateText()
local fired = false
if results.attacks then --- multi-weapon attacks (DualShot)
local shots = results.attacks[1] and results.attacks[1].shots
self:StartFireAnim(shots and shots[1], attack_args)
for _, attack in ipairs(results.attacks) do
attack.weapon:ApplyAmmoUse(self, attack.fired, attack.jammed, attack.condition)
fired = fired or attack.fired
end
else
self:StartFireAnim(results.shots and results.shots[1], attack_args)
results.weapon:ApplyAmmoUse(self, results.fired, results.jammed, results.condition)
fired = results.fired
end
if not fired then
-- none of the weapons fired, abort
if not was_interruptable then
self:BeginInterruptableMovement()
end
Sleep(self:TimeToAnimEnd())
self:PopAndCallDestructor()
if interrupt then
self:PopAndCallDestructor()
end
NetUpdateHash("ExecFirearmAttacks_early_out")
return
end
PushUnitAlert("noise", self, results.weapon.Noise, Presets.NoiseTypes.Default.Gunshot.display_name)
local shot_threads = {}
local attacks = results.attacks or {results}
local attackArgs = results.attacks_args or {attack_args}
if results.shots and #results.shots > 8 and g_Combat and not g_Combat:ShouldEndCombat(results.killed_units) then
if (not results.killed_units or #results.killed_units == 1) then
local vr = IsMerc(self) and "Autofire" or "AIAutofire"
PlayVoiceResponse(self, vr)
end
end
local lowChanceShot
local base_weapon_damage = 0
for attackIdx, attack in ipairs(attacks) do
local attackArg = attackArgs[attackIdx]
local fx_action = attackArg.fx_action
if action.id == "BulletHell" then
BulletHellOverwriteShots(attack)
end
local shots_per_animation = Min(3, #attack.shots)
if action.id == "BurstFire" or action.id == "MGBurstFire" then
shots_per_animation = #attack.shots
end
for i, shot in ipairs(attack.shots) do
-- shot visuals
attack.weapon:FireBullet(self, shot, shot_threads, results, attackArg)
if attackArg.single_fx then
fx_action = ""
end
if i < #attack.shots then -- more shots to fire
if i % shots_per_animation == 0 then
local shotAnimDelay = attackArg.attack_anim_delay or self:TimeToAnimEnd()
self:StartFireAnim(attack.shots[i+1], attackArg, nil, shotAnimDelay) -- fire next shot
else
Sleep(self:GetAnimDuration() / shots_per_animation)
end
elseif attackIdx < #attacks then
Sleep(MulDivRound(self:GetAnimDuration() / shots_per_animation, 30, 100))
end
if IsMerc(self) and attack.target_hit then
if attack.chance_to_hit <= 20 then
lowChanceShot = true
end
end
end
attack.weapon:FireSpread(attack, attackArg) -- deal the area damage, if any
base_weapon_damage = base_weapon_damage + attack.weapon.Damage
end
-- additional damage (e.g. from DualShot perk)
for _, packet in ipairs(results.extra_packets) do
if IsValidTarget(packet.target) then
if packet.damage then
packet.target:TakeDirectDamage(packet.damage, false, "short", packet.message)
end
if packet.effects then
packet.target:ApplyDamageAndEffects(false, false, packet)
end
end
end
-- wait end moment and restore animation
local time_to_fire_end = self:TimeToAnimEnd()
if not attack_args.dont_restore_aim then
if self:CanAimIK(results.weapon) then
local restore_aim_delay = Min(300, time_to_fire_end)
Sleep(restore_aim_delay)
self:SetIK("AimIK", lof_data.lof_pos2, nil, nil, 0)
Sleep(time_to_fire_end - restore_aim_delay)
self:SetState(aim_state, const.eKeepComponentTargets)
else
Sleep(time_to_fire_end)
self:SetState(aim_state, const.eKeepComponentTargets)
end
end
-- special-case: interrupt neutral units with neutral_retaliate flag attacked by player units,
-- so they don't look ridiculous minding their own business for several more seconds until the attack resolves
if self.team.player_team and not g_Combat then
if IsValid(target_unit) and target_unit.team.neutral and target_unit.neutral_retaliate and not target_unit:IsIncapacitated() then
target_unit.neutral_retal_attacked = true
target_unit:SetBehavior()
target_unit:SetCommand("Idle")
end
local hits = #results > 0 and results or results.area_hits
for _, hit in ipairs(hits) do
local unit = IsKindOf(hit.obj, "Unit") and not hit.obj:IsIncapacitated() and hit.obj
if IsValid(unit) and unit.team.neutral and unit.neutral_retaliate then
unit.neutral_retal_attacked = true
unit:SetBehavior()
unit:SetCommand("Idle")
end
end
end
self.interruptable = false
self:PushDestructor(function()
self.interruptable = was_interruptable
end)
if attack_args.external_wait_shots then
table.iappend(attack_args.external_wait_shots, shot_threads)
else
Firearm:WaitFiredShots(shot_threads)
end
-- wait target dodge anim
while target_unit and target_unit.command == "Dodge" do
WaitMsg("Idle")
end
-- play voices
base_weapon_damage = MulDivRound(base_weapon_damage, 120, 100)
if attacks and next(attacks)then
--count shots fired per team for Voice Response
self.team.tactical_situations_vr.shotsFired = self.team.tactical_situations_vr.shotsFired and self.team.tactical_situations_vr.shotsFired + 1 or 1
self.team.tactical_situations_vr.shotsFiredBy = self.team.tactical_situations_vr.shotsFiredBy or {}
self.team.tactical_situations_vr.shotsFiredBy[self.session_id] = true
PlayVoiceResponseTacticalSituation(table.find(g_Teams, self.team), "now")
if missed then
--count missed shots per team for Voice Response
self.team.tactical_situations_vr.missedShots = self.team.tactical_situations_vr.missedShots and self.team.tactical_situations_vr.missedShots + 1 or 1
PlayVoiceResponseTacticalSituation(table.find(g_Teams, self.team), "now")
if chance_to_hit >= 70 then
if not target_unit or not target_unit:IsCivilian() then
PlayVoiceResponseMissHighChance(self)
end
elseif target_unit and chance_to_hit>=50 and base_weapon_damage>=target_unit:GetTotalHitPoints() then
if IsMerc(target_unit) then
target_unit:SetEffectValue("missed_by_kill_shot", true)
end
end
elseif not missed then
if results.stealth_kill and IsMerc(self) and results.killed_units and #results.killed_units > 0 then
elseif lowChanceShot and target_unit and not self:IsOnAllySide(target_unit) and not target_unit:IsCivilian() then
PlayVoiceResponse(self, "LowChanceShot")
end
end
end
for i, attack in ipairs(attacks) do
local holdXpLog = i ~= #attacks
self:OnAttack(action, target_unit, attack, attack_args, holdXpLog)
end
LogAttack(action, attack_args, results)
AttackReaction(action, attack_args, results, "can retaliate")
if not action or (action.id ~= "CancelShot" and action.id ~= "CancelShotCone") then
self:ProvokeOpportunityAttacks(action, "attack reaction")
end
if not was_interruptable then
self:BeginInterruptableMovement()
end
self:PopAndCallDestructor()
self:PopAndCallDestructor()
if interrupt then
self:PopAndCallDestructor()
end
end
function Unit:MGSetup(action_id, cost_ap, args)
self.interruptable = false
if self.stance ~= "Prone" then
self:DoChangeStance("Prone")
end
self:AddStatusEffect("StationedMachineGun")
self:UpdateHidden()
self:FlushCombatCache()
self:RecalcUIActions(true)
ObjModified(self)
return self:MGTarget(action_id, cost_ap, args)
end
function Unit:MGTarget(action_id, cost_ap, args)
args.permanent = true
args.num_attacks = self:GetNumMGInterruptAttacks()
self.interruptable = false
return self:OverwatchAction(action_id, cost_ap, args) -- this would change the command anyway, we can't have code below it
end
function Unit:MGPack()
self:InterruptPreparedAttack()
self:RemoveStatusEffect("StationedMachineGun")
self:UpdateHidden()
self:FlushCombatCache()
self:RecalcUIActions(true)
if HasPerk(self, "KillingWind") then
self:RemoveStatusEffect("FreeMove")
self:AddStatusEffect("FreeMove")
end
ObjModified(self)
end
function Unit:OpportunityAttack(action_id, args, status)--target, target_spot_group, action, status)
-- does basically nothing on its own but changes the name of the current command (relevant for overwatch/to-hit modifiers)
g_Interrupt = true
args.interrupt = true
PlayFX("OpportunityAttack", "start", self)
self:FirearmAttack(action_id, 0, args, status)
end
function Unit:PinDownAttack(target, action_id, target_spot_group, aim, status)
-- does basically nothing on its own but changes the name of the current command (relevant for overwatch/to-hit modifiers)
local args = { target = target, target_spot_group = target_spot_group, aim = aim, interrupt = true, opportunity_attack = true, opportunity_attack_type = "PinDown" }
self:FirearmAttack(action_id, 0, args, status)
end
function Unit:RetaliationAttack(target, target_spot_group, action)
-- does basically nothing on its own but changes the name of the current command
self:CallReactions("OnUnitRetaliation", self, target, action, target_spot_group)
if IsKindOf(target, "Unit") then
target:CallReactions("OnUnitRetaliation", self, target, action, target_spot_group)
end
self:AddStatusEffect("RetaliationCounter")
PlayFX("OpportunityAttack", "start", self)
local args = { target = target, target_spot_group = target_spot_group, interrupt = true, opportunity_attack = true, opportunity_attack_type = "Retaliation" }
if string.match(action.id, "ThrowGrenade") then -- can't Run the action as it will change the command unfortunately
return self:ThrowGrenade(action.id, 0, args)
end
return self:FirearmAttack(action.id, 0, args)
end
function Unit:OpportunityMeleeAttack(target, action)
-- does basically nothing on its own but changes the name of the current command
if self.team and self.team.control == "AI" then
PlayVoiceResponse(self, "AIMeleeOpportunist")
end
PlayFX("OpportunityAttack", "start", self)
self:MeleeAttack(action.id, 0, { target = target, opportunity_attack = true, opportunity_attack_type = "Retaliation"})
end
local tf_smooth_sleep = 100
local tf_smooth_thread = false
function SetTimeFactorSmooth(tf, time)
DeleteThread(tf_smooth_thread)
tf_smooth_thread = CreateRealTimeThread(function()
local curr_tf = GetTimeFactor()
if curr_tf == tf then
return
end
local delta = MulDivRound(tf - curr_tf, tf_smooth_sleep, time)
local cmp = curr_tf < tf
while cmp == (curr_tf + delta < tf) do
curr_tf = curr_tf + delta
SetTimeFactor(curr_tf)
Sleep(tf_smooth_sleep)
end
SetTimeFactor(tf)
end)
end
local smooth_tf_change_duration = 1500
function Unit:RunAndGun(action_id, cost_ap, args)
local action = CombatActions[action_id]
local target = args.goto_pos
local weapon = action:GetAttackWeapons(self)
if not weapon then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local aim_params = action:GetAimParams(self, weapon)
local num_shots = aim_params.num_shots
if self.stance ~= "Standing" then
self:ChangeStance(action_id, 0, "Standing")
end
-- do the attack/crit rolls
args.attack_rolls = {}
args.crit_rolls = {}
args.stealth_kill_rolls = {}
for i = 1, num_shots do
args.attack_rolls[i] = 1 + self:Random(100)
args.crit_rolls[i] = 1 + self:Random(100)
if action.StealthAttack then
args.stealth_kill_rolls[i] = 1 + self:Random(100)
end
end
args.prediction = false
NetUpdateHash("RunAndGun_0", self, args)
local results = action:GetActionResults(self, args)
local action_camera = false --[[ disable action camera for now ]]
if #(results.attacks or empty_table) == 0 then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local pathObj, path
self:PushDestructor(function(self)
if pathObj then
DoneObject(pathObj)
end
end)
pathObj = CombatPath:new()
if action_camera then
local tf = GetTimeFactor()
self:PushDestructor(function()
SetTimeFactorSmooth(tf, smooth_tf_change_duration)
end)
end
local base_idle = self:GetIdleBaseAnim()
local shot_threads
for i, attack in ipairs(results.attacks) do
if not self:CanUseWeapon(weapon) then -- might jam, run out of ammo, etc
goto continue
end
NetUpdateHash("RunAndGun_1", self, attack.mobile_attack_pos, attack.mobile_attack_target)
if attack.mobile_attack_pos and (not IsValidTarget(attack.mobile_attack_target) or attack.mobile_attack_target:IsIncapacitated()) then
local enemies = table.ifilter(action:GetTargets({self}), function(idx, u) return IsValidTarget(u) and not u:IsIncapacitated() end)
NetUpdateHash("RunAndGun_Branch_1", self, attack.mobile_attack_pos, #enemies)
attack.mobile_attack_target = FindTargetFromPos(action_id, self, action, enemies, point(point_unpack(attack.mobile_attack_pos)), weapon)
end
if attack.mobile_attack_pos and IsValidTarget(attack.mobile_attack_target) then
if action_camera and i == 1 then
SetTimeFactorSmooth(tf/2, smooth_tf_change_duration)
end
-- We need to build the path outside of the function so that it
-- doesn't refund us the ap cost difference.
local targetPos = point(point_unpack(attack.mobile_attack_pos))
local occupiedPos = self:GetOccupiedPos()
if self:GetDist(occupiedPos) > const.SlabSizeX / 2 and self:GetDist(targetPos) < const.SlabSizeX / 2 then
-- already at target position because of expose/aim
self:SetTargetDummy(nil, nil, base_idle, 0)
else
pathObj:RebuildPaths(self, aim_params.move_ap)
path = pathObj:GetCombatPathFromPos(targetPos)
self:CombatGoto(action_id, 0, nil, path, true, i == #results.attacks and args.toDoStance)
end
-- recheck target, as they might have died while we were moving
if not IsValidTarget(attack.mobile_attack_target) or attack.mobile_attack_target:IsIncapacitated() then
local enemies = table.ifilter(action:GetTargets({self}), function(idx, u) return IsValidTarget(u) and not u:IsIncapacitated() end)
NetUpdateHash("RunAndGun_Branch_1_1", self, attack.mobile_attack_pos, #enemies)
attack.mobile_attack_target = FindTargetFromPos(action_id, self, action, enemies, point(point_unpack(attack.mobile_attack_pos)), weapon)
if not IsValidTarget(attack.mobile_attack_target) then
goto continue
end
end
if action_camera then
if i == #results.attacks then
SetTimeFactorSmooth(tf, smooth_tf_change_duration)
end
SetActionCamera(self, attack.mobile_attack_target)
end
self:SetRandomAnim(base_idle)
local atk_action = CombatActions[attack.mobile_attack_id] or action
-- rerun simulation to account for changes happened in the meantime (broken covers, etc)
local atk_args = {
prediction = false,
target = attack.mobile_attack_target,
stance = "Standing",
can_use_covers = i == #results.attacks,
used_action_id = action_id, -- so that cth is calculated for the master/parent action instead of the actual attack action
}
NetUpdateHash("RunAndGun_2", self, atk_args.target, args.goto_pos)
local atk_results, attack_args = atk_action:GetActionResults(self, atk_args)
attack_args.origin_action_id = action_id
attack_args.keep_ui_mode = true
attack_args.unit_moved = true
attack_args.dont_restore_aim = true
if atk_action.id == "KnifeThrow" then
self:ExecKnifeThrow(atk_action, cost_ap, attack_args, atk_results)
else
shot_threads = shot_threads or {}
attack_args.external_wait_shots = shot_threads
self:ExecFirearmAttacks(atk_action, cost_ap, attack_args, atk_results)
end
end
::continue::
end
local cooldown = action:ResolveValue("cooldown")
if cooldown then
self:SetEffectExpirationTurn(action.id, "cooldown", g_Combat.current_turn + cooldown)
end
if action_camera then
RemoveActionCamera()
self:PopAndCallDestructor() -- camera
end
-- if not at target loc, goto there (there mustn't be a target when that happens)
local occupiedPos = self:GetOccupiedPos()
if self.return_pos and self.return_pos:Dist(target) < const.SlabSizeX / 2 then
self:ReturnToCover()
elseif self:GetDist(occupiedPos) > const.SlabSizeX / 2 and self:GetDist(target) < const.SlabSizeX / 2 then
self:SetTargetDummyFromPos()
else
pathObj:RebuildPaths(self, aim_params.move_ap)
path = pathObj:GetCombatPathFromPos(target)
self:CombatGoto(action_id, 0, nil, path, true)
end
if shot_threads then
Firearm:WaitFiredShots(shot_threads)
end
self:PopAndCallDestructor() -- pathObj
end
function Unit:HundredKnives(action_id, cost_ap, args)
local action = CombatActions[action_id]
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
self:RunAndGun(action_id, cost_ap, args)
end
function Unit:RecklessAssault(action_id, cost_ap, args)
self:RunAndGun(action_id, cost_ap, args)
self:SetTired(self.Tiredness + 1)
end
function Unit:HeavyWeaponAttack(action_id, cost_ap, args)
local target = args.target
if not IsPoint(target) and not IsValidTarget(target) then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local action = CombatActions[action_id]
self:ProvokeOpportunityAttacks(action, "attack interrupt")
local weapon = action:GetAttackWeapons(self)
args.prediction = false
local results, attack_args = action:GetActionResults(self, args)
results.attack_from_stealth = not not self:HasStatusEffect("Hidden")
if results.fired then
self:AttackReveal(action, attack_args, results)
end
self:PrepareToAttack(attack_args, results)
self:ProvokeOpportunityAttacks(action, "attack interrupt")
self:PushDestructor(function()
local ap = (cost_ap and cost_ap > 0) and cost_ap or action:GetAPCost(self, attack_args)
table.insert(g_CurrentAttackActions, { action = action, cost_ap = ap, attack_args = attack_args, results = results })
local aim_pos = results and results.trajectory and results.trajectory[2] and results.trajectory[2].pos
self:StartFireAnim(nil, attack_args, aim_pos)
local anim_end_time = GameTime() + self:TimeToAnimEnd()
local prev = weapon.Condition
weapon.Condition = results.condition
if prev ~= results.condition then
Msg("ItemChangeCondition", weapon, prev, results.condition, self)
end
weapon:ApplyAmmoUse(self, results.fired, results.jammed, results.condition)
if not results.jammed and results.trajectory then
local ordnance = results.ordnance
local trajectory = results.trajectory
local action_dir = SetLen(trajectory[2].pos - trajectory[1].pos, 4096)
local visual_obj = weapon:GetVisualObj(self)
-- temporarily change the fx actor class of the visual obj if it doesn't match (subweapons)
local actor_class = visual_obj.fx_actor_class
visual_obj.fx_actor_class = weapon:GetFxClass()
PlayFX("WeaponFire", "start", visual_obj, nil, trajectory[1].pos, action_dir)
visual_obj.fx_actor_class = actor_class
-- animate trajectory
local attaches = visual_obj:GetAttaches("OrdnanceVisual")
local projectile
if attaches then
projectile = attaches[1]
projectile:Detach()
else
projectile = PlaceObject("OrdnanceVisual", {fx_actor_class = ordnance.class})
end
if IsKindOf(weapon, "RocketLauncher") then
weapon:UpdateRocket()
PlayFX("RocketFire", "start", projectile)
end
local backfire_results = table.copy(results)
for i = #backfire_results, 1, -1 do
if not backfire_results[i].backfire then
table.remove(backfire_results, i)
end
end
for i = #results, 1, -1 do
if results[i].backfire then
table.remove(results, i)
end
end
ApplyExplosionDamage(self, nil, backfire_results, nil, "disable burn FXes")
local rpm_range = const.Combat.GrenadeMaxRPM - const.Combat.GrenadeMinRPM
local rpm = const.Combat.GrenadeMinRPM + self:Random(rpm_range)
local rotation_axis = RotateAxis(axis_x, axis_z, CalcOrientation(trajectory[2].pos, trajectory[1].pos))
if weapon.trajectory_type == "line" then
-- disable rotation and make sure the rocket is oriented towards the target point
rpm = 0
projectile:SetAxis(axis_z)
projectile:SetAngle(CalcOrientation(trajectory[1].pos, trajectory[2].pos))
end
local throw_thread = CreateGameTimeThread(AnimateThrowTrajectory, projectile, trajectory, rotation_axis, -rpm, "GrenadeDrop")
Sleep(self:TimeToAnimEnd())
if IsValidThread(throw_thread) then
local anim = self:GetAimAnim()
self:SetState(anim, const.eKeepComponentTargets)
while IsValidThread(throw_thread) do
WaitMsg("GrenadeDoneThrow", 20)
end
end
-- recheck results to handle possible changes in unit positions (exploration mode)
args.explosion_pos = results.explosion_pos or projectile:GetPos()
results, attack_args = action:GetActionResults(self, args)
-- do explosion/apply results
ApplyExplosionDamage(self, projectile, results)
LogAttack(action, attack_args, results)
PushUnitAlert("noise", projectile, ordnance.Noise, Presets.NoiseTypes.Default.Explosion.display_name)
if IsValid(projectile) then
DoneObject(projectile)
end
AttackReaction(action, attack_args, results)
self:OnAttack(action_id, nil, results, attack_args)
end
if anim_end_time - GameTime() > 0 then
Sleep(anim_end_time - GameTime())
end
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:HasMember("dont_return_camera_on_close") then
dlg.dont_return_camera_on_close = true
end
local cooldown = action:ResolveValue("cooldown")
if cooldown then
self:SetEffectExpirationTurn(action.id, "cooldown", g_Combat.current_turn + cooldown)
end
self.last_attack_session_id = false
self:ProvokeOpportunityAttacks(action, "attack reaction")
table.remove(g_CurrentAttackActions)
end)
self:PopAndCallDestructor()
end
function Unit:FireFlare(action_id, cost_ap, args)
local target = args.target
if not IsPoint(target) and not IsValidTarget(target) then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local action = CombatActions[action_id]
self:ProvokeOpportunityAttacks(action, "attack interrupt")
local weapon = action:GetAttackWeapons(self)
args.prediction = false
local results, attack_args = action:GetActionResults(self, args)
results.attack_from_stealth = not not self:HasStatusEffect("Hidden")
if results.fired then
self:AttackReveal(action, attack_args, results)
end
self:PrepareToAttack(attack_args, results)
self:ProvokeOpportunityAttacks(action, "attack interrupt")
local fire_anim = self:GetAttackAnim(action_id)
local aim_anim = self:GetAimAnim(action_id)
self:SetState(fire_anim)
local duration = self:TimeToAnimEnd()
local hit_moment = self:TimeToMoment(1, "hit") or duration/2
Sleep(hit_moment)
local weapon_visual = weapon:GetVisualObj(self)
PlayFX("FlareHandgun_Fire", "start", weapon_visual)
local thread = not results.jammed and CreateGameTimeThread(function()
local visual = PlaceObject("GrenadeVisual", {fx_actor_class = "FlareBullet"})
local offset = point(0, 0, 200*guic)
offset = offset + Rotate(point(30*guic, 0, 0), self:GetAngle() + 90*60)+ Rotate(point(20*guic, 0, 0), self:GetAngle())
local pos = self:GetPos()
if not pos:IsValidZ() then
pos = pos:SetTerrainZ()
end
pos = pos + offset
visual:SetPos(pos)
Sleep(100)
visual:SetPos(pos + point(0, 0, 20*guim), 1500)
Sleep(2000)
local explosion_pos = results.explosion_pos +point(0, 0, 10*guic)
local sky_pos = explosion_pos + point(0, 0, 20*guim)
local col, pts = CollideSegmentsNearest(sky_pos, explosion_pos)
if col then
explosion_pos = pts[1]
end
visual:SetPos(sky_pos)
local fall_time = MulDivRound(sky_pos:Dist(explosion_pos), 1000, const.Combat.MortarFallVelocity/5)
visual:SetPos(explosion_pos, fall_time)
Sleep(fall_time)
local flare = PlaceObject("FlareOnGround", {
visual_obj = visual,
remaining_time = 4*5000,
Despawn = true,
campaign_time = Game.CampaignTime,
})
flare:SetPos(explosion_pos)
flare:UpdateVisualObj()
PushUnitAlert("thrown", flare, self)
Wakeup(self.command_thread)
end)
Sleep(duration - hit_moment)
self:SetRandomAnim(self:GetIdleBaseAnim())
results.weapon:ApplyAmmoUse(self, results.fired, results.jammed, results.condition)
while IsValidThread(thread) do
WaitWakeup(50)
end
self.last_attack_session_id = false
self:ProvokeOpportunityAttacks(action, "attack reaction")
end
function Unit:ThrowGrenade(action_id, cost_ap, args)
local stealth_attack = not not self:HasStatusEffect("Hidden")
local target_pos = args.target
if self.stance ~= "Standing" then
self:ChangeStance(nil, nil, "Standing")
end
local action = CombatActions[action_id]
self:ProvokeOpportunityAttacks(action, "attack interrupt")
local grenade = action:GetAttackWeapons(self)
args.prediction = false -- mishap needs to happen now
local results, attack_args = action:GetActionResults(self, args) -- early check for PrepareToAttack
self:PrepareToAttack(attack_args, results)
self:UpdateAttachedWeapons()
self:ProvokeOpportunityAttacks(action, "attack interrupt")
self:EndInterruptableMovement()
-- camera effects
if not attack_args.opportunity_attack_type == "Retaliation" then
if g_Combat and IsEnemyKill(self, results) then
g_Combat:CheckPendingEnd(results.killed_units)
local isKillCinematic, dontPlayForLocalPlayer = IsEnemyKillCinematic(self, results, attack_args)
if isKillCinematic then
cameraTac.SetForceMaxZoom(false)
SetAutoRemoveActionCamera(self, results.killed_units[1], nil, nil, nil, nil, nil, dontPlayForLocalPlayer)
end
end
end
self:RemoveStatusEffect("FirstThrow")
-- multi-throw support
local attacks = results.attacks or {results}
local ap = (cost_ap and cost_ap > 0) and cost_ap or action:GetAPCost(self, attack_args)
table.insert(g_CurrentAttackActions, { action = action, cost_ap = ap, attack_args = attack_args, results = results })
self:PushDestructor(function(self)
self:ForEachAttach("GrenadeVisual", DoneObject)
table.remove(g_CurrentAttackActions)
self.last_attack_session_id = false
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:HasMember("dont_return_camera_on_close") then
dlg.dont_return_camera_on_close = true
end
end)
Msg("ThrowGrenade", self, grenade, #attacks)
-- throw anim
self:SetState("gr_Standing_Attack", const.eKeepComponentTargets)
-- pre-create visual objs and play activate fx
local visual_objs = {}
for i = 1, #attacks do
local visual_obj = grenade:GetVisualObj(self, i > 1)
visual_objs[i] = visual_obj
PlayFX("GrenadeActivate", "start", visual_obj)
end
local time_to_hit = self:TimeToMoment(1, "hit") or 20
self:Face(target_pos, time_to_hit/2)
Sleep(time_to_hit)
if results.miss or not results.killed_units or not (#results.killed_units > 1) then
local specialNadeVr = table.find(SpecialGrenades, grenade.class) and (IsMerc(self) and "SpecialThrowGrenade" or "AIThrowGrenadeSpecial")
local standardNadeVr = IsMerc(self) and "ThrowGrenade" or "AIThrowGrenade"
PlayVoiceResponse(self, specialNadeVr or standardNadeVr)
end
local thread = CreateGameTimeThread(function()
-- create visuals and start anim thread for each throw
local threads = {}
for i, attack in ipairs(attacks) do
visual_objs[i]:Detach()
visual_objs[i]:SetHierarchyEnumFlags(const.efVisible)
local trajectory = attack.trajectory
if #trajectory > 0 then
local rpm_range = const.Combat.GrenadeMaxRPM - const.Combat.GrenadeMinRPM
local rpm = const.Combat.GrenadeMinRPM + self:Random(rpm_range)
local rotation_axis = RotateAxis(axis_x, axis_z, CalcOrientation(trajectory[2].pos, trajectory[1].pos))
threads[i] = CreateGameTimeThread(AnimateThrowTrajectory, visual_objs[i], trajectory, rotation_axis, rpm, "GrenadeDrop")
else
-- try to find a fall down pos
threads[i] = CreateGameTimeThread(ItemFallDown, visual_objs[i])
end
end
grenade:OnThrow(self, visual_objs)
-- wait until all threads are done
while #threads > 0 do
Sleep(25)
for i = #threads, 1, -1 do
if not IsValidThread(threads[i]) then
table.remove(threads, i)
end
end
end
-- real check when the grenade(s) landed must use the current position(s)
if #attacks > 1 then
args.explosion_pos = {}
for i, res in ipairs(attacks) do
args.explosion_pos[i] = res.explosion_pos or visual_objs[i]:GetVisualPos()
end
else
args.explosion_pos = results.explosion_pos or visual_objs[1]:GetVisualPos()
end
results, attack_args = action:GetActionResults(self, args)
local attacks = results.attacks or {results}
results.attack_from_stealth = stealth_attack
-- needs to be after GetActionResults
local destroy_grenade
if not self.infinite_ammo then
grenade.Amount = grenade.Amount - #attacks
destroy_grenade = grenade.Amount <= 0
if destroy_grenade then
local slot = self:GetItemSlot(grenade)
self:RemoveItem(slot, grenade)
end
ObjModified(self)
end
self:AttackReveal(action, attack_args, results)
self:OnAttack(action_id, nil, results, attack_args)
LogAttack(action, attack_args, results)
for i, attack in ipairs(attacks) do
grenade:OnLand(self, attack, visual_objs[i])
end
if destroy_grenade then
DoneObject(grenade)
end
AttackReaction(action, attack_args, results)
Msg(CurrentThread())
end)
Sleep(self:TimeToAnimEnd())
self:SetRandomAnim(self:GetIdleBaseAnim())
if IsValidThread(thread) then
WaitMsg(thread)
end
self:ProvokeOpportunityAttacks(action, "attack reaction")
self:PopAndCallDestructor()
end
function Unit:RemoteDetonate(action_id, cost_ap, args)
local target_pos = args.target
local action = CombatActions[action_id]
local detonator = action:GetAttackWeapons(self)
local traps = detonator:GetAttackResults(false, { target_pos = target_pos })
self.performed_action_this_turn = true -- the action doesn't consume ap, so set it manually
for i, t in ipairs(traps) do
t.obj:TriggerTrap(nil, self)
end
end
function Unit:FaceAttackerCommand(attacker, angle)
angle = angle or CalcOrientation(self, attacker)
self:AnimatedRotation(angle)
self:SetRandomAnim(self:GetIdleBaseAnim(), const.eKeepComponentTargets)
self:SetCommand("WaitAttacker")
end
function Unit:WaitAttacker(timeout)
Sleep(timeout or 2000)
end
function Unit:MeleeAttack(action_id, cost_ap, args)
local new_stance = self.stance ~= "Standing" and self.species == "Human" and "Standing"
local stealth_attack = not not self:GetStatusEffect("Hidden")
if new_stance then
local stance = self.stance
self:PushDestructor(function(self)
self:GainAP(cost_ap)
self:ChangeStance(nil, nil, stance)
end)
if new_stance then
self:ChangeStance(nil, nil, "Standing")
end
self:PopDestructor()
end
local action = CombatActions[action_id]
local weapon = action:GetAttackWeapons(self)
local target = args.target
if IsKindOf(target, "Unit") and not IsMeleeRangeTarget(self, nil, self.stance, target, nil, target.stance) then
self:GainAP(cost_ap)
ShowBadgeOfAttacker(self, false)
return
end
-- do the attack/crit rolls
args.attack_roll = 1 + self:Random(100)
args.crit_roll = 1 + self:Random(100)
if action.StealthAttack then
args.stealth_attack = stealth_attack
args.stealth_kill_roll = 1 + self:Random(100)
end
args.prediction = false
local face_thread
self:PushDestructor(function(self)
table.remove(g_CurrentAttackActions)
if IsValid(target) and (target.command == "WaitAttacker" or target.command == "FaceAttackerCommand") then
target:SetCommand("Idle")
end
DeleteThread(face_thread)
end)
local results, attack_args = action:GetActionResults(self, args)
results.attack_from_stealth = stealth_attack
local ap = (cost_ap and cost_ap > 0) and cost_ap or action:GetAPCost(self, attack_args)
table.insert(g_CurrentAttackActions, { action = action, cost_ap = ap, attack_args = attack_args, results = results })
self:AttackReveal(action, attack_args, results)
self.marked_target_attack_args = nil
self:ProvokeOpportunityAttacks(action, "attack interrupt", nil, "melee")
-- camera effects
if not attack_args.opportunity_attack_type == "Retaliation" then
if g_Combat and IsEnemyKill(self, results) then
g_Combat:CheckPendingEnd(results.killed_units)
--cameraTac.SetForceMaxZoom(false)
--SetAutoRemoveActionCamera(self, results.killed_units[1], 1000)
end
if IsKindOf(target, "Unit") and IsCinematicAttack(self, results, attack_args, action) then
SetAutoRemoveActionCamera(self, target, false, false, false, default_interpolation_time)
end
end
self:EndInterruptableMovement()
local anim, face_angle, fx_actor
if self.species == "Human" then
local base_anim
if self.infected then
fx_actor = "fist"
base_anim = "inf_Standing_Attack"
else
local spot_relative_z
if IsKindOf(target, "Unit") then
local BodyParts = UnitColliders[target.species].BodyParts
local idx = table.find(BodyParts, "id", attack_args.target_spot_group)
if not idx then
if attack_args.target_spot_group == "Neck" then
idx = table.find(BodyParts, "id", "Head")
end
end
local target_spot = idx and BodyParts[idx].TargetSpots[1]
if target_spot and target:HasSpot(target_spot) then
local spot_pos = target:GetSpotLocPos(target:GetSpotBeginIndex(target_spot))
local aposx, aposy, aposz = self:GetPosXYZ()
spot_relative_z = spot_pos:z() - (aposz or terrain.GetHeight(aposx, aposy))
end
end
local attach_forward = not spot_relative_z or spot_relative_z >= 700
if weapon.IsUnarmed then
fx_actor = "fist"
base_anim = attach_forward and "nw_Standing_Attack_Forward" or "nw_Standing_Attack_Down"
else
fx_actor = "knife"
if IsKindOf(weapon, "MacheteWeapon") then
fx_actor = "machete"
base_anim = attach_forward and "mk_Standing_Machete_Attack_Forward" or "mk_Standing_Machete_Attack_Down"
else
base_anim = attach_forward and "mk_Standing_Attack_Forward" or "mk_Standing_Attack_Down"
end
end
end
anim = self:GetRandomAnim(base_anim)
face_angle = CalcOrientation(self, target)
else
anim = "attack"
fx_actor = "jaws"
local can_attack
can_attack, face_angle = IsMeleeRangeTarget(self, nil, self.stance, target, nil, target.stance)
if self.species == "Crocodile" then
local head_pos = SnapToVoxel(RotateRadius(const.SlabSizeX, face_angle, self))
local adiff = AngleDiff(CalcOrientation(head_pos, target), face_angle)
local variant = Clamp(4 + adiff/(45*60), 1, 7)
if variant > 1 then
anim = anim .. variant
end
end
end
fx_actor = self:CallReactions_Modify("OnUnitChooseMeleeAttackFxActor", fx_actor, action, weapon, target)
face_thread = CreateGameTimeThread(function(self, anim, face_angle)
self:PlayTransitionAnims(anim)
if face_angle then
self:AnimatedRotation(face_angle)
end
self:SetRandomAnim(self:GetIdleBaseAnim("anim"))
Msg(self)
end, self, anim, face_angle)
-- target face attacker
if g_Combat
and action_id ~= "Charge"
and not args.opportunity_attack
and IsKindOf(target, "Unit")
and not target:IsDead()
and target.stance ~= "Prone"
and not target:IsDowned()
and not target:HasStatusEffect("ManningEmplacement")
then
local target_face_angle
if target.body_type == "Large animal" then
if abs(target:AngleToObject(self)) > 90*60 then
target_face_angle = target:GetAngle() + 180*60
end
else
local target_angle = CalcOrientation(target, self)
if abs(AngleDiff(target_angle, target:GetOrientationAngle())) > 45*60 then
target_face_angle = target_angle
end
end
if target_face_angle then
if target:IsCommandThread() then
local speed_mod = target:GetAnimSpeedModifier()
target:SetAnimSpeedModifier(1000) -- restore the move speed modified in Unit:InterruptBegin()
target:AnimatedRotation(target_face_angle)
target:SetAnimSpeedModifier(speed_mod)
else
if target:IsInterruptable() then
target:SetCommand("FaceAttackerCommand", self, target_face_angle)
for i = 1, 200 do
if target.command ~= "FaceAttackerCommand" then
break
end
Sleep(50)
end
end
end
end
end
if IsValidThread(face_thread) then
WaitMsg(self, 2000)
end
DeleteThread(face_thread)
face_thread = nil
if g_AIExecutionController and not ActionCameraPlaying then
local targetPos = target:GetVisualPos()
local cameraIsNear = DoPointsFitScreen({targetPos}, nil, const.Camera.BufferSizeNoCameraMov)
if not cameraIsNear then
AdjustCombatCamera("set", nil, targetPos, GetStepFloor(targetPos), nil, "NoFitCheck")
end
end
--handle badges as melee doesn't use prepare to attack logic
if not g_AITurnContours[self.handle] and g_Combat and g_AIExecutionController then
local enemy = self.team.side == "enemy1" or self.team.side == "enemy2" or self.team.side == "neutralEnemy"
g_AITurnContours[self.handle] = SpawnUnitContour(self, enemy and "CombatEnemy" or "CombatAlly")
ShowBadgeOfAttacker(self, true)
end
ShowBadgesOfTargets({target}, "show")
self:SetAnim(1, anim)
local fx_target
if IsKindOf(target, "Unit") then
fx_target = target
elseif IsValid(target) then
fx_target = GetObjMaterial(target:GetPos(), target) or target
elseif IsPoint(target) then
fx_target = GetObjMaterial(target) or "air"
end
PlayFX("MeleeAttack", "start", fx_actor, fx_target, self:GetVisualPos())
local tth = self:TimeToMoment(1, "hit") or (self:TimeToAnimEnd() / 2)
repeat
Sleep(tth)
tth = self:TimeToMoment(1, "hit", 2)
if tth and not results.miss and IsKindOf(target, "Unit") then
target:Pain()
end
until not tth
local attack_roll= results.attack_roll
local roll = type(attack_roll) == "number" and attack_roll or type(attack_roll) == "table" and Untranslated(table.concat(attack_roll, ", ")) or nil
if results.miss then
CreateFloatingText(target, T(699485992722, "Miss"), "FloatingTextMiss")
PlayFX("MeleeAttack", "miss", fx_actor, false, self:GetVisualPos())
else
local resolve_steroid_punch = action_id == "SteroidPunch" and IsValidTarget(target) and IsKindOf(target, "Unit")
for _, hit in ipairs(results) do
local obj = hit.obj
if IsValid(obj) and not obj:IsDead() and hit.damage > 0 then
if IsKindOf(obj, "Unit") then
obj:ApplyDamageAndEffects(self, hit.damage, hit, hit.armor_decay)
else
obj:TakeDamage(hit.damage, self, hit)
end
end
end
PlayFX("MeleeAttack", "hit", fx_actor, fx_target, IsValid(target) and target:GetVisualPos() or self:GetVisualPos())
if resolve_steroid_punch then
self:ResolveSteroidPunch(args, results)
end
end
self:OnAttack(action_id, target, results, attack_args)
Sleep(self:TimeToAnimEnd())
LogAttack(action, attack_args, results)
self:ProvokeOpportunityAttacks(action, "attack reaction", nil, "melee")
AttackReaction(action, attack_args, results, "can retaliate")
ShowBadgesOfTargets({target}, "hide")
if IsValid(target) then
ObjModified(target)
end
self.last_attack_session_id = false
self:PopAndCallDestructor()
end
function Unit:ExplodingPalm(action_id, cost_ap, args)
return self:MeleeAttack(action_id, cost_ap, args)
end
function Unit:GetNumBrutalizeAttacks(goto_pos)
local ap = self:GetUIActionPoints()
if goto_pos then
local cp = GetCombatPath(self)
local cost = cp and cp:GetAP(goto_pos) or 0
ap = Min(self:GetUIActionPoints(), self.ActionPoints - cost)
end
local action = self:GetDefaultAttackAction()
local base_cost = action:GetAPCost(self)
local num = 3
if base_cost then
num = ap / MulDivRound(base_cost, 66, 100)
end
return Max(3, num)
end
function Unit:Brutalize(action_id, cost_ap, args)
local target = args.target
if not IsKindOf(target, "Unit") then return end
local action = CombatActions[action_id]
local weapon = action:GetAttackWeapons(self)
if not IsKindOf(weapon, "MeleeWeapon") then return end
local bodyParts = target:GetBodyParts(weapon)
local num_attacks = args.num_attacks or 3
for i = 1, num_attacks do
local bodyPart = table.interaction_rand(bodyParts, "Combat")
args.target_spot_group = bodyPart.id
args.target_spot_group = bodyPart.id
self:MeleeAttack(action_id, 0, args)
if not IsValid(self) or self:IsIncapacitated() or not IsValidTarget(target) then
break
end
end
local target = args.target
if IsKindOf(target, "Unit") and IsValidTarget(target) then
target:AddStatusEffect("Exposed")
end
self.ActionPoints = 0
if self:IsLocalPlayerControlled() then
GetInGameInterfaceModeDlg():NextUnit(self.team, "force")
end
end
function Unit:MarkTarget(action_id, cost_ap, attack_args)
--for _, unit in ipairs(g_Units) do
--unit.marked_target_attack_args = nil
--end
if not g_Combat then
self.marked_target_attack_args = attack_args
ShowSneakModeTutorialPopup(self)
ShowSneakApproachTutorialPopup(self)
local target = attack_args.target
CreateBadgeFromPreset("MarkedBadge", target, target)
end
end
function Unit:CancelMark()
self.marked_target_attack_args = nil
end
function Unit:IsMarkedForStealthAttack(attacker)
for _, unit in ipairs(g_Units) do
if unit ~= self and unit.marked_target_attack_args and unit.marked_target_attack_args.target == self then
if (not attacker) or (attacker == unit) then
return true
end
end
end
end
function Unit:ThrowKnife(action_id, cost_ap, args)
local target = args.target
if not IsPoint(target) and not IsValidTarget(target) then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local action = CombatActions[action_id]
if action.StealthAttack then
args.stealth_kill_roll = 1 + self:Random(100)
end
args.prediction = false
local results, attack_args = action:GetActionResults(self, args)
self:ExecKnifeThrow(action, cost_ap, attack_args, results)
end
function Unit:ExecKnifeThrow(action, cost_ap, attack_args, results)
local target = attack_args.target
local target_unit = IsKindOf(target, "Unit") and IsValidTarget(target) and target
local target_pos = IsPoint(target) and target or target:GetPos()
results.attack_from_stealth = not not self:HasStatusEffect("Hidden")
self:AttackReveal(action, attack_args, results)
self:ProvokeOpportunityAttacks(action, "attack interrupt")
if self.stance == "Prone" then
self:DoChangeStance("Standing")
end
self:PrepareToAttack(attack_args, results)
self:ProvokeOpportunityAttacks(action, "attack interrupt")
self:EndInterruptableMovement()
-- animation
local weapon = action:GetAttackWeapons(self)
self:PushDestructor(function(self)
self:AttachActionWeapon(action)
local visual_obj = self.custom_weapon_attach or weapon:GetVisualObj(self)
-- camera effects
if g_Combat and IsEnemyKill(self, results) then
g_Combat:CheckPendingEnd(results.killed_units)
local target
for _, unit in ipairs(results.killed_units) do
if unit ~= self then
target = unit
break
end
end
local isKillCinematic, dontPlayForLocalPlayer = IsEnemyKillCinematic(self, results, attack_args)
if target and isKillCinematic then
cameraTac.SetForceMaxZoom(false)
SetAutoRemoveActionCamera(self, target, nil, nil, nil, nil, nil, dontPlayForLocalPlayer)
end
end
-- throw anim
self:SetState("mk_Standing_Fire", const.eKeepComponentTargets)
local time_to_hit = self:TimeToMoment(1, "hit") or 20
self:Face(target_pos, time_to_hit/2)
Sleep(time_to_hit)
-- grenade trajectory
--local weapon_pos = visual_obj:GetSpotLocPos()
local visual_attach_spot = visual_obj:GetAttachSpot()
local visual_attach_parent = visual_obj:GetParent()
local start_pos, start_angle, start_axis = visual_obj:GetSpotLoc(-1)
visual_obj:Detach()
visual_obj:SetPos(start_pos)
visual_obj:SetAxisAngle(start_axis, start_angle, 0)
--visual_obj:SetPos(weapon_pos)
PlayFX("ThrowKnife", "start", visual_obj)
local trajectory = results.trajectory
local throw_thread
if #trajectory > 0 then
local rotation_axis = RotateAxis(axis_y, axis_z, CalcOrientation(trajectory[2].pos, trajectory[1].pos))
local rpm_range = const.Combat.KnifeMaxRPM - const.Combat.KnifeMinRPM
local rpm = const.Combat.KnifeMinRPM + self:Random(rpm_range)
throw_thread = CreateGameTimeThread(AnimateThrowTrajectory, visual_obj, trajectory, rotation_axis, -rpm)
end
while IsValidThread(throw_thread) do
Sleep(20)
end
if self:IsMerc() and not self:HasStatusEffect("HundredKnives") then
-- move the item to the proper container (unit or otherwise)
local container = target
if results.miss or not IsKindOf(target, "Unit") or not target:CanAddItem("Inventory", weapon) then
local drop_pos = terrain.FindPassable(visual_obj, 0, -1, -1, const.pfmVoxelAligned)
container = GetDropContainer(self, drop_pos)
end
local slot = self:GetItemSlot(weapon)
local thrownKnife = weapon:SplitStack(1, "splitIfEqual")
assert(thrownKnife)
if container then
thrownKnife.drop_chance = 100 -- make sure the weapon will be properly dropped as loot once the enemy dies
AddItemsToInventory(container, {thrownKnife})
end
local item_class = weapon.class
local spare
self:ForEachItemInSlot("Inventory", item_class, function(item)
if item.class == item_class then
spare = item
return "break"
end
end)
if slot and spare then
if weapon:MergeStack(spare) then
self:RemoveItem("Inventory", spare)
DoneObject(spare)
end
end
if slot and weapon.Amount <= 0 then
self:RemoveItem(slot, weapon)
DoneObject(weapon)
end
self:FlushCombatCache()
self:RecalcUIActions()
ObjModified(self)
ObjModified(container)
if IsValid(visual_obj) then
DoneObject(visual_obj)
end
self:UpdateOutfit()
else
if IsValid(visual_obj) and IsValid(visual_attach_parent) then
visual_attach_parent:Attach(visual_obj, visual_attach_spot)
else
DoneObject(visual_obj)
weapon:GetVisualObj(self) -- recreate
end
end
if results.miss then
CreateFloatingText(target, T(699485992722, "Miss"), "FloatingTextMiss")
else
for _, hit in ipairs(results) do
if IsValid(hit.obj) and not hit.obj:IsDead() and hit.damage > 0 then
if IsKindOf(hit.obj, "Unit") then
hit.obj:ApplyDamageAndEffects(self, hit.damage, hit, hit.armor_decay)
else
hit.obj:TakeDamage(hit.damage, self, hit)
end
end
end
local fx_actor = "knife"
PlayFX("MeleeAttack", "hit", fx_actor, self:GetVisualPos())
end
self:OnAttack(action.id, target, results, attack_args)
LogAttack(action, attack_args, results)
AttackReaction(action, attack_args, results, "can retaliate")
if not attack_args.keep_ui_mode then
SetInGameInterfaceMode("IModeCombatMovement") -- revert to movement mode first to avoid having attack modes try to do stuff with a missing weapon
end
self:ProvokeOpportunityAttacks(action, "attack reaction")
self.last_attack_session_id = false
table.remove(g_CurrentAttackActions)
end)
local ap = (cost_ap and cost_ap > 0) and cost_ap or action:GetAPCost(self, attack_args)
table.insert(g_CurrentAttackActions, { action = action, cost_ap = ap, attack_args = attack_args, results = results })
self:RemoveStatusEffect("FirstThrow")
self:PopAndCallDestructor()
end
function Unit:UpdateBandageConsistency()
if self:HasStatusEffect("BeingBandaged") then
local medic
for _, unit in ipairs(g_Units) do
if unit:GetBandageTarget() == self then
return
end
end
self:RemoveStatusEffect("BeingBandaged")
end
if self:HasStatusEffect("BandageInCombat") then
local patient = self:GetBandageTarget()
if not patient or not patient:HasStatusEffect("BeingBandaged") then
self:RemoveStatusEffect("BandageInCombat")
end
end
end
function Unit:Bandage(action_id, cost_ap, args)
local goto_ap = args.goto_ap or 0
local action_cost = cost_ap - goto_ap
local pos = args.goto_pos
local target = args.target
local sat_view = args.sat_view or false -- in sat_view form inventory, skip all sleeps and anims
local target_self = target == self
if g_Combat then
if goto_ap > 0 then
self:PushDestructor(function(self)
self:GainAP(action_cost)
end)
local result = self:CombatGoto(action_id, goto_ap, args.goto_pos)
self:PopDestructor()
if not result then
self:GainAP(action_cost)
return
end
end
elseif not target_self then
self:GotoSlab(pos)
end
local myVoxel = SnapToPassSlab(self:GetPos())
if pos and myVoxel:Dist(pos) ~= 0 then
if self.behavior == "Bandage" then
self:SetBehavior()
end
if self.combat_behavior == "Bandage" then
self:SetCombatBehavior()
end
self:GainAP(action_cost)
return
end
local action = CombatActions[action_id]
local medicine = GetUnitEquippedMedicine(self)
if not medicine then
if self.behavior == "Bandage" then
self:SetBehavior()
end
if self.combat_behavior == "Bandage" then
self:SetCombatBehavior()
end
self:GainAP(action_cost)
return
end
self:SetBehavior("Bandage", {action_id, cost_ap, args})
self:SetCombatBehavior("Bandage", {action_id, cost_ap, args})
if not target_self then
self:Face(target, 200)
Sleep(200)
end
if not sat_view then
if self.stance ~= "Crouch" then
self:ChangeStance(false, 0, "Crouch")
end
self:SetState(target_self and "nw_Bandaging_Self_Start" or "nw_Bandaging_Start")
Sleep(self:TimeToAnimEnd() or 100)
if not args.provoked then
self:ProvokeOpportunityAttacks(action, "attack interrupt")
args.provoked = true
self:SetBehavior("Bandage", {action_id, cost_ap, args})
self:SetCombatBehavior("Bandage", {action_id, cost_ap, args})
end
self:SetState(target_self and "nw_Bandaging_Self_Idle" or "nw_Bandaging_Idle")
if not g_Combat and not GetMercInventoryDlg() then
SetInGameInterfaceMode("IModeExploration")
end
elseif not g_Combat then
-- insta-heal in sat view
while IsValid(target) and not target:IsDead() and target.HitPoints < target.MaxHitPoints and medicine.Condition > 0 do
target:GetBandaged(medicine, self)
end
end
self:SetCommand("CombatBandage", target, medicine)
end
function Unit:IsBeingBandaged()
for _, unit in ipairs(g_Units) do
if unit:GetBandageTarget() == self then
return true
end
end
end
function Unit:GetBandageTarget()
if self.combat_behavior == "Bandage" and not self:IsDead() then
local args = self.combat_behavior_params[3]
return args.target
end
end
function Unit:GetBandageMedicine()
if self.combat_behavior == "Bandage" and not self:IsDead() then
return GetUnitEquippedMedicine(self)
end
end
function Unit:CombatBandage(target, medicine)
target:AddStatusEffect("BeingBandaged")
ObjModified(target)
if IsValid(target) then
self:Face(target, 0)
end
if g_Combat then
-- play anim, etc
local heal_anim
if self == target then
heal_anim = "nw_Bandaging_Self_Idle"
else
heal_anim = "nw_Bandaging_Idle"
PlayVoiceResponse(self, "BandageDownedUnit")
end
self:SetState(heal_anim, const.eKeepComponentTargets)
self:AddStatusEffect("BandageInCombat")
if not GetMercInventoryDlg() then
SetInGameInterfaceMode("IModeCombatMovement")
end
Halt()
else
self:PushDestructor(function()
self:SetCombatBehavior()
self:SetBehavior()
self:RemoveStatusEffect("BandageInCombat")
target:RemoveStatusEffect("BeingBandaged")
ObjModified(target)
ObjModified(self)
end)
self:AddStatusEffect("BandageInCombat")
while IsValid(target) and not target:IsDead() and (target.HitPoints < target.MaxHitPoints or target:HasStatusEffect("Bleeding")) and medicine.Condition > 0 do
Sleep(5000)
target:GetBandaged(medicine, self)
end
self:SetState(self == target and "nw_Bandaging_Self_End" or "nw_Bandaging_End")
Sleep(self:TimeToAnimEnd() or 100)
self:PopAndCallDestructor()
end
end
function Unit:EndCombatBandage(no_ui_update, instant)
local target = self:GetBandageTarget()
self:RemoveStatusEffect("BandageInCombat")
ObjModified(self)
if IsValid(target) then
target:RemoveStatusEffect("BeingBandaged")
ObjModified(target)
end
local normal_anim = self:TryGetActionAnim("Idle", self.stance)
if not instant then
self:PlayTransitionAnims(normal_anim)
end
self:SetCombatBehavior()
self:SetBehavior()
if not no_ui_update and ((self == SelectedObj or target == SelectedObj)) and g_Combat then
SetInGameInterfaceMode("IModeCombatMovement") -- force update to redraw the combat path areas now that movement is allowed
end
if self.command == "EndCombatBandage" then
self:SetCommand("Idle")
end
end
function OnMsg.UnitMovementStart(unit)
for _, u in ipairs(g_Units) do
if u:GetBandageTarget() == unit then
u:SetCommand("EndCombatBandage", "no update")
end
end
end
function Unit:DownedRally(medic, medicine)
self:SetCombatBehavior()
self:RemoveStatusEffect("Stabilized")
self:RemoveStatusEffect("BleedingOut")
self:RemoveStatusEffect("Unconscious")
self:RemoveStatusEffect("Downed")
self:SetTired(Min(self.Tiredness, 2))
self.downed_check_penalty = 0
if medic then
if medicine then
medicine.Condition = medicine.Condition - CombatActions.Bandage:ResolveValue("ReviveConditionLoss")
end
self:GetBandaged(medicine, medic)
local slot = medic:GetItemSlot(medicine)
if slot and medicine.Condition <= 0 then
CombatLog("short", T{831717454393, "<merc>'s <item> has been depleted", merc = medic.Nick, item = medicine.DisplayName})
medic:RemoveItem(slot, medicine)
DoneObject(medicine)
end
medic:SetCommand("EndCombatBandage")
else
-- still check if another unit is tending to us
for _, unit in ipairs(self.team.units) do
if unit:GetBandageTarget() == self then
unit:SetCommand("EndCombatBandage")
end
end
end
local stance = self.immortal and "Standing" or self.stance
self.stance = stance
local normal_anim = self:TryGetActionAnim("Idle", self.stance)
self:PlayTransitionAnims(normal_anim)
if g_Combat then
self:GainAP(self:GetMaxActionPoints() - self.ActionPoints) -- rally happens at the start of turn, restore to full ap
end
self.TempHitPoints = 0
ObjModified(self)
ObjModified(self.team)
ForceUpdateCommonUnitControlUI("recreate")
CreateFloatingText(self, T(979333850225, "Recovered"))
PlayFX("UnitDownedRally", "start", self)
Msg("OnDownedRally", medic, self)
self:CallReactions("OnUnitRallied", medic, self)
if medic ~= self and IsKindOf(medic, "Unit") then
medic:CallReactions("OnUnitRallied", medic, self)
end
self:SetCommand("Idle")
end
function Unit:Retaliate(attacker, attack_reason, fnGetAttackAndWeapon)
if not IsKindOf(attacker, "Unit") or attacker.team ~= g_Teams[g_CurrentTeam] or attacker == self then
return false
end
if self:IsDead() or self:IsDowned() or not self:IsAware() or self:HasPreparedAttack() then
return false
end
local retaliated = false
local num_attacks = HasPerk(self, "Killzone") and 2 or 1
for i = 1, num_attacks do
local action, weapon
if fnGetAttackAndWeapon then
action, weapon = fnGetAttackAndWeapon(self)
else
weapon = self:GetActiveWeapons("Firearm")
if IsKindOf(weapon, "HeavyWeapon") then
weapon = nil
else
action = self:GetDefaultAttackAction()
end
end
if not weapon or not action or not self:CanAttack(attacker, weapon, action, 0, nil, "skip_ap_check") then
break
end
local lof_data = GetLoFData(self, { attacker }, { action_id = action.id })
if lof_data[1].los == 0 then
break
end
if i == 1 then
self:SetAttackReason(attack_reason, true)
attacker:InterruptBegin()
end
if IsValidTarget(attacker) then
retaliated = true
self:QueueCommand("RetaliationAttack", attacker, false, action)
while not self:IsIdleCommand() do
WaitMsg("Idle")
end
end
end
ClearAITurnContours()
g_Interrupt = true
self:SetAttackReason()
return retaliated
end
function NetSyncEvents.InvetoryAction_RealoadWeapon(session_id, ap, weapon_args, src_ammo_type)
local combat_mode = g_Units[session_id] and InventoryIsCombatMode(g_Units[session_id] )
local unit = (not gv_SatelliteView or combat_mode) and g_Units[session_id] or gv_UnitData[session_id]
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("session")
end
if combat_mode and ap>0 and unit:UIHasAP(ap) then
assert(IsKindOf(unit,"Unit"), "Consume AP called for UnitData")
unit:ConsumeAP(ap, "Reload")
end
local weapon = g_ItemIdToItem[weapon_args.item_id]
assert(weapon)
unit:ReloadWeapon(weapon, src_ammo_type)
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("map")
end
if unit:CanBeControlled() then InventoryUpdate(unit) end
end
function NetSyncEvents.InvetoryAction_UnjamWeapon(session_id, ap, weapon_args)
local combat_mode = g_Units[session_id] and InventoryIsCombatMode(g_Units[session_id] )
local unit = (not gv_SatelliteView or combat_mode) and g_Units[session_id] or gv_UnitData[session_id]
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("session")
end
if combat_mode and ap>0 and unit:UIHasAP(ap) then
assert(IsKindOf(unit,"Unit"), "Consume AP called for UnitData")
unit:ConsumeAP(ap, "Unjam")
end
local weapon = g_ItemIdToItem[weapon_args.item_id]
assert(weapon)
weapon:Unjam(unit)
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("map")
end
if unit:CanBeControlled() then InventoryUpdate(unit) end
end
function NetSyncEvents.InvetoryAction_SwapWeapon(session_id, ap)
local combat_mode = g_Units[session_id] and InventoryIsCombatMode(g_Units[session_id] )
local unit = (not gv_SatelliteView or combat_mode) and g_Units[session_id] or gv_UnitData[session_id]
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("session")
end
if combat_mode and ap>0 and unit:UIHasAP(ap) then
assert(IsKindOf(unit,"Unit"), "Consume AP called for UnitData")
unit:ConsumeAP(ap, "ChangeWeapon")
end
unit:SwapActiveWeapon()
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("map")
end
if unit:CanBeControlled() then InventoryUpdate(unit) end
end
function NetSyncEvents.InvetoryAction_UseItem(session_id, item_id)
local combat_mode = g_Units[session_id] and InventoryIsCombatMode(g_Units[session_id] )
local unit = (not gv_SatelliteView or combat_mode) and g_Units[session_id] or gv_UnitData[session_id]
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("session")
end
local item = g_ItemIdToItem[item_id]
if not item then return end
if combat_mode then
unit:ConsumeAP(item.APCost * const.Scale.AP)
end
ExecuteEffectList(item.Effects, unit)
unit:CallReactions("OnItemUsed", item)
if combat_mode and gv_SatelliteView then
unit:SyncWithSession("map")
end
if unit:CanBeControlled() then InventoryUpdate(unit) end
end
function Unit:ReloadAction(action_id, cost_ap, args)
if args.reload_all then
local _, _, weapons = self:GetActiveWeapons()
for _, weapon in ipairs(weapons) do
local ammo = weapon.ammo and weapon.ammo.class
self:ReloadWeapon(weapon, ammo, args.reload_all)
end
else
local ammo
if args and args.target then
ammo = self:GetItem(args.target)
end
if not ammo then
local bag = self.Squad and GetSquadBagInventory(self.Squad)
if bag then
ammo = bag:GetItem(args.target)
end
end
local weapon = args and args.weapon
-- Index
if type(weapon) == "number" then
local w1, w2, wl = self:GetActiveWeapons()
weapon = wl[weapon]
-- Template name or nothing
else
weapon = self:GetWeaponByDefIdOrDefault("Firearm", weapon, args and args.pos, args and args.item_id)
end
self:ReloadWeapon(weapon, ammo, args and args.delayed_fx)
end
end
function Unit:UnjamWeapon(action_id, cost_ap, args)
self:ProvokeOpportunityAttacks(action_id and CombatActions[action_id], "attack interrupt")
local weapon = false
if args and args.pos then
weapon = self:GetItemAtPackedPos(args.pos)
elseif args and args.weapon then
weapon = self:GetWeaponByDefIdOrDefault("Firearm", args and args.weapon, args and args.pos, args and args.item_id)
end
if weapon then --Inventory Weapon
weapon:Unjam(self)
else
local weapon1, weapon2 = self:GetActiveWeapons()
if weapon1.jammed and not weapon1:IsCondition("Broken") then
weapon1:Unjam(self)
elseif weapon2.jammed and not weapon2:IsCondition("Broken") then
weapon2:Unjam(self)
end
end
end
function Unit:EnterEmplacement(obj, instant)
local fire_pos = obj:GetOperatePos()
if not instant then
if self.stance == "Prone" then
self:DoChangeStance("Standing")
end
if not IsCloser(self, fire_pos, const.SlabSizeX/2) then
self:Goto(fire_pos, "sl")
end
end
self:SetAxis(axis_z)
self:SetAngle(obj:GetAngle(), instant and 0 or 200)
self:SetTargetDummy(nil, nil, "hmg_Crouch_Idle", 0, "Crouch")
self:AddStatusEffect("ManningEmplacement") -- affect weapon holster too
if instant then
self:SetPos(fire_pos)
self:SetState("hmg_Crouch_Idle", 0, 0)
else
self:SetState("hmg_Standing_to_Crouch")
self:SetPos(fire_pos, 500)
Sleep(self:TimeToAnimEnd())
self:SetState("hmg_Crouch_Idle")
end
if self.stance ~= "Crouch" then
self.stance = "Crouch"
Msg("UnitStanceChanged", self)
end
self:SetEffectValue("hmg_emplacement", obj.handle)
self:SetEffectValue("hmg_sector", gv_CurrentSectorId)
obj.manned_by = self
obj.weapon.owner = self.session_id
end
function Unit:LeaveEmplacement(instant, exit_combat)
if not self:HasStatusEffect("ManningEmplacement") then return end
local handle = self:GetEffectValue("hmg_emplacement")
local obj = HandleToObject[handle]
if obj then
if exit_combat and obj.exploration_manned and self.team.player_enemy then
-- enemy units manning important emplacements should stay in them
return
end
obj.manned_by = nil
end
local exit_pos = not IsPassSlab(self) and SnapToPassSlab(self)
if instant then
if exit_pos then
self:SetPos(exit_pos)
end
else
self:SetAnim(1, "hmg_Crouch_to_Standing")
if exit_pos then
Sleep(Max(0, self:TimeToAnimEnd() - 500))
self:SetPos(exit_pos, 200)
end
Sleep(self:TimeToAnimEnd())
end
if self.stance ~= "Standing" then
self.stance = "Standing"
Msg("UnitStanceChanged", self)
end
self:RemoveStatusEffect("ManningEmplacement")
self:SetEffectValue("hmg_emplacement")
if obj and obj.weapon then obj.weapon.owner = nil end
self:InterruptPreparedAttack()
self:FlushCombatCache()
self:RecalcUIActions(true)
self:UpdateOutfit()
ObjModified(self)
end
function Unit:StartBombard()
local weapon = self:GetActiveWeapons("Mortar")
if weapon and self.prepared_bombard_zone then
weapon:ApplyAmmoUse(self, self.prepared_bombard_zone.num_shots, false, self.prepared_bombard_zone.weapon_condition)
end
local fired = self.prepared_bombard_zone.num_shots and self.prepared_bombard_zone.num_shots > 0
if not fired and self.prepared_bombard_zone then
DoneObject(self.prepared_bombard_zone)
end
self.prepared_bombard_zone = nil
self:SetCombatBehavior()
end
function Unit:ExplorationStartCombatAction(action_id, ap, args)
local action = CombatActions[action_id]
if g_Combat or not action then return end
self.ActionPoints = self:GetMaxActionPoints() -- always start combat actions out of combat at max ap
ap = action:GetAPCost(self, args)
self:AddStatusEffect("SpentAP", ap)
end
function Unit:LightningReactionCheck(effect)
if g_Combat and g_Teams[g_Combat.team_playing] == self.team then return end -- Don't proc in your turn
if self.stance == "Prone" or self:HasStatusEffect("ManningEmplacement") then return end
local chance = effect:ResolveValue("chance")
if not chance or (self:Random(100) < chance) then
self:SetActionCommand("ChangeStance", nil, nil, "Prone")
CreateFloatingText(self, T(726050447294, "Lightning Reaction"), nil, nil, true)
return true
end
end
-- signature abilities
function Unit:AddSignatureRechargeTime(id, duration, recharge_on_kill)
if CheatEnabled("SignatureNoCD") then return end
local recharges = self.signature_recharge or {}
self.signature_recharge = recharges
if string.match(id, "DoubleToss") then
id = "DoubleToss"
end
local idx = recharges[id]
if not idx then
idx = #recharges + 1
recharges[id] = idx
end
recharges[idx] = { id = id, expire_campaign_time = Game.CampaignTime + duration, on_kill = recharge_on_kill }
self:RecalcUIActions()
ObjModified(self)
end
function Unit:GetSignatureRecharge(id)
if string.match(id, "DoubleToss") then
id = "DoubleToss"
end
local idx = self.signature_recharge and self.signature_recharge[id]
return idx and self.signature_recharge[idx] or false
end
function Unit:UpdateSignatureRecharges(trigger)
local recharges = self.signature_recharge or empty_table
for i = #recharges, 1, -1 do
local recharge = recharges[i]
if (trigger == "kill" and recharge.on_kill) or (Game.CampaignTime > recharge.expire_campaign_time) then
local id = recharge.id
self:RechargeSignature(id)
end
end
end
function Unit:RechargeSignature(id)
local i = self.signature_recharge[id]
table.remove(self.signature_recharge, i)
self.signature_recharge[id] = nil
end
function Unit:HasSignatures()
local perks = self:GetPerks()
for _, perk in ipairs(perks) do
if perk.Tier == "Personal" and
self.ui_actions[perk.class] and self.ui_actions[perk.class] ~= "hidden" then
return true
end
end
return false
end
local function UpdateAllRecharges()
for _, unit in ipairs(g_Units) do
unit:UpdateSignatureRecharges()
end
end
OnMsg.SatelliteTick = UpdateAllRecharges
function Unit:Nazdarovya(action_id, cost_ap, args)
-- restore hp & gain status
local action = CombatActions[action_id]
self:ApplyTempHitPoints(action:ResolveValue("tempHp"))
self:AddStatusEffect("Drunk")
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
end
function Unit:DoubleToss(action_id, cost_ap, args)
self:ThrowGrenade(action_id, cost_ap, args)
local action = CombatActions[action_id]
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime("DoubleToss", const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
end
function Unit:OnMyTarget(action_id, cost_ap, args)
local action = CombatActions[action_id]
-- find allies who can make an attack, have them make a basic attack at the target (so long as target isn't dead)
local fired = {}
for _, ally in ipairs(self.team.units) do
if ally ~= self then
local attack = ally:OnMyTargetGetAllyAttack(args.target)
if attack then
local ap = ally.ActionPoints -- give temporary ap to avoid safeguards that would stop us from firing
ally.ActionPoints = ally:GetMaxActionPoints()
ally:SetCommand("FirearmAttack", attack.id, 0, args)
fired[#fired + 1] = ally
ally.ActionPoints = ap
end
end
end
while #fired > 0 do
Sleep(100)
for i = #fired, 1, -1 do
if fired[i]:IsIdleCommand() then
table.remove(fired, i)
end
end
end
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
SetInGameInterfaceMode("IModeCombatMovement")
end
function Unit:OnMyTargetGetAllyAttack(target)
local attack = self.command ~= "Downed" and self:GetDefaultAttackAction("ranged")
local weapon = attack:GetAttackWeapons(self)
if attack and attack.id ~= "UnarmedAttack" and HasVisibilityTo(self, target) and IsKindOf(weapon, "Firearm") and
not IsKindOf(weapon, "HeavyWeapon") and self:CanAttack(target, weapon, attack, nil, nil, "skip_ap_check") then
return attack
end
end
function Unit:SteroidPunch(action_id, cost_ap, args)
self:MeleeAttack(action_id, cost_ap, args)
end
function Unit:ResolveSteroidPunch(args, results)
local target = args.target
if target:IsDead() then
if target.on_die_attacker == self then
target.on_die_hit_descr = target.on_die_hit_descr or {}
target.on_die_hit_descr.death_blow = true
target.on_die_hit_descr.falldown_callback = "SteroidPunchExplosion"
end
return
end
if target.stance == "Prone" or target:HasStatusEffect("Unconscious") then
return
end
local angle = CalcOrientation(self, target)
local pushSlabs = CombatActions.SteroidPunch:ResolveValue("pushSlabs")
local fromPos = GetPassSlab(target) or target:GetPos()
local curPos = fromPos
local toPos = fromPos
local free_slabs = 0
while free_slabs < pushSlabs + 1 do
local nextPos = GetPassSlab(RotateRadius((free_slabs + 1) * const.SlabSizeX, angle, fromPos))
if not nextPos then
break
elseif not IsPassSlabStep(curPos, nextPos, const.TunnelTypeWalk) then
break
elseif IsOccupiedExploration(nil, nextPos:xyz()) then
break
end
toPos = curPos
curPos = nextPos
free_slabs = free_slabs + 1
end
local anim
local toMove = Max(0, free_slabs - 1)
angle = angle + 180*60
if free_slabs > 0 then
anim = self:GetRandomAnim("civ_KnockDown_B")
else
anim = self:GetRandomAnim("civ_KnockDown_OnSpot_B")
if self.species == "Human" then
angle = FindProneAngle(self, toPos, angle)
end
end
target:SetCommand("Punched", self, toPos, angle, anim)
end
function SteroidPunchExplosion(attacker, target, pos)
local mockGrenade = PlaceInventoryItem("SteroidPunchGrenade")
local ignore_targets = { [attacker] = true, [target] = true }
ExplosionDamage(attacker, mockGrenade, pos, nil, nil, "disableBurnFx", ignore_targets)
end
function Unit:Punched(attacker, pos, angle, anim)
anim = anim or "civ_KnockDown_OnSpot_B"
local hit_moment = self:GetAnimMoment(anim, "hit") or self:GetAnimMoment(anim, "end") or self:GetAnimDuration(anim) - 1
CreateGameTimeThread(function(delay, target, pos, attacker)
Sleep(delay)
SteroidPunchExplosion(attacker, target, pos)
end, hit_moment, self, pos, attacker)
if self.species == "Human" then
self.stance = "Prone"
end
self:MovePlayAnim(anim, self:GetPos(), pos, 0, nil, true, angle, nil, nil, nil, true)
end
function Unit:TakeSuppressionFire()
self:Pain()
if self.stance ~= "Prone" then
self:SetActionCommand("ChangeStance", nil, nil, "Prone")
end
end
function Unit:AlwaysReadyFindCover(enemy)
-- calc CombatPath with a set amount of AP (70% of max)
local ap = MulDivRound(self:GetMaxActionPoints(), const.Combat.RepositionAPPercent, 100)
local path = CombatPath:new()
local cost_extra = GetStanceToStanceAP("Standing", "Crouch")
path:RebuildPaths(self, ap)
local best_ppos, best_score, best_ap, stance, score
-- find nearest reachable position that has cover from the attacker
DbgClearVectors()
for ppos, ap in pairs(path.paths_ap) do
local x, y, z = point_unpack(ppos)
local pos = point(x, y, z)
local cover, any, coverage = self:GetCoverPercentage(enemy:GetPos(), pos, "Crouch")
DbgAddVector(point(x, y, z), guim, const.clrGray)
if cover and cover == const.CoverLow and self.stance == "Standing" and ap < cost_extra then
DbgAddVector(point(x, y, z), 2*guim, const.clrRed)
cover = false
end
if cover then
DbgAddVector(point(x, y, z), 2*guim, const.clrYellow)
score = cover * coverage
if not best_ppos then
best_ppos, best_score, best_ap, stance = ppos, score, ap
if cover == const.CoverLow and self.stance == "Standing" then
stance = "Crouch"
else
stance = nil
end
elseif score > best_score or (score > MulDivRound(best_score, 90, 100) and ap > best_ap) then
best_ppos, best_score, best_ap, stance = ppos, score, ap
if cover == const.CoverLow and self.stance == "Standing" then
stance = "Crouch"
else
stance = nil
end
end
end
end
end
MapVar("g_AlwaysReadyThread", false)
function Unit:TryActivateAlwaysReady(enemy)
if IsValidThread(g_AlwaysReadyThread) then
return
end
local cover, any, coverage = self:GetCoverPercentage(enemy:GetPos())
if cover then
if cover == const.CoverLow and self.stance == "Standing" then
-- change stance first to get in the cover
CancelWaitingActions(-1)
NetStartCombatAction("StanceCrouch", self, 0)
end
return
end
-- override standard reposition dest picking logic
-- calc CombatPath with a set amount of AP (70% of max)
local ap = MulDivRound(self:GetMaxActionPoints(), const.Combat.RepositionAPPercent, 100)
local cost_extra = GetStanceToStanceAP("Standing", "Crouch")
local path = CombatPath:new()
path:RebuildPaths(self, ap)
local best_ppos, best_score, best_ap, stance
-- find nearest reachable position that has cover from the attacker
for ppos, ap in pairs(path.paths_ap) do
local pos = point(point_unpack(ppos))
local cover, any, coverage = self:GetCoverPercentage(enemy:GetPos(), pos, "Crouch")
if cover and cover == const.CoverLow and self.stance == "Standing" and ap < cost_extra then
cover = false
end
if cover then
local score = cover * coverage
if not best_ppos then
best_ppos, best_score, best_ap, stance = ppos, score, ap
if cover == const.CoverLow and self.stance == "Standing" then
stance = "Crouch"
else
stance = nil
end
elseif score > best_score or (score > MulDivRound(best_score, 90, 100) and ap > best_ap) then
best_ppos, best_score, best_ap, stance = ppos, score, ap
if cover == const.CoverLow and self.stance == "Standing" then
stance = "Crouch"
else
stance = nil
end
end
end
end
if not best_ppos then
-- no cover available, abort
CreateFloatingText(self, T(103063369185, "Always Ready: No covers nearby"), "FloatingTextMiss")
return
end
local path_to_dest = path:GetCombatPathFromPos(best_ppos)
DoneObject(path)
g_AlwaysReadyThread = CreateGameTimeThread(Unit.ActivateAlwaysReady, self, best_ppos, path_to_dest, stance)
end
function Unit:ActivateAlwaysReady(reposition_dest, reposition_path, stance)
local controller = CreateAIExecutionController{ -- todo: custom notifications maybe
label = "AlwaysReady",
reposition = true,
activator = self,
}
-- hide AP changes & store current AP to restore them at the end
-- note: this isn't a command (the execution would override it) so make sure nothing can break in the code below
-- as we can't rely on command destructors to restore the state
local start_ap = self.ActionPoints
self.ui_override_ap = self:GetUIActionPoints()
-- setup the reposition dest - the controller will not use the default logic with "AlwaysReady" label
local x, y, z = point_unpack(reposition_dest)
self.reposition_dest = stance_pos_pack(x, y, z, StancesList[stance or self.stance])
self.reposition_path = reposition_path
-- exec the reposition
CancelWaitingActions(-1)
controller.restore_camera_obj = SelectedObj
g_Combat:SetRepositioned(self, false) -- we can do this more than once
controller:Execute({self}) -- internally it is sprocall so the code below will execute even if something breaks
DoneObject(controller)
-- restore ap to their previous value
self.ActionPoints = start_ap
self.ui_override_ap = false
g_AlwaysReadyThread = false
end
function Unit:ChargeAttack(action_id, cost_ap, args)
self:PushDestructor(function()
g_TrackingChargeAttacker = false
self.move_attack_action_id = nil
end)
--handle badges as melee doesn't use prepare to attack logic
if not g_AITurnContours[self.handle] and g_Combat and g_AIExecutionController then
local enemy = self.team.side == "enemy1" or self.team.side == "enemy2" or self.team.side == "neutralEnemy"
g_AITurnContours[self.handle] = SpawnUnitContour(self, enemy and "CombatEnemy" or "CombatAlly")
ShowBadgeOfAttacker(self, true)
end
--handle camera for charge attack
ShouldTrackMeleeCharge(self, args.target)
self.move_attack_action_id = action_id
self:SetCommandParamValue(self.command, "move_anim", "Run")
if args.goto_pos then
args.unit_moved = true
self:CombatGoto(action_id, args.goto_ap or 0, args.goto_pos)
end
self:MeleeAttack(action_id, cost_ap, args)
self:PopAndCallDestructor()
end
function Unit:GloryHogCharge(action_id, cost_ap, args)
local action = CombatActions[action_id]
self:ApplyTempHitPoints(action:ResolveValue("tempHp"))
self:ChargeAttack(action_id, cost_ap, args)
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
end
function Unit:HyenaCharge(action_id, cost_ap, args)
if self.species ~= "Hyena" then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local target = args.target
local action = CombatActions[action_id]
args.prediction = false
args.unit_moved = true
local results, attack_args = action:GetActionResults(self, args)
local atk_pos, atk_jmp_pos = GetHyenaChargeAttackPosition(self, target, attack_args.move_ap, attack_args.jump_dist, action_id)
if not atk_pos then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
self:PushDestructor(function()
g_TrackingChargeAttacker = false
table.remove(g_CurrentAttackActions)
self.move_attack_action_id = nil
end)
--handle badges as melee doesn't use prepare to attack logic
if not g_AITurnContours[self.handle] and g_Combat and g_AIExecutionController then
local enemy = self.team.side == "enemy1" or self.team.side == "enemy2" or self.team.side == "neutralEnemy"
g_AITurnContours[self.handle] = SpawnUnitContour(self, enemy and "CombatEnemy" or "CombatAlly")
ShowBadgeOfAttacker(self, true)
end
--handle camera for charge attack
ShouldTrackMeleeCharge(self, target)
self.move_attack_action_id = action_id
table.insert(g_CurrentAttackActions, { action = action, cost_ap = cost_ap, attack_args = attack_args, results = results })
self:AttackReveal(action, attack_args, results)
self:SetCommandParamValue(self.command, "move_anim", "Run")
self:CombatGoto(action_id, attack_args.move_ap, atk_jmp_pos)
self:Face(atk_pos)
if self:CallReactions_And("OnCheckInterruptAttackAvailable", target, action) then
self:ProvokeOpportunityAttacks(action, "attack interrupt", nil, "melee")
end
--handle badges as melee doesn't use prepare to attack logic
ShowBadgesOfTargets({target}, "show")
self:SetState("attack_Charge")
local fx_actor = "jaws"
PlayFX("MeleeAttack", "start", fx_actor, self:GetVisualPos())
local tth = self:TimeToMoment(1, "hit") or (self:TimeToAnimEnd() / 2)
self:SetPos(atk_pos, self:TimeToAnimEnd())
Sleep(tth)
if results.miss then
CreateFloatingText(target, T(699485992722, "Miss"), "FloatingTextMiss")
else
for _, hit in ipairs(results) do
if IsValid(hit.obj) and not hit.obj:IsDead() and hit.damage > 0 then
if IsKindOf(hit.obj, "Unit") then
hit.obj:ApplyDamageAndEffects(self, hit.damage, hit, hit.armor_decay)
else
hit.obj:TakeDamage(hit.damage, self, hit)
end
end
end
PlayFX("MeleeAttack", "hit", fx_actor, self:GetVisualPos())
end
self:OnAttack(action_id, target, results, attack_args)
Sleep(self:TimeToAnimEnd())
LogAttack(action, attack_args, results)
AttackReaction(action, attack_args, results, "can retaliate")
if IsValid(target) then
ObjModified(target)
end
self.last_attack_session_id = false
ShowBadgesOfTargets({target}, "hide")
self:PopAndCallDestructor()
end
function Unit:DanceForMe(action_id, cost_ap, args)
local action = CombatActions[action_id]
local weapon = self:GetActiveWeapons()
local aoeParams = weapon:GetAreaAttackParams(action_id, self)
local attackData = self:ResolveAttackParams(action_id, args.target, {})
local attackerPos = attackData.step_pos
local attackerPos3D = attackerPos
if not attackerPos3D:IsValidZ() then
attackerPos3D = attackerPos3D:SetTerrainZ()
end
local targetPos = args.target
local targetAngle = CalcOrientation(attackerPos, targetPos)
local distance = Clamp(attackerPos3D:Dist(targetPos), aoeParams.min_range * const.SlabSizeX, aoeParams.max_range * const.SlabSizeX)
local enemies = GetEnemies(self)
local maxValue, losValues = CheckLOS(enemies, attackerPos, distance, attackData.stance, aoeParams.cone_angle, targetAngle, false)
if maxValue then
for i, los in ipairs(losValues) do
if los then
local defaultAttack = self:GetDefaultAttackAction("ranged")
local tempArgs = table.copy(args)
tempArgs.target = enemies[i]
tempArgs.target_spot_group = "Legs"
if defaultAttack and self:CanAttack(tempArgs.target, weapon, defaultAttack, nil, nil, "skip_ap_check") then
self:FirearmAttack(defaultAttack.id, 0, tempArgs)
end
end
end
end
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
self:SetActionCommand("OverwatchAction", action_id, cost_ap, args)
end
-- attack each body part
function Unit:IceAttack(action_id, cost_ap, args)
local target = args.target
if not IsKindOf(target, "Unit") then return end
local action = CombatActions[action_id]
local weapon = self:GetActiveWeapons()
local bodyParts = target:GetBodyParts(weapon)
for i=#bodyParts, 1, -1 do
if not self:CanUseWeapon(weapon, 1) then break end
local bodyPart = bodyParts[i]
args.target_spot_group = bodyPart.id
args.ice_attack_num = i
self:FirearmAttack(action_id, 0, args)
end
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
end
-- bypass armor
function Unit:KalynaShot(action_id, cost_ap, args)
self:FirearmAttack(action_id, 0, args)
local action = CombatActions[action_id]
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
end
function Unit:EyesOnTheBack(action_id, cost_ap, args)
local action = CombatActions[action_id]
local recharge_on_kill = action:ResolveValue("recharge_on_kill") or 0
self:AddSignatureRechargeTime(action_id, const.Combat.SignatureAbilityRechargeTime, recharge_on_kill > 0)
self:SetActionCommand("OverwatchAction", action_id, cost_ap, args)
end
function Unit:BulletHell(action_id, cost_ap, args)
args.attack_anim_delay = 50
self:SetActionCommand("FirearmAttack", action_id, cost_ap, args)
end
-- makes the actual bullets do no damage and spreads them in a repeating pattern
function BulletHellOverwriteShots(attack)
local weapon = attack.weapon
local halfAngle = DivRound(weapon.OverwatchAngle, 2)
local newAngle = halfAngle
local angleStep = MulDivRound(weapon.OverwatchAngle, 2, #attack.shots)
for i, shot in ipairs(attack.shots) do
shot.target_pos = RotateAxis(shot.target_pos, point(0, 0, 4069) , newAngle, shot.attack_pos)
shot.stuck_pos = RotateAxis(shot.stuck_pos, point(0, 0, 4069) , newAngle, shot.attack_pos)
if abs(newAngle) >= halfAngle then
angleStep = -angleStep
end
newAngle = newAngle + angleStep
end
end
function Unit:GrizzlyPerk(action_id, cost_ap, args)
self:FirearmAttack(action_id, 0, args)
end
function OnMsg.CombatEnd()
for _, unit in ipairs(g_Units) do
unit.last_attack_pos = false
end
end |