if FirstLoad then
CombatActions_Waiting = {} -- packed: action_id, unit, ap, ...
CombatActions_RunningState = {}
CombatActions_StartThread = false
CombatActions_LastStartedAction = {}
CombatActions_UnitAction = {}
CombatActionTargetFilters = {}
LocalPlayer_InterruptSent = false
CombatSaveGameRequest = false
end
function OnMsg.NewMap()
CombatActions_Waiting = {}
CombatActions_RunningState = {}
CombatActions_LastStartedAction = {}
CombatActions_UnitAction = {}
CombatActions_StartThread = false
LocalPlayer_InterruptSent = false
CombatSaveGameRequest = false
end
CustomCombatActions = {}
NetStartCombatActions = {}
function CombatActionCannotBeStarted(action_id, unit)
if g_Combat then
for u, state in pairs(CombatActions_RunningState) do
if state ~= "PostAction" then
return true
end
end
else
local state = unit and CombatActions_RunningState[unit]
if state and state ~= "PostAction" and action_id ~= "MoveItems" and action_id ~= "MoveMultiItems" and action_id ~= "DestroyItem" then
local actionPreset = CombatActions[action_id]
local unitCanBeInterrupted = actionPreset and actionPreset.InterruptInExploration
if not unitCanBeInterrupted then
return true
end
end
end
return false
end
function NetStartActionCanceled(action_id, unit)
if unit and unit.aim_action_id == action_id then
NetSyncEvent("Aim", unit)
end
end
function ActionCanceled(action_id, unit)
if unit and unit.aim_action_id == action_id then
unit:SetAimTarget()
end
end
function NetStartCombatAction(action_id, unit, ap, args, ...)
local net_cmd = NetStartCombatActions[action_id]
-- action_id ~= "MoveItems": temporary fix for not being able to execute many MoveItems actions one after another
if action_id ~= "MoveItems" and action_id ~= "MoveMultiItems" and action_id ~= "DestroyItem" and net_cmd and net_cmd.unit == unit and net_cmd.ap == ap then
NetStartActionCanceled(action_id, unit)
return -- already registered to travel the network, skip it
end
if g_UnitAwarenessPending then
NetStartActionCanceled(action_id, unit)
return -- don't start new combat actions while there are units waiting to become aware
end
if CombatActionCannotBeStarted(action_id, unit) then
NetStartActionCanceled(action_id, unit)
return
end
if g_Combat then
-- Unit became uncontrollable, it probably died
-- This can happen when spamming commands and the unit dies
if unit and not unit:CanBeControlled() then
NetStartActionCanceled(action_id, unit)
return
end
if not IsNetPlayerTurn() or g_Combat:IsLocalPlayerEndTurn() then
NetStartActionCanceled(action_id, unit)
return
end
if unit then
if not ap or ap < 0 or not unit:UIHasAP(ap, action_id, args) then
NetStartActionCanceled(action_id, unit)
return false
end
end
ap = ap or 0 -- combat mark
else
ap = false -- out of combat mark
end
NetSyncEvent("StartCombatAction", netUniqueId, action_id, unit, ap, args, ...)
return true
end
function NetSyncLocalEffects.StartCombatAction(player_id, action_id, unit, ap, ...)
NetStartCombatActions[action_id] = {unit = unit, ap = ap}
if unit then
unit.actions_nettravel = unit.actions_nettravel + 1
if (ap or 0) > 0 then
unit.ui_reserved_ap = unit.ui_reserved_ap + ap
end
end
if action_id == "Interrupt" then
LocalPlayer_InterruptSent = true
Msg("NetSentInterrupt")
else
LocalPlayer_InterruptSent = false
end
end
function NetSyncRevertLocalEffects.StartCombatAction(player_id, action_id, unit, ap, ...)
if player_id ~= netUniqueId then
return
end
NetStartCombatActions[action_id] = nil
if unit then
unit.actions_nettravel = Max(0, unit.actions_nettravel - 1)
if ap and ap > 0 then
unit.ui_reserved_ap = Max(0, unit.ui_reserved_ap - ap)
end
end
if action_id == "Interrupt" then
LocalPlayer_InterruptSent = false
end
end
function NetSyncEvents.StartCombatAction(player_id, action_id, unit, ap, ...)
if not g_Combat ~= not ap then
ActionCanceled(action_id, unit)
return -- combat mode changed
end
if g_Combat then
if not IsNetPlayerTurn(player_id) then
ActionCanceled(action_id, unit)
return
end
end
if action_id == "Interrupt" then
InterruptPlayerActions(player_id)
return
end
StartCombatAction(action_id, unit, ap, ...)
end
function StartCombatAction(action_id, unit, ap, ...)
if g_Combat then
if unit then
unit:ConsumeAP(ap, action_id, ...)
end
if g_ItemNetEvents[action_id] then
CancelUnitWaitingActions(unit)
end
table.insert(CombatActions_Waiting, pack_params(action_id, unit, ap, ...))
RunCombatActions()
else
RunCombatAction(action_id, unit, 0, ...)
end
end
function SetCombatActionState(unit, state)
assert(not state or not unit:IsDead())
state = state or nil
local prev_state = CombatActions_RunningState[unit]
if prev_state == state then
return
end
unit:NetUpdateHash("CombatActionState", state)
CombatActions_RunningState[unit] = state
Msg("CombatActionStateChange", unit, state)
if not state then
Msg("CombatPostAction", unit)
Msg("CombatActionEnd", unit)
unit:CallReactions("OnCombatActionEnd")
elseif state == "start" then
Msg("CombatActionStart", unit)
unit:CallReactions("OnCombatActionStart")
elseif state == "PostAction" then
Msg("CombatPostAction", unit)
end
ObjModified(unit)
if g_Combat and #CombatActions_Waiting == 0 and not next(CombatActions_RunningState) then
g_Combat:CheckEndTurn()
return
end
if CombatSaveGameRequest or not next(CombatActions_RunningState) or prev_state and prev_state ~= "PostAction" and (not state or state == "PostAction") then
RunCombatActions()
end
end
function RunCombatAction(action_id, unit, ap, ...)
CombatActions_LastStartedAction.action_id = action_id
CombatActions_LastStartedAction.unit = unit
CombatActions_LastStartedAction.start_time = GameTime()
CombatActions_UnitAction[unit] = action_id
if action_id == "Move" and unit:IsMerc() then
g_SelectedObjLastActionIsMovement = true
else
g_SelectedObjLastActionIsMovement = false
end
local func = CustomCombatActions[action_id]
if func then
func(unit, ap, ...)
else
local action = CombatActions[action_id]
if action then
action:Run(unit, ap, ...)
end
if action.ActivePauseBehavior == "queue" then
if IsActivePaused() then
unit:SetQueuedAction(action_id)
end
elseif action.ActivePauseBehavior == "unpause" then
if IsActivePaused() then
SetActivePause(false)
end
if not g_Combat then
ExplorationStartExclusiveAction(unit)
end
end
end
Msg("RunCombatAction", action_id, unit, ap)
end
function RunCombatActions()
if not CombatSaveGameRequest and (#CombatActions_Waiting == 0 or IsValidTarget(CombatActions_StartThread)) then
return
end
CombatActions_StartThread = CreateGameTimeThread(function()
while CombatSaveGameRequest and not next(CombatActions_RunningState) do
CombatSaveGameRequest = false
MPSaveGame()
WaitMsg("MPSaveGameDone")
end
local can_start = not CombatSaveGameRequest
local idx = 1
while idx <= #CombatActions_Waiting do
local adata = CombatActions_Waiting[idx]
local action_id, unit, ap = unpack_params(adata, 1, 3)
local combat_action = CombatActions[action_id]
if unit and unit:IsDead() and action_id ~= "Teleport" then
table.remove(CombatActions_Waiting, idx)
elseif combat_action and combat_action.LocalChoiceAction then
-- open loot dialog
if unit and (CombatActions_RunningState[unit] or table.find(CombatActions_Waiting, 2, unit) < idx) then
idx = idx + 1
else
table.remove(CombatActions_Waiting, idx)
RunCombatAction(unpack_params(adata))
end
else
local run_action = can_start and not CombatActions_RunningState[unit]
if run_action and next(CombatActions_RunningState) then
if not combat_action or not combat_action.SimultaneousPlay then
run_action = false
else
for u, state in pairs(CombatActions_RunningState) do
if state ~= "PostAction" then
run_action = false
break
end
end
end
end
if run_action then
table.remove(CombatActions_Waiting, idx)
if not combat_action or not combat_action.SimultaneousPlay or not g_Combat:GetActiveUnit(unit) then
g_Combat:SetActiveUnit(unit)
end
RunCombatAction(unpack_params(adata))
else
idx = idx + 1
can_start = can_start and combat_action and combat_action.SimultaneousPlay
end
end
end
if g_Combat then
g_Combat:CheckEndTurn()
end
end)
end
function LocalPlayerCanInterrupt()
if LocalPlayer_InterruptSent then
return false
end
local units = Selection
for i, unit in ipairs(units or empty_table) do
if unit.actions_nettravel > 0 then
return true
end
if g_Combat then
if HasCombatActionInProgress(unit) then
return true
end
else
if unit.action_interrupt_callback and not unit.interrupt_callback then
return true
end
end
end
return false
end
function InterruptPlayerActions(player_id)
local mask = NetPlayerControlMask(player_id)
local side = NetPlayerSide(player_id)
CancelWaitingActions(mask)
local team_idx = table.find(g_Teams, "side", side)
local units = team_idx and g_Teams[team_idx].units
local interrupted
for i, unit in ipairs(units or empty_table) do
if unit:IsControlledBy(mask) then
unit:Interrupt()
interrupted = true
end
end
ShowTacticalNotification("actionInterrupted")
if interrupted and g_Combat and GetInGameInterfaceMode() ~= "IModeCombatMovement" then
SetInGameInterfaceMode("IModeCombatMovement")
end
end
function HasCombatActionInProgress(unit)
return (CombatActions_RunningState[unit] or HasCombatActionWaiting(unit) or unit.move_attack_in_progress) and IsValid(unit) and not unit:IsDead()
end
function HasCombatActionWaiting(unit)
--this function is sync, it represents the synced state of a unit on all clients
if table.find(CombatActions_Waiting, 2, unit) then
return true
end
return false
end
function WaitCombatActionsEnd(unit)
while HasCombatActionInProgress(unit) do
WaitMsg("CombatActionEnd", 200)
end
end
function WaitCombatActionsPostAction(unit)
while HasCombatActionInProgress(unit) and CombatActions_RunningState[unit] ~= "PostAction" do
WaitMsg("CombatPostAction", 200)
end
end
function HasAnyCombatActionInProgress(check_all)
if #CombatActions_Waiting > 0 then
return true
end
if check_all then
for _, u in ipairs(g_Units) do
if HasCombatActionInProgress(u) then
return true
end
end
else
for u, state in pairs(CombatActions_RunningState) do
if HasCombatActionInProgress(u) then
return true
end
end
end
return false
end
function HasAnyAttackActionInProgress()
for _, adata in ipairs(CombatActions_Waiting) do
local action_id, unit, ap = unpack_params(adata, 1, 3)
local action = CombatActions[action_id]
if action.ActionType == "Ranged Attack" or action.ActionType == "Melee Attack" then
return true
end
end
for u, state in pairs(CombatActions_RunningState) do
local action_id = CombatActions_UnitAction[u]
if HasCombatActionInProgress(u) and action_id then
local action = CombatActions[action_id]
if action and (action.ActionType == "Ranged Attack" or action.ActionType == "Melee Attack") then
return true
end
end
end
end
function WaitAllCombatActionsEnd()
while HasAnyCombatActionInProgress() do
WaitMsg("CombatActionEnd", 200)
end
end
function WaitOtherCombatActionsEnd(unit)
while true do
local wait
for u, state in pairs(CombatActions_RunningState) do
if u ~= unit and HasCombatActionInProgress(u) then
wait = true
break
end
end
if not wait then
return
end
WaitMsg("CombatActionEnd", 200)
end
end
function CombatActionInterruped(unit)
if g_Combat and unit.team and unit.team.control == "UI" then
-- interrupt the other ordered actions by players that controll this unit
local mask = 0
for player_id = 1, Max(1, #netGamePlayers) do
local pmask = NetPlayerControlMask(player_id)
if unit:IsControlledBy(pmask) then
mask = mask | pmask
end
end
CancelWaitingActions(mask)
end
end
function CancelWaitingActions(mask)
for i = #CombatActions_Waiting, 1, -1 do
local adata = CombatActions_Waiting[i]
local action_id, unit, ap = unpack_params(adata, 1, 3)
if unit and unit:IsControlledBy(mask) then
unit:GainAP(ap)
table.remove(CombatActions_Waiting, i)
Msg("CombatActionCanceled", unpack_params(adata))
end
end
end
function CancelUnitWaitingActions(unit)
for i = #CombatActions_Waiting, 1, -1 do
local adata = CombatActions_Waiting[i]
local action_id, u, ap = unpack_params(adata, 1, 3)
if u == unit then
unit:GainAP(ap)
table.remove(CombatActions_Waiting, i)
Msg("CombatActionCanceled", unpack_params(adata))
end
end
end
function OnMsg:TurnEnded()
assert(not next(CombatActions_RunningState))
CombatActions_Waiting = {}
CombatActions_RunningState = {}
if CombatSaveGameRequest then
MPSaveGame()
end
end
function CustomCombatActions.Teleport(unit, ap, ...)
unit:SetCommand("Teleport", ...)
end
function CombatActionChangeNeededTryRetainTarget(required_mode, action, unit, target, freeAim)
local targetParamOrDefault = target or action:GetDefaultTarget(unit)
local dlg = GetInGameInterfaceModeDlg()
local iModeMismatch = not IsKindOf(dlg, "IModeCombatAttackBase") or not IsKindOf(dlg, required_mode)
if iModeMismatch then return "change-mode", dlg, targetParamOrDefault end
-- If the action and target match, no change needed.
-- "not target" will detect pressing the action key twice.
local actionCameraSame = action.ActionCamera == dlg.action.ActionCamera
if dlg.action == action and actionCameraSame and (not target or target == dlg.target) then return false, dlg, target end
-- Changing actions within the same interface mode, with no defined target means
-- this click came from pressing another action key. Check if the current target can be maintained.
if not target and dlg.target and IsKindOf(dlg, "IModeCombatAttack") then
local validTargets = action:GetTargets({unit})
if table.find(validTargets, dlg.target) then
if not actionCameraSame then
return true, dlg, dlg.target
end
return "change-action", dlg, dlg.target
end
end
if freeAim ~= dlg.context.free_aim then
return "change-free-aim", dlg
end
return true, dlg, targetParamOrDefault
end
ActionsWhichHighlightTargets = {
"Interact",
"Lockpick",
"Cut",
"Break"
}
function CombatActionInteractablesChoice(self, units, args)
local mode_dlg = GetInGameInterfaceModeDlg()
if IsKindOf(mode_dlg, "IModeCommonUnitControl") then
local targets = self:GetTargets(units)
local combatChoiceUI = mode_dlg:ShowCombatActionTargetChoice(self, units, targets)
if combatChoiceUI then
combatChoiceUI.OnDelete = function(self)
for i, t in ipairs(targets) do
t:HighlightIntensely(false, "actionsChoice")
end
end
end
else
self:Execute(units[1], args)
end
end
if FirstLoad then
CombatActionStartThread = false
end
function CombatActionAttackStart(self, units, args, mode, noChangeAction)
mode = mode or "IModeCombatAttackBase"
local unit = units[1]
if IsValidThread(CombatActionStartThread) then
DeleteThread(CombatActionStartThread)
end
CombatActionStartThread = CreateRealTimeThread(function()
if HasCombatActionInProgress(unit) then
return
end
if g_Combat then
WaitCombatActionsEnd(unit)
end
if not IsValid(unit) or unit:IsDead() or not unit:CanBeControlled() then
return
end
if PlayerActionPending(unit) then
return
end
if not g_Combat and not unit:IsIdleCommand() then
NetSyncEvent("InterruptCommand", unit, "Idle")
end
local target = args and args.target
local freeAim = args and args.free_aim or not UIAnyEnemyAttackGood(self)
if freeAim and not g_Combat and self.basicAttack and self.ActionType == "Melee Attack" then
local action = GetMeleeAttackAction(self, unit)
freeAim = action.id ~= "CancelMark"
end
freeAim = freeAim and (self.id ~= "CancelMark")
if not self.IsTargetableAttack and IsValid(target) and freeAim then
local ap = self:GetAPCost(unit, args)
NetStartCombatAction(self.id, unit, ap, args)
return
end
local isFreeAimMode = mode == "IModeCombatAttack" or mode == "IModeCombatMelee"
if not isFreeAimMode and mode == "IModeCombatAreaAim" then
local weapon = self:GetAttackWeapons(unit)
isFreeAimMode = not IsOverwatchAction(self.id) and IsKindOf(weapon, "Firearm") and not IsKindOfClasses(weapon, "HeavyWeapon", "FlareGun")
end
isFreeAimMode = isFreeAimMode and self.id ~= "Bandage"
if isFreeAimMode and not self.RequireTargets and (not target) and freeAim then
CreateRealTimeThread(function()
local prompt = "ok"
if (not args or not args.free_aim) and g_Combat then
local modeDlg = GetInGameInterfaceModeDlg()
local text = T(871884306956, "There are no valid enemy targets in range. You can target the attack freely instead. Free Aim ranged attacks consume AP normally and can target anything, even empty spaces.")
if mode == "IModeCombatMelee" then
text = T(306912792200, "There are no valid enemy targets in range. If you wish to attack a non-hostile target, you can target the attack freely instead. Free Aim melee attacks consume AP normally and can target any adjacent unit.")
end
local choiceUI = CreateQuestionBox(
modeDlg,
T(333335408841, "Free Aim"),
text,
T(333335408841, "Free Aim"),
T(1000246, "Cancel"))
prompt = choiceUI:Wait()
end
if prompt == "ok" then
args = args or {}
args.free_aim = true
CombatActionAttackStart(self, units, args, "IModeCombatFreeAim", noChangeAction)
end
end)
return
elseif mode == "IModeCombatMelee" and target then
local weapon = self:GetAttackWeapons(unit)
local ok, reason = unit:CanAttack(target, weapon, self)
if not ok then
ReportAttackError(args.target, reason)
return
end
--if not IsMeleeRangeTarget(unit, nil, nil, target) then
--ReportAttackError(args.target, AttackDisableReasons.CantReach)
--return
--end
end
-- Check what actually needs switching
local changeNeeded, dlg, targetGiven = CombatActionChangeNeededTryRetainTarget(mode, self, unit, target, freeAim)
if mode == "IModeCombatAttack" and changeNeeded then
target = targetGiven
end
-- Clicking a single target skill twice will cause the attack to proceed
if not changeNeeded then
local abilityWhichAttacksWhenClickedAgain = true
if self.AimType == "cone" or self.AimType == "parabola aoe" then
abilityWhichAttacksWhenClickedAgain = false
end
if not abilityWhichAttacksWhenClickedAgain then
return
end
if dlg.crosshair then
dlg.crosshair:Attack()
else
dlg:Confirm()
end
return
end
-- This should prob have something to do with action.RequireTarget
-- but that isn't a reliable indicator.
if mode == "IModeCombatAttack" and not target then return end
-- Changing actions requires notifying the dialog to exit quietly.
if changeNeeded == "change-action" then
dlg.context.changing_action = true
end
-- It is possible for the unit to have been deselected in all our waiting.
-- Of for the action to have been disabled.
local state = self:GetUIState(units)
if not SelectedObj or state ~= "enabled" then
return
end
if mode == "IModeCombatAttack" and self.id ~= "MarkTarget" then
-- The unit might step out of cover, changing their position. We want to calculate the action camera from
-- the position where the unit will be rather than where it is, as it could show an angle we dont want (ex. crosshair on unit)
assert(IsValid(unit))
local action = self
if self.group == "FiringModeMetaAction" then
action = GetUnitDefaultFiringModeActionFromMetaAction(unit, self)
end
NetSyncEvent("Aim", unit, action.id, target)
if not IsActivePaused() then
WaitMsg("AimIdleLoop", 800)
end
end
-- Patch selection outside of combat to remove multiselection
-- We're not doing this through SelectObj as the selection changed msg
-- will cancel the action.
if not g_Combat then
for i, u in ipairs(Selection) do
if u ~= unit then
HandleMovementTileContour({u})
end
end
Selection = { unit }
end
local modeDlg = GetInGameInterfaceModeDlg()
modeDlg.dont_return_camera_on_close = true
SetInGameInterfaceMode(mode, {
action = self,
attacker = unit,
target = target,
aim = args and args.aim,
free_aim = freeAim,
changing_action = changeNeeded == "change-action"
})
end)
end
function MeleeCombatActionGetValidTiles(attacker, target)
local tiles
if g_Combat then
local attacker_stance = attacker.species == "Human" and "Standing" or nil
local combatPath = GetCombatPath(attacker, attacker_stance)
tiles = combatPath:GetReachableMeleeRangePositions(target, true)
else
tiles = GetMeleeRangePositions(attacker, target, nil, true)
end
return tiles
end
-- Used to get the cost of moving to a target in melee abilities.
function CombatActionMeleeActionCost(unit, args, target, ap)
-- ignore move part when pos == false
-- this happens when validating the cost in multiplayer
local stance = args and args.stance
local goto_pos = args and args.goto_pos
if goto_pos == false or (goto_pos == nil and target == unit) then
return ap, ap, stance
end
if not IsValid(target) then return -1, ap end
if goto_pos == nil then
goto_pos = unit:GetClosestMeleeRangePos(target, nil, stance)
if not goto_pos then
return -1, ap
end
end
local goto_ap = 0
local stance_ap = 0
if stance and stance ~= unit.stance then
stance_ap = unit:GetStanceToStanceAP(args.stance)
end
if goto_pos ~= SnapToVoxel(unit:GetPos()) then
goto_ap = CombatActions.Move:GetAPCost(unit, { goto_pos = goto_pos, stance = args and args.stance })
if not goto_ap or goto_ap < 0 then
return -1, ap
end
goto_ap = Max(0, goto_ap - Max(0, unit.free_move_ap))
end
return ap + goto_ap + stance_ap, ap, stance
end
function CombatActionInteractionGetCost(self, unit, args)
if not g_Combat or args and args.skip_cost then
return 0, 0
end
local target = args and args.target
local goto_ap = 0
if args and args.goto_pos ~= false then
local pos = args.goto_pos or target and unit:GetInteractionPosWith(target)
goto_ap = pos and CombatActions.Move:GetAPCost(unit, { goto_pos = pos })
args.ap_cost_breakdown = { move_cost = goto_ap }
if not goto_ap or goto_ap < 0 then
return -1, 0
end
--goto_ap = Max(0, goto_ap - Max(0, unit.free_move_ap))
end
local ap
if args and args.override_ap_cost then
ap = args.override_ap_cost
elseif IsKindOf(target, "CustomInteractable") then
ap = target.ActionPoints
else
ap = self.ActionPoints
end
return goto_ap + ap, ap
end
function CombatActionExecuteWithMove(self, unit, args)
if not args or not args.target then return end
if #unit > 0 then
unit = ChooseClosestObject(unit, args.target)
end
if not args.goto_pos then
args.goto_pos = unit:GetInteractionPosWith(args.target)
end
args.goto_ap = args.goto_pos ~= SnapToVoxel(unit:GetPos()) and CombatActions.Move:GetAPCost(unit, args) or 0
local ap, action_ap = self:GetAPCost(unit, args)
NetStartCombatAction(self.id, unit, ap, args)
end
function CombatActionIsBusy(action, unit)
--this func is not sync, it checks local not yet synced actions as well
return HasCombatActionWaiting(unit) or not unit:IsIdleCommand() or unit.actions_nettravel > 0
end
function CombatActionGetAttackableEnemies(self, attacker, weapon, filter, ...)
local attackable = {}
if not attacker or (self.ActionType ~= "Melee Attack" and self.ActionType ~= "Ranged Attack") then
return attackable
end
local visibleTargets = attacker:GetVisibleEnemies()
local weps = weapon or self:GetAttackWeapons(attacker)
for i, t in ipairs(visibleTargets) do
if IsValid(t) and (not filter or filter(t, ...)) then
local canAttack, err = attacker:CanAttack(t, weps, self, 0)
if canAttack then
attackable[#attackable + 1] = t
end
end
end
return attackable
end
function CombatActionGetOneAttackableEnemy(action, attacker, weapon, filter, ...)
if not IsValid(attacker) or (action.ActionType ~= "Melee Attack" and action.ActionType ~= "Ranged Attack") then
return
end
local visibleTargets = attacker:GetVisibleEnemies()
weapon = weapon or action:GetAttackWeapons(attacker)
for i, t in ipairs(visibleTargets) do
if IsValid(t) and (not filter or filter(t, ...)) then
local canAttack, err = attacker:CanAttack(t, weapon, action, 0)
if canAttack then
return t
end
end
end
end
function CombatActionFiringMetaGetUIState(self, units, args)
local actionState, err = CombatActionGenericAttackGetUIState(self, units, args)
if actionState ~= "enabled" then return actionState, err end
-- Any firing mode should be enabled
local unit = units[1]
local _, firingModes = unit:ResolveDefaultFiringModeAction(self)
for i, fmAction in ipairs(firingModes) do
local actionEnabled = fmAction:GetUIState(units, args)
if actionEnabled == "enabled" then return "enabled" end
end
return "disabled"
end
function CombatActionGenericAttackGetUIState(self, units, args)
if netInGame and (IsPaused() and not IsActivePaused()) then
return "disabled", AttackDisableReasons.InvalidTarget
end
local unit = units[1]
local recharge = unit:GetSignatureRecharge(self.id)
if recharge then
if recharge.on_kill then
return "disabled", AttackDisableReasons.SignatureRechargeOnKill
end
return "disabled", AttackDisableReasons.SignatureRecharge
end
if not (args and args.skip_ap_check) then
local cost = self:GetAPCost(unit, args)
if cost < 0 then return "hidden" end
if not unit:UIHasAP(cost) then return "disabled", GetUnitNoApReason(unit) end
end
local wep = args and args.weapon or self:GetAttackWeapons(unit)
if args and args.target then
local canAttack, err = unit:CanAttack(
args.target,
wep,
self,
args and args.aim or 0,
args and args.goto_pos,
not "skip_cost",
args and args.free_aim
)
if not canAttack then return "disabled", err end
return "enabled"
end
if not self.RequireTargets then
local canAttack, err = unit:CanAttack(false, wep, self, args and args.aim or 0, nil, args and args.skip_ap_check)
if not canAttack then return "disabled", err end
return "enabled"
end
local target = self:GetAnyTarget(units)
if not target then
return "disabled", AttackDisableReasons.NoTarget
end
return "enabled"
end
function CombatActionsAOEGenericDamageCalculation(self, unit, base_damage_mod)
local weapon = self:GetAttackWeapons(unit)
if not weapon then return 0 end
local params = weapon:GetAreaAttackParams(self.id, unit)
local base = unit:GetBaseDamage(weapon)
base = MulDivRound(base, 100 + (base_damage_mod or 0), 100)
local mod = params.damage_mod + params.attribute_bonus
local damage = MulDivRound(base, mod, 100)
local bonus = MulDivRound(base, params.attribute_bonus, 100)
base = damage - bonus
return damage, base, bonus, params
end
function CombatActionsAttackGenericDamageCalculation(self, unit, args)
local weapon = args and args.weapon or self:GetAttackWeapons(unit)
if not weapon then
return 0, 0, 0, { critChance = 0, min = 0, max = 0 }
end
if not IsKindOf(unit, "Unit") then
local base = unit:GetBaseDamage(weapon)
return base, base
end
local args = args or {}
if not args.aim then
local dlg = GetInGameInterfaceModeDlg()
if IsKindOf(dlg, "IModeCombatAttackBase") and dlg.crosshair then
args.aim = dlg.crosshair.aim
end
end
local critChance = unit:CalcCritChance(weapon, GetCurrentUITarget(), self, args, args.goto_pos)
local base = unit:GetBaseDamage(weapon)
local hit = {
weapon = weapon,
critical = critChance,
actionType = self.ActionType,
ignore_obj_damage_mod = true,
}
weapon:PrecalcDamageAndStatusEffects(unit, false, unit:GetPos(), base, hit)
base = hit.damage or base
return base, base, 0, { critChance = critChance, min = base, max = base }
end
function CombatActionAttackResultsDisperseWarning(hits, weapon, attacker, target)
local attacker_pos = attacker:GetPos()
local target_pos = IsPoint(target) and target or target:GetPos()
local distance = attacker_pos:Dist(target_pos)
local dispersion = weapon:GetMaxDispersion(distance)
local minz = terrain.GetHeight(attacker_pos) + const.SlabSizeZ / 2
if not attacker_pos:IsValidZ() or attacker_pos:z() < minz then
attacker_pos = attacker_pos:SetZ(minz)
end
local base_shape = {}
local vAT = attacker_pos - target_pos
local perpendicular = point(vAT:y(), -vAT:x())
local side_a = target_pos + SetLen(perpendicular, dispersion)
local side_b = target_pos - SetLen(perpendicular, dispersion)
base_shape[#base_shape + 1] = attacker_pos
base_shape[#base_shape + 1] = side_a
base_shape[#base_shape + 1] = side_b
perpendicular = point(perpendicular:y(), -perpendicular:x())
base_shape[#base_shape + 1] = side_a + SetLen(perpendicular, distance * 2)
base_shape[#base_shape + 1] = side_b + SetLen(perpendicular, distance * 2)
local vertices = {
point(-const.SlabSizeX / 2, -const.SlabSizeY / 2),
point( const.SlabSizeX / 2, -const.SlabSizeY / 2),
point( const.SlabSizeX / 2, const.SlabSizeY / 2),
point(-const.SlabSizeX / 2, const.SlabSizeY / 2),
}
local ms_points = {}
for _, pt in ipairs(base_shape) do
for _, vert in ipairs(vertices) do
ms_points[#ms_points + 1] = pt + vert
end
end
local ms_shape = ConvexHull2D(ms_points)
local attacker_team = attacker.team
for i, u in ipairs(g_Units) do
if u == attacker or not u.team or u.team:IsEnemySide(attacker_team) then goto continue end
if IsPointInsidePoly2D(u:GetPos(), ms_shape) then
hits[#hits + 1] = {
obj = u,
damage = 0,
conditional_damage = 0,
ignore_armor = true
}
end
::continue::
end
return hits
end
function CombatActionsAppendFreeAimActionName(action, unit, name)
if not unit:CanBeControlled() then
return name
end
if not UIAnyEnemyAttackGood() then
name = name .. T(587521561381, " (Free Aim)")
end
return name
end
function CombatActionsAppendFreeAimDescription(action, unit, descr, ignore_check)
if ignore_check or UIAnyEnemyAttackGood() then
if GetUIStyleGamepad() then
local image_path, scale = GetPlatformSpecificImagePath("LeftThumbClick")
local image_path2, scale2 = GetPlatformSpecificImagePath("RightTrigger")
local imageCombined = Untranslated("+")
descr = descr .. T{714791806470, " Free Aim Mode", shortcut = imageCombined}
else
local text = GetShortcutButtonT("actionFreeAim")
descr = descr .. T{434227846947, "[] Free Aim Mode", shortcut = text}
end
else
descr = descr .. T(636120454494, "Free Aim - no visible enemies in range")
end
return descr
end
function EnterFreeAimWithDefaultCombatAction(unit)
-- If the mouse is over an action button, take its action instead.
local defaultAction
local combatActions = GetInGameInterfaceModeDlg()
combatActions = combatActions and combatActions:ResolveId("idCombatActionsContainer")
if combatActions then
for i, b in ipairs(combatActions) do
if b.rollover then
defaultAction = b.context.action
break
end
end
end
if not defaultAction then
defaultAction = unit:GetDefaultAttackAction()--("ranged")
end
if defaultAction:GetUIState({unit}) ~= "enabled" then return end
defaultAction:UIBegin({unit}, {free_aim = true})
end
function CombatActionPlayCustomError(action, unit)
--local _, err = action:GetUIState({unit})
--nop ph
end
function CombatActionGrenadeDescription(action, units)
local baseDescription = T(519947740930, "Affects a designated area.")
local unit = units[1]
local weapon = action:GetAttackWeapons(unit)
if not weapon then return baseDescription end
if weapon:HasMember("GetCustomActionDescription") then
local descr = weapon:GetCustomActionDescription(action, units)
if descr and descr ~= "" then
return descr
end
end
local base = unit:GetBaseDamage(weapon)
local bonus = GetGrenadeDamageBonus(unit)
local damage = MulDivRound(base, 100 + bonus, 100)
local text = T{baseDescription, damage = damage, basedamage = base, bonusdamage = damage - base}
if (weapon.AdditionalHint or "") ~= "" then
text = text .. "" .. weapon.AdditionalHint
end
return text
end
function GetUnitDefaultFiringModeActionFromMetaAction(unit, metaAction, nonUnitDefault)
local def_id, actions = unit:ResolveDefaultFiringModeAction(metaAction, true)
if nonUnitDefault then
return actions and actions[1], actions
end
return CombatActions[def_id], actions
end
local dev_shortcuts
function StripDeveloperShortcuts(action)
if Platform.developer then
if not dev_shortcuts then
dev_shortcuts = {}
for _, action in ipairs(XShortcutsTarget:GetActions()) do
if not action.ActionId:starts_with("combatAction") and action.ActionMode ~= "Editor" then
dev_shortcuts[action.ActionShortcut] = true
dev_shortcuts[action.ActionShortcut2] = true
end
end
end
local s1, s2, sg = action.ActionShortcut, action.ActionShortcut2, action.ActionGamepad
if s1 and s1 ~= "" and dev_shortcuts[s1] then s1 = nil end
if s2 and s2 ~= "" and dev_shortcuts[s2] then s2 = nil end
action:SetActionShortcuts(s1, s2, sg)
end
end
function GetOtherWeaponSet(currentSet)
if currentSet == "Handheld A" then return "Handheld B" end
if currentSet == "Handheld B" then return "Handheld A" end
-- ???
return "Handheld A"
end
function GetWeaponChangeActionDisplayName(unit)
local itemTypes = {}
if unit then
local otherSet = unit.current_weapon == "Handheld A" and "Handheld B" or "Handheld A"
unit:ForEachItemInSlot(otherSet, function(item, slot_name, left, top, itemTypes)
if item:IsWeapon() then
itemTypes[#itemTypes + 1] = item.DisplayName
end
end)
if #itemTypess == 0 then
local unarmed_weapon = unit:GetActiveWeapons("UnarmedWeapon")
itemTypes[#itemTypes + 1] = unarmed_weapon.DisplayName
end
end
local weaponsTxt = table.concat(itemTypes, "/")
return T{887065293634, "Switch to ", weaponsTxt = weaponsTxt}
end
function GetUnitWeapons(unit, otherSet)
if not unit then return empty_table end
local weps = otherSet and GetOtherWeaponSet(unit.current_weapon) or unit.current_weapon
local items = unit:GetItemsInWeaponSlot(weps)
if not otherSet then
-- Things such as manning an emplacement change the active weapon without
-- being equipped through the inventory. If the active weapon returned is
-- not present in the inventory, show it instead
local wep1, wep2 = unit:GetActiveWeapons()
if (wep1 and not table.find(items, wep1)) or (wep2 and not table.find(items, wep2)) then
items = { wep1, wep2 }
end
end
local anyWeapon = false
for i, item in ipairs(items) do
if item:IsWeapon() then
anyWeapon = true
break
end
end
if not anyWeapon and #items ~= 2 then
local unarmed = unit:GetActiveWeapons("UnarmedWeapon")
table.insert(items, 1, unarmed)
end
return items
end
function IsCombatActionForAlly(action)
if not action then return false end
local isActionEnabled = SelectedObj and SelectedObj.ui_actions and SelectedObj.ui_actions
isActionEnabled = isActionEnabled and isActionEnabled[action.id] == "enabled"
if not isActionEnabled then return false end
local targets = action:GetTargets({SelectedObj})
local allyTargers = GetAllAlliedUnits(SelectedObj)
for _, target in ipairs(targets) do
if table.find(allyTargers, target) or target == SelectedObj then
return true
end
end
return false
end
function CombatActionTargetFilters.MGBurstFire(target, units)
local attacker = units[1]
if #units > 1 then
units = {attacker}
end
local overwatch = g_Overwatch[attacker]
if overwatch and overwatch.permanent then
-- only fire in the cone when set
local angle = overwatch.orient or CalcOrientation(attacker, overwatch.target_pos)
local los_any = CheckLOSRange(target, attacker, overwatch.dist, attacker.stance, overwatch.cone_angle, angle)
return los_any
end
return true
end
function CombatActionTargetFilters.Charge(target, attacker, move_ap, action_id)
local goto_pos, _, dist_error, line_error = GetChargeAttackPosition(attacker, target, move_ap, action_id)
return not dist_error and not line_error and not not goto_pos
end
function CombatActionTargetFilters.HyenaCharge(target, attacker, move_ap, jump_dist, action_id)
local goto_pos, _, _, dist_error, line_error = GetHyenaChargeAttackPosition(attacker, target, move_ap, jump_dist, action_id)
return not dist_error and not line_error and not not goto_pos
end
function CombatActionTargetFilters.KnifeThrow(target, attacker, range)
return IsCloser(attacker, target, range + 1)
end
function CombatActionTargetFilters.MeleeAttack(target, attacker)
--return attacker ~= target and IsMeleeRangeTarget(attacker, nil, nil, target)
return attacker ~= target
end
function CombatActionTargetFilters.Pindown(target, attacker, weapon)
if not weapon then
return false
end
if not VisibilityCheckAll(attacker, target, nil, const.uvVisible) then
return false
end
local body_parts = target:GetBodyParts(weapon)
for _, def in ipairs(body_parts) do
if attacker:HasPindownLineCached(target, def.id, attacker:GetOccupiedPos()) then
return true
end
end
end
function GetBandageTargets(unit, mode, range_mode)
local targets = (mode ~= "any") and {}
if unit:HasStatusEffect("Bleeding") or (unit.HitPoints < unit.MaxHitPoints) then
if mode == "any" then
return unit
end
targets[1] = unit
end
local allies = GetAllAlliedUnits(unit)
if unit.team and unit.team.player_team then
-- enable player to bandage neutral units as well
allies = table.icopy(allies)
for _, team in ipairs(g_Teams) do
if team.neutral then
table.iappend(allies, team.units)
end
end
end
local base_cost = CombatActions.Bandage:GetAPCost(unit)
for _, ally in ipairs(allies) do
if not ally:IsDead() and ((ally.HitPoints < ally.MaxHitPoints) or ally:IsDowned() or ally:HasStatusEffect("Bleeding") or ally:HasStatusEffect("Unconscious")) then
local range_ok = range_mode == "ignore" or IsMeleeRangeTarget(unit, nil, nil, ally)
if range_mode == "reachable" and base_cost > 0 then
if g_Combat then
local pos = unit:GetClosestMeleeRangePos(ally)
if pos then
local path = GetCombatPath(unit)
local ap = path:GetAP(pos)
if ap then
local cost = base_cost + Max(0, ap - unit.free_move_ap)
range_ok = unit:HasAP(cost)
end
end
else
range_ok = true
end
end
if range_ok then
if mode == "any" then
return ally
end
targets[#targets +1] = ally
end
end
end
return targets
end
function GetMeleeAttackTargets(attacker, mode)
local targets
for _, target in ipairs(g_Units) do
if target ~= attacker and not target:IsDead() and IsMeleeRangeTarget(attacker, nil, nil, target) then
if mode == "any" then
return target
end
targets = targets or {}
targets[#targets + 1] = target
end
end
return targets
end
function GetMeleeAttackAPCost(action, unit, args)
local cost
if action.CostBasedOnWeapon then
local weapon = action:GetAttackWeapons(unit, args)
cost = weapon and unit:GetAttackAPCost(action, weapon, nil, args and args.aim or 0, action.ActionPointDelta) or -1
else
cost = action.ActionPoints
end
if args and args.action_cost_only then
return cost
end
local goto_pos = args and args.goto_pos
if not goto_pos and args and args.target then
goto_pos = unit:GetClosestMeleeRangePos(args.target)
end
local attack_cost = cost
local move_cost = 0
if cost >= 0 and goto_pos then
local path = GetCombatPath(unit)
move_cost = path:GetAP(goto_pos)
cost = cost + Max(0, move_cost or 0)
end
if args and type(args.ap_cost_breakdown) == "table" then
args.ap_cost_breakdown.attack_cost = attack_cost
args.ap_cost_breakdown.move_cost = move_cost
args.ap_cost_breakdown.total_cost = cost
end
return cost
end
function CombatActionCreateMeleeRangeArea(unit, vstate, mode)
local voxels = GetMeleeRangePositions(unit)
voxels = voxels or {}
local pos = unit:GetPos()
table.insert(voxels, point_pack(pos))
return MeleeAOEVisuals:new({vstate = vstate or "Cast"}, nil, {voxels = voxels, pos = pos, mode = mode or "Ally"})
end
function XActionRedirectToCombatAction(xactionName, obj)
local actions = obj.ui_actions
for i, actionId in ipairs(actions) do
local combatAction = CombatActions[actionId]
local redirectAction = combatAction and combatAction.KeybindingFromAction
if redirectAction and redirectAction == xactionName then
return combatAction, actions[actionId]
end
end
end
function GetSignatureActionDescription(action)
local perk = CharacterEffectDefs[action.id]
local description = perk and T{perk.Description, perk} or action.Description
if (description or "") == "" then
description = action:GetActionDisplayName()
end
return description
end
function GetSignatureActionDisplayName(action)
local perk = CharacterEffectDefs[action.id]
local name = perk and perk.DisplayName or action.DisplayName
if (name or "") == "" then
name = Untranslated(action.id)
end
return name
end
function IsOverwatchAction(actionId)
return actionId == "Overwatch" or actionId == "DanceForMe" or actionId == "EyesOnTheBack" or actionId == "MGSetup" or actionId == "MGRotate"
end
function GetThrowItemIcon(self, unit)
local weapon = self:GetAttackWeapons(unit)
local icon = IsKindOf(weapon, "GrenadeProperties") and weapon.ActionIcon or ""
return (icon ~= "") and icon or self.Icon
end
function GetMeleeAttackAction(action, unit)
if not g_Combat and action.basicAttack and action.ActionType == "Melee Attack" then
return (unit and unit.marked_target_attack_args) and CombatActions.CancelMark or CombatActions.MarkTarget
end
return action
end