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