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9820 9821 9822 9823 9824 9825 9826 9827 9828 9829 9830 9831 9832 9833 9834 9835 9836 9837 9838 9839 9840 9841 9842 9843 9844 9845 9846 9847 9848 9849 9850 9851 9852 9853 9854 9855 9856 9857 9858 9859 9860 9861 9862 9863 9864 9865 9866 9867 9868 9869 9870 9871 9872 9873 9874 9875 9876 9877 9878 9879 9880 9881 9882 9883 9884 9885 9886 9887 9888 9889 9890 9891 9892 9893 9894 9895 9896 9897 9898 9899 9900 9901 9902 9903 9904 9905 9906 9907 9908 9909 9910 9911 9912 9913 9914 9915 9916 9917 9918 9919 9920 9921 9922 9923 9924 9925 9926 9927 9928 9929 9930 9931 9932 9933 9934 9935 9936 9937 9938 9939 9940 9941 9942 9943 9944 9945 9946 9947 9948 9949 9950 9951 9952 9953 9954 9955 9956 9957 9958 9959 9960 9961 9962 9963 9964 9965 9966 9967 9968 9969 9970 9971 9972 9973 9974 9975 9976 9977 9978 9979 9980 9981 9982 9983 9984 9985 9986 9987 9988 9989 9990 9991 9992 9993 9994 9995 | const.AnimChannel_RightHandGrip = 2
const.AnimChannel_Pain = 3
const.PathTurnAnimChnl = 4
--const.AnimChannel_VerticalGrip
const.PainAnimWeight = 1000
const.PainAnimGrazingWeight = 300
const.PainAnimWeightMoment = 100
local PainEasing = GetEasingIndex("Sin in/out")
const.StopAnimCrossfadeTime = 400
DefineConstInt("Camera", "BufferSizeNoCameraMov", 30, 1, "Defines how much buffer (100% - the_value % from each side) of the screen will NOT be taken into account when deciding if camera should snap from one point to another.")
if FirstLoad then
g_LocPollyActors = {
{ value = "Nicole", text = "Nicole (female)", },
{ value = "Amy", text = "Amy (female)", },
{ value = "Emma", text = "Emma (female)", },
{ value = "Aditi", text = "Aditi (female)", },
{ value = "Raveena", text = "Raveena (female)", },
{ value = "Joanna", text = "Joanna (female)", },
{ value = "Kendra", text = "Kendra (female)", },
{ value = "Kimberly", text = "Kimberly (female)", },
{ value = "Salli", text = "Salli (female)", },
-- { value = "Tatyana", text = "Tatyana (female)", }, -- disabled because other Russian-accent voice, Maxim below, produces garbled voice, don't use without checking it it's fixed by Amazon
{ value = "Russell", text = "Russell (male)", },
{ value = "Brian", text = "Brian (male)", },
{ value = "Joey", text = "Joey (male)", },
{ value = "Matthew", text = "Matthew (male)", },
{ value = "Geraint", text = "Geraint (male)", },
-- { value = "Maxim", text = "Maxim (male)" }, -- produces garbled voice, don't use without checking it it's fixed by Amazon
{ value = "Ivy", text = "Ivy (child)", },
{ value = "Justin", text = "Justin (child)", },
}
g_LocPollyActorsMatchTable = {}
g_StanceActionDefault = "do not change"
end
local RandomWalkAnimBehaviors = {
["Visit"] = true,
["Roam"] = true,
["RoamSingle"] = true,
["Ambient"] = true,
}
HpToText = {
Hidden = T{""},
Dead = T(541985975283, "Dead"),
Dying = T(179713645915, "Almost dead"),
Critical = T(127741862032, "Severely Wounded"),
Wounded = T(811971736433, "Wounded"),
Poor = T(121790238609, "Weak"),
Healthy = T(150774995803, "Healthy"),
Strong = T(830864531146, "Strong"),
Excellent = T(341748793018, "Very strong"),
Uninjured = T(586026778443, "Uninjured"),
}
DieChanceToText = {
None = T(971598159331, --[[chance to die]] "None"),
Low = T(283826279782, --[[chance to die]] "Low"),
Moderate = T(904355103349, --[[chance to die]] "Moderate"),
High = T(295409078209, --[[chance to die]] "High"),
VeryHigh = T(426026245987, --[[chance to die]] "Very High"),
}
local KeepAimIKCommands = {
Idle = true,
AimIdle = true,
OpportunityAttack = true,
PreparedAttackIdle = true,
ExecFirearmAttacks = true,
HeavyWeaponAttack = true,
FirearmAttack = true,
}
DefineClass.UnitBase = {
__parents = {"UnitProperties", "UnitInventory", "StatusEffectObject", "ReactionObject" },
}
DefineReactionsPreset("Unit", "UnitBase", "unit_reactions", "MsgReactionsPreset") -- DefineClass.UnitReactionsPreset
function UnitBase:UnregisterReactions()
for _, effect in ipairs(self.StatusEffects) do
self:RemoveReactions(effect)
end
self:ForEachItem(false, function(item, slot, left, top, self)
if slot ~= "SetpieceWeapon" then
item:UnregisterReactions(self)
end
end, self)
end
function UnitBase:RegisterReactions()
for _, effect in ipairs(self.StatusEffects) do
self:AddReactions(effect, effect.unit_reactions)
end
self:ForEachItem(false, function(item, slot, left, top, self)
if slot ~= "SetpieceWeapon" then
item:RegisterReactions(self) -- will add reactions from item and components (in case of firearm with components)
end
end, self)
end
function OnMsg.MercHired(merc_id, price, days, alreadyHired)
if not alreadyHired then
gv_UnitData[merc_id]:RegisterReactions()
end
end
function UnitBase:GetPersonalMorale()
local teamMorale = self.team and self.team.morale or 0
local personalMorale = 0
--reduce morale for at least one disliked merc in team
local isDisliking = false
for _, dislikedMerc in ipairs(self.Dislikes) do
local dislikedIndex = table.find(self.team.units, "session_id", dislikedMerc)
if dislikedIndex and not self.team.units[dislikedIndex]:IsDead() then
personalMorale = personalMorale - 1
isDisliking = true
break
end
end
--increase morale for no disliked and at least one liked merc
if not isDisliking then
for _, likedMerc in ipairs(self.Likes) do
local likedIndex = table.find(self.team.units, "session_id", likedMerc)
if likedIndex and not self.team.units[likedIndex]:IsDead() then
personalMorale = personalMorale + 1
break
end
end
end
--lower morale if below 50% or 3+ wounds (REVERT for psycho perk)
local isWounded = false
local idx = self:HasStatusEffect("Wounded")
if idx and self.StatusEffects[idx].stacks >= 3 then
isWounded = true
end
if self.HitPoints < MulDivRound(self.MaxHitPoints, 50, 100) or isWounded then
if HasPerk(self, "Psycho") then
personalMorale = personalMorale + 1
else
personalMorale = personalMorale - 1
end
end
--lower morale if liked merc has died recently
for _, likedMerc in ipairs(self.Likes) do
local ud = gv_UnitData[likedMerc]
if ud and ud.HireStatus == "Dead" then
local deathDay = ud.HiredUntil
if deathDay + 7 * const.Scale.day > Game.CampaignTime then
personalMorale = personalMorale - 1
break
end
end
end
personalMorale = self:CallReactions_Modify("OnCalcPersonalMorale", personalMorale)
return Clamp(personalMorale + teamMorale, -3, 3)
end
DefineClass.Unit = {
__parents = { "Movable", "CombatObject", "UnitBase",
"GameDynamicSpawnObject", "AppearanceObject", "Interactable", "StepObject", "SyncObject", "ComponentSound",
"SpawnFXObject", "HittableObject", "ComponentCustomData", "CombatTaskOwner", "AmbientLifeZoneUnit",
},
properties = {
{category = "Ambient Life", id = "ViewPerpetual", editor = "buttons", default = false,
no_edit = function(self) return not self.perpetual_marker end,
buttons = {
{ name = "View Perpetual Marker", func = function(self)
ViewObject(self.perpetual_marker)
end},
{ name = "Select Perpetual Marker", func = function(self)
editor.ClearSel()
editor.AddObjToSel(self.perpetual_marker)
end},
},
},
{category = "Ambient Life", id = "ViewSpawner", editor = "buttons", default = false,
no_edit = function(self) return not self.spawner end,
buttons = {
{ name = "View Spawner", func = function(self)
ViewObject(self.spawner)
end},
{ name = "Select Spawner", func = function(self)
editor.ClearSel()
editor.AddObjToSel(self.spawner)
end},
},
},
{category = "Ambient Life", id = "ViewRoutineSpawner", editor = "buttons", default = false,
no_edit = function(self) return not self.routine_spawner end,
buttons = {
{ name = "View Routine Spawner", func = function(self)
ViewObject(self.routine_spawner)
end},
{ name = "Select Routine Spawner", func = function(self)
editor.ClearSel()
editor.AddObjToSel(self.routine_spawner)
end},
},
},
-- hidden overridden properties
{id = "animWeight"},
{id = "animBlendTime"},
{id = "anim2"},
{id = "anim2BlendTime"},
},
flags = { efUnit = true, cofComponentColorizationMaterial = true, gofUnitLighting = true, gofOnRoof = false, gofAdjustZ = true },
pfclass = 3,
pfflags = const.pfmDestlockSmart + const.pfmCollisionAvoidance + const.pfmImpassableSource + const.pfmVoxelAligned + const.pfmOrient,
pfclass_overwritten = false,
ground_orient = false,
anim_moments_single_thread = true,
material_type = "Flesh",
species = "Human",
body_type = "Human",
default_move_style = false,
cur_move_style = false,
cur_idle_style = false,
move_step_fx = false,
move_stop_anim_len = 0,
move_stop_foot_left_anim = false,
move_stop_foot_right_anim = false,
-- Do not forget to add new class members to Get/SetDynamicData function to save in Game state (see GetCurrentGameVarValues)
Appearance = false,
-- reference to the corresponding UnitData in gv_UnitData[unit.session_id], all units (except setpiece testing clones) have this
session_id = false,
team = false,
collision_radius = const.SlabSizeX/3,
radius = const.SlabSizeX/4,
stance = "Standing",
unitdatadef_id = false, -- id in UnitDataDefs
group = false, -- from UnitDataDefs[self.unitdatadef_id]
target_dummy = false,
cover_last_face_time = false,
last_attack_session_id = false,
current_weapon = "Handheld A",
modify_animations_ar = false,
aim_action_id = false,
aim_action_params = false,
aim_results = false,
aim_attack_args = false,
aim_fx_target = false,
aim_fx_thread = false,
aim_rotate_last_angle = false,
aim_rotate_cooldown_time = false,
action_visual_weapon = false,
weapon_light_fx = false,
return_pos = false,
play_sequential_actions = false,
command_specific_params = false,
prepared_attack_obj = false,
melee_threat_contour = false,
prepared_bombard_zone = false,
bombard_weapon = false,
queued_action_id = false,
queued_action_visual = false,
queued_action_pos = false,
is_melee_aim_last_turn = false,
downing_action_start_time = false,
last_turn_movement = false,
last_turn_damaged = false,
start_turn_pos = false,
reposition_dest = false,
reposition_path = false,
reposition_marker = false,
last_orientation_angle = false,
last_attack_pos = false,
god_mode = false,
infinite_ammo = false,
infinite_ap = false,
infinite_dmg = false,
infinite_condition = false,
action_command = false,
actions_nettravel = 0, -- sent but not received yet
ui_reserved_ap = 0,
ui_override_ap = false, -- when set to something GetUIActionPoints will return this value to hide underlying AP shenanigans
free_move_ap = 0,
start_move_total_ap = 0,
start_move_cost_ap = 0,
start_move_free_ap = 0,
combat_path = false,
combat_path_obj = false,
using_cumbersome = false, -- has any equipped Cumbersome items (cached, no need to save/load)
attacked_this_turn = false,
hit_this_turn = false,
performed_action_this_turn = false,
wounded_this_turn = false,
downed_check_penalty = 0,
ai_context = false,
interruptable = true,
interrupted = false,
goto_interrupted = false,
interrupt_callback = false,
action_interrupt_callback = false,
is_moving = false,
goto_target = false,
goto_stance = false,
goto_hide = false,
in_combat_movement = false,
visibility_override = false,
traverse_tunnel = false,
tunnel_blockers = false,
fallback_walk_speed = 3*guim, -- when the walk anim has no step
perks_activated = false,
attack_reason = false, -- additional prefix text to attack log entry (e.g. retaliation, overwatch, etc)
opportunity_attack = false,
effect_values = false, -- storage for status effect data/state
enemy_visual_contact = false, -- does any enemy has visual contact with this unit
alerted_by_enemy = false,
last_known_enemy_pos = false, -- last location an enemy unit was seen
marked_target_attack_args = false,
pending_aware_state = false,
pending_awareness_role = false, -- used for awareness visualization; not persisted
suspicion = false,
suspicious_body_seen = false,
aware_reason = false,
auto_face = true, -- the unit look at the nearest enemy
reorientation_thread = false,
setik_thread = false,
spawner = false, --NPC
synced_anim = false,
synced_anim_time = 0,
synced_angle = 0,
die_anim_prefix = false,
on_die_attacker = false,
on_die_hit_descr = false,
death_explosion_played = false,
death_fx_object = false,
interacting_unit = false,
killed_stance = false,
combat_badge = false,
ui_badge = false,
ui_actions = false,
combat_cache = false,
villain_defeated = false,
retreating = false,
angle_before_interaction = false,
highlight_reasons = false,
banters = false,
banters_played_lines = false,
sequential_banter = false,
approach_banters = false,
approach_banters_distance = false,
approach_banters_cooldown_id = false,
last_played_banter_id = false, -- No need to serialize this
visible = true,
interactable_highlight_ctr = false,
highlight_collection = false,
-- general (out-of-combat) behaviors
behavior = false, -- command to set
behavior_params = false, -- parameters to set
-- in-combat behaviors
combat_behavior = false, -- command to set
combat_behavior_params = false, -- parameters to set
entrance_marker = false,
neutral_ai_dont_move = false,
neutral_retal_attacked = false,
pain_thread = false,
update_attached_weapons_thread = false,
routine = "StandStill",
routine_area = "self",
routine_spawner = false,
ephemeral = false,
perpetual_marker = false,
teleport_allowed_once = false,
conflict_ignore = false,
visit_command = false,
visit_marker = false,
visit_reached = false,
cower_forbidden = false,
cower_from = false,
cower_angle = false,
cower_cooldown = false,
last_roam = false,
last_visit = false,
dead_markers_tried = false,
mourn = false,
maraud = false,
enter_map_wait_time = false,
enter_map_pos = false,
seen_bodies = false,
visit_test = false,
carry_flare = false,
infected = false,
innerInfoRevealed = false, --used to mark the unit when revealed from the perk innerinfo
fx_in_water = false,
indoors = false,
unarmed_weapon = false,
warned_traps_pos = false,
move_follow_target = false,
move_follow_dest = false,
move_attack_target = false,
move_attack_action_id = false,
move_attack_in_progress = false,
waiting_attack = false,
last_idle_aiming_time = false,
place_wind_mod_trails = false,
stain_update_times = false, -- async, visual, not saved
__toluacode = empty_func,
PrePlay = empty_func,
PostPlay = empty_func,
throw_died_message = false,
is_despawned = false, -- Set briefly in Unit:Despawn before it is destroyed but after the sync with unitdata.
}
local function StoreBehaviorParamTbl(tbl)
if not tbl then return end
local stored, stored_handles
for k, v in pairs(tbl) do
if IsKindOf(v, "Object") then
if not stored_handles then
stored_handles = {}
stored = stored or {}
stored.__stored_obj_value = stored_handles
end
stored[k] = v.handle
stored_handles[k] = true
elseif type(v) == "table" then
local new_value = StoreBehaviorParamTbl(v)
if new_value ~= v then
if not stored then
stored = {}
end
stored[k] = new_value
end
end
end
if not stored then
return tbl
end
-- copy the skipped values
for k, v in pairs(tbl) do
if stored[k] == nil then
stored[k] = v
end
end
return stored
end
local function RestoreBehaviorParamTbl(stored)
if not stored then return end
local stored_handles = stored.__stored_obj_value
if stored_handles then
stored.__stored_obj_value = nil
end
for k, v in pairs(stored) do
if type(v) == "table" then
RestoreBehaviorParamTbl(v)
end
end
for k in pairs(stored_handles) do
stored[k] = HandleToObject[ stored[k] ]
end
end
function Unit:GetDynamicData(data)
local class = g_Classes[self.class]
data.session_id = self.session_id or nil
data.unitdatadef_id = self.unitdatadef_id or nil
data.ground_orient = self.ground_orient or nil
data.stance = self.stance ~= class.stance and self.stance or nil
data.return_pos = self.return_pos or nil
data.current_weapon = self.current_weapon ~= class.current_weapon and self.current_weapon or nil
data.perks_activated = next(self.perks_activated) and self.perks_activated or nil
data.Groups = #(self.Groups or "") > 0 and self.Groups or nil
data.villain_defeated = self.villain_defeated or nil
data.retreating = self.retreating or nil
if self.command == "BanterIdle" then
data.command = "Idle"
end
data.command_specific_params = next(self.command_specific_params) and self.command_specific_params or nil
data.last_attack_session_id = self.last_attack_session_id or nil
data.banters_played_lines = self.banters_played_lines or nil
data.free_move_ap = self.free_move_ap ~= 0 and self.free_move_ap or nil
data.neutral_ai_dont_move = self.neutral_ai_dont_move or nil
data.enemy_visual_contact = self.enemy_visual_contact or nil
if next(self.effect_values) then
local effect_values = {}
for k, v in pairs(self.effect_values) do
effect_values[k] = v or nil
end
data.effect_values = next(effect_values) and effect_values or nil
end
data.is_melee_aim_last_turn = self.is_melee_aim_last_turn or nil
data.performed_action_this_turn = self.performed_action_this_turn or nil
data.carry_flare = self.carry_flare or nil
for i, unit in ipairs(self.attacked_this_turn) do
data.attacked_this_turn = data.attacked_this_turn or {}
data.attacked_this_turn[i] = unit.handle
end
for i, unit in ipairs(self.hit_this_turn) do
data.hit_this_turn = data.hit_this_turn or {}
data.hit_this_turn[i] = unit.handle
end
for unit, _ in pairs(self.seen_bodies) do
data.seen_bodies = data.seen_bodies or {}
data.seen_bodies[unit:GetHandle()] = true
end
data.visit_test = self.visit_test or nil
data.wounded_this_turn = self.wounded_this_turn or nil
data.downed_check_penalty = self.downed_check_penalty ~= 0 and self.downed_check_penalty or nil
data.last_known_enemy_pos = self.last_known_enemy_pos or nil
data.last_turn_damaged = self.last_turn_damaged or nil
if self.target_dummy then
data.pos = self.target_dummy:GetPos()
data.vpos = nil
data.vpos_time = nil
elseif self.traverse_tunnel then
data.pos = self.traverse_tunnel.end_point
data.vpos = nil
data.vpos_time = nil
end
if self.behavior then
data.behavior = self.behavior
data.behavior_params = StoreBehaviorParamTbl(self.behavior_params)
if data.behavior == "ExitMap" and data.behavior_params[2] then
data.behavior_params[2] = Max(0, data.behavior_params[2] - GameTime())
end
end
if self.combat_behavior then
data.combat_behavior = self.combat_behavior
data.combat_behavior_params = StoreBehaviorParamTbl(self.combat_behavior_params)
end
if self.marked_target_attack_args then
data.marked_target_attack_args = StoreBehaviorParamTbl(self.marked_target_attack_args)
end
if self.spawner then
data.spawner = self.spawner.handle
end
if IsValid(self.prepared_bombard_zone) then
data.prepared_bombard_zone = self.prepared_bombard_zone.handle
end
if next(self.banters) then
data.banters = self.banters
data.sequential_banter = self.sequential_banter or nil
end
if next(self.approach_banters) then
data.approach_banters = self.approach_banters
data.approach_banters_distance = self.approach_banters_distance or nil
data.approach_banters_cooldown_id = self.approach_banters_cooldown_id or nil
end
data.die_anim_prefix = self.die_anim_prefix or nil
data.aware = self:IsAware() or nil
data.pending_aware_state = self.pending_aware_state or nil
data.suspicion = (self.suspicion or 0) > 0 and self.suspicion or nil
data.suspicious_body_seen = self.suspicious_body_seen or nil
if IsValid(self.alerted_by_enemy) then
data.alerted_by_enemy = self.alerted_by_enemy.handle
end
data.routine = (self.routine ~= class.routine) and self.routine or nil
data.routine_area = (self.routine_area ~= class.routine_area) and self.routine_area or nil
data.routine_spawner = self.routine_spawner and self.routine_spawner.handle or nil
data.zone = self.zone and self.zone.handle or nil
data.ephemeral = self.ephemeral or nil
data.perpetual_marker = self.perpetual_marker and self.perpetual_marker.handle or nil
data.teleport_allowed_once = self.teleport_allowed_once or nil
data.conflict_ignore =self.conflict_ignore or nil
data.visit_command = self.visit_command or nil
data.visit_reached = self.visit_reached or nil
data.max_dead_slot_tiles = self.max_dead_slot_tiles or nil
if self.visit_marker then
data.visit_marker = self.visit_marker.handle
end
data.cower_forbidden = self.cower_forbidden or nil
if self.cower_from then
data.cower_from = self.cower_from
data.cower_angle = self.cower_angle or nil
end
data.cower_cooldown = self.cower_cooldown or nil
data.last_roam = self.last_roam and self.last_roam.handle or nil
data.last_visit = self.last_visit and self.last_visit.handle or nil
data.dead_markers_tried = self.dead_markers_tried or nil
data.mourn = self.mourn and self.mourn.handle or nil
data.maraud = self.maraud and self.maraud.handle or nil
data.enter_map_wait_time = self.enter_map_wait_time and (self.enter_map_wait_time - GameTime()) or nil
data.enter_map_pos = self.enter_map_pos or nil
data.last_attack_pos = self.last_attack_pos or nil
local unit_data = UnitDataDefs[self.unitdatadef_id]
if self.Name ~= (unit_data and unit_data.Name) then
data.Name = self.Name
end
data.default_move_style = self.default_move_style or nil
data.cur_move_style = self.cur_move_style or nil
data.cur_idle_style = self.cur_idle_style or nil
data.on_die_hit_descr = self.on_die_hit_descr or nil
data.death_explosion_played = self.death_explosion_played or nil
data.infected = self.infected or nil
data.innerInfoRevealed = self.innerInfoRevealed or nil
data.throw_died_message = self.throw_died_message or nil
data.lastFiringMode = self.lastFiringMode or nil
data.queued_action_id = self.queued_action_id or nil
end
function Unit:SetDynamicData(data)
self.session_id = data.session_id
self.unitdatadef_id = data.unitdatadef_id or data.template_name
self:UpdateFXClass() -- IsMerc() depends on .unitdatadef_id, e.g. ImportantUnit
self.spawner = HandleToObject[data.spawner]
self.target_dummy = HandleToObject[data.target_dummy]
-- these are needed to be restored before calling EnterMap command of AL
self.zone = HandleToObject[data.zone] or false
for _, group_name in ipairs(data.Groups) do
self:AddToGroup(group_name)
end
self.enter_map_wait_time = data.enter_map_wait_time or false
self.enter_map_pos = data.enter_map_pos or false
self.last_attack_pos = data.last_attack_pos or false
if data.combat_behavior then
RestoreBehaviorParamTbl(data.combat_behavior_params)
self:SetCombatBehavior(data.combat_behavior, data.combat_behavior_params)
end
if data.behavior then
RestoreBehaviorParamTbl(data.behavior_params)
if data.behavior == "OverwatchAction" or data.behavior == "PinDown" then
self:SetCombatBehavior(data.behavior, data.behavior_params)
self:SetBehavior(data.behavior, data.behavior_params)
elseif data.behavior == "Dead" or data.behavior == "VillainDefeat" or data.behavior == "Hang" then
self:SetCombatBehavior(data.behavior, data.behavior_params)
self:SetBehavior(data.behavior, data.behavior_params)
elseif data.behavior == "ExitMap" then
if data.behavior_params[2] then
data.behavior_params[2] = GameTime() + data.behavior_params[2]
end
self:SetBehavior(data.behavior, data.behavior_params)
else
self:SetBehavior(data.behavior, data.behavior_params)
end
end
if data.marked_target_attack_args then
self.marked_target_attack_args = RestoreBehaviorParamTbl(data.marked_target_attack_args)
end
-- this needs to be after restoring self.spawner - long chain of invocations that ultimately results in a neutral unit
if self.enter_map_wait_time and not IsKindOf(self.zone, "AmbientZoneMarker") then
-- NOTE: old save with new map source for which unit's spawner zone has been deleted from the map
DoneObject(self)
return
end
self.last_roam = HandleToObject[data.last_roam] or false
self.last_visit = HandleToObject[data.last_visit] or false
self.perpetual_marker = HandleToObject[data.perpetual_marker] or false -- needed to restore Visit cmd
self.visit_reached = data.visit_reached or false
self:FillMerc()
self.stance = self.species ~= "Human" and "" or data.stance
-- Weird save game compat
if self.stance and type(self.stance) == "boolean" then
self.stance = self.species ~= "Human" and "" or "Standing"
end
self.return_pos = data.return_pos
self.current_weapon = data.current_weapon
self.perks_activated = data.perks_activated or {}
self.villain_defeated = data.villain_defeated
self.retreating = data.retreating
self.command_specific_params = data.command_specific_params
self.last_attack_session_id = data.last_attack_session_id
self.free_move_ap = data.free_move_ap
self.neutral_ai_dont_move = data.neutral_ai_dont_move
self.effect_values = table.copy(data.effect_values or data.effect_expirations) -- savegame compat support (effect_expirations)
self.is_melee_aim_last_turn = data.is_melee_aim_last_turn or false
self.enemy_visual_contact = data.enemy_visual_contact
self.suspicion = data.suspicion
self.suspicious_body_seen = data.suspicious_body_seen
self.pending_aware_state = data.pending_aware_state
if self.pending_aware_state == "reposition" then
self.pending_aware_state = nil
end
self.max_dead_slot_tiles = data.max_dead_slot_tiles or false
if data.aware then
self:RemoveStatusEffect("Unaware")
self:RemoveStatusEffect("Suspicious")
end
self.alerted_by_enemy = HandleToObject[data.alerted_by_enemy]
self.last_known_enemy_pos = data.last_known_enemy_pos
self.last_turn_damaged = data.last_turn_damaged
self.performed_action_this_turn = data.performed_action_this_turn
if data.carry_flare then
self:RoamAttachFlare()
end
self.attacked_this_turn = {}
for i, handle in ipairs(data.attacked_this_turn) do
self.attacked_this_turn[i] = HandleToObject[handle]
end
self.hit_this_turn = {}
for i, handle in ipairs(data.hit_this_turn) do
self.hit_this_turn[i] = HandleToObject[handle]
end
self.seen_bodies = {}
for handle, _ in pairs(data.seen_bodies) do
local unit = HandleToObject[handle] or false
self.seen_bodies[unit] = true
end
self.visit_test = data.visit_test or false
self.wounded_this_turn = data.wounded_this_turn
self.downed_check_penalty = data.downed_check_penalty
if data.prepared_bombard_zone then
self.prepared_bombard_zone = HandleToObject[data.prepared_bombard_zone]
end
self.die_anim_prefix = data.die_anim_prefix
self:UpdateMoveAnim()
self:OnGearChanged("isLoad")
-- shuffle looping animations
if self:IsAnimLooping(1) then
local phase = self:Random(GetAnimDuration(self:GetEntity(), self:GetAnim(1)))
self:SetAnimPhase(1, phase)
end
self.banters = data.banters
self.sequential_banter = data.sequential_banter or false
self.banters_played_lines = data.banters_played_lines or false
self.approach_banters = data.approach_banters
self.approach_banters_distance = data.approach_banters_distance
self.approach_banters_cooldown_id = data.approach_banters_cooldown_id
self.routine = data.routine or "StandStill"
self.routine_area = data.routine_area or "self"
self.routine_spawner = HandleToObject[data.routine_spawner] or false
self.ephemeral = data.ephemeral or false
self.teleport_allowed_once = data.teleport_allowed_once or false
self.conflict_ignore = data.conflict_ignore or false
self.visit_command = data.visit_command or false
self.visit_marker = HandleToObject[data.visit_marker] or false
self.cower_forbidden = data.cower_forbidden or false
self.cower_from = data.cower_from or false
self.cower_angle = data.cower_angle or false
self.cower_cooldown = data.cower_cooldown or false
self.dead_markers_tried = data.dead_markers_tried or false
self.mourn = HandleToObject[data.mourn] or false
self.maraud = HandleToObject[data.maraud] or false
if data.Name then
self.Name = data.Name
end
if data.ground_orient then
self:SetFootPlant(true, 0)
else
self:SetAxis(axis_z)
end
self.default_move_style = data.default_move_style or false
self.cur_move_style = data.cur_move_style or false
self.cur_idle_style = data.cur_idle_style or false
self.on_die_hit_descr = data.on_die_hit_descr or false
if data.death_explosion_played then
self.death_explosion_played = data.death_explosion_played
self:PlaceDeathFXObject(true)
end
self.infected = data.infected or false
self.innerInfoRevealed = data.innerInfoRevealed or false
if self.command == "Idle" and self:IsValidPos() then
local x, y, z = GetPassSlabXYZ(self)
if not x or not CanDestlock(self, x, y, z) then
local has_path, pos = pf.HasPosPath(self, self)
if pos then
self:SetPos(GetPassSlab(pos))
end
end
end
self.throw_died_message = data.throw_died_message or false
self.lastFiringMode = data.lastFiringMode or false
self.queued_action_id = data.queued_action_id or false
if data.spawner and not self.spawner then
self:SetCommand("Despawn") -- the spawner is not present in the new map version
end
end
function OnMsg.UnitCreated(self)
if self.unitdatadef_id and next(UnitDataDefs[self.unitdatadef_id].AdditionalGroups) then
self:AddAdditionalGroups()
end
end
function Unit:SetQueuedAction(id)
self.queued_action_id = id or false
if self.ui_badge then
self.ui_badge:UpdateEnemyVisibility()
end
if not self.queued_action_id then
if IsValid(self.queued_action_visual) then
DoneObject(self.queued_action_visual)
self.queued_action_visual = false
end
self.queued_action_pos = false
end
end
function Unit:AddAdditionalGroups()
if next(self.additional_groups) then
for _, group in ipairs(self.additional_groups) do
self:AddToGroup(group)
end
else
self.additional_groups = {}
local exclusiveTable = {}
for _, group in ipairs(UnitDataDefs[self.unitdatadef_id].AdditionalGroups) do
if group.Exclusive then
table.insert(exclusiveTable, {Name = group.Name, Weight = group.Weight})
else
local roll = InteractionRand(100, "BanterGroup")
if roll < group.Weight then
self:AddToGroup(group.Name)
table.insert(self.additional_groups, group.Name)
end
end
end
if next(exclusiveTable) then
local exclusiveGroup = table.weighted_rand(exclusiveTable, "Weight", InteractionRand(1000000, "BanterGroup"))
self:AddToGroup(exclusiveGroup.Name)
table.insert(self.additional_groups, exclusiveGroup.Name)
end
end
end
function Unit:Init()
-- copy base values from material def
if self.unitdatadef_id then
self:AddToGroup(self.unitdatadef_id)
end
if not self.command_specific_params then
self.command_specific_params = {}
if self.spawner then
local params = {
weapon_anim_prefix = not self.spawner.use_weapons and "civ_" or nil,
}
params.idle_stance = self.spawner.idle_stance ~= g_StanceActionDefault and self.spawner.idle_stance or nil
params.idle_action = self.spawner.idle_action ~= g_StanceActionDefault and self.spawner.idle_action or nil
self:SetCommandParams("Idle", params)
self:SetCommandParams("Visit", params)
self:SetCommandParams("Roam", params)
self:SetCommandParams("RoamSingle", params)
end
end
if self.session_id then
self:InitMerc()
self:UpdateOutfit()
self.retreating = nil -- spawning anew resets this status
if self.villain then
self:AddToGroup("Villains")
end
end
self.perks_activated = {}
self.seen_bodies = {}
self.stain_update_times = {}
self.AIKeywords = table.copy(self.AIKeywords)
if IsMerc(self) then
self.fx_actor_class = "ImportantUnit"
end
Msg("UnitCreated", self)
end
function Unit:InitFromMaterialPreset(preset)
end
function Unit:Done()
self:TunnelsUnblock()
self:RemoveALDeadMarkers()
if self.team then
table.remove_value(self.team.units, self)
if not self.team.neutral then
for team, list in pairs(g_RevealedUnits) do
table.remove_value(list, self)
end
end
end
table.remove_value(g_Units, self)
if self.session_id and g_Units[self.session_id] == self then
g_Units[self.session_id] = nil
end
if self.unarmed_weapon then
self.unarmed_weapon = nil
end
if self.bombard_weapon then
DoneObject(self.bombard_weapon)
end
SelectionRemove(self)
SetCombatActionState(self, nil)
DeleteBadgesFromTarget(self)
DeleteThread(self.pain_thread)
DeleteThread(self.update_attached_weapons_thread)
DeleteThread(self.setik_thread)
if self:IsSyncObject() then
Msg("UnitDespawned", self)
end
self:FreeVisitable()
if self.perpetual_marker then
self.perpetual_marker.perpetual_unit = false
end
self:SetTargetDummy(false)
InvalidateUnitLOS(self)
local idx = g_AIExecutionController and next(g_AIExecutionController.group_to_follow) and table.find(g_AIExecutionController.group_to_follow, "session_id", self.session_id)
if idx then
table.remove(g_AIExecutionController.group_to_follow, idx)
end
end
function Unit:SetBehavior(behavior, params)
self.behavior = behavior
self.behavior_params = params
if self.carry_flare and behavior and behavior ~= "Roam" and behavior ~= "RoamSingle" then
self:RoamDropFlare()
end
end
function Unit:SetCombatBehavior(behavior, params)
self.combat_behavior = behavior
self.combat_behavior_params = params
end
function Unit:ClearBehaviors(behavior)
if self.behavior == behavior then
self:SetBehavior()
end
if self.combat_behavior == behavior then
self:SetCombatBehavior()
end
end
function CopyPropertiesShallow(to,source, properties, copy_values)
assert(IsKindOf(to, "Modifiable") and IsKindOf(source, "Modifiable"))
local mods = source.modifications or empty_table
for i = 1, #properties do
local prop = properties[i]
if prop_eval(prop.dont_save, source, prop) then goto continue end
local prop_id = prop.id
if prop.modifiable then
to:SetBase(prop_id, source["base_" .. prop_id])
else
local value = source:GetProperty(prop_id)
local source_value_is_dest_default = value == nil or value == to:GetDefaultPropertyValue(prop_id, prop)
local to_value = to:GetProperty(prop_id)
local dest_value_is_default = to_value == nil or to_value == value
local is_default = source_value_is_dest_default and dest_value_is_default
if is_default then goto continue end
if copy_values and type(to_value) == "table" then
table.clear(to_value)
local copy = table.copy(value)
for key, val in pairs(copy) do
if IsKindOf(val, "PropertyObject") then
to_value[key] = val:Clone()
else
to_value[key] = val
end
end
else
to:SetProperty(prop_id, value)
end
end
::continue::
end
end
function Unit:InitMerc()
g_UnarmedWeapon = g_UnarmedWeapon or PlaceInventoryItem("Unarmed")
local unitData = gv_UnitData[self.session_id]
if unitData.species ~= "Human" then
self.stance = ""
end
self.fallback_body = unitData.gender or self.fallback_body
self:SyncWithSession("session")
self:InitMercWeaponsAndActions()
self:OnGearChanged()
ObjModified(self)
end
function Unit:InitMercWeaponsAndActions()
self:ReloadAllEquipedWeapons()
self:RecalcUIActions()
self:SetCommand("Idle")
end
function Unit:GetSide(reset_teams)
local side = not reset_teams and self.team and self.team.side or false
-- If the unit is not a part of any team, decide his team based on his campaign side.
assert(self.session_id) -- all units should be represented in gv_UnitData
local unit_data = self.session_id and gv_UnitData[self.session_id]
if unit_data then
if unit_data.Squad and gv_Squads[unit_data.Squad] then
side = side or gv_Squads[unit_data.Squad].Side
elseif unit_data.CurrentSide ~= "" then
-- The unit could've changed sides
side = side or unit_data.CurrentSide
end
end
if not side and self.spawner then
side = self.spawner.Side
end
-- Ephemeral units
side = side or "neutral"
return side
end
function Unit:FillMerc()
local ud = gv_UnitData[self.session_id]
if ud then ud:StatusEffectsCleanUp() end
self:SyncWithSession("session")
self:UpdateOutfit()
self:OnGearChanged("isLoad")
CombatPathReset(self)
self:UpdateStatusEffectIndex()
self:UpdateSignatureRecharges()
if self.enter_map_wait_time then
self.zone:InitUnit(self)
self:SetCommand("EnterMap", self.zone, self.enter_map_pos, self.enter_map_wait_time)
elseif self.behavior == "Hang" then
self:SetCommand("Hang")
elseif self.behavior == "Visit" then
local marker = self.behavior_params[1] and self.behavior_params[1][1]
if marker then
local new_visitable = marker:GetVisitable()
new_visitable.reserved = self.handle
self.behavior_params[1] = new_visitable
if marker.tool_attached then
-- Tool is not a permanent object so it needs to be respawned
if IsKindOf(marker, "AL_Carry") then
self:SetState(marker.VisitIdle)
end
marker:SpawnTool(self)
end
if not (marker and marker:CanVisit(self, "for perpetual")) then
self:ResetAmbientLife()
elseif self.visit_reached then -- walking to the marker can fail do to PF issues
self:SetCommand("Visit", new_visitable, self.perpetual_marker)
elseif IsKindOf(marker, "AL_Carry") then
self:SetCommand("Visit", new_visitable, marker, "already in perpetual")
else
self:SetBehavior()
self:SetCommand("Idle")
end
else
-- persisted marker is deleted from the map
self:SetBehavior()
self:SetCommand("Idle")
end
else
assert(self:IsValidPos())
if self:IsValidPos() then
self:SetCommand("Idle")
end
end
ObjModified(self)
end
function Unit:SyncWithSession(source) -- sync map objects with session data
if not self.session_id then -- early out for setpiece testing, done with Unit clones with no session_id
return
end
local unit_data = self.session_id and gv_UnitData[self.session_id]
if not unit_data then
assert(false, string.format("All units should have corresponding unit data: session_id (%s), template name (%s)", self.session_id or "", self.unitdatadef_id or ""))
return
end
local from, to
if source == "map" then
from = self
to = unit_data
elseif source == "session" then
from = unit_data
to = self
end
-- we need to remove reaction handlers and then apply them anew, as this can potentially change the list of status effect in the target object
to:UnregisterReactions()
CopyPropertiesShallow(to, from, UnitProperties:GetProperties())
CopyPropertiesShallow(to, from, UnitInventory:GetProperties())
-- StatusEffects table reference shouldn't be changed as it is observed by various UI at any given point.
CopyPropertiesShallow(to, from, StatusEffectObject:GetProperties(), "copy_values")
to:RegisterReactions()
to:ApplyModifiersList(self.applied_modifiers)
if source == "session" then
to:OnSetActiveWeapon()
to.AIKeywords = table.copy(to.AIKeywords)
end
if (not g_Combat and self.behavior == "Dead") or (g_Combat and self.combat_behavior == "Dead") then
self.HitPoints = 0
end
ObjModified(from)
ObjModified(to)
ObjModified(to.StatusEffects)
ObjModified(from.StatusEffects)
end
function NetSyncEvents.SyncUnitProperties(source)
SyncUnitProperties(source)
end
function SyncUnitProperties(source)
if not GameState.entered_sector then return end
for _, unit in ipairs(g_Units) do
unit:SyncWithSession(source)
end
Msg("UnitPropertiesSynced")
end
function OnMsg.LoadSessionData()
SyncUnitProperties("session")
-- apply modifiers on load for units that are not on current map and have no g_Unit
--(syncwith session apply the modifiers for g_Units)
for session_id, unit in pairs(gv_UnitData) do
if not g_Units[session_id] then
unit:ApplyModifiersList(unit.applied_modifiers)
if unit.HireStatus and unit.HireStatus == "Hired" then
unit:RegisterReactions()
end
end
end
end
function OnMsg.GatherSessionData()
if not gv_SatelliteView then -- in satellite view units session data is updated
SyncUnitProperties("map")
end
end
local function restore_default_props(unit, data, properties)
for id, prop in ipairs(properties) do
local id = prop.id
local editor = prop_eval(prop.editor, unit, prop)
if editor and not prop_eval(prop.dont_save, unit, prop) then
local value, default = unit:GetProperty(id), data:GetProperty(id)
if value ~= default and (type(value) == "function" or type(value) == "table" and data:IsDefaultPropertyValue(id, prop, value)) then
unit:SetProperty(id, default)
end
end
end
end
-- On Lua reload, put the defaults from UnitData classes back into Unit instances
-- (important for function values, so they don't get saved)
function OnMsg.Autorun()
for _, unit in ipairs(g_Units) do
local unit_data = unit.session_id and gv_UnitData[unit.session_id]
if unit_data then
restore_default_props(unit, unit_data, UnitProperties:GetProperties())
end
end
end
function Unit:GetSatelliteSquad()
local squad
if self:IsDead() then
squad = self.Squad
else
local unitData = gv_UnitData[self.session_id]
squad = unitData and unitData.Squad
end
return gv_Squads and gv_Squads[squad] or false
end
function Unit:GameInit()
local side = self.team and self.team.side
if CheatEnabled("GodMode", side) then
self:GodMode("god_mode", true)
end
if CheatEnabled("InfiniteAP", side) then
self:GodMode("infinite_ap", true)
end
if CheatEnabled("OneHpEnemies") and (side == "enemy1" or side == "enemy2") then
self.HitPoints = 1
end
if self:HasStatusEffect("ManningEmplacement") then
local handle = self:GetEffectValue("hmg_emplacement")
local obj = HandleToObject[handle]
if obj then
self:EnterEmplacement(obj, true) -- instant take the right position
end
end
self:UpdateBandageConsistency()
self:SetContourOuterOccludeRecursive(true)
self:UpdateGroundOrientParams()
if not self:IsDead() then
self:SetTargetDummyFromPos()
end
end
function Unit:GetSyncedAnim()
if self.synced_anim then
return self.synced_anim, GameTime() - self.synced_anim_time
end
return self:GetStateText(), self:GetAnimPhase()
end
function Unit:GetStaticSpotPos(spot)
local obj = self.target_dummy or self
if type(spot) == "string" then
local first, last = obj:GetSpotRange(obj:GetAnim(), spot)
if first < 0 or last < 0 then
return obj:GetRelativePoint(0, 0, guim)
end
spot = first
end
return obj:GetSpotLocPos(obj:GetAnim(), obj:GetAnimPhase(), spot)
end
function Unit:TriggerAction(cmd, ...)
--[[if not g_Combat and cmd == "ChangeStance" then
return self:InterruptCommand(cmd, ...)
end--]]
self:QueueCommand(cmd, ...)
end
function Unit:ReviveOnHealth(hp)
self.HitPoints = hp or self.MaxHitPoints
self:RemoveStatusEffect("Bleeding")
self:NetUpdateHash("Revive", self.HitPoints)
self:ClearHierarchyGameFlags(const.gofOnRoof)
if self.behavior == "Dead" or self.behavior == "VillainDefeat" then
self:SetBehavior()
self:SetCombatBehavior()
end
InvalidateDiplomacy()
self:FlushCombatCache()
ObjModified(self)
end
function Unit:DropLoot(container)
local is_npc = self:IsNPC() -- not a merc
local debugText = _InternalTranslate(self.Name) .. " dropping loot: (roll must be lower)"
-- Locked items never drop.
-- Go over the equipped items, drop them to "Inventory" based on their drop chance,
-- Equipped items from Mercs always drop(except locked items). Otherwise check the drop chance.
local droped_items = 0
self:ForEachItem(function(item, slot_name, left, top, self, container, is_npc)
if slot_name == "InventoryDead" then return end
self:RemoveItem(slot_name, item)
local dropped
local roll = self:Random(100)
local slot = container and "Inventory" or "InventoryDead"
debugText = debugText .. "\n " .. _InternalTranslate(item.DisplayName) .. ": roll " .. roll .. "/" .. item.drop_chance .. "% chance"
if not item.locked and (not is_npc or roll < item.drop_chance) then
if IsGameRuleActive("AmmoScarcity") and is_npc and IsKindOf(item, "InventoryStack") and IsKindOfClasses(item,{"Ammo", "Ordnance", "Grenade", "ThrowableTrapItem", "Flare"}) then
local percent = GameRuleDefs.AmmoScarcity:ResolveValue("LootDecrease")
item.Amount = Max(1,item.Amount - MulDivRound(item.Amount, percent, 100))
end
local addTo = container or self
local pos, err = addTo:CanAddItem(slot, item)
assert(pos, "Couldn't FIND pos in Inventory to place dropped item. Err: '" .. err .. "'")
if pos then
dropped, err = addTo:AddItem(slot, item, point_unpack(pos))
assert(dropped, "Couldn't PLACE dropped item in Inventory. Err: '" .. err .. "'")
end
end
if not dropped then
DoneObject(item)
elseif slot == "InventoryDead" then
droped_items = droped_items + (item:IsLargeItem() and 2 or 1)
end
end, self, container, is_npc)
if droped_items > 0 then
self.max_dead_slot_tiles = droped_items
end
CombatLog("debug", debugText)
end
function OnMsg.UnitDiedOnSector(unit, sector_id)
local sector = gv_Sectors[sector_id]
sector.dead_units = sector.dead_units or {}
table.insert(sector.dead_units, unit.session_id)
end
function Unit:DropAllItemsInAContainer(fall_pos)
if not self:GetItem() then return end
local container = GetDropContainer(self,fall_pos)
self:ForEachItem(function(item, slot)
self:RemoveItem(slot, item)
if not container:AddItem("Inventory", item) then
-- Fallback for too many items
container = PlaceObject("ItemDropContainer")
local drop_pos = terrain.FindPassable(container, 0, const.SlabSizeX/2)
container:SetPos(drop_pos or self:GetPos())
container:SetAngle(container:Random(360*60))
container:AddItem("Inventory", item)
end
end)
return container
end
function Unit:ShouldGetDowned(hit_descr)
if not self:IsMerc() or not self.team or not self.team.player_team or (hit_descr and hit_descr.was_downed) then
return false
end
if self.team and self.team:IsDefeated() then
return false
end
if IsGameRuleActive("LethalWeapons") then
return false
end
if IsGameRuleActive("ForgivingMode") then
return true
end
if hit_descr then
local value = GameDifficulties[Game.game_difficulty]:ResolveValue("InstantDeathHp") or -50
if hit_descr.prev_hit_points - hit_descr.raw_damage <= value then
return false
end
end
if g_Combat then
return not self:IsDowned()
end
return hit_descr and hit_descr.prev_hit_points > 1
end
function Unit:OnDie(attacker, hit_descr)
CombatActionInterruped(self)
RemoveFloatingTextsFrom(self, "DamageFloatingText")
self.on_die_attacker = IsKindOf(attacker, "Trap") and attacker.attacker or attacker
self.on_die_hit_descr = table.copy(hit_descr)
self.on_die_hit_descr.armor_decay = nil
self.on_die_hit_descr.armor_pen = nil
if self:ShouldGetDowned(hit_descr) then
hit_descr.explosion_fly = nil -- never do this when downing
self.HitPoints = 1 -- make sure the unit is not considered dead and evicted from the UI
local value = GameDifficulties[Game.game_difficulty]:ResolveValue("DownedTempHp") or 30
if g_Combat then self:ApplyTempHitPoints(value) end
--count downed units for tacticalsituation vr
if attacker and IsKindOf(attacker, "Unit") and attacker.team.side ~= self.team.side then
self.team.tactical_situations_vr.downedUnits = self.team.tactical_situations_vr.downedUnits and self.team.tactical_situations_vr.downedUnits
attacker.team.tactical_situations_vr.downedUnitsByTeam = attacker.team.tactical_situations_vr.downedUnitsByTeam and attacker.team.tactical_situations_vr.downedUnitsByTeam + 1 or 1
PlayVoiceResponseTacticalSituation(table.find(g_Teams, attacker.team), "now")
end
self:SetCommand("GetDowned")
else
--printf("%s dies", _InternalTranslate(self.Name or ""))
self.on_die_hit_descr = self.on_die_hit_descr or {}
-- Roam is considered visiting but doesn't have a last_visit
if self:IsVisiting() and self.last_visit and self.visit_reached then
self.on_die_hit_descr.die_pos = self.last_visit:GetPos()
end
if string.match(self.session_id, "ClonedFootballPartner") then
self.SetCommand = Unit.SetCommand
self.zone.player_killed = true
end
if IsKindOf(self.last_visit, "AL_Football") then
self.last_visit.player_killed = true
end
self:SetCommand("Die")
end
end
function Unit:SetTired(value)
UnitProperties.SetTired(self, value)
if value==3 then
self:SetCommand("GetDowned", "tired")
end
end
function Unit:IsGettingDowned()
return self.command == "GetDowned"
end
function Unit:IsDowned()
return self.command == "Downed" or self.combat_behavior == "Downed"
end
function Unit:IsIncapacitated()
return self:IsDead() or self:IsDowned() or self:IsGettingDowned() or self.command == "Die"
end
function Unit:CanPassThroughInCombat()
return self:GetEnumFlags(const.efResting) == 0 or self:IsDowned()
end
function Unit:CanContinueCombat()
local isDead = self.command == "Die" or self:IsDead()
local isDowned = self:IsDowned()
local isTempUncontrollable = (self:HasStatusEffect("Unconscious") or self:HasStatusEffect("Stabilized")) and (not self:HasStatusEffect("Downed") or not self:HasStatusEffect("BleedingOut"))
return not isDead and (not isDowned or isTempUncontrollable)
end
MapVar("g_NextUnitThread", false)
MapVar("g_LastUnitToShoot", false)
function Unit:GetDowned(tired, skip_anim)
if not tired then
self.HitPoints = 1 -- restore hp so Downed can be applied
--printf("%s is downed", _InternalTranslate(self.Name or ""))
end
self.ActionPoints = 0
self.stance = self:GetValidStance("Prone")
self:InterruptPreparedAttack()
self:RemovePreparedAttackVisuals()
self:RemoveEnemyPindown()
self:AlignOnDeath()
self:RemoveStatusEffect("FreeMove")
self:RemoveStatusEffect("Bleeding")
self:RemoveStatusEffect("BandageInCombat")
self:RemoveStatusEffect("StationedMachineGun")
self:AddWounds(1)
CombatActionInterruped(self)
ObjModified(self)
self:ClearPath()
self:SetTargetDummyFromPos()
if not tired then
PlayVoiceResponse(self, "Downed")
end
SetCombatActionState(self, nil)
local dlg = GetInGameInterfaceModeDlg()
if IsKindOf(dlg, "IModeCommonUnitControl") and Selection and table.find(Selection, self) then
dlg:NextUnit()
end
if IsMerc(self) then
PlayFX("MercDowned", "start")
end
self.combat_behavior = "GetDowned"
CheckGameOver()
local base_idle = self:TryGetActionAnim("Idle", "Downed")
if not (base_idle and IsAnimVariant(self:GetStateText(), base_idle)) then
local pos = self:GetPos()
if ShouldDoDestructionPass() then
WaitMsg("DestructionPassDone", 1000) --wait for destro if slabs beneath us get destroyed, so we can get a falldown point
end
local x, y, z = FindFallDownPos(pos)
if x and not pos:Equal(x, y, z) then
self:FallDown(point(x, y, z))
pos = self:GetPos()
end
local angle = self:GetOrientationAngle()
self:SetPos(pos)
if not skip_anim then
local base_anim = self:GetActionBaseAnim("Downed", self.stance)
local anim = self:GetStateText()
if IsAnimVariant(anim, base_anim) then
Sleep(self:TimeToAnimEnd())
else
anim = self:GetNearbyUniqueRandomAnim(base_anim)
self:MovePlayAnim(anim, pos, pos, 0, nil, true, angle)
end
end
if base_idle then
if not IsAnimVariant(self:GetStateText(), base_idle) then
local anim = self:GetNearbyUniqueRandomAnim(base_idle)
self:SetState(anim)
end
else
-- missing downed idle animation support
local base_anim = self:GetActionBaseAnim("Downed", self.stance)
local anim = self:GetStateText()
if not IsAnimVariant(anim, base_anim) then
anim = self:GetNearbyUniqueRandomAnim(base_anim)
end
local duration = GetAnimDuration(self:GetEntity(), anim)
self:SetState(anim, 0, 0)
self:SetAnimPhase(1, duration - 1)
end
self:SetGroundOrientation(angle, 0)
end
self.combat_behavior = false
if not g_Combat and not self:IsDead() then
Sleep(5000)
self:SetCommand("DownedRally")
return
end
if g_Combat and self == SelectedObj and not IsValidThread(g_NextUnitThread) then
g_NextUnitThread = CreateMapRealTimeThread(function()
-- Somebody could be panicking, during which units cannot be controlled.
while g_AIExecutionController do
WaitMsg("ExecutionControllerDeactivate", 50)
end
-- If the last unit is killed combat will be ended.
if g_Combat then g_Combat:NextUnit(nil, "force") end
end)
end
self.return_pos = nil
if tired then
self:AddStatusEffect("Unconscious")
else
MoraleModifierEvent("UnitDowned", self)
self:AddStatusEffect("Downed")
end
end
function Unit:Downed()
Msg("UnitDowned", self)
local base_idle = self:TryGetActionAnim("Idle", "Downed")
if base_idle then
if not IsAnimVariant(self:GetStateText(), base_idle) then
local anim = self:GetNearbyUniqueRandomAnim(base_idle)
self:SetState(anim)
if GameState.sync_loading then
self:SetAnimPhase(1, GetAnimDuration(self:GetEntity(), anim) - 1)
end
end
else
-- missing downed idle animation support
local base_anim = self:GetActionBaseAnim("Downed", self.stance)
local anim = self:GetStateText()
if not IsAnimVariant(anim, base_anim) then
anim = self:GetNearbyUniqueRandomAnim(base_anim)
end
local duration = GetAnimDuration(self:GetEntity(), anim)
self:SetState(anim, 0, 0)
self:SetAnimPhase(1, duration - 1)
end
self:SetFootPlant(true, 0)
self:SetCombatBehavior("Downed")
local target_dummy_phase = GetAnimDuration(self:GetEntity(), self:GetState())
self:SetTargetDummy(nil, nil, nil, target_dummy_phase) -- current position, animation phase 0
Halt()
end
local HeadshotHideParts = { "Head", "Hat", "Hat2", "Hair" }
function Unit:SetHeadshot(value)
self.Headshot = value
if not self.parts or self.species ~= "Human" then
return
end
for i, name in ipairs(HeadshotHideParts) do
local part = self.parts[name]
if part then
if value then
part:ClearEnumFlags(const.efVisible)
else
part:SetEnumFlags(const.efVisible)
end
end
end
if value then
local headshot_entity
if self.gender == "Male" then
headshot_entity = "FX_HeadMale_Headshot"
elseif self.gender == "Female" then
headshot_entity = "FX_HeadFemale_Headshot"
end
if headshot_entity then
local part = PlaceObject("AppearanceObjectPart")
if self:GetGameFlags(const.gofRealTimeAnim) ~= 0 then
part:SetGameFlags(const.gofRealTimeAnim)
end
part:ChangeEntity(headshot_entity)
self:Attach(part, self.parts.Head:GetAttachSpot())
self.parts.Headshot = part
end
else
DoneObject(self.parts.Headshot)
self.parts.Headshot = nil
end
end
function Unit:AlignOnDeath(dont_snap)
local pos = self:GetVoxelSnapPos()
if pos and self:GetDist(pos) > 0 and (not (self.on_die_hit_descr and self.on_die_hit_descr.die_pos)) then
if not dont_snap then
self:SetPos(pos)
end
-- make sure the unit dies on place in this case
self.on_die_attacker = nil
self.on_die_hit_descr = nil
end
end
function Unit:Die(skip_anim)
local attacker = self.on_die_attacker
local hit_descr = self.on_die_hit_descr or {}
local target_spot_group = hit_descr.spot_group
local headshot = target_spot_group == "Head"
local attack_action_id = attacker and CombatActions_LastStartedAction and CombatActions_LastStartedAction.unit == attacker and CombatActions_LastStartedAction.action_id
local zoom_in = (self:IsLocalPlayerControlled() or headshot or attack_action_id == "KnifeThrow") and attacker and CurrentActionCamera and CurrentActionCamera[1] ~= self and CurrentActionCamera[2] == self and not self.villain
local results = {}
self:AlignOnDeath("don't snap in voxel")
self:RoamDropFlare()
if not skip_anim then
if zoom_in then
ZoomActionCamera()
end
-- Action camera should wait for this to be over before closing.
if CurrentActionCamera then
CurrentActionCamera.wait_signal = true
end
end
if self.reincarnate then
self:PlayDying()
self:ReviveOnHealth()
self:SetBehavior()
self:SetCombatBehavior()
self:SetCommand("Idle")
return
elseif self.immortal then
self:ReviveOnHealth()
self:AddStatusEffect("Unconscious")
return
end
self.throw_died_message = "all"
self.HitPoints = 0 -- needs to be before RemoveAllStatusEffects so that Wounded can detect the death and leave any blood stains on
self:RemoveAllStatusEffects("death")
if self.villain then
local attackerMerc = attacker and IsMerc(attacker)
if self.DefeatBehavior == "Defeated" then
self:SetBehavior("VillainDefeat")
self:SetCombatBehavior("VillainDefeat")
self.villain_defeated = true
self:SetCommand("VillainDefeat")
elseif self.DefeatBehavior == "Dead" then
if attackerMerc and SideIsEnemy(self.team.side, attacker.team.side) then
PlayVoiceResponse(self, "DramaticDeath")
end
Msg("VillainDefeated", self, attacker)
self.villain_defeated = true
end
end
self.HitPoints = 0 -- in case statuses do some shenanigans I guess
self.time_of_death = Game.CampaignTime
self.pending_aware_state = nil
self.killed_stance = self.stance
Msg("UnitDieStart", self, attacker)
Msg("UnitDiedOnSector", self, gv_CurrentSectorId)
self.throw_died_message = "pre-sync"
self:InterruptPreparedAttack()
self:EndInterruptableMovement()
CombatActionInterruped(self)
for _, unit in ipairs(g_Units) do
if unit:GetBandageTarget() == self then
unit:SetCommand("EndCombatBandage")
end
end
local stealth_kill = hit_descr.stealth_kill
if not attacker then
CombatLog("debug", T{Untranslated(" <em><name></em> was <em>killed</em>"), name = self:GetLogName()})
end
results.glory_kill = not self.immortal and not hit_descr.grazing and self:Random(100) < const.Combat.GloryKillChance
local death_explosion = hit_descr.death_explosion
if self:GetItemInSlot("Inventory", "Valuables") or self:GetItemInSlot("Inventory", "QuestItem") then
death_explosion = false
hit_descr.death_explosion = false
end
if death_explosion then
PlayFX("DeathExplosion", "start", self, target_spot_group)
elseif results.glory_kill and IsKindOf(hit_descr.weapon, "Firearm") and not self.immortal and headshot and self.species == "Human" and self.parts.Head then
self:SetHeadshot(true)
PlayFX("Death", "start", self, "Headshot")
else
PlayFX("Death", "start", self, target_spot_group)
end
if IsMerc(self) then
PlayFX("MercDeath", "start", self)
end
self:SetPos(self:GetVisualPos())
self:SetHierarchyGameFlags(const.gofOnRoof) --hide with roofs and walls if too close to one
self:ClearPath()
self:ClearEnumFlags(const.efResting)
self:SetTargetDummy(false)
SetCombatActionState(self, nil)
-- Remember the anim prefix when the unit died as it will drop its items
self.die_anim_prefix = self:GetWeaponAnimPrefix()
local container
if not self.immortal then
if death_explosion then
container = GetDropContainer(self)
container:SetVisible(false)
end
self:DropLoot(container)
if container and not container:HasItem() then
DoneObject(container)
container = false
end
end
self:SyncWithSession("map")
self.throw_died_message = "after-start"
if self.villain and self.DefeatBehavior == "Dead" then
MoraleModifierEvent("LieutenantDefeated", self)
else
MoraleModifierEvent("UnitDied", self)
if attacker and self.team.side ~= "neutral" and self.team.side ~= "player1" and self.team.side ~= "player2" and results.glory_kill then
MoraleModifierEvent("SpectacularKill", attacker)
end
end
-- alerts: noise (non-stealth only) and killed (always)
local alerted, suspicious = PushUnitAlert("death", self)
if not stealth_kill then
local noise_alerted, noise_suspicious = PushUnitAlert("noise", self, const.Combat.DeathNoiseRange, Presets.NoiseTypes.Default.Pain.display_name)
alerted, suspicious = alerted + noise_alerted, suspicious + noise_suspicious
end
if g_Combat and IsKindOf(attacker, "Unit") and not g_Combat:ShouldEndCombat() then
if stealth_kill and alerted == 0 then
PlayVoiceResponse(attacker, "OpponentKilledStealth")
end
end
-- skip end combat check if the death made someone suspicious or alert
-- note: a stealth kill attack wouldn't alert/raise suspicion in other units except through the "death" trigger
local end_combat_check = g_Combat and suspicious + alerted == 0 and not g_AIExecutionController
self:PushDestructor(function(self)
self:RemovePreparedAttackVisuals()
Msg("ActionCameraWaitSignalEnd")
if container then
container:SetVisible(true)
end
end)
self:PushDestructor(function(self)
assert(not self.command and not self:IsValid(), "Die command should not be interrupted (new command: " .. tostring(self.command) .. ").")
end)
-- wait a bit for possible destruction around or below the unit (bullets and explosions might destroy stuff after the unit)
if not skip_anim then
Sleep(100)
self:StopPain()
end
self:PlayDying(skip_anim, end_combat_check)
self:PopDestructor()
self:PopAndCallDestructor()
ObjModified(self)
Msg("UnitDied", self, attacker, results)
self.throw_died_message = false
if IsValid(self) then
self:BeginInterruptableMovement()
self:SetCommand("Dead")
end
end
local FX_Explosion_Variants = {
"FX_Explosion_Human_01",
"FX_Explosion_Human_02",
"FX_Explosion_Human_03",
}
function Unit:PlaceDeathFXObject(quick_play, pos, angle)
local x, y, z = FindFallDownPos(pos or self)
if not x then
if pos then
x, y, z = pos:xyz()
else
x, y, z = self:GetPosXYZ()
end
end
angle = angle or self:GetOrientationAngle()
self:SetOpacity(0)
local o = self.death_fx_object
if not IsValid(o) then
if not FX_Explosion_Variants[self.death_explosion_played] then
self.death_explosion_played = 1 + self:Random(#FX_Explosion_Variants)
end
o = PlaceObject(FX_Explosion_Variants[self.death_explosion_played])
o:SetStateText("idle")
self.death_fx_object = o
end
if quick_play then
o:SetAnimPhase(1, GetAnimDuration(o:GetEntity(), o:GetAnim(1)) - 1)
end
local orient_time = (quick_play or not o:IsValidPos()) and 0 or 500
o:SetPos(x, y, z or const.InvalidZ, orient_time) -- fall down when destruction
o:SetGroundOrientation(angle, orient_time, const.SlabSizeX * 40 / 100) -- one tile inclination
end
function Unit:PlayDying(quick_play, end_combat_check, anim, pos, angle, break_obj)
local in_dead_anim
local hit_descr = self.on_die_hit_descr
local death_explosion = hit_descr and hit_descr.death_explosion or self.species == "Hen"
local falldown_callback = hit_descr and hit_descr.falldown_callback and _G[hit_descr.falldown_callback]
if death_explosion or string.match(self:GetStateText(), "Death") then
in_dead_anim = true
anim = self:GetStateText()
end
if not in_dead_anim and ShouldDoDestructionPass() then
WaitMsg("DestructionPassDone", 1000)
end
if (not anim or not self:HasAnim(anim)) and not death_explosion then
anim, pos, angle, break_obj = GetRandomDeathAnim(self, { attacker = self.on_die_attacker, hit_descr = hit_descr } )
end
local x, y, z = FindFallDownPos(pos or self)
if not pos or x and not pos:Equal(x, y, z) then
pos = x and point(x, y, z) or self:GetPos()
end
angle = angle or self:GetOrientationAngle()
local orient_time = quick_play and 0 or 500
self:DestroyAttaches("WeaponVisual")
local behavior_params = { anim, angle }
self:SetBehavior("Dead", behavior_params)
self:SetCombatBehavior("Dead", behavior_params)
if death_explosion then
if self.death_explosion_played then
quick_play = true
end
if not quick_play then
Sleep(const.Combat.DeathExplosion_AnimationDelay)
end
self:SetBehavior("Despawn", behavior_params)
self:SetCombatBehavior("Despawn", behavior_params)
if self.species == "Hen" then
local dlg = GetInGameInterfaceModeDlg()
if IsKindOf(dlg, "IModeCombatAttackBase") and dlg:GetAttackTarget() == self then
if g_Combat or g_StartingCombat then
SetInGameInterfaceMode("IModeCombatMovement")
else
SetInGameInterfaceMode("IModeExploration")
end
end
self:QueueCommand("Despawn")
return
end
if IsValid(self.death_fx_object) then
self:PlaceDeathFXObject(true, pos, angle)
return
end
self:PlaceDeathFXObject(quick_play, pos, angle)
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
if not quick_play and IsValid(self.death_fx_object) then
Sleep(self.death_fx_object:TimeToAnimEnd())
end
return
end
if in_dead_anim then
-- unconscious
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
if quick_play then
self:SetAnimPhase(1, GetAnimDuration(self:GetEntity(), anim) - 1)
else
Sleep(self:TimeToAnimEnd())
end
return
end
if quick_play then
self:SetState(anim, 0, 0)
local duration = GetAnimDuration(self:GetEntity(), anim)
self:SetAnimPhase(1, duration - 1)
self:SetPos(pos)
self:SetFootPlant(true, 0)
self:SetOrientationAngle(angle)
if falldown_callback then
falldown_callback(self.on_die_attacker, self, pos)
end
if IsValid(break_obj) and break_obj.pass_through_state == "intact" then
break_obj:SetWindowState("broken")
end
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
return
end
local thread1, thread2
self:PushDestructor(function(self)
DeleteThread(thread1)
DeleteThread(thread2)
if IsValid(self) then
self:PlayDying(true, false, anim, pos, angle, break_obj)
end
end)
if falldown_callback then
local delay = self:GetAnimMoment(anim, "hit") or self:GetAnimMoment(anim, "end") or self:GetAnimDuration(anim) - 1
thread1 = CreateGameTimeThread(function(self, delay, pos, end_combat_check)
Sleep(delay)
local hit_descr = self.on_die_hit_descr
local falldown_callback = hit_descr.falldown_callback and _G[hit_descr.falldown_callback]
if falldown_callback then
falldown_callback(self.on_die_attacker, self, pos)
end
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
end, self, delay, pos, end_combat_check)
end
if break_obj then
local delay = self:GetAnimMoment(anim, "explosion") or 0
thread2 = CreateGameTimeThread(function(delay, obj, end_combat_check)
Sleep(delay)
if IsValid(obj) and obj.pass_through_state == "intact" then
obj:SetWindowState("broken")
end
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
end, delay, break_obj, end_combat_check)
else
if end_combat_check and g_Combat then
g_Combat:EndCombatCheck()
end
end
self:MovePlayAnim(anim, self:GetPos(), pos, 0, nil, true, angle)
self:PopDestructor()
end
Unit.IsDead = UnitProperties.IsDead
function Unit:IsDefeatedVillain()
return self.villain and self.villain_defeated
end
function Unit:RemoveEnemyPindown()
if g_Combat then
for attacker, descr in pairs(g_Pindown) do
if descr.target == self then
attacker:InterruptPreparedAttack()
end
end
end
end
DefineClass.DecFXBlood_01 = {__parents = {"Object"}}
function Unit:PlaceBlood()
if self:HasPassedTimeAfterDeath(const.Satellite.RemoveBloodAfter) then
--do not place blood if const.Satellite.RemoveBloodAfter has passed
return
end
local blood_pos = self:GetSpotVisualPos(self:GetSpotBeginIndex("Blood"))
blood_pos = blood_pos:SetZ(self:GetVisualPos():z())
local blood = PlaceObject("DecFXBlood_01")
blood:SetGameFlags(const.gofDecalOpacityAlphaTest)
blood:SetPos(blood_pos)
blood:SetAngle(self:Random(360 * 60))
blood:SetOpacity(0)
blood:SetOpacity(95, 4000 + self:Random(2000))
end
function Unit:Dead(anim, angle)
local behavior = g_Combat and self.combat_behavior or self.behavior
if behavior == "Despawn" then
return
end
-- Savegame fixup for 241898
-- Errored/save-load during death before loot is dropped
if self:CountItemsInSlot("Inventory") ~= 0 and self:CountItemsInSlot("InventoryDead") == 0 then
self.throw_died_message = "pre-sync"
end
-- Savegame fixup for 238866
-- Errored in RemoveStatusEffect BandageInCombat prior to moving throw_died_message above that call.
if not self.time_of_death then
self.throw_died_message = "all"
end
-- This can happen when a save is made while the unit was running the "Die" command.
-- Upon load the unit will be dead (go straight here) without having thrown the message,
-- which could mean that the conflict isn't resolved.
if self.throw_died_message then
if self.throw_died_message == true then -- legacy
self.throw_died_message = "all"
end
local killer = self.on_die_attacker
if self.throw_died_message == "all" then
if self.villain then
Msg("VillainDefeated", self, killer)
end
self.time_of_death = Game.CampaignTime
Msg("UnitDieStart", self, killer)
Msg("UnitDiedOnSector", self, gv_CurrentSectorId)
self.throw_died_message = "pre-sync"
end
if self.throw_died_message == "pre-sync" then
local container = GetDropContainer(self)
if not self.immortal then
self:DropLoot(container)
end
if container and not container:HasItem() then
DoneObject(container)
container = false
end
self:SyncWithSession("map")
self.throw_died_message = "after-start"
end
Msg("UnitDied", self, killer, empty_table)
self.throw_died_message = false
end
-- some Die command code is repeated here for the cases when the Die command was skipped (load a game)
self:SetHierarchyGameFlags(const.gofOnRoof) --hide with roofs and walls if too close to one
self:ClearPath()
self:ClearEnumFlags(const.efResting)
self:SetTargetDummy(false)
SetCombatActionState(self, nil)
self:RemoveEnemyPindown()
if self.species == "Human" then
self.stance = "Prone"
end
if not anim and self.behavior == "Dead" then
anim, angle = table.unpack(self.behavior_params or empty_table)
end
self:PlayDying(true, false, anim, nil, angle)
self:PlaceALDeadMarkers()
Halt()
end
function Unit:Hang()
SetCombatActionState(self, nil)
self:SetBehavior("Hang")
self:SetCombatBehavior("Hang")
local ropes = MapGet("map", "World_HangingRope") or empty_table
if #ropes ~= 1 then
StoreErrorSource(point30, "There should be one rope on the map.")
return
end
local rope = ropes[1]
local hanging_spot_idx = rope:GetSpotBeginIndex("Hanging")
if hanging_spot_idx == -1 then
StoreErrorSource(rope, "Rope missing Hanging spot")
return
end
rope.SetAutoAttachMode = empty_func
self:ClearEnumFlags(const.efApplyToGrids)
self:ClearEnumFlags(const.efCollision)
--this unit is goind to be attached to a bone anim;
--in order to not net check its saved position/axis/angle on enter sector which could be a little different per client
--we clear the sync flag and switch its class to a class with gofSyncObject = false
self:MakeNotSync()
rope:Attach(self, hanging_spot_idx)
self:SetState("nw_Hanging", 0, 0)
self.HitPoints = 0
self.immortal = false
InvalidateDiplomacy()
Msg("UnitDieStart", self)
Halt()
end
DefineClass.NonSyncUnit = {
__parents = { "Unit" },
flags = { gofSyncObject = false },
}
function Unit:MakeNotSync()
if not self:IsSyncObject() then return end
self:ClearGameFlags(const.gofSyncObject)
--self:SetHandle(self:GenerateHandle()) --its probably fine to leave the old handle in case someone is refering to this
setmetatable(self, g_Classes.NonSyncUnit)
end
function Unit:IsPersistentDead()
return self.command == "Hang"
end
function Unit:VillainDefeat()
if not self.villain or not self.villain_defeated then
if self.behavior == "VillainDefeat" then
self:SetBehavior()
end
if self.combat_behavior == "VillainDefeat" then
self:SetCombatBehavior()
end
return
end
SetCombatActionState(self, nil)
if SideIsEnemy(self.team.side, "player1") then
PlayVoiceResponse(self, "VillainDefeated")
end
self:SetBehavior("VillainDefeat")
self:SetCombatBehavior("VillainDefeat")
self.invulnerable = true
self.conflict_ignore = true -- prevent ambient life from messing around with this unit
self.neutral_retaliate = false
self.HitPoints = 1
self:DoChangeStance("Crouch")
self.ActionPoints = 0
self.villain_defeated = true
self:ClearPath()
self:InterruptPreparedAttack()
self:RemoveAllStatusEffects()
local squad = gv_Squads[self.Squad]
if squad then
local newSquadId = SplitSquad(squad, {self.session_id})
assert(self.Squad == newSquadId)
SetSatelliteSquadSide(self.Squad, "neutral")
end
self:SetSide("neutral")
MoraleModifierEvent("LieutenantDefeated", self)
if g_Combat and not g_AIExecutionController then
g_Combat:EndCombatCheck()
end
self:RemoveEnemyPindown()
-- temporary anim
self.command_specific_params = self.command_specific_params or {}
self.command_specific_params.VillainDefeat = { weapon_anim_prefix = "civ_" }
self:SetRandomAnim(self:GetIdleBaseAnim("Crouch"), const.eKeepComponentTargets, 0)
self:SyncWithSession("map")
Msg("VillainDefeated", self, self.on_die_attacker)
Halt()
end
function Unit:Despawn()
self:AutoRemoveCombatEffects()
self:InterruptPreparedAttack()
self:RemoveEnemyPindown()
--remove crosshair on despawned unit
local dlg = GetInGameInterfaceModeDlg()
local crosshair = dlg and dlg.crosshair
if crosshair and crosshair.context.target == self then
dlg:RemoveCrosshair("Despawn")
if g_Combat then
if g_Combat:ShouldEndCombat() then
g_Combat:EndCombatCheck(true)
else
SetInGameInterfaceMode("IModeCombatMovement")
end
else
SetInGameInterfaceMode("IModeExploration", {suppress_camera_init = true})
end
end
if not self:IsAmbientUnit() then self:SyncWithSession("map") end
self.is_despawned = true
--self:RemoveAllStatusEffects()
if SelectedObj == self then
SelectObj()
end
local cameraFollowTarget = cameraTac.GetFollowTarget()
if cameraFollowTarget == self then
cameraTac.SetFollowTarget(false)
end
if self.Squad then
local squad = gv_Squads[self.Squad]
if squad and (squad.Side == "enemy1" or squad.Side == "enemy2") then
RemoveUnitFromSquad(gv_UnitData[self.session_id])
end
elseif not IsMerc(self) and not self.PersistentSessionId then
gv_UnitData[self.session_id] = nil
end
if g_Combat and not self:IsLocalPlayerControlled() and CountAnyEnemies()==1 then
g_Combat.retreat_enemies = true
end
DoneObject(self)
if g_Combat and not g_AIExecutionController then
g_Combat:EndCombatCheck("force")
end
end
function Unit:CanActivatePerk(id)
return HasPerk(self, id) and not self.perks_activated[id] and not self:IsDead()
end
function Unit:ActivatePerk(id)
if self.perks_activated then
self.perks_activated[id] = true
end
end
function Unit:GetUIActionPoints()
return self.ui_override_ap or Max(0, (self.ActionPoints or 0) - self.ui_reserved_ap - self.free_move_ap)
end
function Unit:GetUIAdjustedActionCost(ap, movement, use_free_move)
local ap_scale = const.Scale.AP
local ap_now = self:GetUIActionPoints() / ap_scale
local free
if movement then
local unit_ap = self.ActionPoints
if not use_free_move then
unit_ap = Max(0, unit_ap - SelectedObj.free_move_ap)
end
local ap_after = Max(0, unit_ap - ap) / ap_scale
if ap_after >= ap_now then
ap = 0
if use_free_move and ap <= self.free_move_ap then
free = true
end
else
ap = ap_now - ap_after
end
else
ap = ap / const.Scale.AP
end
return ap, ap_now, free
end
function Unit:UIHasAP(ap, action_id, args)
return self:HasAP((ap or 0) + self.ui_reserved_ap, action_id, args)
end
function Unit:HasAP(ap, action_id, args)
if not g_Combat and not g_StartingCombat and not g_TestingSaveLoadSystem then
return true
--self.ActionPoints = self:GetMaxActionPoints()
end
local move_ap = 0
local action = CombatActions[action_id]
if action and action.UseFreeMove then
if args and args.ap_cost_breakdown then
move_ap = args.ap_cost_breakdown.move_cost or ap
else
move_ap = ap
end
else
move_ap = args and args.goto_ap or 0
end
-- available ap for the action are the base AP + free move ap up to move_ap (when 0, that's the base AP only)
local available = Max(0, (self.ActionPoints or 0) - self.free_move_ap) + Min(move_ap, self.free_move_ap)
return (available or 0) >= (ap or 0), (ap or 0) - (available or 0)
end
function Unit:GainAP(ap)
if not g_Combat or (ap or 0) <= 0 then
return
end
if g_Pindown[self] or (g_Overwatch[self] and not g_Overwatch[self].permanent) or self:IsDowned() then
return
end
if self:HasStatusEffect("Panicked") or self:HasStatusEffect("Berserk") or self:HasStatusEffect("Protected") then
return
end
local spentAp = self:GetStatusEffect("SpentAP")
if spentAp and spentAp.stacks >= self:GetMaxActionPoints() then
return
end
self.ActionPoints = self.ActionPoints + ap
CombatPathReset(self)
Msg("UnitAPChanged", self)
ObjModified(self)
end
function Unit:ConsumeAP(ap, action_id, args)
ap = ap or 0
local action = action_id and CombatActions[action_id]
if action and ap > 0 then
if action.ActionType ~= "Ranged Attack" and action.ActionType ~= "Melee Attack" then
self:RemoveStatusEffect("Focused")
end
if action.ActionType == "Ranged Attack" or action.ActionType == "Melee Attack" then
self:RemoveStatusEffect("Mobile")
self:RemoveStatusEffect("FreeMove")
end
end
if action then
if action_id ~= "ChangeWeapon" then
self.performed_action_this_turn = action_id
end
end
local move_ap = 0
if action and action.UseFreeMove then
move_ap = ap
else
move_ap = args and args.goto_ap or 0
end
if move_ap > 0 then
self.start_move_total_ap = self.ActionPoints
self.start_move_cost_ap = move_ap
self.start_move_free_ap = self.free_move_ap
local reduce = Min(move_ap, self.free_move_ap)
self.free_move_ap = self.free_move_ap - reduce
end
if not g_Combat or ap <= 0 or self.infinite_ap then
return
end
self.ActionPoints = Max(0, self.ActionPoints - ap)
Msg("UnitAPChanged", self, action_id, -ap)
ObjModified(self)
end
function OnMsg.UnitAPChanged()
if not GetDialog("PDADialogSatellite") then
ObjModified("combat_bar")
end
end
function OnMsg.CombatActionEnd(unit)
unit.start_move_total_ap = nil
unit.start_move_cost_ap = nil
unit.start_move_free_ap = nil
end
function Unit:AddStatusEffect(effect, ...)
NetUpdateHash("AddStatusEffect", self, effect)
if self:IsDead() then return end
if effect == "Bleeding" and self:IsDead() then
return
end
if (effect == "Tired" or effect == "Exhausted") and not g_Combat then
PlayVoiceResponse(self, effect)
end
return StatusEffectObject.AddStatusEffect(self, effect, ...)
end
function Unit:RemoveStatusEffect(effect, ...)
if self.StatusEffects[effect] then
NetUpdateHash("RemoveStatusEffect", self, effect)
end
return StatusEffectObject.RemoveStatusEffect(self, effect, ...)
end
function NetEvents.UnitAddPerk(session_id, perk_id)
local unit = g_Units[session_id]
if unit then
unit:AddStatusEffect(perk_id)
end
local unit = gv_UnitData[session_id]
if unit then
unit:AddStatusEffect(perk_id)
end
end
function Unit:TakeDamage(dmg, attacker, hit_descr, ...)
if g_Combat then
g_Combat:OnUnitDamaged(self, attacker)
end
-- lose Hidden and alert units around visually and vocally (unless killed from stealth)
self:RemoveStatusEffect("Hidden")
if not hit_descr.stealth_kill and not hit_descr.melee_attack and not hit_descr.setpiece then
TriggerUnitAlert("noise", self, const.Combat.PainNoiseRangeStealthKill, Presets.NoiseTypes.Default.Gunshot.display_name, attacker)
end
if IsKindOf(attacker, "Unit") then
self.hit_this_turn = self.hit_this_turn or {}
table.insert(self.hit_this_turn, attacker)
end
if self:IsInvulnerable() and not hit_descr.setpiece then
CreateFloatingText(self:GetVisualPos(), T(759740141426, "Invulnerable"))
CombatLog("debug", T{Untranslated("<name> has ignored <num> damage (invulnerable)"), name = self:GetLogName(), num = dmg})
return
end
return CombatObject.TakeDamage(self, dmg, attacker, hit_descr, ...)
end
function Unit:TakeDirectDamage(dmg, floating, log_type, log_msg, attacker, hit_descr)
hit_descr = hit_descr or {}
-- ignore damage from the same action that downed us
if self:IsDowned() and self.downing_action_start_time == CombatActions_LastStartedAction.start_time then
return
end
local data = { dmg = dmg, hit_descr = hit_descr }
Msg("PreUnitDamaged", attacker, self, data)
dmg = data.dmg
dmg = self:CallReactions_Modify("PreUnitTakeDamage", dmg, attacker, self, hit_descr)
if IsKindOf(attacker, "Unit") then
dmg = attacker:CallReactions_Modify("PreUnitTakeDamage", dmg, attacker, self, hit_descr)
end
if dmg <= 0 then return end
local hp = self.HitPoints
local tempHp = self.TempHitPoints
hit_descr.was_downed = self:IsDowned()
CombatObject.TakeDirectDamage(self, dmg, floating, log_type, log_msg, attacker, hit_descr)
self.last_turn_damaged = true
if not self:IsDead() then
local healthDamageTaken = self.HitPoints < hp or (dmg > 0 and (self.invulnerable or CheatEnabled("WeakDamage")))
local gritDamageTaken = self.TempHitPoints < tempHp or (dmg > 0 and (self.invulnerable or CheatEnabled("WeakDamage")))
if healthDamageTaken then
MoraleModifierEvent("UnitDamaged", self, hp - self.HitPoints)
if not (hit_descr and hit_descr.grazing) then
self:AccumulateDamageTaken(hp - self.HitPoints)
end
end
if healthDamageTaken or gritDamageTaken or hit_descr.setpiece then
if not hit_descr.grazing then
self:Pain(hit_descr, attacker)
end
self:RemoveStatusEffect("Hidden")
end
end
if hit_descr and hit_descr.explosion_fly and not self:IsMerc() then
if not self:IsDead() then
self:Interrupt()
end
self:InterruptCommand("ExplosionFly", hp)
end
ObjModified(self)
end
function Unit:OnHPLoss(hp, attacker)
if g_Combat and g_Combat.hp_loss then
g_Combat.hp_loss[self.session_id] = (g_Combat.hp_loss[self.session_id] or 0) + hp
end
end
function Unit:StopPain()
if self.pain_thread then
self:ClearAnim(const.AnimChannel_Pain)
DeleteThread(self.pain_thread)
self.pain_thread = false
end
end
function Unit:WaitPain()
while IsValidThread(self.pain_thread) do
WaitMsg(self.pain_thread, 1000)
end
end
function Unit:PlayPainAnim(alert_units)
self:SetPos(self:GetVisualPos())
self:SetAngle(self:GetVisualAngle())
local anim = self:GetRandomAnim("pain")
self:SetState(anim)
repeat until not WaitWakeup(self:TimeToAnimEnd())
self:SetState(self:GetIdleBaseAnim())
if alert_units then
AlertPendingUnits()
end
end
local function GetPainAnim(unit, prefix, stance, variant)
local anim = string.format("%s_%s_Pain%s", prefix, stance, variant == 1 and "" or variant)
if IsValidAnim(unit, anim) then
return anim
end
if variant > 1 then
anim = string.format("%s_%s_Pain", prefix, stance)
if IsValidAnim(unit, anim) then
return anim
end
end
end
function Unit:Pain(hit_descr, attacker)
local setpiece = hit_descr and hit_descr.setpiece
local alert_units = not setpiece
if alert_units then
TriggerUnitAlert("noise", self, const.Combat.PainNoiseRange, Presets.NoiseTypes.Default.Pain.display_name, attacker) -- dead units do not play pain
end
if self.species ~= "Human" then
DeleteThread(self.pain_thread)
self.pain_thread = nil
if self:HasStatusEffect("Unconscious") then
return
end
if self.interrupted then
self.pain_thread = CreateGameTimeThread(function(self, alert_units)
self:PlayPainAnim(alert_units)
self.pain_thread = false
Msg(CurrentThread())
end, self, alert_units)
elseif self:IsInterruptable() and CurrentThread() ~= self.command_thread then
self:SetCommand("PlayPainAnim", alert_units)
elseif alert_units then
AlertPendingUnits()
end
return
end
local anim
if self:HasAnimMask("PainMask") then --"UpperBodyMask"
local prefix = string.match(self:GetStateText(), "^(%a+)_%a+_.*")
if not prefix and setpiece then
prefix = string.match(self:GetWeaponAnimPrefix(), "^(%a+)_")
end
local target_spot_group = hit_descr and hit_descr.spot_group
local variant = target_spot_group == "Head" and 3 or 1 + self:Random(2)
local stance = self.infected and "Standing" or self.stance
anim = GetPainAnim(self, prefix, stance, variant)
if not anim and prefix == "arg" then
anim = GetPainAnim(self, "ar", stance, variant)
end
if not anim and prefix == "inf" then
anim = GetPainAnim(self, "nw", stance, variant)
end
end
if not (anim and IsValidAnim(self, anim)) then
if alert_units then
AlertPendingUnits()
end
return
end
local channel = const.AnimChannel_Pain
local pain_anim_weight = hit_descr and hit_descr.grazing and const.PainAnimGrazingWeight or const.PainAnimWeight
self:SetAnimMask(channel, "PainMask") --"UpperBodyMask"
self:SetAnim(channel, anim, 0, -1, 1000, 0)
self:SetAnimWeight(channel, pain_anim_weight, const.PainAnimWeightMoment, PainEasing)
self:SetAnimBlendComponents(channel, false, true, false)
DeleteThread(self.pain_thread)
self.pain_thread = CreateGameTimeThread(function(self, anim, alert_units)
Sleep(const.PainAnimWeightMoment)
local channel = const.AnimChannel_Pain
repeat
local t = self:TimeToAnimEnd(channel)
self:SetAnimWeight(channel, 0, t, 1, PainEasing)
until not WaitWakeup(t)
self:ClearAnim(channel)
self.pain_thread = false
if alert_units then
AlertPendingUnits()
end
Msg(CurrentThread())
end, self, anim, alert_units)
end
function Unit:KnockDown()
if self.species ~= "Human" or self:IsDead() then
return
end
local base_anim = self:GetActionBaseAnim("Downed", self.stance)
local anim = self:GetStateText()
if not IsAnimVariant(anim, base_anim) then
anim = self:GetNearbyUniqueRandomAnim(base_anim)
end
--self:PushDestructor(function(self)
self.return_pos = nil
self:InterruptPreparedAttack() -- force interrupt when the unit gets knocked down
if self:GetStateText() ~= anim then
local x, y, z = FindFallDownPos(self)
local pos = x and point(x, y, z) or self:GetPos()
local angle = self:GetOrientationAngle()
self:SetOrientationAngle(angle, 300)
self:MovePlayAnim(anim, pos, pos, 0, nil, true, angle)
end
local variation_suffix = string.match(anim, "(%d+)$") -- there are no variations for now
local idle_anim = self:TryGetActionAnim("Idle", "Downed", variation_suffix)
if idle_anim then
self:SetState(idle_anim, 0, 0)
end
self.stance = self:GetValidStance("Prone")
self:SetFootPlant(true)
self:SetTargetDummy(nil, nil, nil, 0) -- current position, animation phase 0
--self:DoChangeStance("Prone")
self:RemoveStatusEffect("KnockDown")
self:RemoveStatusEffect("Protected") -- lose cover
--end)
--self:PopAndCallDestructor()
if self:HasStatusEffect("Unconscious") then
self:SetCommand("Downed")
end
end
function Unit:Dodge()
self:SetFootPlant(true)
local anim = self:GetActionRandomAnim("Dodge", self.stance)
self:SetState(anim, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
end
function Unit:BeginTurn(new_turn)
NetUpdateHash("BeginTurn_Start")
self:SetAttackReason()
local should_interrupt = true
local pindown = g_Pindown[self]
local overwatch = g_Overwatch[self]
if pindown and IsValidTarget(pindown.target) and self:HasPindownLine(pindown.target, pindown.target_spot_group) then
-- pindown will be handled differently when the attack is executed
should_interrupt = false
elseif overwatch and (overwatch.permanent or not g_Combat or overwatch.expiration_turn > g_Combat.current_turn) then
should_interrupt = false
elseif self.prepared_bombard_zone then
should_interrupt = false
end
if new_turn and should_interrupt then
self:InterruptPreparedAttack("begin turn")
pindown = false
end
self:UpdateMeleeTrainingVisual()
self:IsThreatened() -- update the is_melee_aim_last_turn flag for the vr
if self.is_melee_aim_last_turn and IsMerc(self) then
PlayVoiceResponse(self, "MeleeEnemiesClosing")
self.is_melee_aim_last_turn = false
end
self.perks_activated = {}
NetUpdateHash("BeginTurn_Progress")
if new_turn then
self:RemoveStatusEffect("FreeMove")
if g_Overwatch[self] and not g_Overwatch[self].permanent then
self.ActionPoints = 0 -- special-case for carrying an overwatch from exploration mode
else
local ap = self:GetMaxActionPoints()
ap = self:CallReactions_Modify("OnCalcStartTurnAP", ap)
self.ActionPoints = Max(0, ap)
-- if g_Combat.current_turn == 1 and self:IsMerc() then --use this to test lower AP during the first turn
-- self.ActionPoints = MulDivRound(self.ActionPoints, 75, 100)
-- end
end
if g_Overwatch[self] then
table.clear(g_Overwatch[self].triggered_by) -- reset triggers in case somebody already triggered in our turn
if self:HasStatusEffect("ManningEmplacement") or self:HasStatusEffect("StationedMachineGun") then
g_Overwatch[self].num_attacks = self:GetNumMGInterruptAttacks()
self:UpdateOverwatchVisual()
end
end
g_Pindown[self] = nil -- clear from the global table to stop the prepared attack blocking any AP gains
self.ui_reserved_ap = 0
if self:GetEffectValue("missed_by_kill_shot") and not self:IsDead() and not self:IsDowned() then
PlayVoiceResponse(self, "MissedByKillShot")
self:SetEffectValue("missed_by_kill_shot", nil)
end
self:UpdateHidden()
local voxels = self:GetVisualVoxels()
local fire, dist = AreVoxelsInFireRange(voxels)
if fire then
local min, max = const.BurnDamageMin, const.BurnDamageMax
local damage = self:RandRange(min, max)
self:TakeDirectDamage(damage)
if not self:IsIncapacitated() and not self:HasStatusEffect("Unconscious") and not RollSkillCheck(self, "Health") then
self:ChangeTired(1)
end
if dist < const.SlabSizeX then
self:AddStatusEffect("Burning")
end
end
self.attacked_this_turn = false
self.hit_this_turn = false
self.wounded_this_turn = false
NetUpdateHash("BeginTurn", self, self.using_cumbersome, HasPerk(self, "KillingWind"),
HasPerk(self, "Ironclad"))
if not self.using_cumbersome or HasPerk(self, "KillingWind") then
self:AddStatusEffect("FreeMove")
elseif self:CanUseIroncladPerk() then
self:AddStatusEffect("FreeMove")
self:ConsumeAP(DivRound(self.free_move_ap, 2), "Move")
end
-- ConsumeAP will flag this only when an action is given, so it is safe to mark this a bit earlier to allow OnBeginTurn effects to alter it
self.performed_action_this_turn = false
Msg("UnitBeginTurn", self)
self:CallReactions("OnBeginTurn")
local morale = self:GetPersonalMorale()
if morale > 0 then
self:GainAP(morale * const.Scale.AP)
elseif morale < 0 then
self:ConsumeAP(Min(self.ActionPoints, -morale * const.Scale.AP))
end
if self:GetItemInSlot("Head", "GasMaskBase") then
self:ConsumeAP(const.Scale.AP)
end
-- special-case: if the unit dies as a result of a status effect, show them and wait the command to end
-- doing this here makes sure the camera will not immediately jump to another unit (dying or selected)
-- similarly, executing the pindown attack has to be waited until it finishes
if self.command == "Die" then
SnapCameraToObj(self)
while self.command == "Die" do
WaitMsg("UnitDied", 20) -- can also go in VillainDefeat instead, so wait with timeout
end
elseif pindown then
pindown.target:ProvokeOpportunityAttack_Pindown(self, pindown)
elseif self.prepared_bombard_zone then
self:StartBombard()
end
end
if self.dummy or self:IsDowned() then
self.ActionPoints = 0
end
self.start_turn_pos = self:GetVisualPos()
NetUpdateHash("BeginTurn", self, self:GetPos())
Msg("UnitAPChanged", self)
end
function AdjustWoundsToHP(obj,stacks)
local effect = obj:GetStatusEffect("Wounded")
local maxhp = obj:GetInitialMaxHitPoints()
local value = Wounded:ResolveValue("MaxHpReductionPerStack")
local maxreduce = Wounded:ResolveValue("MinMaxHp")
local min = MulDivRound(maxhp, maxreduce, 100)
local cur_stacks = effect and effect.stacks or 0
local count = stacks and (cur_stacks + stacks) or cur_stacks
while count>=0 do
if maxhp - count * value >= min then
if stacks then
return count - cur_stacks
end
return count
end
count = count - 1
end
if stacks then
return count - cur_stacks
end
return count
end
function RecalcMaxHitPoints(unit) -- unit can be Unit or UnitData
local count = AdjustWoundsToHP(unit)
if count and count>0 then
local effect = unit:GetStatusEffect("Wounded")
local to_remove = effect.stacks - count
if to_remove>0 then
unit:RemoveStatusEffect("Wounded", to_remove)
end
end
local maxhp = unit:GetModifiedMaxHitPoints()
local prev_maxhp = unit.MaxHitPoints
unit.MaxHitPoints = maxhp
if maxhp > prev_maxhp then
unit.HitPoints = unit.HitPoints + maxhp - prev_maxhp
end
unit.HitPoints = Min(unit.HitPoints, unit.MaxHitPoints)
ObjModified(unit)
end
function GetMedsAndOwners(units, healer, healed)
local total_amount = 0
local list, meds_list = {}, {}
local function add_meds(unit, list)
local meds = unit:GetItem("Meds")
if meds then
total_amount = total_amount + meds.Amount
list[#list + 1] = meds
list[#list + 1] = unit
meds_list[unit.session_id] = (meds_list[unit.session_id] or 0) + meds.Amount
end
end
if healer then
add_meds(healer, list)
end
if healed and healed ~= healer then
add_meds(healed, list)
end
for _, unit in ipairs(units) do
if unit ~= healer and unit ~= healed then
add_meds(unit, list)
end
end
local squad_id = units and units[1] and units[1].Squad
if squad_id then
for _, meds in ipairs(GetSquadBag(squad_id)) do
if meds.class == "Meds" then
total_amount = total_amount + meds.Amount
list[#list + 1] = meds
list[#list + 1] = squad_id
meds_list[squad_id] = (meds_list[squad_id] or 0) + meds.Amount
end
end
end
return total_amount, list, meds_list
end
function Unit:CalcHealAmount(medkit, target)
if not medkit then return 0 end
local base_heal = CombatActions.Bandage:ResolveValue("base_heal")
local medical_heal = CombatActions.Bandage:ResolveValue("medical_max_heal")
local selfheal = CombatActions.Bandage:ResolveValue("selfheal")
local heal_percent = base_heal + MulDivRound(self.Medical, medical_heal, 100)
local data = {
heal_amount = 0,
heal_percent = heal_percent,
self_heal_percent = 50,
heal_modifier = 100,
}
self:CallReactions("OnCalcHealAmount", target, self, medkit, data)
if target ~= self and IsKindOf(target, "UnitBase") then
target:CallReactions("OnCalcHealAmount", target, self, medkit, data)
end
local heal_percent = data.heal_percent
if target == self then
heal_percent = MulDivRound(heal_percent, data.self_heal_percent, 100)
end
local heal_mod = MulDivRound(heal_percent, data.heal_modifier, 100)
-- convert to raw hp
local max = IsValid(target) and target.MaxHitPoints or self.MaxHitPoints
return data.heal_amount + MulDivRound(max, heal_mod, 100), MulDivRound(heal_percent, 100, heal_mod)
end
function Unit:OnEndTurn()
self:RemoveStatusEffect("FreeMove") -- cleanup unused free move ap
if self.start_turn_pos then -- Units hired during this turn don't have start_turn_pos
self.last_turn_movement = self:GetVisualPos() - self.start_turn_pos
else
self.last_turn_movement = nil
end
self.last_turn_damaged = nil -- reset here, we're tracking damage done between the end of our turn and the start of our next one
SetCombatActionState(self, false)
-- add attacks from remaining AP to permanent overwatch
self:UpdateNumOverwatchAttacks()
Msg("UnitEndTurn", self)
self:CallReactions("OnEndTurn")
for i = #self.StatusEffects, 1, -1 do
local effect = self.StatusEffects[i]
if effect.lifetime ~= "Indefinite" then
local expiration = self:GetEffectExpirationTurn(effect.class, "expiration")
if g_Combat and g_Combat.current_turn >= expiration then
self:RemoveStatusEffect(effect.class, "all")
end
end
end
-- special-case: if the unit dies as a result of a status effect, show them and wait the command to end
-- doing this here makes sure the camera will not immediately jump to another unit (dying or selected)
if self.command == "Die" then
SnapCameraToObj(self)
while self.command == "Die" do
WaitMsg("UnitDied", 20) -- can also go in VillainDefeat instead, so wait with timeout
end
end
end
function Unit:OnCommandStart()
if self.interrupted then
self:InterruptEnd()
end
self.cur_idle_style = false
self.cur_move_style = false
self.goto_target = false
self.goto_stance = false
self.goto_hide = false
self.visibility_override = false
self.passed_interrupts = nil
self:TunnelsUnblock()
self.action_visual_weapon = false
if IsValid(self) then
self:SetGravity(0)
self:StopMoving()
self.interrupted = false
if not self:IsDead() and not IsActivePaused() and not IsSetpieceActor(self) then
self:ClearPath()
if self.traverse_tunnel then
local tpos = self.traverse_tunnel:GetExit()
if tpos then
local pos = GetPassSlab(tpos) or FindPassable(tpos, 0, -1, -1, const.pfmVoxelAligned) or tpos
self:SetPos(pos)
end
end
end
if not KeepAimIKCommands[self.command] then
self:SetWeaponLightFx(false)
self:SetIK("AimIK", false)
end
self:SetIK("LookAtIK", false)
if not self.interruptable and self.command then
self:BeginInterruptableMovement()
end
self:SetFootPlant(true)
end
self.traverse_tunnel = false
self:SetAimFX(false, self.command and "delayed")
if self.action_command then
SetCombatActionState(self, self.command == self.action_command and "start" or nil)
end
end
function Unit:SetActionCommand(command, combatActionId, ...)
-- the interface should clear the visualisations
DbgClearVectors()
DbgClearTexts()
if IsActivePaused() then
if CombatActions_RunningState[self] then
SetCombatActionState(self)
else
self:SetQueuedAction()
end
end
self.action_command = command
SetCombatActionState(self, "wait")
self:InterruptCommand(command, combatActionId, ...)
end
function Unit:IsLocalPlayerControlled(player_control_mask)
return IsControlledByLocalPlayer(self.team and self.team.side, player_control_mask or self.ControlledBy)
end
function Unit:IsLocalPlayerTeam()
if not netInGame then
return self:IsLocalPlayerControlled()
else
local squad = self.team
if not squad then return true end
return squad.side == NetPlayerSide(netUniqueId)
end
end
function Unit:IsControlledBy(mask)
return self.ControlledBy & mask ~= 0
end
function Unit:IsDisabled()
--the unit is in an uncontrollable state
return self:IsIncapacitated() or self:HasStatusEffect("Panicked") or self:HasStatusEffect("Berserk")
end
--CanBeControlled() without args returns whether unit can be controlled by local player
--CanBeControlled("sync_code") returns whether unit can be controlled by any player in general omiting async reasons for control loss
function Unit:CanBeControlled(sync_code)
if not IsValid(self) then return false end
if GetDialog("ConversationDialog") then return false end
--disabled units cannot be controlled
if self:IsIncapacitated() then return false end
--is it an AI team?
if not self.team or self.team.control ~= "UI" then return false end
--can it be controlled by the local player network wise?
if not self:IsLocalPlayerControlled(sync_code and -1 or nil) then -- -1 is any net player
return false
end
-- Don't do further checks in deployment mode.
if gv_DeploymentStarted then return true end
if g_AIExecutionController or g_UnitAwarenessPending == "alert" then -- AI units taking actions
return false
end
if g_Combat then
if not g_Combat.combat_started then
return false
end
-- Not current team in combat
if not g_Combat:HasTeamTurnStarted(self.team) then
return false
end
if not sync_code and g_Combat:IsLocalPlayerEndTurn() or --this is async
sync_code and not IsNetPlayerTurn() then --this is sync
return false, "not_local_turn"
end
end
return true
end
function Unit:TunnelBlock(tunnel_entrance, tunnel_exit)
for i, o in ipairs(self.tunnel_blockers) do
if o.tunnel_end_point == tunnel_exit and tunnel_entrance:Equal(o:GetPosXYZ()) then
return
end
end
local o = PlaceObject("TunnelBlocker")
o.owner = self
o.tunnel_end_point = tunnel_exit
pf.SetCollisionRadius(o, self:GetCollisionRadius())
o:SetPos(tunnel_entrance)
if not self.tunnel_blockers then
self.tunnel_blockers = {}
end
table.insert(self.tunnel_blockers, o)
if not (g_Combat and self:IsAware()) then
MapForEach(tunnel_exit, 0, "Unit", function(o, self)
if o:GetEnumFlags(const.efResting) == 0 or o:IsDead() then
return
end
if o.command == "Idle" and o ~= self then
o:SetCommand("GotoSlab", tunnel_exit)
end
end, self)
end
end
function Unit:TunnelUnblock(tunnel_entrance, tunnel_exit)
for i, o in ipairs(self.tunnel_blockers) do
if o.tunnel_end_point == tunnel_exit and tunnel_entrance:Equal(o:GetPosXYZ()) then
table.remove(self.tunnel_blockers, i)
DoneObject(o)
break
end
end
end
function Unit:TunnelsUnblock()
local list = self.tunnel_blockers
if not list or #list == 0 then
return
end
for i, o in ipairs(list) do
DoneObject(o)
end
table.iclear(list)
end
local function CheckInterruptCombatGotoPos(x, y, z, unit, ignore_pos)
if not CanOccupy(unit, x, y, z) then
return false
end
if ignore_pos and ignore_pos:Equal(x, y, z) then
return false
end
local cost = unit.combat_path_obj:GetAP(point_pack(x, y, z))
if not cost or cost >= (unit.combat_path_obj:GetAP(unit.combat_path[1]) or 0) then
return false
end
return true
end
function Unit:GetInterruptCombatPath()
local path = self.combat_path
if not path or #path == 0 then
return
end
local idx = #path
local cur_pos
if self.traverse_tunnel then
cur_pos = point(point_unpack(path[idx]))
idx = idx - 1
else
cur_pos = self:GetVisualPos()
if not self:IsValidZ() then
cur_pos = cur_pos:SetInvalidZ()
end
end
for i = idx, 1, -1 do
local x, y, z = point_unpack(path[i])
local next_pos = point(x, y, z)
local back_pos
if i == idx and not self.traverse_tunnel then
local pass_pos = GetPassSlab(self)
if pass_pos and pass_pos ~= cur_pos then
local a1 = CalcOrientation(cur_pos, next_pos)
local a2 = CalcOrientation(cur_pos, pass_pos)
if abs(AngleDiff(a1, a2)) > 90 * 60 then
back_pos = pass_pos
end
end
end
local interrupt_pos
if cur_pos ~= next_pos and not pf.GetTunnel(cur_pos, next_pos) then
interrupt_pos = RasterizeSegmentPassSlabs(cur_pos, next_pos, CheckInterruptCombatGotoPos, self, back_pos)
elseif SnapToVoxel(next_pos) == next_pos and CheckInterruptCombatGotoPos(x, y, z, self, back_pos) then
interrupt_pos = next_pos
end
if interrupt_pos then
if i == 1 and interrupt_pos == next_pos then
return
end
local new_path = { point_pack(interrupt_pos) }
for j = i + 1, #path do
table.insert(new_path, path[j])
end
return new_path
end
cur_pos = next_pos
end
end
function Unit:CombatGotoInterrupt(new_pos, restore_ap_only)
if not self.combat_path or not self.combat_path_obj or self:IsDead() then
return
end
local prev_pos = self.combat_path[1]
local prev_cost = self.combat_path_obj:GetAP(prev_pos) or 0
local interrupt_path
if new_pos then
if IsPoint(new_pos) then
new_pos = point_pack(new_pos)
end
interrupt_path = { new_pos }
else
interrupt_path = self:GetInterruptCombatPath()
if not interrupt_path then
return
end
new_pos = interrupt_path[1]
end
local new_cost = self.combat_path_obj:GetAP(new_pos) or 0
self.combat_path_obj = false
self.combat_path = false
if new_cost < prev_cost then
self:GainAP(prev_cost - new_cost)
if self.start_move_free_ap > 0 then
-- restore ap -> free move ap
local start_ui_ap = self.start_move_total_ap - self.start_move_free_ap
self.free_move_ap = Max(0, self.ActionPoints - start_ui_ap)
ObjModified(self)
end
end
if restore_ap_only then
return
end
SetCombatActionState(self, false)
RunCombatAction("Move", self, new_cost, { goto_pos = point(point_unpack(new_pos)), path = interrupt_path })
end
local function ForEachWalkStep(p0, p1, f, ...)
local step = const.SlabSizeX
local x0, y0, z0 = p0:xyz()
local x1, y1, z1 = p1:xyz()
local dx = x1 - x0
local dy = y1 - y0
if abs(dx) >= abs(dy) then
local step = step * (x1 >= x0 and 1 or -1)
for x = x0 + step, x1, step do
local y = y0 + MulDivRound(x - x0, dy, dx)
f(point(x, y, z0), ...)
end
else
local step = step * (y1 >= y0 and 1 or -1)
for y = y0 + step, y1, step do
local x = x0 + MulDivRound(y - y0, dx, dy)
f(point(x, y, z0), ...)
end
end
end
function Unit:CanQuickPlayInCombat(noQuickPlay)
return g_Combat and not noQuickPlay and not self.visible and self.team and not self.team.player_team
end
local function IsSamePos(p1, p2)
if not p1 ~= not p2 then return false end
local x1, y1, z1 = p1:xyz()
local x2, y2, z2 = p2:xyz()
z1 = z1 or terrain.GetHeight(x1, y1)
z2 = z2 or terrain.GetHeight(x2, y2)
return (x1 == x2) and (y1 == y2) and (z1 == z2)
end
function Unit:CombatGoto(action_id, cost_ap, pos, interrupt_path, forced_run, stanceAtStart, stanceAtEnd, fallbackMoveTracking, visibleMovement)
Msg("UnitAnyMovementStart", self, pos, stanceAtStart, stanceAtEnd)
self:RemovePreparedAttackVisuals()
if interrupt_path then
self.combat_path = interrupt_path
pos = point(point_unpack(interrupt_path[1]))
else
self.combat_path_obj = GetCombatPath(self, stanceAtStart, cost_ap, stanceAtEnd)
self.combat_path = self.combat_path_obj:GetCombatPathFromPos(pos)
if not stanceAtStart and self.combat_path and self.combat_path_obj.destination_stances and pos then
stanceAtStart = self.combat_path_obj.destination_stances[point_pack(pos)]
end
local new_cost = self.combat_path_obj:GetAP(pos)
if not new_cost or new_cost > cost_ap then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return false
end
if new_cost < cost_ap then
self:GainAP(cost_ap - new_cost)
cost_ap = new_cost
end
end
if not self.combat_path then
self:GainAP(cost_ap)
return true
end
if self.combat_path_obj then
self:SetActionInterruptCallback("CombatGotoInterrupt")
end
local thread_RunStop
self:PushDestructor(function(self)
DeleteThread(thread_RunStop)
if IsValid(self) then
if self.combat_path then
self:CombatGotoInterrupt(nil, "restore_ap_only")
end
self:SetActionInterruptCallback()
end
self.combat_path_obj = false
self.combat_path = false
self.in_combat_movement = false
end)
self.in_combat_movement = true
if stanceAtStart and self.stance ~= stanceAtStart then
self:ChangeStance("Stance" .. stanceAtStart, 0, stanceAtStart)
end
-- update move anim
local path = self.combat_path
local pfclass = self:GetPfClass() + 1
local tunnel_mask = pathfind[pfclass].tunnel_mask
local GetTunnel = pf.GetTunnel
local run_dist = 0
local px, py, pz = self:GetPosXYZ()
for i = #path, 1, -1 do
if terrain.GetPassType(px, py, pz) == pathfind_water_pass_type_idx then
break
end
local px2, py2, pz2 = point_unpack(path[i])
local tunnel = GetTunnel(px, py, pz, px2, py2, pz2, tunnel_mask)
if tunnel and not tunnel:CanSprintThrough() then
break
end
run_dist = run_dist + GetLen(px - px2, py - py2, pz and pz2 and pz - pz2 or 0)
px, py, pz = px2, py2, pz2
end
local move_anim_type
if self.species == "Human" then
if self.stance == "Standing" and (forced_run or run_dist >= 5 * const.SlabSizeX) then
move_anim_type = "Run"
end
end
local has_closed_door = false
local px, py, pz = self:GetPosXYZ()
local closed_door_mask = const.TunnelMaskClosedDoor
for i = #path, 1, -1 do
local px2, py2, pz2 = point_unpack(path[i])
local tunnel = GetTunnel(px, py, pz, px2, py2, pz2, closed_door_mask)
if tunnel then
has_closed_door = true
break
end
px, py, pz = px2, py2, pz2
end
self:SetIK("AimIK", false)
self:SetFootPlant(true)
local base_idle = self:GetIdleBaseAnim()
local goto_dummies = self:GenerateTargetDummiesFromPath(self.combat_path)
for _, dummy in ipairs(goto_dummies) do
if dummy.insert_idx then
dummy.insert_before_pos = self.combat_path[dummy.insert_idx] or "limit"
end
end
local known_traps
local all_move_interrupts = self:CheckProvokeOpportunityAttacks(CombatActions.Move, "move", goto_dummies, true, "all")
for i, t in ipairs(all_move_interrupts) do
if t[1] == "trap" then
known_traps = known_traps or {}
table.insert(known_traps, t[2])
end
end
local provoke_idx, provoke_pos, interrupts
local UpdateProvokePos = function(init)
if provoke_idx then
for i = 1, provoke_idx do
table.remove(goto_dummies, 1)
end
elseif not init then
return
end
interrupts, provoke_idx = self:CheckProvokeOpportunityAttacks(CombatActions.Move, "move", goto_dummies, nil, nil, nil, known_traps)
provoke_pos = provoke_idx and goto_dummies[provoke_idx].pos
if provoke_pos then
-- add the provoke point in the path if not present
local insert_idx
local insert_marker = goto_dummies[provoke_idx].insert_before_pos
if insert_marker == "limit" then
insert_idx = #path + 1
else
local pp = point_pack(provoke_pos)
local provoke_dist = self:GetDist(provoke_pos)
for i, ppos in ipairs(path) do
if ppos == pp then
insert_idx = false
break
elseif insert_marker == ppos or (self:GetDist(point_unpack(ppos)) < provoke_dist) then
insert_idx = i
break
end
end
end
if insert_idx then
table.insert(path, insert_idx, point_pack(provoke_pos))
end
return
end
local goto_pos, angle
if not next(self.combat_path) then
goto_pos = self:GetPos()
else
goto_pos = point(point_unpack(self.combat_path[1]))
if self.combat_path[2] then
angle = CalcOrientation(point(point_unpack(self.combat_path[2])), goto_pos)
end
end
angle = angle or self:GetOrientationAngle()
self:SetTargetDummy(goto_pos, angle, base_idle, 0)
self.target_dummy:SetEnumFlags(const.efResting)
-- update occupy in advance to allow parallel unit movements
if action_id and not has_closed_door and CombatActions[action_id].SimultaneousPlay and not fallbackMoveTracking then
SetCombatActionState(self, "PostAction")
end
end
UpdateProvokePos(true)
if provoke_pos then
self:SetTargetDummy(false)
if self.command ~= "Reposition" then
WaitOtherCombatActionsEnd(self)
end
end
-- If was visible at the start of movement, should be visible throughout
local povTeam = GetPoVTeam()
if povTeam then
if HasVisibilityTo(povTeam, self) then
self.visibility_override = goto_dummies[1]
end
end
-- If will enter overwatch, show me as if there.
if not self.visibility_override then
for i, int in ipairs(interrupts) do
if int[1] == "overwatch" then
self.visibility_override = goto_dummies[provoke_idx]
end
end
end
-- Update visibility as if at final pos otherwise.
if not self.visibility_override then
self.visibility_override = goto_dummies[#goto_dummies]
end
if self.command == "CombatGoto" and self:IsLocalPlayerControlled() then
if not self:HasStatusEffect("Panicked") and not self:HasStatusEffect("Berserk") then
local distanceMove = GetCombatPathLen(path, self)
if distanceMove >= const.SlabSizeX * 3 then
if self:HasStatusEffect("Hidden") then
PlayVoiceResponse(self, "CombatMovementStealth")
else
PlayVoiceResponse(self, "CombatMovement")
end
end
end
end
local cur_pos = GetPassSlab(self) or self:GetVisualPos()
if provoke_pos then
self:SetTargetDummy(false) -- the target used for opportunity attacks
if IsSamePos(provoke_pos, cur_pos) then
self:ProvokeOpportunityAttacksFromList(interrupts)
UpdateProvokePos()
end
end
local next_pos_idx = #path
if self:GetDist2D(point_unpack(path[next_pos_idx])) == 0 then
next_pos_idx = next_pos_idx - 1
if next_pos_idx > 0 and not IsValidPos(point_unpack(path[next_pos_idx])) then
next_pos_idx = next_pos_idx - 1 -- skip tunnel marker
end
end
local next_pt = next_pos_idx > 0 and point(point_unpack(path[next_pos_idx]))
self:ClearEnumFlags(const.efResting)
self:UpdateMoveAnim(action_id, move_anim_type, next_pt)
local start_angle = next_pt and CalcOrientation(self, next_pt)
local move_anim = GetStateName(self:GetMoveAnim())
self:ReturnToCover(nil, false) -- do not touch the target dummy
self:PlayTransitionAnims(move_anim, start_angle)
self:GotoTurnOnPlace(next_pt)
VisibilityUpdate()
self:StartMoving()
-- follow path
local prev_pos = cur_pos
Msg("UnitMovementStart", self, cur_pos)
local stop_anim_pos = self:CombatGoto_GetStopAnimPos()
local play_stop_dist
while true do
self:UpdateMoveSpeed()
self:UpdateInWaterFX()
if IsSamePos(provoke_pos, cur_pos) then
self:ProvokeOpportunityAttacksFromList(interrupts)
UpdateProvokePos()
end
local next_pos = point(point_unpack(path[#path]))
if next_pos == cur_pos then
path[#path] = nil
if #path == 0 then
break
end
next_pos = point(point_unpack(path[#path]))
end
local quick_play = self:CanQuickPlayInCombat(visibleMovement)
if cur_pos == stop_anim_pos and not provoke_pos and not quick_play then
play_stop_dist = self:StartPlayRunStop(path)
end
if play_stop_dist then
local anim = self:GetStateText()
local has_end_phase, end_phase = self:IterateMoments(anim, 0, 1, "end")
if not has_end_phase then
end_phase = GetAnimDuration(self:GetEntity(), anim) - 1
end
if not thread_RunStop then
thread_RunStop = CreateGameTimeThread(function(self, pos, end_phase)
local has_hit_phase, hit_phase = self:IterateMoments(anim, 0, 1, "hit")
if not has_hit_phase then
hit_phase = end_phase
end
local next_hit_time = self:TimeToPhase(1, hit_phase)
if next_hit_time then
Sleep(next_hit_time)
end
local surface_fx_type, surface_pos = GetObjMaterial(pos:IsValidZ() and pos or pos:SetTerrainZ())
PlayFX("RunStop", "hit", self, surface_fx_type, surface_pos)
end, self, next_pos, end_phase)
end
local next_pos_time
if #path == 1 then
next_pos_time = self:TimeToPhase(1, end_phase)
else
local phase = self:GetAnimPhase(1)
local next_step_dist = self:GetStepVector(anim, 0, phase, end_phase - phase):Len2D() * self:GetVisualDist2D(next_pos) / play_stop_dist
local min = phase
local max = end_phase
while max - min > 10 do
local m = min + (max - min) / 2
local len = self:GetStepVector(anim, 0, phase, m - phase):Len2D()
if len < next_step_dist then
min = m
else
max = m
end
end
next_pos_time = self:TimeToPhase(1, min)
end
self:SetPos(next_pos, next_pos_time or 0)
if next_pos_time then
Sleep(next_pos_time)
end
if #path == 1 then
local surface_fx_type, surface_pos = GetObjMaterial(next_pos:IsValidZ() and next_pos or next_pos:SetTerrainZ())
PlayFX("RunStop", "end", self, surface_fx_type, surface_pos)
end
else
local tunnel = GetTunnel(cur_pos, next_pos, tunnel_mask)
if tunnel then
local can_use_tunnel
can_use_tunnel, quick_play = self:InteractTunnel(tunnel, quick_play)
if not can_use_tunnel then
self:Interrupt(nil, cur_pos) -- locked door
break
end
if not IsValid(tunnel) then
-- the open door erased the tunnel
tunnel = GetTunnel(cur_pos, next_pos, tunnel_mask)
end
if tunnel then
self:TraverseTunnel(tunnel, cur_pos, next_pos, false, quick_play)
if quick_play and self:GetStateText() ~= move_anim then
self:SetState(move_anim, const.eKeepComponentTargets, 0)
end
elseif IsPassSlabStep(cur_pos, next_pos, 0, self:GetPfClass()) then
next_pos = cur_pos
else
self:Interrupt() -- the path is no more valid
break
end
else
if self:GetStateText() ~= move_anim then
self:SetState(move_anim, const.eKeepComponentTargets, quick_play and 0 or -1)
self:SetFootPlant(true)
end
local angle = CalcOrientation(cur_pos, next_pos)
local max_step_len = 5 * const.SlabSizeX
local step_dist = cur_pos:Dist2D(next_pos)
if step_dist > max_step_len then
table.insert(path, point_pack(next_pos))
next_pos = RotateRadius(max_step_len, angle, cur_pos)
step_dist = cur_pos:Dist2D(next_pos)
end
if quick_play then
self:SetPos(next_pos)
self:SetOrientationAngle(angle)
else
while step_dist > 0 do
local time = MulDivRound(step_dist, 1000, Max(1, self:GetSpeed()))
self:SetPos(next_pos, time)
if self.ground_orient then
local steps = 1 + step_dist / (const.SlabSizeX / 2)
for i = 1, steps do
local t = time * i / steps - time * (i-1) / steps
self:SetOrientationAngle(angle, t)
if WaitWakeup(t) then
break
end
end
else
self:SetOrientationAngle(angle, 300)
WaitWakeup(time)
end
step_dist = self:GetVisualDist2D(next_pos)
end
end
end
end
cur_pos = next_pos
Msg("CombatGotoStep", self)
end
if stanceAtEnd and self.stance ~= stanceAtEnd then
self:ChangeStance("Stance" .. stanceAtEnd, 0, stanceAtEnd)
end
self.combat_path_obj = false
self.combat_path = false
self:PopAndCallDestructor()
Msg("UnitMovementDone", self, action_id, prev_pos)
return true
end
function Unit:CombatGoto_GetStopAnimPos()
if self.species ~= "Human" or self.stance == "Prone" or self.infected then
return
end
local path = self.combat_path
local pfclass = self:GetPfClass() + 1
local tunnel_mask = pathfind[pfclass].tunnel_mask
if path[#path] ~= point_pack(self:GetPosXYZ()) then
table.insert(path, point_pack(self:GetPos()))
end
if #path < 2 then
return
end
local p1 = point(point_unpack(path[1]))
local p2 = point(point_unpack(path[2]))
local tunnel = pf.GetTunnel(p2, p1, tunnel_mask)
if tunnel then
local tunnel_type = pf.GetTunnelType(tunnel)
if tunnel_type ~= (tunnel_type & const.TunnelMaskWalk) then
return
end
end
local dir_pos = RotateRadius(const.SlabSizeX, CalcOrientation(p2, p1), p1)
if GetCoverFrom(p1, dir_pos) == 0 then
return -- there should be a cover ahead of us
end
local move_anim = GetStateName(self:GetMoveAnim())
local is_running = string.match(move_anim, ".*_CombatRun.*") and true or false
local stop_distance, min_stop_distance
if is_running then
stop_distance = 5*guim
min_stop_distance = stop_distance
else
stop_distance = 2*guim
min_stop_distance = stop_distance
end
local start_stop_anim_pos = p1
local start_stop_anim_idx = 1
for i = 2, #path do
local prev = point(point_unpack(path[i]))
local tunnel = pf.GetTunnel(prev, start_stop_anim_pos, tunnel_mask)
if tunnel then
local tunnel_type = pf.GetTunnelType(tunnel)
if tunnel_type ~= (tunnel_type & const.TunnelMaskWalk) then
break
end
end
if i > 2 and DistSegmentToPt2D(p1, p2, prev) >= 2 then
break
end
start_stop_anim_pos = prev
start_stop_anim_idx = i
if not IsCloser2D(p1, start_stop_anim_pos, stop_distance) then
break
end
end
if IsCloser2D(p1, start_stop_anim_pos, min_stop_distance) then
return
end
if not IsCloser2D(p1, start_stop_anim_pos, stop_distance) then
if p1:IsValidZ() or start_stop_anim_pos:IsValidZ() then
if not p1:IsValidZ() then p1 = p1:SetTerrainZ() end
if not start_stop_anim_pos:IsValidZ() then start_stop_anim_pos = start_stop_anim_pos:SetTerrainZ() end
end
start_stop_anim_pos = p1 + SetLen(start_stop_anim_pos - p1, stop_distance)
table.insert(path, start_stop_anim_idx, point_pack(start_stop_anim_pos))
end
return start_stop_anim_pos
end
function Unit:StartPlayRunStop(path)
local move_anim = GetStateName(self:GetMoveAnim())
local stop_anim = string.match(move_anim, "(.*_Combat%a*).*")
if stop_anim then
stop_anim = self:GetRandomAnim(stop_anim .. "Stop")
end
if not stop_anim or not IsValidAnim(self, stop_anim) then
return false
end
local moments = self:GetAnimMoments(stop_anim)
moments = table.ifilter(moments, function(_, m) return m.Type == "FootLeft" or m.Type == "FootRight" end)
if #moments == 0 then
print("once", string.format('missing "FootLeft" and "FootRight" moments in anim %s for %s (%s)', stop_anim, self.unitdatadef_id, self:GetEntity()))
end
local cur_anim = GetStateName(self:GetAnim(1))
local cur_phase = self:GetAnimPhase(1)
local has_moment1, t1 = self:IterateMoments(cur_anim, cur_phase, 1, "FootLeft", false, true)
local has_moment2, t2 = self:IterateMoments(cur_anim, cur_phase, 1, "FootRight", false, true)
if not has_moment1 or not has_moment2 then
t1 = false
t2 = false
end
local next_moment_type, prc
if not t1 or not t2 or t1 == t2 or #moments < 2 then
prc = 0
elseif t1 < t2 then
next_moment_type = "FootLeft"
prc = MulDivRound(t1, 1000, t2 - t1)
else
next_moment_type = "FootRight"
prc = MulDivRound(t2, 1000, t1 - t2)
end
local dist_to_stop = 0
local stop_pos = self:GetPos()
for i = #path, 1, -1 do
local p2 = point(point_unpack(path[i]))
dist_to_stop = dist_to_stop + stop_pos:Dist2D(p2)
stop_pos = p2
end
local duration = GetAnimDuration(self:GetEntity(), stop_anim)
local start_idx = (not next_moment_type or moments[1].Type == next_moment_type) and 1 or 2
local step = next_moment_type and 2 or 1
local best_phase, best_value
for i = start_idx, #moments, step do
local phase = moments[i].Time
if prc > 0 then
local d = i == 1 and moments[2].Time - phase or phase - moments[i-1].Time
phase = phase - MulDivRound(d, prc, 1000)
end
if phase >= 0 then
local len = self:GetStepVector(stop_anim, 0, phase, duration - phase):Len2D()
local value = abs(len - dist_to_stop)
if not best_value or value < best_value then
best_phase = phase
best_value = value
end
end
end
self:SetAnimChannel(1, stop_anim, 0, -1, 100, const.StopAnimCrossfadeTime)
self:SetAnimPhase(1, best_phase or 0)
self:Face(stop_pos, 200)
return dist_to_stop
end
function Unit:Teleport(pos, angle)
self:LeaveEmplacement(true)
self:HolsterBombardWeapon()
self.return_pos = false
if not pos then
pos = pos or GetPassSlab(self) or SnapToVoxel(self:GetPos())
end
self:SetPos(pos)
if self:IsDead() then
self:SetFootPlant(true, 0)
else
Msg("UnitAnyMovementStart", self)
local orientation_angle = self:GetPosOrientation(pos, angle, self.stance, true, true)
local base_idle = self:GetIdleBaseAnim()
self:SetRandomAnim(base_idle, 0, 0, true)
self:SetOrientationAngle(orientation_angle, 0)
self:SetFootPlant(true, 0)
self:SetTargetDummy(pos, orientation_angle, base_idle, 0)
CombatPathReset(self)
self:ProvokeOpportunityAttacks(CombatActions.Move, "move")
Msg("UnitMovementDone", self)
RedeploymentCheckDelayed()
end
end
function Unit:UpdateMoveAnimFromStyle(move_style_id, next_pt)
move_style_id = move_style_id or self.cur_move_style
local move_style = GetAnimationStyle(self, move_style_id)
if not move_style then
return false
end
local anim, rotation_time
if self:GetStepLength() == 0 then
if next_pt and (move_style.MoveStart_Left or "") ~= "" and (move_style.MoveStart_Right or "") ~= "" then
local start_angle = self:GetVisualOrientationAngle()
local angle = CalcOrientation(self, next_pt)
local angle_diff = AngleDiff(angle, start_angle)
if abs(angle_diff) >= 30*60 then
local rotate_anim = angle_diff < 0 and move_style.MoveStart_Left or move_style.MoveStart_Right
if rotate_anim and IsValidAnim(self, rotate_anim) then
anim = rotate_anim
rotation_time = GetAnimDuration(self:GetEntity(), anim)
end
end
end
if not anim and move_style.MoveStart and IsValidAnim(self, move_style.MoveStart) then
anim = move_style.MoveStart
end
end
if not anim then
anim = self:GetStateText()
if self:GetAnimPhase() == 0 or self:IsAnimEnd() or not move_style:HasMoveAnim(anim) then
anim = move_style:GetRandomMoveAnim(self)
if not anim or not IsValidAnim(self, anim) then
local msg = string.format('Missing animation style "%s - %s" animation "%s". Gender: "%s". Entity: "%s". Appearance: %s', move_style.group, move_style.Name, anim or "", self.gender, self:GetEntity(), self.Appearance or "false")
StoreErrorSource(self, msg)
return false
end
end
end
if self:GetStepLength(anim) == 0 then
local msg = string.format('Animation step is ziro! animation "%s". Entity: "%s"', anim or "", self:GetEntity())
StoreErrorSource(self, msg)
return false
end
self:SetMoveAnim(anim)
self:SetRotationTime(rotation_time or 0)
self:SetMoveTurnAnim(nil, nil)
self:ChangePathFlags(const.pfAnimEnd)
if (move_style.StepFX or "") ~= "" then
self.move_step_fx = move_style.StepFX
else
if string.match(move_style.VariationGroup, "Run") then
self.move_step_fx = "StepRun"
else
self.move_step_fx = "StepWalk"
end
end
self.move_stop_anim_len = 0
self.move_stop_foot_left_anim = false
self.move_stop_foot_right_anim = false
if (move_style.MoveStop_FootLeft or "") ~= "" and IsValidAnim(self, move_style.MoveStop_FootLeft) then
self.move_stop_anim_len = self:GetStepLength(move_style.MoveStop_FootLeft)
self.move_stop_foot_left_anim = move_style.MoveStop_FootLeft
if (move_style.MoveStop_FootRight or "") ~= "" and IsValidAnim(self, move_style.MoveStop_FootRight) then
self.move_stop_foot_right_anim = move_style.MoveStop_FootRight
else
self.move_stop_foot_right_anim = self.move_stop_foot_left_anim
end
end
return true
end
function Unit:UpdateMoveAnim(action_id, anim_type, next_pt)
if IsRealTimeThread() then
--this func does interact rands
--it is called in a rt when loading session data due to cascade onsetwhatevers
--seems safe to ignore such calls, in fact it also asserts when called like that ->
--turn_l and turn_r remain nil when move_anim doesn't
return
end
NetUpdateHash("Unit:UpdateMoveAnim", action_id, anim_type, next_pt)
local use_combat_anims
self.cur_move_style = false
if g_Combat and self:IsAware() then
use_combat_anims = true
elseif self.species == "Human" then
local move_style = self:GetCommandParam("move_style")
if not move_style then
if self:IsVisiting() then
move_style = self:GetDefaultMoveStyle()
elseif not move_style and const.MercWalkStyle and self:IsMerc() then
move_style = const.MercWalkStyle
if type(move_style) ~= "string" or not GetAnimationStyle(self, move_style) then
move_style = self:GetDefaultMoveStyle()
end
end
end
if move_style and self:UpdateMoveAnimFromStyle(move_style, next_pt) then
self.cur_move_style = move_style
end
end
NetUpdateHash("Unit:UpdateMoveAnim01", self.cur_move_style)
if not self.cur_move_style or self.carry_flare then
self:ChangePathFlags(0, const.pfAnimEnd)
-- anim_type can be: Run, Walk, WalkSlow
anim_type = anim_type or self:GetCommandParam("move_anim")
local move_anim, turn_l, turn_r
if self.species ~= "Human" then
if anim_type ~= "Run" and use_combat_anims and g_Combat then
anim_type = "Run"
end
move_anim = anim_type == "Run" and "run" or "walk"
if IsValidAnim(self, move_anim) then
NetUpdateHash("Unit:UpdateMoveAnim0", move_anim)
move_anim = self:GetRandomAnim(move_anim)
end
if self.species == "Crocodile" or self.species == "Hyena" then
if anim_type == "Run" then
turn_l, turn_r = "run_Turn_L", "run_Turn_R"
else
turn_l, turn_r = "walk_Turn_L", "walk_Turn_R"
end
end
elseif self.carry_flare then
move_anim = "nw_Standing_Patrol_Flare"
anim_type = "Walk"
elseif use_combat_anims then
local prefix = self:GetWeaponAnimPrefix()
if action_id == "Charge" and prefix == "mk_" then
local weapon, weapon2 = self:GetActiveWeapons()
if IsKindOf(weapon, "MacheteWeapon") then
move_anim = "mk_Standing_Machete_Run"
anim_type = "Run"
end
end
if not move_anim or not IsValidAnim(self, move_anim) then
if self.stance == "Standing" then
if anim_type == "Run" then
move_anim = string.format("%sStanding_CombatRun", prefix)
elseif anim_type == "Walk" or anim_type == "WalkSlow" then
move_anim = string.format("%sStanding_CombatWalk", prefix)
end
elseif self.stance == "Crouch" then
move_anim = string.format("%sStanding_CombatWalk", prefix)
anim_type = "Walk"
end
end
if move_anim and IsValidAnim(self, move_anim) then
local cur_anim = self:GetStateText()
NetUpdateHash("Unit:UpdateMoveAnim1", cur_anim, move_anim, IsAnimVariant(cur_anim, move_anim))
move_anim = IsAnimVariant(cur_anim, move_anim) and cur_anim or self:GetRandomAnim(move_anim)
end
end
if not move_anim or not IsValidAnim(self, move_anim) then
local default_walk_style = (use_combat_anims or IsMerc(self) or self.stance ~= "Standing") and "Run" or "Walk"
if not anim_type or (anim_type == "Walk" or anim_type == "WalkSlow") and self.stance ~= "Standing" then
anim_type = default_walk_style
end
move_anim = self:GetActionBaseAnim(anim_type or default_walk_style, self.stance)
if not move_anim and anim_type ~= default_walk_style then
move_anim = self:GetActionBaseAnim(default_walk_style, "Standing")
end
if move_anim and (not self.behavior or RandomWalkAnimBehaviors[self.behavior]) then
local cur_anim = self:GetStateText()
NetUpdateHash("Unit:UpdateMoveAnim1", cur_anim, move_anim, IsAnimVariant(cur_anim, move_anim))
move_anim = IsAnimVariant(cur_anim, move_anim) and cur_anim or self:GetRandomAnim(move_anim)
end
end
self.move_step_fx =
self.stance == "Prone" and "StepRunProne" or
self.stance == "Crouch" and "StepRunCrouch" or
anim_type == "Run" and "StepRun" or "StepWalk"
local base_idle = self:GetIdleBaseAnim()
self:SetMoveAnim(move_anim or self:GetIdleBaseAnim())
self:SetRotationTime(0)
self:SetMoveTurnAnim(turn_l, turn_r)
end
self:SetWaitAnim(self:GetIdleBaseAnim())
self:UpdateMoveSpeed()
self:UpdatePFClass()
end
function Unit:GetDefaultMoveStyle()
if self.carry_flare then
return GetRandomAnimationStyle(self, "Flare")
end
if not self.default_move_style then
local style = self:GetRandomMoveStyle()
if style then
self.default_move_style = style.Name
end
end
return self.default_move_style
end
function Unit:CalcMoveSpeedModifier()
local modifier = 1000
if terrain.GetPassType(self:GetVisualPosXYZ()) == pathfind_water_pass_type_idx then
modifier = modifier + 10 * Presets.ConstDef["Action Point Costs"].WaterMoveSpeedModifier.value
end
if self:HasStatusEffect("Hidden") then
modifier = MulDivRound(modifier, 700, 1000)
end
local command_move_speed_modifier = self:GetCommandParam("move_speed_modifier")
if command_move_speed_modifier then
modifier = MulDivRound(modifier, command_move_speed_modifier, 1000)
end
return modifier
end
function Unit:UpdateMoveSpeed()
local modifier = self:CalcMoveSpeedModifier()
local speed
if not g_Combat and self:IsMerc() then
local move_anim = GetStateName(self:GetMoveAnim())
local is_running = string.match(move_anim, ".*Run.*") and true or false
if is_running then
-- fixed speed for mercs
if self.stance == "Standing" then
speed = const.UnitMoveSpeed.MercStandingStance
elseif self.stance == "Crouch" then
speed = const.UnitMoveSpeed.MercCrouchStance
elseif self.stance == "Prone" then
speed = const.UnitMoveSpeed.MercProneStance
end
else
if self.stance == "Standing" then
speed = const.UnitMoveSpeed.MercWalk
end
end
end
if speed then
local mod = MulDivRound(modifier, self:GetAnimSpeedModifier(), 1000)
speed = MulDivRound(speed, mod, 1000)
self:SetSpeed(speed)
else
self:SetMoveSpeed(modifier)
end
-- debug set speed on zero speed animations
if self:GetSpeed() == 0 then
self:SetSpeed(self.fallback_walk_speed)
end
end
function Unit:UpdateInWaterFX()
local fx_in_water = not self:IsDead() and terrain.GetPassType(self:GetVisualPosXYZ()) == pathfind_water_pass_type_idx
if self.fx_in_water ~= fx_in_water then
if fx_in_water then
PlayFX("UnitInWater", "start", self)
else
PlayFX("UnitInWater", "end", self)
end
self.fx_in_water = fx_in_water
end
end
function Unit:StartMoving()
self.is_moving = true
local team = self.team
if not (team and team.neutral and EngineOptions.ObjectDetail == "Low") then
PlaceUnitWindModifierTrail(self)
end
end
function Unit:StopMoving()
self.is_moving = false
RemoveUnitWindModifierTrail(self)
end
function Unit:GetMovementNoise()
local stance = self.species == "Human" and self.stance or "Standing"
return Presets.CombatStance.Default[stance].Noise
end
function Unit:InteractTunnel(tunnel, quick_play)
return tunnel:InteractTunnel(self, quick_play)
end
-- collision avoidance. offset pos2 to the right pass cell corner
function GetTunnelExitCollisionAvoidPos(pos1, pos2)
local x1, y1, z1 = SnapToVoxel(pos1:xyz())
local x2, y2, z2 = SnapToVoxel(pos2:xyz())
if x1 == x2 and y1 == y2 then
return pos2
end
local offset = const.SlabSizeX / 4
if x1 == x2 then
if y1 < y2 then
x2 = x2 - offset
--y2 = y2 - offset
elseif y1 > y2 then
x2 = x2 + offset - 1
--y2 = y2 + offset - 1
end
elseif y1 == y2 then
if x1 < x2 then
--x2 = x2 - offset
y2 = y2 + offset - 1
elseif x1 > x2 then
--x2 = x2 + offset - 1
y2 = y2 - offset
end
elseif x1 < x2 then
if y1 < y2 then
x2 = x2 - offset
elseif y1 > y2 then
y2 = y2 + offset - 1
end
elseif x1 > x2 then
if y1 > y2 then
x2 = x2 + offset - 1
elseif y1 < y2 then
y2 = y2 - offset
end
end
if z2 then
z2 = GetVoxelStepZ(x2, y2, z2)
end
return point(x2, y2, z2)
end
MapVar("__unit_step_target_dummies", {{phase = 0}})
function Unit:TraverseTunnel(tunnel, pos1, pos2, collision_avoidance, quick_play, use_stop_anim)
local tunnel_entrance = tunnel:GetEntrance()
local tunnel_exit = tunnel:GetExit()
if not pos1 then
pos1 = tunnel_entrance
end
if not pos2 then
pos2 = tunnel_exit
end
-- check for a dead end way
local dead_end
if not g_Combat and (tunnel.tunnel_type & const.TunnelMaskWalk) == 0 then
local side = self.team and self.team.side
if side == "player1" or side == "player2" then
local tunnel_mask = pathfind[self:GetPfClass() + 1].tunnel_mask
local reverse_tunnel = pf.GetTunnel(tunnel_exit, tunnel_entrance, tunnel_mask)
if not reverse_tunnel then
if IsStuckedMercPos(self, pos2) then
dead_end = true
if self:IsInterruptable() then
self:Interrupt()
return
end
end
end
end
end
if collision_avoidance ~= false and self:GetPathFlags(const.pfmCollisionAvoidance) ~= 0 and terrain.IsPassable(pos2) then
local pcount = self:GetPathPointCount()
local next_pos = pcount > 1 and self:GetPathPoint(pcount - 1)
if next_pos and next_pos:IsValid() and (tunnel.tunnel_type & const.TunnelTypeLadder) == 0 and not CanDestlock(pos2, 300) then
pos2 = GetTunnelExitCollisionAvoidPos(pos1, pos2) -- offset pos2 to the right pass cell corner
pf.SetPathPoint(self, -1, pos2) -- the path execution expects the unit to be at the last position of the path
end
end
local interrupts
if not self.combat_path and self.team and self.team.side ~= "neutral" then
local target_dummy = __unit_step_target_dummies[1]
target_dummy.obj = self
target_dummy.anim = self:GetWaitAnim()
interrupts = self:CheckProvokeOpportunityAttacks(CombatActions.Move, "move", __unit_step_target_dummies)
if interrupts then
self:ProvokeOpportunityAttacksWarning("move", interrupts)
end
end
local wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
if not quick_play and (tunnel.tunnel_type & const.TunnelMaskTraverseWait) ~= 0 then
self:TunnelBlock(tunnel_entrance, tunnel_exit)
self:TunnelBlock(tunnel_exit, tunnel_entrance)
end
self.traverse_tunnel = tunnel
tunnel:TraverseTunnel(self, pos1, pos2, quick_play, use_stop_anim)
self.traverse_tunnel = false
if not quick_play and (tunnel.tunnel_type & const.TunnelMaskTraverseWait) ~= 0 then
self:TunnelUnblock(tunnel_exit, tunnel_entrance)
self:TunnelUnblock(tunnel_entrance, tunnel_exit)
end
self:SetFootPlant(true)
if dead_end then
RedeploymentCheckDelayed()
end
if wasInterruptable then
self:BeginInterruptableMovement()
end
if interrupts then
self:ProvokeOpportunityAttacksFromList(interrupts)
end
end
function Unit:GotoStopCheck(stop_anim_tunnel_idx)
if self.move_stop_anim_len == 0 then
return false
end
if not stop_anim_tunnel_idx then
stop_anim_tunnel_idx = pf.GetPathNextTunnelIdx(self, const.TunnelMaskWalkStopAnim) or 1
end
local pcount = self:GetPathPointCount()
if pcount <= stop_anim_tunnel_idx + 4 then
local pathlen = self:GetPathLen(stop_anim_tunnel_idx)
local step_dist = self:GetVisualDist2D(self:GetPosXYZ())
if pathlen - step_dist < self.move_stop_anim_len then
local dest = self:GetPathPoint(stop_anim_tunnel_idx)
if dest and not dest:IsValid() then
stop_anim_tunnel_idx = stop_anim_tunnel_idx - 1
dest = self:GetPathPoint(stop_anim_tunnel_idx)
end
if not dest or not dest:IsValid() then
return false
end
-- clear path points before dest
for i = self:GetPathPointCount(), stop_anim_tunnel_idx + 1, -1 do
pf.SetPathPoint(self, i)
end
local wait_time = pathlen > self.move_stop_anim_len and pf.GetMoveTime(self, pathlen - self.move_stop_anim_len) or 0
if wait_time > 0 then
Sleep(wait_time)
end
self:GotoStop(dest)
return true
end
end
return false
end
function Unit:GotoStop(dest)
local l1 = self:TimeToMoment(1, "FootLeft", -1)
local l2 = self:TimeToMoment(1, "FootLeft", 1)
local r1 = self:TimeToMoment(1, "FootRight", -1)
local r2 = self:TimeToMoment(1, "FootRight", 1)
local t1, t2, anim, anim1, anim2
if l1 and (not r1 or l1 < r1) then
t1, anim1 = l1, self.move_stop_foot_left_anim
else
t1, anim1 = r1, self.move_stop_foot_right_anim
end
if l2 and (not r2 or l2 < r2) then
t2, anim2 = l2, self.move_stop_foot_left_anim
else
t2, anim2 = r2, self.move_stop_foot_right_anim
end
if t1 and t2 then
local t = t1 + t2
local perc = t > 0 and t1 * 100 / t or 0
if perc < const.AmbientLife.WalkStopMomentProximity then
anim = anim1
else
anim = anim2
end
elseif t1 then
anim = anim1
else
anim = anim2
end
anim = anim or self.move_stop_foot_left_anim or self.move_stop_foot_right_anim
self:SetState(anim)
repeat
self:SetAnimSpeed(1, self:GetMoveSpeed())
local t = self:TimeToAnimEnd()
self:SetPos(dest or self:GetPos(), t)
until not WaitWakeup(t)
end
function Unit:MoveSleep(time)
local end_time = now() + time
repeat until not WaitWakeup(end_time - now()) or self:GetPathFlags(const.pfDirty) ~= 0
if self.cur_move_style and (self:GetAnimPhase() == 0 or self:IsAnimEnd()) then
self:UpdateMoveAnimFromStyle()
end
end
function Unit:GotoTurnOnPlace(next_pos)
if not next_pos then
return
end
local move_style = GetAnimationStyle(self, self.cur_move_style)
if move_style then
if move_style.MoveStart_Left or move_style.MoveStart_Right then
return -- move turn animations will be played if necessary
end
local angle = CalcOrientation(self, next_pos)
self:AnimatedRotation(angle)
return
end
if self:IsVisiting() then
return -- move style support civilian
end
if self.stance ~= "Prone" then
return
end
local angle = CalcOrientation(self, next_pos)
local angle_diff = AngleDiff(angle, self:GetVisualOrientationAngle())
local min_turn_angle
if self:GetState() == self:GetMoveAnim() then
min_turn_angle = const.GotoTurnOnPlaceMovingAngle
else
min_turn_angle = const.GotoTurnOnPlaceAngle
end
if abs(angle_diff) > min_turn_angle then
self:AnimatedRotation(angle)
end
end
DefineConstInt("AmbientLife", "ForbidVisitEnemyDist", 2, "m", "If player around this distance the enemy AL won't use chairs to sit(coming close will also interrupt this behavior normally)")
function Unit:IdleForcingDist(other)
if self.waiting_attack then return true end
local dist = self:GetDist(other)
if dist <= const.AmbientLife.ForbidSitChairEnemyDist and IsSittingUnit(self) then
return true
end
if dist <= const.AmbientLife.ForbidWallLeanEnemyDist and IsWallLeaningUnit(self) then
return true
end
if dist <= const.AmbientLife.ForbidVisitEnemyDist and (self.routine == "Ambient" or self.routine == "Patrol") then
return true
end
end
function Unit:ShouldBeIdle(other)
if self.command == "Die" or self.command == "Dead" then return false end
if g_Combat or GameState.sync_loading or self.team and self.team.player_team then
return true
end
if not g_Combat and (self.neutral_retal_attacked) then
return true
end
if not IsValid(other) then
local enemies = GetAllEnemyUnits(self)
for _, unit in ipairs(enemies) do
if self:ShouldBeIdle(unit) then
return true
end
end
else
if self:IdleForcingDist(other) then
return true
end
end
end
function Unit:GotoAction()
if self.carry_flare then
ResetVoxelStealthParamsCache() -- todo: partial invalidate would be cool (prev pos + current pos)
end
self:InvalidatePindownLinesCache()
if not g_Combat and self:HasStatusEffect("Suspicious") then
self:SetCommand("Idle")
return
end
if self.goto_stance then
self:GotoChangeStance(self.goto_stance)
self.goto_stance = false
if self:IsInterruptable() then
self:BeginInterruptableMovement()
end
end
if self.goto_hide then
self.goto_hide = false
self:Hide()
if self:IsInterruptable() then
self:BeginInterruptableMovement()
end
end
if self.team then
local enemies = GetAllEnemyUnits(self)
if self.team.player_team then
for _, unit in ipairs(enemies) do
if unit:ShouldBeIdle(self) then
unit:SetCommandParamValue("Idle", "idle_forcing_dist", self)
unit:SetCommand("Idle")
end
end
end
if self.team.player_enemy then
for _, unit in ipairs(enemies) do
if self:ShouldBeIdle(unit) then
self:SetCommandParamValue("Idle", "idle_forcing_dist", unit)
self:SetCommand("Idle")
end
end
end
for _, enemy in ipairs(enemies) do
local attacker, target
if self.marked_target_attack_args and self.marked_target_attack_args.target == enemy then
attacker, target = self, enemy
elseif enemy.marked_target_attack_args and enemy.marked_target_attack_args.target == self then
attacker, target = enemy, self
end
if attacker and target then
local action = attacker:GetDefaultAttackAction()
local weapon = action:GetAttackWeapons(attacker)
if not IsKindOfClasses(weapon, "MeleeWeapon", "UnarmedWeapon") then
attacker.marked_target_attack_args = nil
elseif attacker:CanAttack(target, weapon, action) and IsMeleeRangeTarget(attacker, nil, nil, target) then
local args = attacker.marked_target_attack_args
TutorialHintsState.SneakMode = not not args
TutorialHintsState.SneakApproach = not not args
NetStartCombatAction(action.id, attacker, 0, args)
break
end
end
end
end
end
function Unit:WaitResumeOnCommandStart()
if not GameTimeAdvanced then return end
if IsValid(self.queued_action_visual) then
DoneObject(self.queued_action_visual)
self.queued_action_visual = false
end
if not g_Combat and IsActivePaused() and self:HasPreparedAttack() then
self:InterruptPreparedAttack()
end
while not g_Combat and IsActivePaused() do
WaitMsg("Resume", 500)
end
end
local pfFinished = const.pfFinished
local pfFailed = const.pfFailed
local pfDestLocked = const.pfDestLocked
local pfTunnel = const.pfTunnel
local gofRealTimeAnimMask = const.gofRealTimeAnim | const.gofEditorSelection
function Unit:GotoSlab(pos, distance, min_distance, move_anim_type, follow_target, use_stop_anim, interrupted)
self:WaitResumeOnCommandStart()
assert(self:GetGameFlags(gofRealTimeAnimMask) == 0)
Msg("UnitAnyMovementStart", self)
if use_stop_anim == nil then
use_stop_anim = true
end
if use_stop_anim ~= false and self.move_stop_anim_len == 0 then
use_stop_anim = false
end
self:SetTargetDummy(false)
if self:TimeToPosInterpolationEnd() > 0 then
local cur_pos = self:GetVisualPos()
if not self:IsValidZ() then
cur_pos = cur_pos:SetInvalidZ()
end
self:SetPos(cur_pos)
end
local dest, follow_pos
if not pos and IsValid(follow_target) then
dest = self:GetClosestMeleeRangePos(follow_target)
follow_pos = follow_target:GetPos()
elseif not pos then
local tunnel_param = {
unit = self,
player_controlled = self.team and self.team:IsPlayerControlled(),
}
dest = GetCombatPathDestinations(self, nil, nil, nil, tunnel_param, nil, 2 * const.SlabSizeX, false, false, true)
for i, packed_pos in ipairs(dest) do
dest[i] = point(point_unpack(packed_pos))
end
elseif IsPoint(pos) then
if self:GetPathFlags(const.pfmVoxelAligned) ~= 0 then
dest = self:GetVoxelSnapPos(pos)
end
elseif self:GetPathFlags(const.pfmVoxelAligned) ~= 0 then
for i = 1, #pos do
local pt = self:GetVoxelSnapPos(pos[i])
if pt then
dest = dest or {}
table.insert_unique(dest, pt)
end
end
end
dest = dest or pos
local status = self:FindPath(dest, distance, min_distance)
if self:GetPathPointCount() == 0 then
if status == 0 then
return true
end
return
end
-- cleanup stuff that prevents moving
if self:HasStatusEffect("StationedMachineGun") then
self:MGPack()
elseif self:HasStatusEffect("ManningEmplacement") then
self:LeaveEmplacement()
elseif self:HasPreparedAttack() then
self:InterruptPreparedAttack()
end
-- the target used for opportunity attacks
self:SetTargetDummy(false)
self:SetActionInterruptCallback(function(self)
if not IsActivePaused() then
self:SetCommand("GotoSlab")
else
self:SetQueuedAction()
self:SetCommand("Idle")
end
end)
self.goto_interrupted = interrupted
self:PushDestructor(function(self)
self:SetActionInterruptCallback()
self.move_follow_target = nil
self.move_follow_dest = nil
self.goto_interrupted = nil
end)
self.move_follow_target = follow_target
self.move_follow_dest = dest
self:SetFootPlant(true)
self.goto_target = pos
local pfStep = self.Step
local pfSleep = self.MoveSleep
local target, target_time
local is_moving = false
Msg("UnitGoToStart", self)
while true do
self:TunnelsUnblock()
if follow_pos and IsValid(follow_target) then
if IsKindOf(follow_target.traverse_tunnel, "SlabTunnelLadder") then
follow_target = false
break
end
if follow_target:GetDist(follow_pos) > 0 then
dest = self:GetClosestMeleeRangePos(follow_target)
target = false
follow_pos = follow_target:GetPos()
self.move_follow_dest = dest
end
end
if not target or self:GetPathPointCount() == 0 then
status = self:FindPath(dest, distance, min_distance)
if self:GetPathPointCount() == 0 then
if status == 0 then
status = pfFinished
end
break
end
local tunnel_start_idx = pf.GetPathNextTunnelIdx(self, const.TunnelMaskTraverseWait)
if tunnel_start_idx then
local tunnel_entrance = pf.GetPathPoint(self, tunnel_start_idx)
local tunnel_exit = pf.GetPathPoint(self, tunnel_start_idx - 2)
local last_target = target or self:GetPos()
target = nil
if last_target == tunnel_entrance or type(last_target) == "table" and table.find(last_target, tunnel_entrance) then
if CanUseTunnel(tunnel_entrance, tunnel_exit, self) then
self:TunnelBlock(tunnel_entrance, tunnel_exit)
self:TunnelBlock(tunnel_exit, tunnel_entrance)
local tunnel_start_idx2 = pf.GetPathNextTunnelIdx(self, const.TunnelMaskTraverseWait, tunnel_start_idx - 2)
if tunnel_start_idx2 then
local tunnel_entrance2 = pf.GetPathPoint(self, tunnel_start_idx2)
local tunnel_exit2 = pf.GetPathPoint(self, tunnel_start_idx2 - 2)
target = GetAlternateRoutesStartPoints(self, tunnel_entrance2, tunnel_exit2, const.TunnelMaskTraverseWait)
else
target = dest
end
end
end
if not target then
target = GetAlternateRoutesStartPoints(self, tunnel_entrance, tunnel_exit, const.TunnelMaskTraverseWait)
end
elseif target ~= dest then
target = dest
end
target_time = now()
if target ~= dest then
self:FindPath(target)
end
local pcount = self:GetPathPointCount()
local next_pt = pcount > 1 and pf.GetPathPoint(self, pcount - 1) or nil
if next_pt and not next_pt:IsValid() then
next_pt = pcount > 2 and pf.GetPathPoint(self, pcount - 2) or nil
end
local angle = next_pt and CalcOrientation(self.target_dummy or self, next_pt)
self:UpdateMoveAnim(nil, move_anim_type, next_pt)
local move_anim = GetStateName(self:GetMoveAnim())
if not GameTimeAdvanced then
if next_pt then
self:Face(next_pt)
end
if self:GetStateText() ~= move_anim then
self:SetState(move_anim, 0, 0)
self:RandomizeAnimPhase()
end
else
self:PlayTransitionAnims(move_anim, angle)
self:GotoTurnOnPlace(next_pt) -- face next target point
end
end
local target_distance, target_min_distance
if target == dest then
target_distance = distance
target_min_distance = min_distance
else
-- approaching tunnel. the tunnel can be destlocked, so the unit should destlock and wait
end
local wait
status = pfStep(self, target, target_distance, target_min_distance)
if status > 0 then
if not is_moving then
is_moving = true
self:StartMoving()
end
while status > 0 do
if not use_stop_anim or not self:GotoStopCheck() then
pfSleep(self, status)
end
self:GotoAction()
if follow_pos and IsValid(follow_target) and not follow_target:IsEqualPos(follow_pos) then
if IsKindOf(follow_target.traverse_tunnel, "SlabTunnelLadder") then
status = pfFinished
dest = self:GetPos()
target = dest
break
end
local newdest = self:GetClosestMeleeRangePos(follow_target)
if newdest ~= dest then
dest = newdest
target = newdest
end
end
status = pfStep(self, target, target_distance, target_min_distance)
end
end
if status == pfFinished and target == dest then
break
elseif status == pfFinished and target_time ~= now() then
target = nil
elseif status == pfTunnel then
if IsActivePaused() then
Sleep(1)
end
self:ClearEnumFlags(const.efResting) -- resting flag block the later ClearPath()
local tunnel = pf.GetTunnel(self)
if not tunnel then
status = pfFailed
break
end
if not self:InteractTunnel(tunnel) then
status = pfFailed
break
end
if not IsValid(tunnel) then
tunnel = pf.GetTunnel(self)
end
local tunnel_in_use = IsValid(tunnel) and (tunnel.tunnel_type & const.TunnelMaskTraverseWait) ~= 0
and not CanUseTunnel(tunnel:GetEntrance(), tunnel:GetExit(), self)
if IsValid(tunnel) and not tunnel_in_use then
if not is_moving then
is_moving = true
self:StartMoving()
end
local use_stop_anim = self.move_stop_anim_len > 0 and (pf.GetPathNextTunnelIdx(self, const.TunnelMaskWalkStopAnim) or 1) == self:GetPathPointCount()
self:TraverseTunnel(tunnel, nil, nil, true, false, use_stop_anim)
self:GotoAction()
else
target = nil -- the path is invalid, a new one should be cast
wait = tunnel_in_use
end
elseif target ~= dest then
wait = true
else
break
end
if wait then
local anim = self:GetWaitAnim()
if self:GetState() ~= anim then
self:SetState(anim, const.eKeepComponentTargets)
end
local target_pos
if IsPoint(target) then
target_pos = target
elseif IsValid(target) then
target_pos = target:GetPos()
else
for i, p in ipairs(target) do
if i == 1 or IsCloser(self, p, target_pos) then
target_pos = p
end
end
end
if target_pos and not self:IsEqualPos2D(target_pos) then
self:Face(target_pos)
end
if is_moving then
is_moving = false
self:StopMoving()
end
self:ClearPath()
pfSleep(self, 200)
self:GotoAction()
end
end
self:PopAndCallDestructor()
self.goto_target = false
if is_moving then
self:StopMoving()
end
Msg("UnitMovementDone", self)
Msg("UnitGoTo", self)
ObjModified(self)
return status == pfFinished
end
function Unit:UninterruptableGoto(pos, straight_line)
self:WaitResumeOnCommandStart()
local wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
pos = self:GetVoxelSnapPos(pos) or pos
assert(not self.goto_target) -- should be a top level Goto
self.goto_target = pos
self:UpdateMoveAnim()
if straight_line then
self:Goto(pos, "sl")
else
self:Goto(pos)
end
self.goto_target = false
Msg("UnitMovementDone", self)
if wasInterruptable then
self:BeginInterruptableMovement()
end
end
function Unit:Step(...)
self:UpdateMoveSpeed()
local status = AnimMomentHook.Step(self, ...)
if status > 0 then
if not self.combat_path and self.team and not self.team.neutral then
local target_dummy = __unit_step_target_dummies[1]
target_dummy.obj = self
target_dummy.anim = self:GetWaitAnim()
local interrupts = self:CheckProvokeOpportunityAttacks(CombatActions.Move, "move", __unit_step_target_dummies)
self:ProvokeOpportunityAttacksWarning("move", interrupts)
self:ProvokeOpportunityAttacks(CombatActions.Move, "move", target_dummy) -- traps
end
self:UpdateInWaterFX()
end
return status
end
function Unit:Goto(...)
local pfStep = self.Step
self:SetTargetDummy(false)
self:UpdateMoveAnim()
local status = pfStep(self, ...)
if status >= 0 or status == pfTunnel then
local topmost_goto, is_moving
if not self.goto_target then
topmost_goto = true
self.goto_target = ...
end
local pfSleep = self.MoveSleep
while true do
if status > 0 then
if not is_moving then
is_moving = true
self:StartMoving()
end
pfSleep(self, status)
elseif status == pfTunnel then
local tunnel = pf.GetTunnel(self)
if not tunnel then
status = pfFailed
break
end
if not is_moving then
is_moving = true
self:StartMoving()
end
if not self:InteractTunnel(tunnel) then
status = pfFailed
break
end
if IsValid(tunnel) then
self:TraverseTunnel(tunnel)
end
else
break
end
status = pfStep(self, ...)
end
if is_moving then
self:StopMoving()
end
if topmost_goto then
self.goto_target = false
end
CombatPathReset(self)
ObjModified(self)
end
local res = status == pfFinished
Msg("UnitGoTo", self)
return res
end
function Unit:IsInterruptable()
if self.interruptable then
if not self.goto_stance and not self.goto_hide then
return true
end
end
if self:IsIdleCommand() or self:HasQueuedAction() then
return true
end
return false
end
function Unit:IsInterruptableMovement()
return self.interruptable and (self.goto_target or self.move_attack_in_progress)
end
function Unit:InterruptCommand(...)
self:Interrupt("SetCommand", ...)
end
function NetSyncEvents.InterruptCommand(unit, ...)
unit:InterruptCommand(...)
end
function Unit:SetActionInterruptCallback(func)
self.action_interrupt_callback = func
end
function Unit:Interrupt(func, ...)
if self:IsInterruptable() then
if not func and self.action_interrupt_callback then
func = self.action_interrupt_callback
self.action_interrupt_callback = false
end
if not func then
return
end
if type(func) ~= "function" then
func = self[func]
end
assert(func)
if func then
func(self, ...)
end
return
end
self.interrupt_callback = pack_params(func or false, ...)
end
function Unit:BeginInterruptableMovement()
self.interruptable = true
local callback = self.interrupt_callback
if callback then
self.interrupt_callback = false
self:Interrupt(unpack_params(callback))
end
end
function Unit:EndInterruptableMovement()
self.interruptable = false
end
function Unit:IsEnemyPresent()
if g_Combat then
return true
end
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:HasMember("teams") then
for i, t in ipairs(dlg.teams) do
if not t.player_ally then
return true
end
end
end
return false
end
function Unit:GetVoxelSnapPos(pos, angle, stance)
if pos then
if not pos:IsValid() then
return
end
elseif not self:IsValidPos() then
return
end
if not angle then
angle = self:GetOrientationAngle()
end
local face_posx, face_posy, face_posz = RotateRadius(const.SlabSizeX, angle, pos or self, true)
local pos = SnapToPassSlabSegment(pos or self, face_posx, face_posy, face_posz, const.TunnelMaskWalk)
if not pos then
return
end
if (stance or self.stance) == "Prone" then
angle = FindProneAngle(self, pos, angle)
end
return pos, angle
end
function Unit:GetGridCoords()
local x, y, z = self:GetPosXYZ()
return PosToGridCoords(x, y, z)
end
function PosToGridCoords(x, y, z)
z = z or terrain.GetHeight(x, y)
local gx, gy, gz = WorldToVoxel(x, y, z)
while true do
local wx, wy, wz = VoxelToWorld(gx, gy, gz)
if wz < z then
gz = gz + 1
else
break
end
end
return gx, gy, gz
end
function Unit:EnterCombat()
local wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
if not self:HasStatusEffect("ManningEmplacement") then
self:UninterruptableGoto(self:GetVisualPos()) -- stop on the nearest free slab
self:SetTargetDummyFromPos()
end
self:UpdateAttachedWeapons()
if HasPerk(self, "SharpInstincts") then
if self.stance == "Standing" then self:DoChangeStance("Crouch") end
self:ApplyTempHitPoints(CharacterEffectDefs.SharpInstincts:ResolveValue("tempHP"))
end
if self:HasStatusEffect("ManningEmplacement") and self == SelectedObj then
self:FlushCombatCache()
self:RecalcUIActions(true)
ObjModified("combat_bar")
end
Msg("UnitEnterCombat", self)
if wasInterruptable then
self:BeginInterruptableMovement()
end
end
function Unit:AutoReload()
local weapon = self:GetActiveWeapons("Firearm")
local weapons = self:GetEquippedWeapons(self.current_weapon, "Firearm")
local needs_reload
local i = 1
while not needs_reload and (i <= #weapons) do
local w = weapons[i]
if w and (w.ammo and w.ammo.Amount or 0) < w.MagazineSize then
weapon = w
needs_reload = true
break
end
for slot, sub in sorted_pairs(weapons[i].subweapons) do
if IsKindOf(sub, "Firearm") then
weapons[#weapons + 1] = sub
end
end
i = i + 1
end
--if weapon and (weapon.ammo and weapon.ammo.Amount or 0) < weapon.MagazineSize then
if needs_reload then
Sleep(self:Random(1000))
local _, err = CombatActions.Reload:GetUIState({self})
if err == AttackDisableReasons.NoAmmo then
if not weapon.ammo or weapon.ammo.Amount == 0 then
PlayVoiceResponse(self, "NoAmmo")
else
PlayVoiceResponse(self, "AmmoLow")
end
else
RunCombatAction("ReloadMultiSelection", self, 0, {reload_all = true})
end
end
end
function Unit:ExitCombat()
if self:IsNPC() and not self.dummy and (not self:IsDead() or self.immortal) then
if self.retreating then
local markers = MapGetMarkers("Entrance")
local nearest, dist
for _, marker in ipairs(markers) do
local d = self:GetDist(marker)
if not nearest or d < dist then
nearest, dist = marker, d
end
end
assert(nearest)
self:SetCommand("ExitMap", nearest)
end
end
self.ActionPoints = self:GetMaxActionPoints() -- reset AP so the units has all their actions available to initiate combat
self.performed_action_this_turn = false
if self:IsDowned() then
self:SetCommand("DownedRally")
elseif not self:IsDead() then
self:PushDestructor(function()
self:AutoReload()
end)
self:LeaveEmplacement(false, "exit combat")
if self.combat_behavior == "Bandage" then
self:EndCombatBandage(nil, "instant")
elseif self.behavior == "Bandage" then
self:SetBehavior()
end
if g_Pindown[self] then
self:InterruptPreparedAttack()
end
if self:IsNPC() then
if self.spawner then
local x, y, z = self:GetGridCoords()
local sx, sy, sz = PosToGridCoords(self.spawner:GetPosXYZ())
if x == sx and y == sy and z == sz then
local spawner_angle = self.spawner:GetAngle()
self:SetAngle(spawner_angle)
end
end
end
if self:IsMerc() then
local allEnemies = GetAllEnemyUnits(self)
local aliveEnemies = 0
for _, enemy in ipairs(allEnemies) do
if not enemy:IsDead() and not enemy:IsDefeatedVillain() then
aliveEnemies = aliveEnemies + 1
end
end
if aliveEnemies == 0 then
self:DoChangeStance("Standing")
end
elseif self.species == "Human" and self.stance ~= "Standing" then
self:DoChangeStance("Standing")
end
self:PopAndCallDestructor()
if self:IsIdleCommand() then
self:SetCommand("Idle") -- force restart to reevaluate the use of combat/civilian anims
end
self:UpdateAttachedWeapons()
elseif self.immortal then
self:ReviveOnHealth()
self:ChangeStance(false, 0, "Standing")
self:SetCommand("Idle")
end
end
function Unit:GetStepActionFX()
return self.is_moving and (self.move_step_fx or "StepRun") or "StepWalk"
end
function Unit:OnAnimMoment(moment, anim)
anim = anim or GetStateName(self)
local animFxName = FXAnimToAction(anim)
PlayFX(animFxName, moment, self, self.anim_moment_fx_target)
local anim_moments_hook = self.anim_moments_hook
if type(anim_moments_hook) == "table" and anim_moments_hook[moment] then
local method = moment_hooks[moment]
return self[method](self, anim)
end
end
-- behaviors
function Unit:GetCommandParam(name, command)
command = command or self.command
return self.command_specific_params and self.command_specific_params[command] and self.command_specific_params[command][name]
end
function Unit:GetCommandParamsTbl(command)
command = command or self.command
self.command_specific_params = self.command_specific_params or {}
self.command_specific_params[command] = self.command_specific_params[command] or {}
return self.command_specific_params[command]
end
function Unit:SetCommandParamValue(command, param, value)
local param_tbl = self:GetCommandParamsTbl(command)
param_tbl[param] = value
end
function Unit:SetCommandParams(command, params)
command = command or self.command
self.command_specific_params = self.command_specific_params or {}
if params then
self.command_specific_params[command] = params
if params.weapon_anim_prefix then
self:UpdateAttachedWeapons()
end
end
end
if FirstLoad then
UnitIdleCommands = {
[false] = true,
["Idle"] = true,
["IdleSuspicious"] = true,
["AimIdle"] = true,
["PreparedAttackIdle"] = true,
["PreparedBombardIdle"] = true,
["Dead"] = true,
["VillainDefeat"] = true,
["Hang"] = true,
["Downed"] = true,
["Cower"] = true,
["CombatBandage"] = true,
["ExitMap"] = true,
["OverheardConversation"] = true,
["OverheardConversationHeadTo"] = true,
}
UnitPreparedAttackBehaviors = {
OverwatchAction = true,
PinDown = true,
}
UnitIgnoreEnterCombatCommands = {
["VillainDefeat"] = true,
}
end
function Unit:IsUsingPreparedAttack()
return UnitPreparedAttackBehaviors[self.combat_behavior]
end
function Unit:IsIdleCommand(check_pending)
return UnitIdleCommands[self.command or false] and (not check_pending or (not self.pending_aware_state and not HasCombatActionInProgress(self)))
end
function Unit:HasQueuedAction()
local action = CombatActions[self.queued_action_id]
return action and (action.ActivePauseBehavior == "queue") and IsActivePaused()
end
function Unit:IsIdleOrRunningBehavior()
if self:IsIdleCommand() then
return true
end
if g_Combat then
return self.command == self.combat_behavior
end
return self.command == self.behavior
end
function Unit:Idle()
self:WaitResumeOnCommandStart()
assert(self:IsValidPos())
SetCombatActionState(self, nil)
self.being_interacted_with = false
if not self.move_attack_in_progress then
self.move_attack_target = nil
end
self:SetQueuedAction()
ExplorationClearExclusiveAction(self)
if self:IsDead() then
if self.behavior == "Despawn" then
self:SetCommand("Despawn")
elseif self.behavior ~= "Hang" and self.behavior ~= "Dead" then
self:SetBehavior("Dead")
self:SetCombatBehavior("Dead")
end
else
if self.stance == "Prone" and self:GetValidStance("Prone") ~= "Prone" then
self:DoChangeStance("Crouch")
end
if g_Combat and self:CanCower() and (self.team.side == "neutral" or self:HasStatusEffect("ForceCower")) and not g_Combat:ShouldEndCombat() then
self:SetCommand("Cower")
end
end
self:UpdateInWaterFX()
if self:IsDead() then
if self.behavior == "Hang" then
self:SetCommand("Hang")
else
assert(not self.Squad or IsMerc(self))
self:SetCommand("Dead")
end
end
FallDownCheck(self)
if self:HasStatusEffect("Unconscious") then
self:SetCommand("Downed")
elseif IsSetpieceActor(self) then
self:SetCommand("SetpieceIdle", true)
elseif self:HasStatusEffect("Suspicious") then
if g_Combat then
self:RemoveStatusEffect("Suspicious")
else
return self:SuspiciousRoutine()
end
elseif self:HasCommandsInQueue() then
return
elseif g_Combat and self.combat_behavior then
self:SetCommand(self.combat_behavior, table.unpack(self.combat_behavior_params or empty_table))
elseif not g_Combat and self.behavior and not self:HasStatusEffect("Suspicious") then
local enemy = self:GetCommandParam("idle_forcing_dist")
if not IsValid(enemy) or not self:IdleForcingDist(enemy) then
self:SetCommandParamValue(self.command, "idle_forcing_dist", nil)
self:SetCommand(self.behavior, table.unpack(self.behavior_params or empty_table))
end
end
-- setup target dummy
local anim_style = self:GetIdleStyle()
local base_idle = anim_style and anim_style:GetMainAnim() or self:GetIdleBaseAnim()
local can_reposition = not (g_Combat and self:IsAware()) -- if large units can change angle (occupied tiles)
local pos, orientation_angle
if self.return_pos and not self.play_sequential_actions then
pos = self.return_pos
local voxel = SnapToVoxel(self)
if not pos:Equal2D(voxel) then
orientation_angle = CalcOrientation(pos, voxel)
end
else
pos = GetPassSlab(self) or self:GetPos()
end
local dummy_orientation_angle = self:GetPosOrientation(pos, nil, self.stance, true, can_reposition)
if not orientation_angle then
orientation_angle = self.auto_face and dummy_orientation_angle or self:GetPosOrientation(pos, nil, self.stance, false, can_reposition)
end
self:SetTargetDummy(pos, dummy_orientation_angle, base_idle, 0)
if g_Combat and (not self:IsNPC() or self:IsAware()) then
Msg("Idle", self)
end
if self.aim_action_id and not HasCombatActionInProgress(self) then
self:SetCommand("AimIdle")
end
self:SetWeaponLightFx(false)
self:SetIK("AimIK", false)
if self.play_sequential_actions then
self:SetCommand("SequentialActionsIdle")
end
-- orient
if not GameTimeAdvanced then
self:SetOrientationAngle(orientation_angle)
else
self:EndInterruptableMovement()
self:PlayTransitionAnims(base_idle, orientation_angle)
self:AnimatedRotation(orientation_angle, base_idle)
self:BeginInterruptableMovement()
end
self:SetCommandParamValue("Idle", "move_anim", "WalkSlow")
if self:ShouldBeIdle() then
-- one animation cycle
-- play current style end animation
self.cur_idle_style = anim_style and anim_style.Name or nil
if anim_style then
local anim = self:GetStateText()
if anim_style:HasAnimation(anim) then
if self:GetAnimPhase() ~= 0 and not self:IsAnimEnd() then
Sleep(self:TimeToAnimEnd())
end
elseif anim == anim_style.Start then
Sleep(self:TimeToAnimEnd())
elseif (anim_style.Start or "") ~= "" and IsValidAnim(self, anim_style.Start) then
self:SetState(anim_style.Start, const.eKeepComponentTargets)
Sleep(self:TimeToAnimEnd())
end
self:SetState(anim_style:GetRandomAnim(self), const.eKeepComponentTargets)
if not GameTimeAdvanced then
self:RandomizeAnimPhase()
end
else
if self:GetAnimPhase(1) == 0 or self:IsAnimEnd() or not IsAnimVariant(self:GetStateText(), base_idle) then
self:SetRandomAnim(base_idle, const.eKeepComponentTargets, nil, true)
end
end
Sleep(self:TimeToAnimEnd())
else
self:IdleRoutine()
end
end
function Unit:IdleSuspicious()
if self.stance == "Standing" and self.species == "Human" then
local anim
if self.gender == "Male" then
anim = self:TryGetActionAnim("IdlePassive2", self.stance)
else
local weapon = self:GetWeaponAnimPrefix()
if weapon == "nw" or self.carry_flare then
anim = self:TryGetActionAnim("IdlePassive", self.stance)
elseif weapon == "mk" then
anim = self:TryGetActionAnim("IdlePassive6", self.stance)
else
anim = self:TryGetActionAnim("IdlePassive2", self.stance)
end
end
if self.carry_flare then
anim = string.gsub(anim, "^%a*_", "nw_")
end
anim = self:ModifyWeaponAnim(anim)
self:SetState(anim)
Sleep(self:TimeToAnimEnd())
end
self:SetCommand("Idle")
end
function Unit:TakeSlabExploration()
local pos, angle = self:GetVoxelSnapPos()
if not pos then
return
end
if GameTimeAdvanced then
local vx, vy = SnapToVoxel(self:GetVisualPosXYZ())
if not pos:Equal2D(vx, vy) then
self:Goto(pos, "sl")
pos, angle = self:GetVoxelSnapPos()
end
end
self:SetPos(pos)
self:SetOrientationAngle(angle)
end
function OnMsg.GatherFXMoments(list)
table.insert_unique(list, "start")
table.insert_unique(list, "end")
table.insert(list, "action_start")
table.insert(list, "action_end")
table.insert(list, "WeaponGripStart")
table.insert(list, "WeaponGripEnd")
table.insert(list, "OrientationStart")
table.insert(list, "OrientationEnd")
end
function Unit:OnMomentWeaponGripStart()
self:SetWeaponGrip(true)
end
function Unit:OnMomentWeaponGripEnd()
self:SetWeaponGrip(false)
end
function Unit:SequentialActionsStart()
self.play_sequential_actions = true
end
function Unit:SequentialActionsEnd()
if not self.play_sequential_actions then
return
end
self.play_sequential_actions = false
if self.command == "SequentialActionsIdle" then
self:SetCommand("Idle")
end
end
function Unit:SequentialActionsIdle()
Halt()
end
function Unit:ReturnToCover(prefix, update_target_dummy)
local pos = self.return_pos
if not pos then
return false
end
if not IsCloser(self, pos, const.SlabSizeX/2) and CanOccupy(self, pos) and IsPassSlabStep(self, pos) then
local voxel_x, voxel_y = SnapToVoxel(self:GetPosXYZ())
local angle = pos:Equal2D(voxel_x, voxel_y, 0) and self:GetAngle() or CalcOrientation(pos, voxel_x, voxel_y, 0)
if update_target_dummy ~= false then
self:SetTargetDummyFromPos(pos, angle)
end
local side = AngleDiff(self:GetVisualOrientationAngle(), angle) < 0 and "Left" or "Right"
prefix = prefix or string.match(self:GetStateText(), "^(%a+_).*") or self:GetWeaponAnimPrefix()
local anim = string.format("%s%s_Aim_End", prefix, side)
self:SetIK("AimIK", false)
self:SetFootPlant(true)
if IsValidAnim(self, anim) then
if self:CanQuickPlayInCombat() then
self:SetPos(pos)
self:SetOrientationAngle(angle)
else
anim = self:ModifyWeaponAnim(anim)
self:SetPos(pos, self:GetAnimDuration(anim))
self:RotateAnim(angle, anim)
end
else
local msg = string.format('Missing animation "%s" for "%s"', anim, self.unitdatadef_id)
StoreErrorSource(self, msg)
self:SetPos(pos)
self:SetOrientationAngle(angle)
end
end
self.return_pos = false
return true
end
function Unit:MovePlayAnimSpeedUpdate(anim, anim_flags, crossfade, dest)
self:SetState(anim, anim_flags or 0, crossfade or -1)
repeat
self:SetAnimSpeed(1, self:CalcMoveSpeedModifier())
local t = self:TimeToAnimEnd()
if dest then
self:SetPos(dest, t)
end
until not WaitWakeup(t)
end
function Unit:MovePlayAnim(anim, pos1, pos2, anim_flags, crossfade, ground_orient, angle, start_offset, end_offset, sleep_mod, acceleration)
if not anim or not self:HasState(anim) then
self:SetPos(pos2)
self:SetFootPlant(true)
return
end
if not angle then
if pos1:Equal2D(pos2) then
angle = self:GetAngle()
else
angle = CalcOrientation(pos1, pos2)
end
end
if not pos1:IsValidZ() then
pos1 = pos1:SetTerrainZ()
end
local pos2_3d = pos2:IsValidZ() and pos2 or pos2:SetTerrainZ()
local t = self:GetVisualDist(pos1) == 0 and 100 or 0
self:SetPos(pos1)
self:SetFootPlant(false, t)
self:SetOrientationAngle(angle, t)
-- animation movement can be scaled only between "start" and "end" moments
self:SetState(anim, anim_flags or const.eKeepComponentTargets, crossfade or -1)
local anim_full_step = GetEntityStepVector(self:GetEntity(), anim)
local use_animation_step = pos1 ~= pos2_3d and anim_full_step:Len() > 10*guic
local duration = GetAnimDuration(self:GetEntity(), anim)
local phase1 = self:GetAnimMoment(anim, "start") or 0
local phase2 = self:GetAnimMoment(anim, "end")
if not phase2 then
local hit = self:GetAnimMoment(anim, "hit")
phase2 = (hit or duration) - 200
end
if phase2 < phase1 then
phase2 = phase1
end
start_offset = start_offset or point30
end_offset = end_offset or point30
if phase1 > 0 then
-- [0 - action_start] - adjust the unit at proper action start position
local action_phase1 = self:GetAnimMoment(anim, "action_start")
if action_phase1 then
action_phase1 = Min(action_phase1, phase1)
else
action_phase1 = phase1 / 2
end
if action_phase1 > 0 then
local v = use_animation_step and self:GetStepVector(anim, angle, 0, action_phase1) or point30
local dest = pos1 + v + start_offset
local t = self:TimeToPhase(1, action_phase1) or 0
self:SetPos(dest, t)
Sleep(t)
end
-- [action_start - start scale] - play the animation as it is
local v = use_animation_step and self:GetStepVector(anim, angle, 0, phase1) or point30
local dest = pos1 + v + start_offset
local t = self:TimeToPhase(1, phase1) or 0
self:SetPos(dest, t)
Sleep(t)
end
-- [scale] - the unit should reach the proper end position at the proper phase2 (the unit should be in the air)
local v = use_animation_step and self:GetStepVector(anim, angle, phase2, duration - phase2) or point30
local phase2_pos = pos2_3d - v + end_offset
local t = phase2 > phase1 and self:TimeToPhase(1, phase2) or 0
if t == 0 then
self:SetPos(phase2_pos)
if ground_orient then
self:SetGroundOrientation(angle, t)
end
else
local anim_speed, new_anim_speed
if use_animation_step and self:IsCommandThread() then
local extra_step_z = pos2_3d:z() - (pos1:z() + anim_full_step:z())
local scale = 1000
if anim_full_step:Len2D() > abs(anim_full_step:z()) then
-- horizontal scale
local extra_dist_2d = pos1:Dist2D(pos2) - anim_full_step:Len2D()
if extra_dist_2d > const.SlabSizeX/4 then
local anim_dist2d = abs(self:GetStepVector(anim, 0, phase1, phase2 - phase1):x())
scale = anim_dist2d > 0 and MulDivRound(1000, anim_dist2d + extra_dist_2d, anim_dist2d) or 1000000
scale = Min(scale, 1500) -- fix bugged animations with vely small steps
end
local fall_time = extra_step_z < 0 and self:GetGravityFallTime(abs(pos2_3d:z() - pos1:z()), -4000, const.Combat.Gravity) or 0
if fall_time > phase2 - phase1 then
scale = Max(scale, MulDivRound(1000, fall_time, phase2 - phase1))
end
else
if extra_step_z < 0 and anim_full_step:z() <= -const.SlabSizeZ/2 then
-- vertical scale
scale = MulDivRound(1000, pos2_3d:z() - pos1:z(), anim_full_step:z())
end
end
if scale ~= 1000 then
anim_speed = self:GetAnimSpeed(1)
new_anim_speed = MulDivRound(anim_speed, 1000, scale)
self:SetAnimSpeed(1, new_anim_speed)
t = self:TimeToPhase(1, phase2) or 0
end
end
local acc = acceleration and self:GetAccelerationAndStartSpeed(phase2_pos, 0, t) or 0
self:SetAcceleration(acc)
self:SetPos(phase2_pos, t)
if ground_orient then
self:SetGroundOrientation(angle, t)
end
if acceleration or anim_speed then
self:PushDestructor(function(self)
if IsValid(self) then
self:SetAcceleration(0)
if anim_speed and self:GetAnimSpeed(1) == new_anim_speed then
self:SetAnimSpeed(1, anim_speed)
end
end
end)
end
Sleep(t)
if acceleration or anim_speed then
self:PopAndCallDestructor()
end
end
-- [end scale - action end] - play the animation as it is
local action_phase2 = self:GetAnimMoment(anim, "action_end")
if action_phase2 then
action_phase2 = Max(action_phase2, phase2)
else
action_phase2 = phase2
end
if action_phase2 > phase2 then
local v = self:GetStepVector(anim, angle, action_phase2, duration - action_phase2)
local dest = pos2_3d - v + end_offset
local t = self:TimeToPhase(1, action_phase2) or 0
self:SetPos(dest, t)
Sleep(t)
end
-- [action end - animation end] - reach pos2 to the animation end
t = self:TimeToAnimEnd()
if t >= 999999999 then
assert(t < 999999999) -- can happen using editor
t = 0
end
if sleep_mod then t = MulDivRound(t, sleep_mod, 100) end
self:SetPos(pos2_3d, t)
Sleep(t)
self:SetPos(pos2)
self:SetFootPlant(true)
end
function Unit:CanFaceEnemy(enemy)
return not (enemy:IsDead() or enemy:IsDowned() or enemy:HasStatusEffect("Hidden"))
end
function Unit:IsConsideredEnemy(unit)
if self:IsOnEnemySide(unit) then return true end
for _, groupname in ipairs(self.Groups) do
local group_modifiers = gv_AITargetModifiers[groupname]
for group, _ in pairs(group_modifiers) do
if table.find(unit.Groups, group) then
return true
end
end
end
end
function Unit:GetClosestEnemy(pos)
if not IsValid(self) then return end
pos = SnapToVoxel(pos or self)
local face_targets = {}
local threshold = const.SlabSizeX / 2
local closest_enemy, min_dist
-- check directly visible enemies
local visibility = g_Visibility[self]
for _, unit in ipairs(visibility) do
if IsValid(unit) and (not min_dist or IsCloser(unit, pos, min_dist)) then
local enemy = self:IsConsideredEnemy(unit)
if IsValidTarget(unit) and enemy and self:CanFaceEnemy(unit) then
table.insert(face_targets, unit)
local dist = unit:GetDist(pos)
if not closest_enemy or dist < min_dist then
closest_enemy = unit
min_dist = dist + threshold
end
end
end
end
if not closest_enemy then
return
end
if #face_targets > 1 then
-- prefer targets closer to our current facing
local cur_angle = self:GetAngle()
local closest_adiff = abs(AngleDiff(CalcOrientation(pos, closest_enemy), cur_angle))
for _, unit in ipairs(face_targets) do
if unit ~= closest_enemy and IsCloser(unit, pos, min_dist) then
local adiff = abs(AngleDiff(CalcOrientation(pos, unit), cur_angle))
if adiff < closest_adiff then
closest_enemy = unit
closest_adiff = adiff
end
end
end
end
return closest_enemy
end
function Unit:IsUsingCover()
local cover = GetHighestCover(self)
return cover and (cover == 2 or cover == 1 and self.stance ~= "Standing")
end
function Unit:GetCoverToClosestEnemy(pos)
pos = pos or self:GetVoxelSnapPos()
if not pos or not pos:IsValid() then
return
end
local enemies = table.copy(GetEnemies(self))
local closest_enemy, closest_angle, closest_face_target, closest_dist
local ow_target = self:GetOverwatchTarget()
-- check for script-driven enemy relations
for _, groupname in ipairs(self.Groups) do
local group_modifiers = gv_AITargetModifiers[groupname]
for target_group, mod in pairs(group_modifiers) do
for _, obj in ipairs(Groups[target_group]) do
if IsKindOf(obj, "Unit") then
table.insert_unique(enemies, obj)
end
end
end
end
local function update_closest(check_pos, angle)
for _, enemy in ipairs(enemies) do
local dist = IsValid(enemy) and enemy:GetDist(check_pos)
if dist and (not closest_dist or dist < closest_dist) then
closest_enemy = enemy
closest_dist = dist
closest_angle = angle
closest_face_target = check_pos
end
end
end
local covers
if self:IsEnemyPresent() then
covers = GetCoversAt(pos)
end
if not next(covers) then
if ow_target then
return false, ow_target
end
if #enemies == 0 then
-- no covers, no enemies - nothing to face
return
else
-- no covers - face the closest enemy
update_closest(pos or self:GetPos())
return false, closest_enemy
end
end
local covers_count = table.count(covers)
if covers_count == 1 then
-- single cover only - face it no matter the enemies
local angle, cover = next(covers)
return cover, pos + GetCoverOffset(angle)
end
-- multiple covers
if #enemies == 0 then
local angle, cover = next(covers) -- for now choose the 1st cover
return cover, pos + GetCoverOffset(angle)
end
-- multiple covers, enemies around - choose the cover which center has the closest enemy
for angle, cover in sorted_pairs(covers) do
local cover_center = pos + GetCoverOffset(angle)
update_closest(cover_center, angle)
end
local cover = covers[(closest_angle + 180*60) % (360*60)]
return cover, closest_face_target
end
function Unit:GetPosOrientation(pos, angle, stance, auto_face, can_reposition)
if not pos then
pos = GetPassSlab(self) or self:GetPos()
end
if not pos:IsValid() then
return 0
end
local bandage_target = self:GetBandageTarget()
if not angle then
-- subsequent calls of self:GetOrientationAngle() can lead to small rotation
angle = self:GetVisualOrientationAngle()
if self.last_orientation_angle and abs(AngleDiff(angle, self.last_orientation_angle)) < 5*60 then
angle = self.last_orientation_angle
end
end
stance = stance or self.stance
if self:HasStatusEffect("ManningEmplacement") then
auto_face = false
elseif IsValid(bandage_target) then
auto_face = true
end
if auto_face == nil then
auto_face = self.auto_face
end
-- face the nearest enemy and orient to high cover
if g_Combat
and auto_face
and self:IsAware()
and not self:HasStatusEffect("Exposed")
then
local to_face = IsValid(bandage_target) and bandage_target or self:GetClosestEnemy(pos)
if to_face then
angle = CalcOrientation(pos, to_face.return_pos or to_face)
end
if self.species == "Human" and (stance == "Standing" or stance == "Crouch") and GetHighestCover(pos) == const.CoverHigh then
local face_angle
if to_face then
-- face the cover attack step out position
local action = self:GetDefaultAttackAction("ranged")
if action and action.AimType ~= "melee" then
local lof_args = {
action_id = action.id,
obj = self,
step_pos = pos,
stance = "Standing",
aimIK = false,
prediction = true,
}
local lof_data = CheckLOF(to_face, lof_args)
if lof_data and not IsCloser2D(pos, lof_data.step_pos, const.SlabSizeX/2) then
face_angle = CalcOrientation(pos, lof_data.step_pos)
end
end
end
if not face_angle then
face_angle = GetUnitOrientationToHighCover(pos, angle)
end
if face_angle then
angle = face_angle
end
end
end
-- adjust angle of lying units to not collide with other units or environment
if self.body_type == "Large animal" then
local can_reposition = can_reposition ~= false or not self:IsEqualPos(pos)
local snap_angle, fallback = FindLargeUnitAngle(self, pos, angle, can_reposition)
angle = snap_angle or fallback or angle
elseif self.species == "Human" and stance == "Prone" then
angle = FindProneAngle(self, pos, angle)
end
return angle
end
function Unit:SetTargetDummyFromPos(pos, angle, can_reposition)
pos = pos or GetPassSlab(self) or self:GetPos()
if not pos:IsValid() or self:IsDead() then
return self:SetTargetDummy(false)
end
local orientation_angle = self:GetPosOrientation(pos, angle, self.stance, true, can_reposition)
local anim_style = GetAnimationStyle(self, self.cur_idle_style)
local base_idle = anim_style and anim_style:GetMainAnim() or self:GetIdleBaseAnim()
return self:SetTargetDummy(pos, orientation_angle, base_idle, 0)
end
function Unit:SetTargetDummy(pos, orientation_angle, anim, phase, stance, ground_orient)
local dummy = self.target_dummy
if dummy and dummy.locked then
return
end
local changed
if pos ~= false then
pos = pos or GetPassSlab(self) or self:GetPos()
--assert(CanOccupy(self, pos)) -- hit when loading savegames with units on impassable
anim = anim or self:GetStateText()
phase = phase or self:GetAnimPhase()
stance = stance or self.stance
if not orientation_angle then
orientation_angle = self:GetOrientationAngle()
if stance == "Prone" then
orientation_angle = FindProneAngle(self, nil, orientation_angle, 60*60)
end
end
if ground_orient == nil then
ground_orient = select(2, self:GetFootPlantPosProps(stance))
end
if not dummy then
if self.body_type == "Large animal" then
dummy = PlaceObject("TargetDummyLargeAnimal", { obj = self })
else
dummy = PlaceObject("TargetDummy", { obj = self })
end
self.target_dummy = dummy
changed = changed or "unit"
end
-- pos
if changed or not dummy:IsEqualPos(pos) then
dummy:SetPos(pos)
changed = changed or "pos"
end
-- animation / phase
if changed or dummy:GetStateText() ~= anim then
dummy:SetState(anim)
dummy:SetAnimSpeed(1, 0)
changed = changed or "animation"
end
if changed or dummy:GetAnimPhase() ~= phase then
dummy:SetAnimPhase(1, phase)
changed = changed or "phase"
end
-- orientation
local prev_angle, prev_axisx, prev_axisy, prev_axisz
if not changed then
prev_angle, prev_axisx, prev_axisy, prev_axisz = dummy:GetAngle(), dummy:GetVisualAxisXYZ()
end
if dummy.stance ~= stance then
dummy.stance = stance
changed = changed or "stance"
end
if ground_orient then
dummy:ChangePathFlags(const.pfmGroundOrient)
dummy:SetGroundOrientation(orientation_angle, 0)
else
dummy:ChangePathFlags(0, const.pfmGroundOrient)
dummy:SetAxisAngle(axis_z, orientation_angle)
end
if not changed then
local new_angle, new_axisx, new_axisy, new_axisz = dummy:GetAngle(), dummy:GetVisualAxisXYZ()
if new_angle ~= prev_angle or new_axisx ~= prev_axisx or new_axisy ~= prev_axisy or new_axisz ~= prev_axisz then
changed = true
end
end
dummy:ClearEnumFlags(const.efResting)
-- notify changed
elseif dummy then
changed = true
DoneObject(dummy)
self.target_dummy = false
end
if changed then
Msg("TargetDummiesChanged", self)
return true
end
return false
end
function Unit:GenerateTargetDummiesFromPath(path)
path = path or self.combat_path
local dummies = {}
local base_idle = self:GetIdleBaseAnim(self.stance)
local function AddDummyPos(pos, angle, insert_idx, last_step_pos)
if pos ~= last_step_pos then
table.insert(dummies, { obj = self, anim = base_idle, phase = 0, pos = pos, angle = angle, stance = self.stance, insert_idx = insert_idx })
end
end
local p1 = self:GetPos()
local angle = self:GetOrientationAngle()
local dummy = self.target_dummy
if dummy and dummy:GetPos() == p1 then
table.insert(dummies, { obj = self, anim = dummy:GetStateText(), phase = dummy:GetAnimPhase(1), pos = dummy:GetPos(), angle = dummy:GetAngle(), insert_idx = #path + 1 })
else
AddDummyPos(p1, angle)
end
for i = #path, 1, -1 do
local p0 = p1
p1 = point(point_unpack(path[i]))
if p0 ~= p1 then
if not p0:Equal2D(p1) then
angle = CalcOrientation(p0, p1)
end
local tunnel = pf.GetTunnel(p0, p1)
if not tunnel then
ForEachWalkStep(p0, p1, AddDummyPos, angle, i + 1, p1)
end
AddDummyPos(p1, angle)
end
end
return dummies
end
function Unit:IsOnEnemySide(other)
return self.team and other.team and band(self.team.enemy_mask, other.team.team_mask) ~= 0
end
function Unit:IsOnAllySide(other)
return self.team and other.team and band(self.team.ally_mask, other.team.team_mask) ~= 0
end
function Unit:IsPlayerAlly()
return self.team and self.team.player_ally
end
function Unit:ReportStatusEffectsInLog()
--return not (self.team and self.team.side == "neutral")
return const.DbgStatusEffects and not (self.team and self.team.side == "neutral")
end
local visibility_spots = {
"Head", "Neck", --head
"Shoulderl", "Shoulderr", --torso
"Ribsupperl", "Ribsupperr",
"Ribslowerl", "Ribslowerr",
"Pelvisl", "Pelvisr",
"Groin", --groin
"Shoulderl", "Shoulderr", --arms
"Elbowl", "Elbowr",
"Wristl", "Wristr",
"Kneel", "Kneer", --legs
"Anklel", "Ankler",
}
local visibility_spot_indices = {}
function Unit:GetVisibilitySpotIndices()
local entity = self:GetEntity()
local current_state = self:GetState()
local states = visibility_spot_indices[entity]
local indices = states and states[current_state]
if not indices then
states = states or { }
visibility_spot_indices[entity] = states
indices = { }
local n = 1
for i=1,#visibility_spots do
local spot_name = visibility_spots[i]
local first, last = GetSpotRange(entity, 0, spot_name)
for idx=first,last do
indices[n] = idx
n = n + 1
end
end
states[current_state] = indices
end
return indices or empty_table
end
function Unit:IsNPC()
local unit_data = UnitDataDefs[self.unitdatadef_id]
return not unit_data or not unit_data.IsMercenary
end
function Unit:IsMerc()
local unit_data = UnitDataDefs[self.unitdatadef_id]
return unit_data and unit_data.IsMercenary
end
function Unit:IsCivilian()
return self.team and self.team.side and self.team.side == "neutral" and self.species == "Human"
end
function GetMaxSightRadius()
return const.Combat.AwareSightRange * const.Combat.SightModMaxValue / 100 * const.SlabSizeX + const.SlabSizeX / 4
end
function Unit:GetSightRadius(other, base_sight, step_pos)
-- base sight radius, based on awareness (in-combat only) and illumination
local modifier = 100
local other_is_unit = other and IsKindOf(other, "Unit") or false
local hidden = other_is_unit and other:HasStatusEffect("Hidden")
local sight = base_sight or (not hidden and self:IsAware() and const.Combat.AwareSightRange or const.Combat.UnawareSightRange)
local night_time = GameState.Night or GameState.Underground
if night_time and other and IsIlluminated(other, nil, nil, step_pos) then
night_time = false
end
local force_min_sight = self:CallReactions_Or("OnCheckForceMinSight", self, other, step_pos, night_time)
force_min_sight = force_min_sight or (IsKindOf(other, "Unit") and other:CallReactions_Or("OnCheckForceMinSight", self, other, step_pos, night_time))
if force_min_sight then
return MulDivRound(sight, const.Combat.SightModMinValue, 100) * const.SlabSizeX, hidden, night_time
end
modifier = self:CallReactions_Modify("OnCalcSightModifier", modifier, self, other, step_pos, night_time)
if IsKindOf(other, "Unit") then
modifier = other:CallReactions_Modify("OnCalcSightModifier", modifier, self, other, step_pos, night_time)
end
if other_is_unit and not other:IsDead() and not other:IsDowned() then
if hidden then
-- add (clamped) attrib difference as modifier
local steath_mod = Max(0, MulDivRound(other.Agility - self.Wisdom, const.Combat.SightModStealthStatDiff, 100))
if other.stance == "Prone" then
steath_mod = steath_mod + const.Combat.SightModHiddenProne
end
modifier = modifier - steath_mod
end
local armor = other:GetItemInSlot("Torso", "Armor")
if armor and armor.Camouflage then
modifier = modifier - const.Combat.CamoSightPenalty
end
end
-- environmental factors
if other then
local env_factors = GetVoxelStealthParams(step_pos or other) or 0
if band(env_factors, const.vsFlagTallGrass) ~= 0 then
modifier = modifier + const.EnvEffects.BrushSightMod
end
end
if night_time and other then
local darknessMod = const.EnvEffects.DarknessSightMod
if self:HasNightVision() then
local penaltyReduce = CharacterEffectDefs.NightOps:ResolveValue("night_vision_penalty_reduction")
darknessMod = MulDivRound(darknessMod, penaltyReduce, 100)
end
modifier = modifier + darknessMod
end
if GameState.Fog then
modifier = modifier + const.EnvEffects.FogSightMod
end
if GameState.DustStorm then
modifier = modifier + const.EnvEffects.DustStormSightMod
end
if GameState.FireStorm then
modifier = modifier + const.EnvEffects.FireStormSightMod
end
if other_is_unit then -- height difference check
local ox, oy, oz
if step_pos then
ox, oy, oz = PosToGridCoords(step_pos:xyz())
else
ox, oy, oz = other:GetGridCoords()
end
local x, y, z = self:GetGridCoords()
if oz >= z + const.EnvEffects.SightHeightDiffThreshold then
modifier = modifier + const.EnvEffects.SightHeightDiffMod
elseif g_Exploration and oz + const.EnvEffects.SightHeightDiffThreshold < z then
modifier = modifier + -(const.EnvEffects.SightHeightDiffMod * 2)
end
end
modifier = Clamp(modifier, const.Combat.SightModMinValue, const.Combat.SightModMaxValue)
local sightAmount = MulDivRound(sight, modifier, 100) * const.SlabSizeX
-- Prevent going in and out of sus state due to Pos/VisualPos differences.
if self.command == "IdleSuspicious" then
sightAmount = sightAmount + const.SlabSizeX / 4
end
return sightAmount, hidden, night_time
end
function Unit:CanSee(other, overridePos, overrideStance)
local sight = self:GetSightRadius(other)
local target = other
if IsKindOf(other, "Unit") and other.visibility_override then
target = stance_pos_pack(other.visibility_override.pos, StancesList[other.stance])
elseif IsPoint(overridePos) then
self = stance_pos_pack(overridePos, StancesList[overrideStance or self.stance])
end
if CheckLOS(target, self, sight) then
return true
end
return false
end
function Unit:Face(...)
if self.ground_orient then
self:SetGroundOrientation(...)
else
CObject.Face(self, ...)
end
end
function Unit:SetOrientationAngle(angle, ...)
if self.ground_orient then
self:SetGroundOrientation(angle, ...)
self.last_orientation_angle = angle
else
CObject.SetAngle(self, angle, ...)
self.last_orientation_angle = nil
end
end
function Unit:GetOccupiedPos()
return self.target_dummy and self.target_dummy:GetPos()
end
function Unit:GetVisualVoxels(pos, stance, voxels)
local x, y, z
voxels = voxels or {}
if pos then
if type(pos) == "number" then
x, y, z = point_unpack(pos)
elseif IsPoint(pos) and pos:IsValid() then
x, y, z = pos:xyz()
else
return voxels
end
else
if not self:IsValidPos() then
return voxels
end
x, y, z = self:GetPosXYZ()
end
if not z then
z = terrain.GetHeight(x, y)
end
local snapped_z = select(3, VoxelToWorld(WorldToVoxel(x, y, z)))
if z - snapped_z > const.SlabSizeZ / 2 then
z = z + const.SlabSizeZ
end
x, y, z = WorldToVoxel(x, y, z)
voxels[1] = point_pack(x, y, z)
local head_voxel
if self.species == "Human" then
if (stance or self.stance) == "Prone" then
head_voxel = voxels[1]
else
head_voxel = point_pack(x, y, z + 1)
voxels[#voxels + 1] = head_voxel
end
elseif self.species == "Crocodile" then
local angle = self:GetOrientationAngle()
local sina, cosa = sincos(angle)
local slabsize = const.SlabSizeX
local dx = MulDivRound(slabsize, cosa, 4096)
local dy = MulDivRound(slabsize, sina, 4096)
if dx > slabsize/2 then dx = 1 elseif dx < -slabsize/2 then dx = -1 end
if dy > slabsize/2 then dy = 1 elseif dy < -slabsize/2 then dy = -1 end
voxels[#voxels + 1] = point_pack(x + dx, y + dy, z)
voxels[#voxels + 1] = point_pack(x - dx, y - dy, z)
end
return voxels, head_voxel or voxels[1]
end
function Unit:ChangeStance(action_id, cost_ap, stance, args)
self:WaitResumeOnCommandStart()
if self.stance == stance or self.species ~= "Human" then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
local pfclass = CalcPFClass(self.team and self.team.side, stance, self.body_type)
local pos = GetPassSlab(self, pfclass)
if not pos then
self:GainAP(cost_ap)
CombatActionInterruped(self)
return
end
self:SetPos(pos)
local wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
PlayFX("ChangeStance", "start", self)
self:PushDestructor(function(self)
PlayFX("ChangeStance", "end", self)
end)
local angle = args and args.angle
if stance == "Prone" then
angle = FindProneAngle(self, nil, angle)
end
if angle then
self:SetOrientationAngle(angle, not GameTimeAdvanced and 0 or 100)
end
self:DoChangeStance(stance)
self:PopAndCallDestructor() -- FX
if wasInterruptable then
self:BeginInterruptableMovement()
end
end
local AnimationStance = {
nw_Standing_MortarIdle = "Crouch",
nw_Standing_MortarFire = "Crouch",
}
function Unit:GetHitStance()
return AnimationStance[self:GetStateText()] or self.stance
end
function Unit:CanStealth(stance)
if not self.team or self.team.side == "neutral"
or not self:IsValidPos()
or self:IsDead()
or self:IsDowned()
or self.command == "ExitCombat" and not self:HasStatusEffect("Hidden")
then
return false
end
stance = stance or self.stance
local is_stealthy_stance
if self.species == "Human" then
is_stealthy_stance = stance ~= "Standing"
if HasPerk(self, "FleetingShadow") then
is_stealthy_stance = true
end
elseif self.species == "Crocodile" then
is_stealthy_stance = true
end
if not is_stealthy_stance then
return false
end
-- in combat allow Spotted units to remain Hidden for the duration of the effect
local effects = self.StatusEffects
local visual_contact = self.enemy_visual_contact
if g_Combat and effects.Spotted then
visual_contact = false
elseif not self:HasStatusEffect("Hidden") then
local enemies = GetAllEnemyUnits(self)
for _, enemy in ipairs(enemies) do
visual_contact = visual_contact or HasVisibilityTo(enemy, self)
end
end
if visual_contact then
return false
end
if effects.BandagingDowned or effects.Revealed or effects.StationedMachineGun or effects.ManningEmplacement then
return false
end
return true
end
function Unit:GetStanceToStealth(stance)
stance = stance or self.stance
if self.species == "Human" and stance == "Standing" and not HasPerk(self, "FleetingShadow") then
return "Crouch"
end
return stance
end
function Unit:Hide()
local stance = self:GetStanceToStealth()
if not self:CanStealth(stance) then return end
local wasInterruptable
if stance ~= self.stance then
wasInterruptable = self.interruptable
if wasInterruptable then
self:EndInterruptableMovement()
end
self:DoChangeStance(stance)
end
self:AddStatusEffect("Hidden")
self:UpdateMoveAnim()
PlayVoiceResponse(self, "BecomeHidden")
if wasInterruptable then
self:BeginInterruptableMovement()
end
end
function Unit:Unhide()
self.goto_hide = false
self.goto_stance = false
--self.marked_target_attack_args = false
self:RemoveStatusEffect("Hidden")
self:UpdateMoveAnim()
if self:IsInterruptable() then
self:BeginInterruptableMovement()
end
end
function Unit:CanTakeCover()
return self.species == "Human" and self.stance ~= "Prone" and (GetHighestCover(self.return_pos or self) or 0) > 0
end
function Unit:TakeCover()
if not self:CanTakeCover() then
return
end
self:InterruptPreparedAttack()
self:AddStatusEffect("Protected")
UpdateTakeCoverAction()
self:DoChangeStance("Crouch")
ObjModified(self)
end
function OnMsg.UnitAnyMovementStart(unit)
unit:RemoveStatusEffect("Protected")
UpdateTakeCoverAction()
end
function OnMsg.UnitStanceChanged(unit)
if unit.stance ~= "Crouch" then
unit:RemoveStatusEffect("Protected")
end
end
local sneak_ui_update_thread = false
function OnMsg.UnitStealthChanged(obj)
if obj == SelectedObj or table.find(Selection or empty_table, obj) then
sneak_ui_update_thread = sneak_ui_update_thread or CreateGameTimeThread(function()
while obj.command == "ExitCombat" do
Sleep(100)
end
ObjModified("combat_bar")
sneak_ui_update_thread = false
end)
end
end
function Unit:UpdateHidden()
if self:HasStatusEffect("Hidden") then
if not self:CanStealth() then
self:RemoveStatusEffect("Hidden")
self:UpdateFXClass()
end
elseif self.species ~= "Human" then
if self:CanStealth() then
self:AddStatusEffect("Hidden")
PlayVoiceResponse(self, "BecomeHidden")
self:UpdateFXClass()
end
end
end
-- used to control the fx actor class of the unit based on his Hidden status and self.visible
function Unit:UpdateFXClass()
if not self.visible then
self.fx_actor_class = "Hidden"
elseif IsMerc(self) then
self.fx_actor_class = "ImportantUnit"
elseif self.species ~= "Human" then
self.fx_actor_class = self.species
elseif self:IsAmbientUnit() then
if self.gender == "Male" then
self.fx_actor_class = "AmbientMale"
elseif self.gender == "Female" then
self.fx_actor_class = "AmbientFemale"
else
self.fx_actor_class = "AmbientUnit"
end
else
if self.gender == "Male" then
self.fx_actor_class = "Male"
elseif self.gender == "Female" then
self.fx_actor_class = "Female"
else
self.fx_actor_class = "Unit"
end
end
end
function OnMsg.GetCustomFXInheritActorRules(rules)
-- unit
rules[#rules + 1] = "Male"
rules[#rules + 1] = "Unit"
rules[#rules + 1] = "Female"
rules[#rules + 1] = "Unit"
rules[#rules + 1] = "ImportantUnit"
rules[#rules + 1] = "Unit"
rules[#rules + 1] = "AmbientUnit"
rules[#rules + 1] = "Unit"
-- gender
rules[#rules + 1] = "AmbientMale"
rules[#rules + 1] = "Male"
rules[#rules + 1] = "AmbientMale"
rules[#rules + 1] = "AmbientUnit"
rules[#rules + 1] = "AmbientFemale"
rules[#rules + 1] = "Female"
rules[#rules + 1] = "AmbientFemale"
rules[#rules + 1] = "AmbientUnit"
end
local function UpdateHiddenUnits()
for _, team in ipairs(g_Teams) do
if team.side ~= "neutral" then
for _, unit in ipairs(team.units) do
unit:UpdateHidden()
end
end
end
end
function OnMsg.UnitMovementDone(obj)
if GameState.sync_loading then return end
obj:RemoveStatusEffect("Focused")
UpdateHiddenUnits()
NetUpdateHash("UnitMovement", obj, obj:GetPosXYZ())
end
OnMsg.SyncLoadingDone = UpdateHiddenUnits
OnMsg.ExplorationStart = UpdateHiddenUnits
function Unit:GotoChangeStance(stance)
if not stance or self.stance == stance then
return
end
if not self:CanSwitchStance(stance) then
return
end
local prev_stance = self.stance
self.stance = stance
ObjModified(self)
self:UpdateMoveAnim()
self:ChangePathFlags(const.pfDirty)
self:UpdateHidden()
ObjModified(self)
if stance == "Prone" or prev_stance == "Prone" then
local base_idle = self:GetIdleBaseAnim()
PlayTransitionAnims(self, base_idle)
end
Msg("UnitStanceChanged", self)
end
function Unit:DoChangeStance(stance)
assert(self.species == "Human" or stance == "")
self.stance = HasPerk(self, "ZombiePerk") and "Standing" or stance
self.aim_results = false
self.aim_attack_args = false
ObjModified(self)
self:SetFootPlant(true)
self:SetTargetDummyFromPos()
self:UpdateMoveAnim()
if GameTimeAdvanced then
local base_idle = self:GetIdleBaseAnim()
local angle = (self.target_dummy or self):GetOrientationAngle()
PlayTransitionAnims(self, base_idle, angle)
if not g_Combat and self.command ~= "ExitCombat" and self.command ~= "TakeCover" and self.command ~= "FallDown" then
self:GotoSlab(self:GetPos())
end
end
self:UpdateHidden()
ObjModified(self)
Msg("UnitStanceChanged", self)
end
if FirstLoad then
g_StanceToStanceAP = {}
end
local function UpdateStanceToStanceAPCache()
g_StanceToStanceAP = {}
ForEachPresetInGroup("StanceToStanceAP", "Default", function(def)
local t = g_StanceToStanceAP[def.start_stance]
if not t then
t = {}
g_StanceToStanceAP[def.start_stance] = t
end
t[def.end_stance] = def.ap_cost
end)
end
OnMsg.DataLoaded = UpdateStanceToStanceAPCache
OnMsg.PresetSave = UpdateStanceToStanceAPCache
function GetStanceToStanceAP(start_stance, end_stance)
if start_stance == end_stance then
return 0
end
return (g_StanceToStanceAP[start_stance] or empty_table)[end_stance]
end
function Unit:GetStanceToStanceAP(stance, ownStanceOverride)
local currentStance = ownStanceOverride or self.stance
if stance == currentStance then
return -1
end
if HasPerk(self, "HitTheDeck") and stance == "Prone" then return 0 end
return GetStanceToStanceAP(currentStance, stance) or 0
end
function Unit:GetArchetype()
local arch = Archetypes[self.script_archetype]
if arch then
return arch
end
return Archetypes[self.current_archetype] or Archetypes.Soldier
end
function Unit:GetCurrentArchetype()
return Archetypes[self.current_archetype] or Archetypes.Soldier
end
-- equipped items wihtout weapons, like Grenade, Medicine...
function Unit:GetEquippedQuickItems(class, slot_name)
local items = {}
self:ForEachItemInSlot(slot_name,class,function(item, s, l,t, items)
if not item:IsWeapon() then
items[#items+1] = item
end
end, items)
return items
end
function Unit:GetActiveWeapons(class, strict_order)
if class == "UnarmedWeapon" then
self.unarmed_weapon = self.unarmed_weapon or g_UnarmedWeapon
return self.unarmed_weapon, nil, { self.unarmed_weapon }
end
if self:GetStatusEffect("ManningEmplacement") then
local handle = self:GetEffectValue("hmg_emplacement")
local obj = HandleToObject[handle]
if obj and obj.weapon and (not class or IsKindOf(obj.weapon, class)) then
obj.weapon.emplacement_weapon = true
return obj.weapon, nil, { obj.weapon }
end
end
local slot
if IsSetpiecePlaying() and IsSetpieceActor(self) then
slot = "SetpieceWeapon"
else
slot = self.current_weapon
end
self.combat_cache = self.combat_cache or {}
local key = string.format("%s_%s%s", slot, class or "all", strict_order and "-strict" or "")
local weapons = self.combat_cache[key]
if not weapons then
weapons = {}
local firearms = {}
self.combat_cache[key] = weapons
local equipped = self:GetEquippedWeapons(slot)
if slot == "SetpieceWeapon" and (#(equipped or empty_table) == 0) then
equipped = self:GetEquippedWeapons(self.current_weapon)
end
for _, o in ipairs(equipped) do
local match = not class or (class ~= "Firearm") or not IsKindOfClasses(o, "HeavyWeapon", "FlareGun")
match = match and (not class or IsKindOf(o, class))
if match then
table.insert(weapons, o)
end
if IsKindOf(o, "FirearmBase") then
table.insert(firearms, o)
end
end
-- second pass to add subweapons at the end of the list
for _, item in ipairs(firearms) do
for slot, weapon in sorted_pairs(item.subweapons) do
local match = not class or (class ~= "Firearm") or not IsKindOfClasses(weapon, "HeavyWeapon", "FlareGun")
match = match and (not class or IsKindOf(weapon, class))
if match then
table.insert(weapons, weapon)
end
end
end
end
-- If weapon1 is exhausted and weapon 2 isnt then weapon2 is the main weapon
if not strict_order then
local weapon1Exhausted = not self:CanUseWeapon(weapons[1])
local weapon2Exhausted = not self:CanUseWeapon(weapons[2])
local weapon2IsntSubWeapon = weapons[1] and weapons[2] and not weapons[2].parent_weapon
if weapons[1] and weapons[2] and weapon1Exhausted and not weapon2Exhausted and weapon2IsntSubWeapon then
weapons[1], weapons[2] = weapons[2], weapons[1]
end
end
return weapons[1], weapons[2], weapons
end
function UnitProperties:GetWeaponByDefIdOrDefault(class, def_id, packed_pos, item_id)
if packed_pos then
local weapon = self:GetItemAtPackedPos(packed_pos)
return weapon
else
local weapons = self:GetEquippedWeapons(self.current_weapon)
local alt_slot = self.current_weapon == "Handheld A" and "Handheld B" or "Handheld A"
table.iappend(weapons, self:GetEquippedWeapons(alt_slot))
table.iappend(weapons, self:GetEquippedWeapons("Inventory"))
local n = #weapons
for i = 1, n do
local weapon = weapons[i]
if IsKindOf(weapon, "FirearmBase") then
for _, sub in sorted_pairs(weapon.subweapons) do
weapons[#weapons + 1] = sub
end
end
end
local matched
if def_id then
matched = table.ifilter(weapons, function(idx, item) return IsKindOf(item, def_id) end)
end
if #(matched or empty_table) == 0 then
matched = weapons
end
if item_id then
for _, weapon in ipairs(matched) do
if weapon.id == item_id then
return weapon
end
end
end
return matched[1]
end
end
function Unit:OutOfAmmo(weapon, amount)
weapon = weapon or self:GetActiveWeapons()
return weapon and weapon:HasMember("ammo") and (not weapon.ammo or weapon.ammo.Amount < (amount or 1))
end
function Unit:GetSector()
return gv_Sectors[gv_CurrentSectorId]
end
function Unit:IsWeaponJammed(weapon)
weapon = weapon or self:GetActiveWeapons()
return IsKindOf(weapon, "Firearm") and weapon.jammed
end
function Unit:CanUseWeapon(weapon, num_shots)
if not weapon then
return false, AttackDisableReasons.NoWeapon
elseif weapon.Condition <= 0 then
return false, AttackDisableReasons.WeaponBroken
end
if IsKindOf(weapon, "Firearm") then
if weapon.jammed then
return false, AttackDisableReasons.WeaponJammed
elseif not weapon.ammo or weapon.ammo.Amount < (num_shots or 1) then
return false, AttackDisableReasons.OutOfAmmo
end
end
return true
end
AttackDisableReasons = {
NoAP = T(526265371339, "<error>Insufficient AP</error>"),
NoWeapon = T(379423324402, "<error>No active weapon</error>"),
WeaponJammed = T(522229430242, "<error>The weapon is jammed</error>"),
WeaponBroken = T(187856566334, "<error>The weapon is broken</error>"),
OutOfAmmo = T(694516627561, "<error>Out of ammo</error>"),
InsufficientAmmo = T(48284763278, "<error>Not enough ammo</error>"),
InvalidTarget = T(332327094836, "<error>Invalid target</error>"),
InvalidSelfTarget = T(858041242091, "<error>Cannot target self</error>"),
NoTeamSight = T(308212362965, "<error>Out of team sight</error>"),
NoTeamSightLivewire = T(316258123370, "<error>Out of sight (Livewire)</error>"),
NoTarget = T(282471750002, "<error>No target</error>"),
NoBandageTarget = T(409300745676, "<error>No target. Mercs with lowered max HP are healed in the Sat View.</error>"),
OutOfRange = T(460146513440, "<error>Out Of Range</error>"),
ExtremeRange = T(990882650338, "<error>Extreme range</error>"),
CantReach = T(533577783995, "<error>Can't reach</error>"),
NoLoS = T(871138850086, "<error>No line of sight</error>"),
InsufficientMeds = T(589775173410, "<error>Not enough Meds</error>"),
FullHP = T(270490338639, "<error>At full health</error>"),
NoLockpick = T(179588362502, "<error>Can't pick a lock without a lockpick</error>"),
NoCrowbar = T(871669664824, "<error>You need a crowbar to attempt to break this</error>"),
NoCutters = T(457726671611, "<error>You need a wire cutter.</error>"),
OnlyStanding = T(589960103330, "<error>Only available in Standing stance</error>"),
Cooldown = T(591766545566, "<error>This action can be used once per turn</error>"),
BandagingDowned = T(216477918933, "<error>Currently treating a downed ally</error>"),
NoAmmo = T(958927508781, "<error>Out of ammo for this weapon</error>"),
FullClip = T(342527613232, "<error>This weapon is already fully loaded</error>"),
FullClipHaveOther = T(193803534966, "<error>This weapon is already fully loaded. You can change the ammo type from the inventory.</error>"),
SignatureRecharge = T(422255119652, "<error>Can only be used once per conflict</error>"),
SignatureRechargeOnKill = T(895217484195, "<error>Recharges on kill with another attack.</error>"),
Water = T(389919921473, "<error>Not allowed in water</error>"),
Stairs = T(377843918366, "<error>Not allowed on stairs</error>"),
Impassable = T(150460717914, "<error>Impassable</error>"),
Occupied = T(173250243531, "<error>Occupied</error>"),
Indoors = T(927774491188, "<error>Cannot use indoors</error>"),
InEnemySight = T(749326574456, "<error>You cannot sneak while in enemy sight.</error>"),
Revealed = T(393250883796, "<error>You revealed yourself to the enemies and cannot sneak this turn.</error>"),
CannotSneak = T(637272145762, "<error>You cannot sneak at this time.</error>"),
WrongWeapon = T(734977105577, "<error>Wrong active weapon.</error>"),
RangedWeapon = T(464635588615, "<error>Requires a Firearm.</error>"),
MacheteWeapon = T(899395755721, "<error>Requires a Machete.</error>"),
KnifeWeapon = T(270404087675, "<error>Requires a Knife.</error>"),
CombatOnly = T(607543203128, "<error>Must be used during combat</error>"),
RequiresMachineGun = T(293921437394, "<error>Requires a Machine Gun</error>"),
RequiresUnarmed = T(252038182681, "<error>Must be Unarmed</error>"),
NotInCover = T(553368221470, "<error>Only available in cover spots</error>"),
AlreadyActive = T(492570194020, "Already active"),
NotInMeleeRange = T(863084049025, "<error>Approach to attack</error>"),
NotInBandageRange = T(576945352567, "<error>Approach to bandage</error>"),
NotSneaking = T(465045630742, "<error>Must be sneaking</error>"),
MinDist = T(753745088840, "<error>Too close</error>"),
NoLine = T(127026985840, "<error>Straight path required</error>"),
TooFar = T(137552442717, "<error>Too Far</error>"),
UsingMachineGun = T(504207281345, "<error>Currently operating a machine gun</error>"),
NoFireArc = T(698332993342, "<error>No fire arc</error>"),
}
function GetUnitNoApReason(unit)
if unit:GetBandageTarget() then
return AttackDisableReasons.BandagingDowned
end
return AttackDisableReasons.NoAP
end
function Unit:SetEffectValue(id, value)
self.effect_values = self.effect_values or {}
self.effect_values[id] = value or nil
end
function Unit:GetEffectValue(id)
return self.effect_values and self.effect_values[id]
end
function Unit:GetEffectExpirationTurn(id, key)
local store_key = string.format("%s:%s", id, key)
return self.effect_values and self.effect_values[store_key] or -1
end
function Unit:SetEffectExpirationTurn(id, key, turn)
local store_key = string.format("%s:%s", id, key)
self.effect_values = self.effect_values or {}
self.effect_values[store_key] = Max(turn, self.effect_values[store_key] or -1)
end
function Unit:CanAttack(target, weapon, action, aim, goto_pos, skip_ap_check, is_free_aim)
if GetInGameInterfaceMode() == "IModeDeployment" then
return false
end
if action.ActionType ~= "Melee Attack" and action.ActionType ~= "Ranged Attack" then
return false
end
local args
if action then
if action.ActionType == "Melee Attack" and target == self then
return false, AttackDisableReasons.InvalidSelfTarget
end
if (action.ActionType == "Melee Attack" and action.AimType ~= "melee-charge") and IsValid(target) then
if IsKindOf(target.traverse_tunnel, "SlabTunnelLadder") then
return false, AttackDisableReasons.InvalidTarget
end
if not IsMeleeRangeTarget(self, goto_pos, nil, target) then
local attack_pos = self:GetClosestMeleeRangePos(target)
if not attack_pos or (IsKindOf(target, "Unit") and not IsMeleeRangeTarget(self, attack_pos, nil, target)) then
return false, AttackDisableReasons.CantReach
end
local reason = g_Combat and AttackDisableReasons.CantReach or AttackDisableReasons.TooFar
--[[if attack_pos then
local cpath = GetCombatPath(self)
local ap = cpath and cpath:GetAP(attack_pos)
if ap and action:GetAPCost(self, args) <= self.ActionPoints - ap then
reason = AttackDisableReasons.NotInMeleeRange
end
end
return false, reason--]]
if attack_pos then
--local cpath = GetCombatPath(self)
--local ap = cpath and cpath:GetAP(attack_pos)
--if not ap or action:GetAPCost(self, args) > self.ActionPoints - ap then
args = args or { target = target, goto_pos = attack_pos, aim = aim, ap_cost_breakdown = {} }
local cost = action:GetAPCost(self, args)
if cost < 0 or cost > self.ActionPoints then
return false, reason
end
else
return false, reason
end
end
end
if action.ActionType == "Ranged Attack" and target == self then -- no
return false, AttackDisableReasons.InvalidTarget
end
if action.id == "UnarmedAttack" or action.id == "ExplodingPalm" or (action.id == "Brutalize" and not weapon) or action.id == "MarkTarget" then
weapon = self:GetActiveWeapons("UnarmedWeapon")
end
if action.group == "SignatureAbilities" then
local recharge = self:GetSignatureRecharge(action.id)
if recharge then
if recharge.on_kill then
return false, AttackDisableReasons.SignatureRechargeOnKill
end
return false, AttackDisableReasons.SignatureRecharge
end
end
if g_Combat and self:GetEffectExpirationTurn(action.id, "cooldown") >= g_Combat.current_turn then
return false, AttackDisableReasons.Cooldown
elseif not skip_ap_check and (g_Combat or g_StartingCombat or g_TestingSaveLoadSystem) then
args = args or { target = target, goto_pos = goto_pos, aim = aim, ap_cost_breakdown = {} }
local cost = action:GetAPCost(self, args)
if not self:HasAP(cost, action.id, args) then
return false, GetUnitNoApReason(self)
end
end
if action.id == "OnMyTarget" then
return true
elseif action.id == "MGBurstFire" then
if target and not CombatActionTargetFilters.MGBurstFire(target, {self}) then
return false, AttackDisableReasons.OutOfRange
end
elseif action.id == "Bombard" or action.id == "FireFlare" then
if self.indoors then
return false, AttackDisableReasons.Indoors
end
elseif action.id == "PinDown" then
if not CombatActionTargetFilters.Pindown(target, self, weapon) then
return false, AttackDisableReasons.InvalidTarget
end
end
end
if not weapon then
return false, AttackDisableReasons.NoWeapon
elseif (weapon.Condition or 100) <= 0 then
return false, AttackDisableReasons.WeaponBroken
end
if IsKindOf(weapon, "Grenade") or (IsKindOf(weapon, "HeavyWeapon") and weapon.trajectory_type == "parabola") then
if action and target then
local range = action:GetMaxAimRange(self, weapon)
if goto_pos then
if goto_pos:Dist(target) > range * const.SlabSizeX then
return false, AttackDisableReasons.OutOfRange
end
else
if self:GetDist(target) > range * const.SlabSizeX then
return false, AttackDisableReasons.OutOfRange
end
end
args = args or { target = target, goto_pos = goto_pos, aim = aim, ap_cost_breakdown = {} }
local results = action:GetActionResults(self, args)
if not results.trajectory or #results.trajectory == 0 then
return false, AttackDisableReasons.NoFireArc
end
end
return true
end
local fireArm = IsKindOf(weapon, "Firearm")
if fireArm and weapon.jammed then
return false, AttackDisableReasons.WeaponJammed
end
local ammo_amount = fireArm and weapon:GetAutofireShots(action) or 1
local min_ammo_amount = action:ResolveValue("min_shots")
if fireArm and not ammo_amount then
local params = weapon:GetAreaAttackParams(action.id, self)
ammo_amount = params and params.used_ammo
end
ammo_amount = Min(ammo_amount or 1, min_ammo_amount or ammo_amount or 1)
if action.ActionType ~= "Other" and self:OutOfAmmo(weapon, ammo_amount) then -- Non-attack actions dont require ammo
return false, AttackDisableReasons.OutOfAmmo
end
if IsKindOf(weapon, "MeleeWeapon") and action.ActionType == "Ranged Attack" and target then
local range = action:GetMaxAimRange(self, weapon)
local attack_pos = goto_pos or self:GetPos()
local target_pos = IsPoint(target) and target or target:GetPos()
if attack_pos:Dist(target_pos) > range * const.SlabSizeX then
return false, AttackDisableReasons.OutOfRange
end
end
-- If you give me a target I will check it no matter whether you require one.
local optionalTargetAndNoTarget = not action.RequireTargets and not target
local invalidObjectTarget = not action.RequireTargets and not IsValid(target) and not IsPoint(target)
local pointTarget = not action.RequireTargets and IsPoint(target)
if optionalTargetAndNoTarget or invalidObjectTarget or pointTarget then return true end
local targetIsUnit = IsKindOf(target, "Unit")
local targetIsTrap = IsKindOf(target, "Trap")
local freeAimMeleeTarget = IsValid(target) and is_free_aim and action.ActionType == "Melee Attack"
if not target and action.RequireTargets then
return false, AttackDisableReasons.NoTarget
end
if not targetIsUnit and action.id == "Brutalize" then
return false, AttackDisableReasons.InvalidTarget
end
if not targetIsUnit and not targetIsTrap and not freeAimMeleeTarget then
return false, AttackDisableReasons.InvalidTarget
end
-- all attacks should be able to target all units except dead/defeated
if targetIsUnit and (target:IsDead() or target:IsDefeatedVillain()) then
return false, AttackDisableReasons.InvalidTarget
end
return true, false
end
function Unit:GetMoveModifier(stance, action_id)
stance = stance or self.stance
action_id = action_id or "Move"
local modValue = 0
if self:HasStatusEffect("Hidden") then
modValue = modValue + Hidden:ResolveValue("ap_cost_modifier")
end
if GameState.DustStorm then
modValue = modValue + const.EnvEffects.DustStormMoveCostMod
end
modValue = self:CallReactions_Modify("OnCalcMoveModifier", modValue, CombatActions[action_id])
return modValue
end
function Unit:GetUIScaledAP()
return self:GetUIActionPoints() / const.Scale.AP
end
function Unit:GetUIScaledAPMax()
local max = Max(self:GetMaxActionPoints(), self:GetUIActionPoints())
return max / const.Scale.AP
end
function Unit:GatherCTHModifications(id, value, data)
if not id then return end
data.meta_text = data.meta_text or {}
data.mod_mul = 100
data.mod_add = 0
data.base_chance = value
data.enabled = true
Msg("GatherCTHModifications", self, id, data.action.id, data.target, data.weapon1, data.weapon2, data)
self:CallReactions("OnModifyCTHModifier", id, self, data.target, data.action, data.weapon1, data.weapon2, data)
if IsKindOf(data.target, "Unit") then
data.target:CallReactions("OnModifyCTHModifier", id, self, data.target, data.action, data.weapon1, data.weapon2, data)
end
value = data.enabled and MulDivRound(value + data.mod_add, data.mod_mul, 100) or 0
return value
end
function Unit:CalcChanceToHit(target, action, args, chance_only)
-- Argument validation and fallbacks
if not (IsPoint(target) or IsValid(target) and IsKindOf(target, "CombatObject")) then
return 0
end
local weapon1, weapon2 = action:GetAttackWeapons(self)
local weapon = args and args.weapon or weapon1
if not weapon or IsKindOf(weapon, "Medicine") then
return 0
end
local modifiers = not chance_only and {}
if CheatEnabled("AlwaysHit") then
if modifiers then
modifiers[#modifiers + 1] = {
name = T(521586645369, "Cheat: Always Hit"),
value = 100,
id = "cheat"
}
end
return 100, 100, modifiers
elseif CheatEnabled("AlwaysMiss") then
if modifiers then
modifiers[#modifiers + 1] = {
name = T(455715392693, "Cheat: Always Miss"),
value = 0,
id = "cheat"
}
end
return 0, 0, modifiers
end
local target_spot_group = args and args.target_spot_group or nil
if type(target_spot_group) == "table" then
target_spot_group = target_spot_group.id
end
target_spot_group = target_spot_group or g_DefaultShotBodyPart
if type(target_spot_group) == "string" then
target_spot_group = Presets.TargetBodyPart.Default[target_spot_group]
end
local aim = args and args.aim or 0
local opportunity_attack = args and args.opportunity_attack
local attacker_pos = args and (args.step_pos or args.goto_pos) or self:GetPos()
local target_pos = args and args.target_pos or IsPoint(target) and target or target:GetPos()
local base = 0
-- Base CTH
local skill = self[weapon.base_skill]
if action.id == "SteroidPunch" then
skill = self["Strength"]
end
base = base + skill
if args and not args.prediction then
local effects = {}
for i, effect in ipairs(self.StatusEffects) do
effects[i] = effect.class
end
effects = table.concat(effects, ",")
local target_effects = "-"
if IsKindOf(target, "Unit") then
target_effects = {}
for i, effect in ipairs(target.StatusEffects) do
target_effects[i] = effect.class
end
target_effects = table.concat(target_effects, ",")
end
NetUpdateHash("CalcChanceToHit_Base", self, target, action.id, weapon.class, weapon.id, base, effects, target_effects,
weapon1 and weapon1.class, weapon1 and weapon1.id, weapon1 and weapon1.Condition, weapon1 and weapon1.MaxCondition,
weapon2 and weapon2.class, weapon2 and weapon2.id, weapon2 and weapon2.Condition, weapon2 and weapon2.MaxCondition
)
end
if modifiers then
self.combat_cache = self.combat_cache or {}
local key = "base_cth_" .. weapon.base_skill
local skillmod = self.combat_cache[key]
if not skillmod then
local prop_meta = self:GetPropertyMetadata(weapon.base_skill)
if prop_meta then
skillmod =
{
name = prop_meta.name,
value = skill
}
else
assert(false, "weapon base skill '" .. weapon.base_skill .. "' property metadata not found!")
skillmod =
{
name = T(462143455900, "Marksmanship"),
value = skill
}
end
self.combat_cache[key] = skillmod
end
table.insert(modifiers, skillmod)
end
local mod_data = {
attacker = self,
target = target,
target_spot_group = target_spot_group,
action = action,
weapon1 = weapon1,
weapon2 = weapon2,
aim = aim,
opportunity_attack = opportunity_attack,
attacker_pos = attacker_pos,
target_pos = target_pos,
min = 0,
max = 100,
}
-- Evaluate all modifiers
ForEachPreset("ChanceToHitModifier", function(mod)
if mod.RequireTarget and not IsValidTarget(target) then
return
end
local req_action = mod.RequireActionType
if req_action == "Any Attack" then
if action.ActionType == "Other" then
return
end
elseif req_action == "Any Melee Attack" then
if action.ActionType ~= "Melee Attack" then
return
end
elseif req_action == "Any Ranged Attack" then
if action.ActionType ~= "Ranged Attack" then
return
end
elseif req_action ~= action.id then
return
end
local lof = false -- Currently unused by any modifier
local apply, value, nameOverride, metaText, idOverride = mod:CalcValue(self, target, target_spot_group, action, weapon, weapon2, lof, aim, opportunity_attack, attacker_pos, target_pos)
if args and not args.prediction then
NetUpdateHash("CalcChanceToHit_Modifier", mod.id, apply, value)
end
if not apply then
return
end
-- automated GatherCTHModifications provide a standard mechanism for replacing display name & adding meta text (only for the applicable mods)
mod_data.display_name = nameOverride or mod.display_name
mod_data.meta_text = (IsT(metaText) and {metaText} or metaText) or nil
value = self:GatherCTHModifications(mod.id, value, mod_data)
if args and not args.prediction then
NetUpdateHash("CalcChanceToHit_Modifier_Mods", mod.id, value)
end
local nameOverride = mod_data.display_name
local metaText = #mod_data.meta_text > 0 and mod_data.meta_text
base = base + value
if mod_data.enabled and modifiers then
table.insert(modifiers,
{
name = nameOverride or mod.display_name,
value = value,
id = idOverride or mod.id,
metaText = metaText
})
end
end)
-- cycle status effects, running GatherCTHModifications() for every one of them, using the effect class/id as mod id
-- this way status effects can implement their own cth modifiers via the same mechanism
for _, effect in ipairs(self.StatusEffects) do
mod_data.display_name = effect.DisplayName
mod_data.meta_text = nil
local value = self:GatherCTHModifications(effect.class, 0, mod_data)
if args and not args.prediction then
NetUpdateHash("CalcChanceToHit_Effect_Mods", effect.class, value)
end
if value and value ~= 0 then
base = base + value
if mod_data.enabled and modifiers then
table.insert(modifiers,
{
name = mod_data.display_name,
value = value,
id = effect.id,
metaText = mod_data.meta_text
})
end
end
end
-- process weaponcomponenteffects
mod_data.weapon1 = nil
mod_data.weapon2 = nil
local weapons = {weapon1, weapon2}
for _, weapon in ipairs(weapons) do
if IsKindOf(weapon, "Firearm") then
for slot_id, component_id in sorted_pairs(weapon.components) do
local def = WeaponComponents[component_id]
local effects = def and def.ModificationEffects or empty_table
if next(effects) ~= nil then
mod_data.weapon1 = weapon
mod_data.display_name = def.DisplayName
mod_data.meta_text = nil
local value = self:GatherCTHModifications(component_id, 0, mod_data)
if args and not args.prediction then
NetUpdateHash("CalcChanceToHit_Component_Mods", weapon.id, component_id, value)
end
if value and value ~= 0 then
base = base + value
if mod_data.enabled and modifiers then
table.insert(modifiers,
{
name = mod_data.display_name,
value = value,
id = component_id,
metaText = mod_data.meta_text
})
end
end
end
end
end
end
mod_data.modifiers = modifiers
self:CallReactions("OnCalcChanceToHit", self, action, target, weapon1, weapon2, mod_data)
if IsKindOf(target, "Unit") then
target:CallReactions("OnCalcChanceToHit", self, action, target, weapon1, weapon2, mod_data)
end
base = Max(0, mod_data.enabled and MulDivRound(base + mod_data.mod_add, mod_data.mod_mul, 100) or 0)
local target_pos = IsPoint(target) and target or target:GetPos()
local knife_throw = IsKindOf(weapon, "MeleeWeapon") and (action.ActionType == "Ranged Attack")
local penalty = weapon:GetAccuracy(attacker_pos:Dist(target_pos), self, action, knife_throw) - 100
local final = Clamp(base + penalty, 0, 100)
final = Clamp(final, mod_data.min, mod_data.max)
if args and not args.prediction then
NetUpdateHash("CalcChanceToHit_Final", final)
end
if chance_only then
return final
end
if penalty ~= 0 then
if action.ActionType == "Melee Attack" then
modifiers[#modifiers + 1] = {
name = T(660754354729, "Weapon Accuracy"),
value = penalty,
id = "Accuracy"
}
elseif penalty <= -100 then
modifiers[#modifiers + 1] = {
name = T(162704513413, "Out of Range"),
value = penalty,
id = "Range"
}
else
modifiers[#modifiers + 1] = {
name = T(301586030557, "Range"),
value = penalty,
id = "Range"
}
end
end
return final, base, modifiers, penalty
end
-- unused
function Unit:GetBestChanceToHit(target, action, args, lof)
local best_idx, best_hit_chance
local list = attack_data.lof
for i, hit_data in ipairs(list) do
if i == 1 or hit_data.ally_hits_count <= list[best_idx].ally_hits_count then
args.target_spot_group = hit_data.target_spot_group
local hit_chance = self:CalcChanceToHit(target, action, args, "chance_only")
if i == 1 or hit_data.ally_hits_count < list[best_idx].ally_hits_count or hit_chance > best_hit_chance then
best_idx, best_hit_chance = i, hit_chance
end
end
end
return best_hit_chance, best_idx
end
function Unit:IsPointBlankRange(target)
if not IsValid(target) then
return false
end
return IsCloser(target, self, const.Weapons.PointBlankRange * const.SlabSizeX + 1)
end
function Unit:IsArmorPiercedBy(weapon, aim, target_spot_group, action) -- Can Crit
local pierced = true
if target_spot_group == "Head" then
local helm = self:GetItemInSlot("Head")
if helm and IsKindOf(helm, "IvanUshanka") then
return false
end
end
if action and action.id == "KalynaPerk" then
return true, "ignored"
end
if action and action.ActionType == "Melee Attack" then
return true, "ignored"
end
self:ForEachItem("Armor", function(item, slot)
if slot ~= "Inventory" and item.Condition > 0 and weapon.PenetrationClass < item.PenetrationClass and (item.ProtectedBodyParts or empty_table)[target_spot_group] then
pierced = false
return "break"
end
end)
return pierced
end
function Unit:CalcCritChance(weapon, target, action, args, attack_pos)
if not IsKindOfClasses(weapon, "Firearm", "MeleeWeapon") then
return 0
end
local target_spot_group = args and args.target_spot_group or g_DefaultShotBodyPart
local aim = args and args.aim or 0
if IsKindOf(target, "Unit") and not target:IsArmorPiercedBy(weapon, aim, target_spot_group, action) then
return 0
end
local critChance = self:GetBaseCrit(weapon) + (args and args.stealth_bonus_crit_chance or 0)
local data = {
crit_chance = critChance,
action_id = action and action.id,
weapon = weapon,
aim = aim,
opportunity_attack = args and args.opportunity_attack,
opportunity_attack_type = args and args.opportunity_attack_type,
crit_per_aim = const.Combat.AimCritBonus,
stealth_attack = args and args.stealth_attack,
target_spot_group = target_spot_group,
guaranteed_crit = false,
guaranteed_noncrit = false,
}
Msg("GatherCritChanceModifications", self, target, action and action.id, weapon, data)
self:CallReactions("OnCalcCritChance", self, target, action, weapon, data)
if IsKindOf(target, "Unit") then
target:CallReactions("OnCalcCritChance", self, target, action, weapon, data)
end
if data.guaranteed_noncrit or data.opportunity_attack then return 0 end
if data.guaranteed_crit then return 100 end
local critChance = data.crit_chance + aim * data.crit_per_aim
return Clamp(critChance, 0, 100)
end
function TFormat.AimAPCost()
local igi = GetInGameInterfaceModeDlg()
if not igi then return -1 end
local attacker = igi.attacker
local action = igi.action
if not action then return -1 end
local weapon = action:GetAttackWeapons(attacker)
local crosshair = igi.crosshair
local aimLevel = crosshair and crosshair.aim or 0
local actionCost, aimCost = attacker:GetAttackAPCost(action, weapon, nil, aimLevel + 1, action.ActionPointDelta)
return aimCost / const.Scale.AP
end
function Unit:GetAttackAPCost(action, weapon, action_ap_cost, aim, delta)
if not weapon then
return 0
end
local min, max = self:GetBaseAimLevelRange(action, weapon)
aim = Clamp(aim or 0, min, max) - min -- only charge for aiming above min level
delta = delta or 0
local aimCost = const.Scale.AP
local rain_penalty = GameState.RainHeavy and not self.indoors
if rain_penalty then
aimCost = MulDivRound(aimCost, 100 + const.EnvEffects.RainAimingMultiplier, 100)
end
local ap = action_ap_cost or weapon.AttackAP or weapon.ShootAP or 0
ap = ap + delta
ap = self:CallReactions_Modify("OnCalcAPCost", ap, action, weapon, aim)
if IsKindOf(weapon, "HeavyWeapon") then
elseif IsKindOf(weapon, "Firearm") or IsKindOf(weapon, "Grenade") or IsKindOf(weapon, "MeleeWeapon") then
ap = ap + aim * aimCost
else
ap = -1
end
-- legal cheat: during heavy rain last possible aim costs 1 AP regardless of the penalty
local remainingAP = (self:GetUIActionPoints() / 1000) * 1000
if rain_penalty and ap > remainingAP and aim > 0 then
local diff = abs(remainingAP - ap)
if diff < aimCost and diff >= const.Scale.AP then
ap = remainingAP
aimCost = 1000
end
end
return ap, aimCost
end
function Unit:ResolveAttackParams(action_id, target, lof_params)
local action = action_id and CombatActions[action_id]
if action and action.AimType == "melee" then
local attack_data = {
obj = self,
step_pos = self:GetOccupiedPos() or GetPassSlab(self) or self:GetPos(),
target = target
}
return attack_data
end
lof_params = lof_params or {}
lof_params.obj = self
if not lof_params.action_id then
lof_params.action_id = action_id
end
if lof_params.weapon == nil then
lof_params.weapon = action and action:GetAttackWeapons(self) or false
end
if not lof_params.step_pos then
lof_params.step_pos = self:GetOccupiedPos()
end
if lof_params.can_use_covers == nil then
lof_params.can_use_covers = true
end
lof_params.prediction = true
local attack_data = GetLoFData(self, target, lof_params)
if not attack_data then
attack_data = {
obj = self,
step_pos = self:GetOccupiedPos() or GetPassSlab(self) or self:GetPos(),
target = target,
stuck = true,
}
end
return attack_data
end
function Unit:PrepareToAttack(attack_args, attack_results)
if not self.visible then
local targetIsUnit = attack_args.target and IsKindOf(attack_args.target, "Unit") and attack_args.target
if targetIsUnit and targetIsUnit.visible then
local floor = GetStepFloor(targetIsUnit)
SnapCameraToObj(targetIsUnit, "force", floor)
else
return
end
end
local showMiddle
local dontMoveCamera, ccAttacker = StopCinematicCombatCamera()
local updateLastUnitShoot = false
if dontMoveCamera then updateLastUnitShoot = ccAttacker end
local targetPos = not IsPoint(attack_args.target) and attack_args.target:GetVisualPos() or attack_args.target
local notInGivenCommand = self.command ~= "OverwatchAction" and self.command ~= "MGSetup" and self.command ~= "MGTarget"
local attackerPos = self:GetVisualPos()
local isRetaliation = attack_args.opportunity_attack_type and attack_args.opportunity_attack_type == "Retaliation"
local isAIControlled = not ActionCameraPlaying and not self:IsMerc() and g_AIExecutionController and
(not self.opportunity_attack or #g_CombatCamAttackStack == 0)
local mercPlayingAsAI = self:IsMerc() and g_AIExecutionController and g_AIExecutionController.units_playing and g_AIExecutionController.units_playing[self]
local isAIControlledMerc = not ActionCameraPlaying and (isRetaliation or attack_args.gruntyPerk or mercPlayingAsAI)
local cameraPosChanged
--Show attacker
local movedToShowAttacker
if isAIControlled or isAIControlledMerc then
--handle camera
if g_LastUnitToShoot ~= self and not dontMoveCamera then
local midPoint = (attackerPos + targetPos) / 2
local floor = GetStepFloor(self)
local target_floor = GetStepFloor(attack_args.target)
showMiddle = floor == target_floor and notInGivenCommand and DoPointsFitScreen({ attackerPos, targetPos }, midPoint, 10)
local posToShow = showMiddle and midPoint or attackerPos
local cameraIsNear = DoPointsFitScreen({posToShow}, nil, const.Camera.BufferSizeNoCameraMov)
if cameraIsNear and showMiddle then
cameraIsNear = DoPointsFitScreen({ attackerPos, targetPos }, nil, 10)
end
if not cameraIsNear then
movedToShowAttacker = true
SnapCameraToObj(posToShow, "force", GetStepFloor(showMiddle and targetPos or attackerPos))
if not self:CanQuickPlayInCombat() then Sleep(1000) end
elseif not IsVisibleFromCamera(self) or GetStepFloor(self) > cameraTac.GetFloor() then
--no movement of camera should still take into account the floor
cameraTac.SetFloor(GetStepFloor(self), hr.CameraTacInterpolatedMovementTime * 10, hr.CameraTacInterpolatedVerticalMovementTime * 10)
end
updateLastUnitShoot = self
end
elseif not ActionCameraPlaying and self.opportunity_attack and not isRetaliation then
movedToShowAttacker = not DoPointsFitScreen({ targetPos }, nil, const.Camera.BufferSizeNoCameraMov)
CombatCam_ShowAttackNew(self, attack_args.target, nil, attack_results, dontMoveCamera)
end
--handle badges
if not g_AITurnContours[self.handle] and (isAIControlled or isAIControlledMerc or (self.opportunity_attack and not isRetaliation)) 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
self:AimTarget(attack_args, attack_results, true)
--delay after aim
if not self:CanQuickPlayInCombat() and movedToShowAttacker and (g_AIExecutionController or isRetaliation or attack_args.gruntyPerk or self.opportunity_attack) then
local delay
local consecutiveDelay = not dontMoveCamera and g_LastUnitToShoot == self
if dontMoveCamera then
delay = const.Combat.ShootDelayAfterAimCinematic
elseif consecutiveDelay then
delay = const.Combat.ConsecutiveShootDelayAfterAim
else
delay = const.Combat.ShootDelayAfterAim
end
Sleep(delay)
end
self:SetTargetDummy(nil, nil, attack_args.anim, 0, attack_args.stance)
--Show target
if not showMiddle then cameraPosChanged = not DoPointsFitScreen({targetPos}, nil, const.Camera.BufferSizeNoCameraMov) end
if isAIControlled and notInGivenCommand and g_LastUnitToShoot ~= self or isAIControlledMerc then
local interrupts = self:CheckProvokeOpportunityAttacks(attack_args.action_id and CombatActions[attack_args.action_id], "attack interrupt", {self.target_dummy or self})
local targetNotVisible = showMiddle and IsKindOf(attack_args.target, "Unit") and not IsVisibleFromCamera(attack_args.target)
CombatCam_ShowAttackNew(self, attack_args.target, interrupts, attack_results, dontMoveCamera or showMiddle, targetNotVisible)
elseif self:IsMerc() and not ActionCameraPlaying and not g_AIExecutionController then
--edge case where merc/player shoots but he is in overwatch so the overwatch will be shown first and then his attack
local interrupts = self:CheckProvokeOpportunityAttacks(attack_args.action_id and CombatActions[attack_args.action_id], "attack interrupt", {self.target_dummy or self})
if interrupts then
CombatCam_ShowAttackNew(self, attack_args.target, interrupts, attack_results)
else
local cameraIsNear = DoPointsFitScreen({targetPos}, nil, const.Camera.BufferSizeNoCameraMov)
if attack_results.explosion and (not attack_args.action_id or attack_args.action_id ~= "Bombard") and not cameraIsNear then
SnapCameraToObj(targetPos, nil, GetStepFloor(targetPos), 500)
Sleep(500)
end
end
end
--delay before shooting
if not self:CanQuickPlayInCombat() then
if g_AIExecutionController or isRetaliation or self.opportunity_attack then
local delay
local consecutiveDelay = not dontMoveCamera and g_LastUnitToShoot == self
if dontMoveCamera then
delay = const.Combat.ShootDelayCinematic
elseif not cameraPosChanged then
delay = const.Combat.ShootDelayTargetOnScreen
elseif consecutiveDelay then
delay = const.Combat.ConsecutiveShootDelay
else
delay = const.Combat.ShootDelay
end
Sleep(delay)
elseif self.command ~= "PrepareBombard" and self.command ~= "OverwatchAction" then
if cameraPosChanged then
Sleep(const.Combat.ShootDelayNonAI)
else
Sleep(const.Combat.ShootDelayTargetOnScreen)
end
end
end
if updateLastUnitShoot then
g_LastUnitToShoot = updateLastUnitShoot
end
end
function Unit:CalcStealthKillChance(weapon, target, target_spot_group, aim)
if not IsValidTarget(target) or not IsKindOf(target, "Unit") or not weapon then return 0 end
local chance = Max(0, self.Dexterity - target.Wisdom)
local min_chance = 1
if target_spot_group == "Head" or target_spot_group == "Neck" then
chance = chance + const.Combat.HeadshotStealthKillChanceMod
end
chance = self:CallReactions_Modify("OnCalcStealthKillChance", chance, self, target, weapon, target_spot_group, aim)
chance = target:CallReactions_Modify("OnCalcStealthKillChance", chance, self, target, weapon, target_spot_group, aim)
min_chance = self:CallReactions_Modify("OnCalcStealthKillMinChance", min_chance, self, target, weapon, target_spot_group, aim)
min_chance = target:CallReactions_Modify("OnCalcStealthKillMinChance", min_chance, self, target, weapon, target_spot_group, aim)
local stealthKillBonus = GetComponentEffectValue(weapon, "StealthKillBonusPerAim", "stealth_kill_bonus")
if stealthKillBonus then
chance = chance + (aim or 0) * (stealthKillBonus or 0)
end
if target:IsAware() then
chance = MulDivRound(chance, 33, 100)
elseif target:HasStatusEffect("Surprised") or target:HasStatusEffect("Suspicious") then
chance = MulDivRound(chance, Max(0, 100 + CharacterEffectDefs.Surprised:ResolveValue("stealthkill_modifier")), 100)
end
if CheatEnabled("SkillCheck") then
chance = 100
end
local weapon_pen_class = weapon:HasMember("PenetrationClass") and weapon.PenetrationClass or 1
local armor_class = 0
target:ForEachItem("Armor", function(item, slot)
if slot ~= "Inventory" and item.ProtectedBodyParts and item.ProtectedBodyParts[target_spot_group] then
armor_class = Max(armor_class, item.PenetrationClass)
end
end)
if weapon_pen_class < armor_class and chance > 0 then
chance = chance / 2
end
chance = Clamp(chance, min_chance, 100)
return chance
end
function Unit:PrepareAttackArgs(action_id, args)
action_id = action_id or self:GetDefaultAttackAction("ranged")
args = args or empty_table
local action = CombatActions[action_id]
local weapon = args.weapon or action and action:GetAttackWeapons(self)
local target = args.target
local prediction = args.prediction or args.prediction == nil
local aim_type = action and action.AimType
local thermal_aim = IsKindOf(weapon, "Firearm") and IsFullyAimedAttack(args) and weapon:HasComponent("IgnoreGrazingHitsWhenFullyAimed")
local attack_args = table.copy(args)
attack_args.action_id = action_id
attack_args.obj = self
attack_args.weapon = weapon
attack_args.target_pos = attack_args.target_pos or IsPoint(target) and target
attack_args.step_pos = attack_args.step_pos or self.return_pos or self:GetOccupiedPos() or GetPassSlab(self) or self:GetPos()
attack_args.ignore_smoke = thermal_aim
if attack_args.fire_relative_point_attack == nil then
attack_args.fire_relative_point_attack = self.WeaponType == "Shotgun"
end
attack_args.prediction = prediction
if aim_type ~= "melee" then
attack_args.prediction = true
local attack_data
if IsPoint(target) and attack_args.target_height_range then
if not target:IsValidZ() then
target = target:SetTerrainZ()
end
local min_dist
for h = 0, attack_args.target_height_range, guim/2 do
local pt = target:SetZ(target:z() + h)
local data = GetLoFData(self, pt, attack_args)
if data then
local dist
for _, lof_data in ipairs(data.lof) do
for _, hit in ipairs(lof_data.hits) do
local d = target:Dist(hit.pos)
if not dist or dist > d then
dist = d
end
end
end
if dist and (not attack_data or min_dist > dist) then
attack_data, min_dist = data, dist
end
end
end
else
attack_data = GetLoFData(self, target, attack_args)
end
if attack_data then
for k, v in pairs(attack_data) do
attack_args[k] = v
end
else
attack_args.stuck = true
end
attack_args.prediction = prediction
end
attack_args.num_shots = attack_args.num_shots or 1 -- number of direct shots (with simulated projectiles
attack_args.aoe_action_id = attack_args.aoe_action_id or false -- defines cone area for collateral/aoe damage (as used in Firearm:GetAreaAttackParams)
attack_args.aoe_fx_action = attack_args.aoe_fx_action or false -- fx action to play for the aoe part of the attack, if any
attack_args.aoe_damage_type = attack_args.aoe_damage_type or "default" -- "default", "fixed" or "percent", defines how the aoe damage is calculated
attack_args.aoe_damage_value = attack_args.aoe_damage_value or false -- when "fixed" or "percent" type is used
attack_args.applied_status = attack_args.applied_status or false -- status effect on hit
attack_args.damage_bonus = attack_args.damage_bonus or false -- bonus damage applied by the attack (0/false = no change, 100 = x2, -100 = x0)
attack_args.consumed_ammo = attack_args.consumed_ammo or false -- defaults to num_shots/used_ammo (from aoe params)
attack_args.aoe_damage_bonus = attack_args.aoe_damage_bonus or false -- same as above for collateral/aoe damage
attack_args.cth_loss_per_shot = attack_args.cth_loss_per_shot or false -- for attacks with num_shots > 1, defines the accuracy of the follow-up shots based on the attack roll
attack_args.fx_action = attack_args.fx_action or false -- fx action to play in the hit moment(s) of the attack anim (defaults to WeaponFire)
attack_args.single_fx = attack_args.single_fx or false -- if set to true, attacks will not play their fx_action more than once per attack
if weapon and aim_type == "cone" then
local aoe_params = weapon:GetAreaAttackParams(action_id, self, attack_args.target_pos, attack_args.step_pos)
for k, v in pairs(aoe_params) do
attack_args[k] = v
end
end
-- Stealth kill
local is_stealth = attack_args.stealth_attack or self:HasStatusEffect("Hidden")
local lethal_weapon = (attack_args.target_spot_group == "Neck") and IsKindOf(weapon, "MeleeWeapon") and (weapon.NeckAttackType == "lethal")
if action and (is_stealth or lethal_weapon) then
local stealth_targeted = is_stealth and action.StealthAttack and IsKindOf(target, "Unit") and IsValidTarget(target)
local stealth_aoe, chance
if stealth_targeted or stealth_aoe then
local crosshair = GetInGameInterfaceModeDlg().crosshair
local aim = args.aim or (crosshair and crosshair.aim) or 0
chance = self:CalcStealthKillChance(weapon, target, attack_args.target_spot_group, aim)
attack_args.stealth_attack = true
end
if lethal_weapon then
local lethal_chance = 5 + Max(0, (self.Strength - target.Health) / 2)
chance = Max(chance or 0, lethal_chance)
end
if stealth_targeted or lethal_weapon then
if target:IsNPC() and not target.villain then
attack_args.stealth_kill_chance = chance
attack_args.stealth_bonus_crit_chance = 0
else
attack_args.stealth_kill_chance = 0
attack_args.stealth_bonus_crit_chance = chance
end
end
end
return attack_args
end
function Unit:StartFireAnim(shot, attack_args, aim_pos, shotAnimDelay)
if self:CanAimIK(attack_args.weapon) then
if not aim_pos then
aim_pos = shot and (shot.lof_pos2 or shot.target_pos) or attack_args.target_pos
end
if aim_pos then
self:SetIK("AimIK", aim_pos) -- the unit should be in aim or fire state
if shotAnimDelay then
Sleep(shotAnimDelay)
shotAnimDelay = 0
else
Sleep(200)
end
end
end
if (shotAnimDelay or 0) > 0 then
Sleep(shotAnimDelay)
end
local hit_moment = shot and shot.hit_moment or "hit" -- todo: make sure DualShot passes the correct hit moments
local anim = self:ModifyWeaponAnim(attack_args.anim)
self:SetState(anim, const.eKeepComponentTargets, 0)
local time_to_hit = self:TimeToMoment(1, hit_moment)
if time_to_hit then
Sleep(time_to_hit)
end
end
function Unit:GetAttackRolls(num_shots, multishot, atk_value, crit_value)
local attack_roll, crit_roll
if not multishot or ((num_shots or 1) <= 1) then
attack_roll = atk_value or (1 + self:Random(100))
crit_roll = crit_value or (1 + self:Random(100))
else
attack_roll, crit_roll = {}, {}
for i = 1, num_shots do
attack_roll[i] = atk_value or (1 + self:Random(100))
crit_roll[i] = crit_value or (1 + self:Random(100))
end
end
return attack_roll, crit_roll
end
function FXAnimToAction(anim)
return "Anim:" .. anim
end
function FXActionToAnim(action)
return remove_prefix(action, "Anim:") or action
end
function Unit:GetLogName()
return self:GetDisplayName()
end
function Unit:SetAttackReason(reason, opportunity_attack)
self.attack_reason = reason
self.opportunity_attack = opportunity_attack
end
function Unit:GetAttackReasonText()
return self.attack_reason and T{295729060245, "<em><name></em>: ", name = self.attack_reason} or ""
end
function Unit:GetBaseDamage(weapon, target, breakdown)
if self.infinite_dmg then
return 10000
end
weapon = weapon or self:GetActiveWeapons()
local mod = 100
local base_damage = 0
if IsKindOf(weapon, "Firearm") then
base_damage = weapon.Damage
if IsValidTarget(target) and self:GetDist(target) <= weapon.WeaponRange * const.SlabSizeX / 2 then
local damageIncrease = GetComponentEffectValue(weapon, "HalfRangeDmgIncrease", "base_dmg_bonus")
if damageIncrease then
base_damage = base_damage + damageIncrease
end
end
elseif IsKindOf(weapon, "Grenade") then
if IsKindOf(weapon, "ThrowableTrapItem") then
base_damage = weapon:GetBaseDamage()
else
base_damage = weapon.BaseDamage
end
mod = 100 + GetGrenadeDamageBonus(self)
elseif IsKindOfClasses(weapon, "MeleeWeapon", "Ordnance") then
base_damage = weapon.BaseDamage
end
local data = { base_damage = base_damage, modifier = mod, breakdown = breakdown or {} }
Msg("CalcBaseDamage", self, weapon, target, data)
self:CallReactions("OnCalcBaseDamage", weapon, target, data)
return MulDivRound(data.base_damage, data.modifier, 100)
end
function Unit:GodMode(mode, state)
mode = mode or "god_mode"
if state == nil then
state = true
end
self[mode] = state
if mode == "god_mode" then
self.infinite_ap = state
self.infinite_ammo = state
self.infinite_dmg = state
self.infinite_condition = state
self.invulnerable = state
end
if self.infinite_ap then
self:GainAP(self:GetMaxActionPoints())
end
end
local l_all_equiped_weapons_reloaded
function Unit:ReloadAllEquipedWeapons(ammo_type)
l_all_equiped_weapons_reloaded = false
self:ForEachItemInSlot("Handheld A", "Firearm", function(gun, slot, left, top, self, ammo_type)
if ammo_type or not gun.ammo or gun.ammo.Amount < gun.MagazineSize then
if self:ReloadWeapon(gun, ammo_type) then
l_all_equiped_weapons_reloaded = true
end
end
end, self, ammo_type)
self:ForEachItemInSlot("Handheld B", "Firearm", function(gun, slot, left, top, self, ammo_type)
if ammo_type or not gun.ammo or gun.ammo.Amount < gun.MagazineSize then
if self:ReloadWeapon(gun, ammo_type) then
l_all_equiped_weapons_reloaded = true
end
end
end, self, ammo_type)
return l_all_equiped_weapons_reloaded
end
function Unit:GetCoverPercentage(attackerPos, target_pos, stance)
if g_Combat and self.combat_path then
return false, false, 0 -- unit is moving in combat and does not benefit from cover
end
return GetCoverPercentage(target_pos or self:GetPos(), attackerPos, stance or self.stance)
end
function Unit:SetVisible(visible, force)
visible = visible or (not force and IsSetpiecePlaying() and g_SetpieceFullVisibility)
--NetUpdateHash("Unit:SetVisible", self, visible, force, IsSetpiecePlaying(), g_SetpieceFullVisibility)
if visible then
if g_Exploration and not self:IsDead() then
if not self.visible then
self:SetOpacity(100, 500)
end
else
self:SetOpacity(100)
end
local hidden_parts = self.Headshot and self.species == "Human" and HeadshotHideParts
self:SetEnumFlags(const.efVisible)
for name, body_part in pairs(self.parts) do
if hidden_parts and table.find(hidden_parts, name) then
body_part:ClearEnumFlags(const.efVisible)
else
body_part:SetEnumFlags(const.efVisible)
end
end
if self.prepared_attack_obj then
self.prepared_attack_obj:SetEnumFlags(const.efVisible)
end
else
if g_Exploration and not self:IsDead() then
if self.visible then
self:SetOpacity(0, 2000)
end
else
self:ClearEnumFlags(const.efVisible)
for _, body_part in pairs(self.parts) do
body_part:ClearEnumFlags(const.efVisible)
end
end
if self.prepared_attack_obj then
self.prepared_attack_obj:ClearEnumFlags(const.efVisible)
end
end
if self.visible ~= visible then
if self.melee_threat_contour then
self.melee_threat_contour:SetVisible(visible)
end
if self.ui_badge then
local badgeVisible = visible and not self:IsDead()
self.ui_badge:SetVisible(badgeVisible, "unit")
end
self:SetSoundMute(not visible)
self:ForEachAttach("GrenadeVisual", function(obj)
obj:SetSoundMute(not visible)
end)
self.visible = visible
ObjModified(self)
if self.carry_flare then
self:UpdateOutfit()
end
self:UpdateFXClass()
end
end
function Unit:GetVisibleEnemies()
local visible = {}
if self.team then
-- Add all enemies visible by my team.
local team_visible = g_Visibility[self.team] or empty_table
for _, u in ipairs(team_visible) do
if IsValidTarget(u) and self:IsOnEnemySide(u) then
table.insert_unique(visible, u)
end
end
end
return visible
end
function Unit:OnGearChanged(isLoad)
self.using_cumbersome = false
NetUpdateHash("CumbersomeReset", self)
self:ForEachItem(false, function(item, slot)
if slot ~= "Inventory" and item:IsCumbersome() then
self.using_cumbersome = true
NetUpdateHash("CumbersomeSet", self)
end
item:ApplyModifiersList(item.applied_modifiers)
end)
Msg("UnitAPChanged", self)
ObjModified(self)
ObjModified(self.Inventory)
end
function Unit:CanUseIroncladPerk()
local canUse = HasPerk(self, "Ironclad")
if canUse then
local weapons = self:GetHandheldItems()
for _, weapon in ipairs(weapons) do
if weapon:IsCumbersome() then
canUse = false
break
end
end
end
return canUse
end
local _is_attack_available_units = {}
function Unit:GetDefaultAttackAction(force_ranged, force_ungrouped, weapon, sync, ignore_stealth, args, ui)
local weapon2
if not weapon then
weapon, weapon2 = self:GetActiveWeapons()
end
local id, action
local weaponAttacks = IsKindOf(weapon, "Firearm") and not IsKindOfClasses(weapon, "HeavyWeapon", "FlareGun") and weapon.AvailableAttacks or empty_table
local weapon2Attacks = IsKindOf(weapon2, "Firearm") and not IsKindOfClasses(weapon2, "HeavyWeapon", "FlareGun") and weapon2.AvailableAttacks or empty_table
_is_attack_available_units[1] = self
-- Check if dual shot.
if #weaponAttacks > 0 and #weapon2Attacks > 0 then
if table.find(weaponAttacks, "DualShot") and table.find(weapon2Attacks, "DualShot") then
action = CombatActions.AttackDual
if action:GetUIState(_is_attack_available_units, args) == "enabled" then
id = action.id
end
end
end
if force_ranged and IsKindOf(weapon, "MeleeWeapon") and weapon.CanThrow then
id = "KnifeThrow"
end
if IsKindOf(weapon, "FlareGun") then
weapon = nil
if weapon2 and not IsKindOf(weapon2, "FlareGun") then
weapon = weapon2
weapon2 = nil
end
end
if not id then
id = weapon and weapon:GetBaseAttack(self, force_ranged) or "UnarmedAttack"
end
action = CombatActions[id]
if force_ungrouped and action:GetUIState(_is_attack_available_units, args) == "enabled" then
if sync then NetUpdateHash("GetDefaultAttackAction", self, id) end
return action
end
local firingMode = action and action.FiringModeMember
if firingMode and CombatActions[firingMode]:GetUIState({self}, args) == "enabled" then
if not force_ungrouped then
if sync then NetUpdateHash("GetDefaultAttackAction", self, firingMode) end
return CombatActions[firingMode]
end
local action_id = self:ResolveDefaultFiringModeAction(CombatActions[firingMode], ui, sync)
if action_id then
return CombatActions[action_id]
end
end
if sync then NetUpdateHash("GetDefaultAttackAction", self, action.id) end
return action
end
local _resolve_default_firing_mode_actions = {}
function Unit:ResolveDefaultFiringModeAction(firingMode, ui, sync)
local actions = _resolve_default_firing_mode_actions
table.iclear(actions)
local firing_id = firingMode.id
local weapon = firingMode:GetAttackWeapons(self)
if IsKindOf(weapon, "Firearm") then
for _, id in ipairs(weapon.AvailableAttacks) do
if CombatActions[id].FiringModeMember == firing_id then
actions[#actions + 1] = CombatActions[id]
end
end
else
for id, action in pairs(CombatActions) do
if action.FiringModeMember == firing_id then
actions[#actions + 1] = action
end
end
end
-- special casea
if firing_id == "AttackDual" then
table.insert_unique(actions, CombatActions.LeftHandShot)
table.insert_unique(actions, CombatActions.RightHandShot)
elseif firing_id == "Attack" and weapon:HasComponent("EnableFullAuto") then
table.insert_unique(actions, CombatActions.AutoFire)
end
table.sort(actions, function(a, b)
return a.SortKey < b.SortKey
end)
if self:HasStatusEffect("Hidden") then
if table.find(actions, "id", "SingleShot") then
return "SingleShot", actions
end
end
_is_attack_available_units[1] = self
if ui and self.lastFiringMode and table.find(actions, "id", self.lastFiringMode) then
local action = CombatActions[self.lastFiringMode]
if action:GetUIState(_is_attack_available_units) == "enabled" then
if self:HasAP(action:GetAPCost(self), action.id) then
return action.id, actions
end
end
end
for _, action in ipairs(actions) do
if action:GetUIState(_is_attack_available_units) == "enabled" then
if not ui or self:HasAP(action:GetAPCost(self), action.id) then
return action.id, actions
end
end
end
return actions[1] and actions[1].id, actions
end
local function ResetIdleLookAt(unit)
if not g_Combat then
return
end
for _, team in ipairs(g_Teams) do
if team.side ~= "neutral" then
for _, u in ipairs(team.units) do
if u.command == "Idle" and u.target_dummy and u:IsAware() then
local pos = GetPassSlab(u.target_dummy) or u.target_dummy:GetPos()
if u:SetTargetDummyFromPos(pos, nil, false) then
u:SetCommand("Idle")
end
end
end
end
end
end
function UpdateIndoors(unit)
if GameState.Underground then
unit.indoors = true
return
end
local volume = EnumVolumes(unit, "smallest")
--unit.indoors = volume and not volume.dont_use_interior_lighting
unit.indoors = volume and volume:HasRoof(true)
end
OnMsg.UnitMovementDone = ResetIdleLookAt
OnMsg.UnitDied = ResetIdleLookAt
OnMsg.VisibilityUpdate = ResetIdleLookAt
OnMsg.CoversChanged = ResetIdleLookAt
OnMsg.CombatObjectDied = ResetIdleLookAt
function OnMsg.EnterSector()
for _, unit in ipairs(g_Units) do
UpdateIndoors(unit)
if HasPerk(unit, "ZombiePerk") then
unit.stance = "Standing"
end
end
end
function OnMsg.UnitDied(dead_unit) -- bandage target death handler
dead_unit:PlaceBlood()
if not g_Combat then return end
for _, unit in ipairs(g_Units) do
if unit.combat_behavior == "CombatBandage" then
local target = unit.combat_behavior_params[1]
if target == dead_unit then
unit:EndCombatBandage()
end
end
end
end
local function UnitsUpdateCovers(bbox)
MapForEach(bbox or "map", "Unit", function(u)
if u:IsDead() or not u:IsAware() then
return
end
if u:HasStatusEffect("Protected") and not GetCoversAt(u) then
u:RemoveStatusEffect("Protected")
end
if u.command == "Idle" then
u:SetCommand("Idle")
end
end)
end
OnMsg.CoversChanged = UnitsUpdateCovers
function OnMsg.CombatObjectDied(obj, bbox)
UnitsUpdateCovers(bbox)
end
function Unit:SetHighlightColorModifier(visible)
if not IsValid(self) then return "break" end
if not visible then
self.interactable_highlight_ctr = SpawnUnitContour(false, false, self.interactable_highlight_ctr)
end
local dead = self:IsDead()
if not self:IsNPC() and not dead then return "break" end
if dead then
return Interactable.SetHighlightColorModifier(self, visible)
end
if visible == not not self.interactable_highlight_ctr then return "break" end
self.interactable_highlight_ctr = SpawnUnitContour(self, "Interact", self.interactable_highlight_ctr)
return "break"
end
if Platform.developer then
function TestSpawnNPC(class, pos)
local session_id = GenerateUniqueUnitDataId("TestNPC", gv_CurrentSectorId or "A1", class)
return SpawnUnit(class, session_id, pos or GetCursorPos())
end
end
TFormat.ap = function(context_obj, value)
return T{747393774818, "<num> AP", num = value/const.Scale.AP}
end
TFormat.apn = function(context_obj, value)
return T{867764319678, "<num>", num = type(value) == "number" and value/const.Scale.AP or value or ""}
end
function Unit:UpdatePFClass()
if self.pfclass_overwritten then
return
end
local side = self.team and self.team.side
if (side == "player1" or side == "player2") and (self:HasStatusEffect("Panicked") or self:HasStatusEffect("Berserk")) then
side = "enemy1" -- player units controlled by AI use the same pathfinding rules as the AI units
end
local pfclass = CalcPFClass(side, self.stance, self.body_type)
self:SetPfClass(pfclass)
end
function Unit:OverwritePFClass(pfclass)
if pfclass then
self.pfclass_overwritten = pfclass
self:SetPfClass(pfclass)
elseif self.pfclass_overwritten then
self.pfclass_overwritten = false
self:UpdatePFClass()
end
end
SuppressTeamUpdate = false
function Unit:SetTeam(team)
local old_team = self.team
local aware = self:IsAware()
self.team = team
self:UpdatePFClass()
if old_team and team ~= old_team and old_team.side == "neutral" and not team.player_team then
self:AddStatusEffect("Unaware")
end
if old_team and team ~= old_team and IsValidTarget(self) then
local next_unit
if table.find(Selection or empty_table, self) then
SelectionRemove(self)
if #Selection == 0 then
next_unit = true
end
end
if SelectedObj == self or next_unit then
local igi = GetInGameInterfaceModeDlg()
if igi then
igi:NextUnit()
end
end
if aware and team.side ~= "player1" and team.side ~= "player2" and team.side ~= "neutral" and team.side ~= old_team.side then
if g_Combat then
self:AddStatusEffect("Surprised")
else
self:AddStatusEffect("Suspicious")
end
if old_team and not GameState.sync_loading and not GameState.loading_savegame then
for _, unit in ipairs(old_team.units) do
PushUnitAlert("discovered", unit)
end
AlertPendingUnits()
end
end
end
Msg("UnitSideChanged", self, team)
if not SuppressTeamUpdate then Msg("TeamsUpdated") end
end
function Unit:SetSide(side)
if not g_Teams or #g_Teams == 0 then SetupDummyTeams() end
local new_team = table.find_value(g_Teams, "side", side)
SendUnitToTeam(self, new_team)
self.CurrentSide = side
if side ~= "neutral" then
-- remove forced weapon anim prefix
for command, params in pairs(self.command_specific_params) do
params.weapon_anim_prefix = nil
end
end
self:SyncWithSession("map")
end
function Unit:GetCombatMoveCost(pos)
if point_pack(SnapToVoxel(pos:xyz())) == point_pack(SnapToVoxel(self:GetPosXYZ())) then
return 0 -- the unit is in the same slab with the destination
end
local combatPath = GetCombatPath(self)
local ap = combatPath:GetAP(pos)
return ap
end
function Unit:GetClosestMeleeRangePos(target, target_pos, stance, interaction)
local closest_pos
if g_Combat then
local combatPath = GetCombatPath(self, stance)
closest_pos = combatPath:GetClosestMeleeRangePos(target, target_pos, true, interaction)
else
if target.behavior == "Visit" and IsKindOf(target.last_visit, "AL_SitChair") then
return target.last_visit:GetPos()
end
local positions = GetMeleeRangePositions(self, target, target_pos, true)
if positions then
for i, packed_pos in ipairs(positions) do
positions[i] = point(point_unpack(packed_pos))
end
local has_path, pf_closest_pos = pf.HasPosPath(self, positions)
if has_path and table.find(positions, pf_closest_pos) then
if interaction or not IsKindOf(target, "Unit") or IsMeleeRangeTarget(self, pf_closest_pos, stance, target, target_pos) then
closest_pos = pf_closest_pos
end
end
end
end
return closest_pos
end
function Unit:CalcAttackCostRange(action, target, item_id)
if action.group == "FiringModeMetaAction" then
local _, firingModeActions = GetUnitDefaultFiringModeActionFromMetaAction(self, action)
local max, min = 0, 1000 * const.Scale.AP
for i, fm in ipairs(firingModeActions) do
local mode_min, mode_max = self:CalcAttackCostRange(fm, target)
max = Max(max, mode_max)
min = Min(min, mode_min)
end
return min, max
end
local min_aim, max_aim = self:GetBaseAimLevelRange(action)
local args = {target = target, item_id = item_id}
local min, max, display_cost
for aim = min_aim, max_aim do
args.aim = aim
local ap = action:GetAPCost(self, args)
if ap > 0 then
min = Min(min, ap)
max = Max(max, ap)
end
end
return min, max
end
-- Returns the maximum aim level the unit can use to execute the provided action
function Unit:GetBaseAimLevelRange(action, target)
if not action.IsAimableAttack then return 0, 0 end
local actionWep = action:GetAttackWeapons(self)
local min, max = 0, 0
if IsKindOfClasses(actionWep, "Firearm", "MeleeWeapon") then
max = actionWep.MaxAimActions
end
if max > 0 then
max = self:CallReactions_Modify("OnCalcMaxAimActions", max, self, target, action, actionWep)
if IsKindOf(target, "Unit") then
max = target:CallReactions_Modify("OnCalcMaxAimActions", max, self, target, action, actionWep)
end
min = self:CallReactions_Modify("OnCalcMinAimActions", min, self, target, action, actionWep)
if IsKindOf(target, "Unit") then
min = target:CallReactions_Modify("OnCalcMinAimActions", min, self, target, action, actionWep)
end
max = Max(max, min)
end
return min, max
end
function Unit:GetAimLevelRange(action, target, goto_pos, is_free_aim)
local minAim, maxCurrent, maxTotal
minAim, maxTotal = self:GetBaseAimLevelRange(action, target)
for i = 1, maxTotal do
if action:GetUIState({self}, { target = target, aim = i, goto_pos = goto_pos, free_aim = is_free_aim }) ~= "enabled" then
maxCurrent = i - 1
break
end
end
return minAim, (maxCurrent or maxTotal), maxTotal
end
function Unit:JoinSquadAs(merc_id, squad)
local unit = SpawnUnit(merc_id, merc_id, self:GetPos(), self:GetAngle())
unit:ApplyAppearance(self.Appearance)
unit:SetState(self:GetState(), 0, 0)
unit:SetAnimPhase(1, self:GetAnimPhase())
unit.stance = self.stance
unit.current_weapon = self.current_weapon
local weapon1, weapon2 = self:GetActiveWeapons(false, "strict")
if IsKindOf(weapon1, "Firearm") then
unit:Attach(weapon1:CreateVisualObj(unit), unit:GetSpotBeginIndex("Weaponr"))
end
if IsKindOf(weapon2, "Firearm") then
unit:Attach(weapon2:CreateVisualObj(unit), unit:GetSpotBeginIndex("Weaponl"))
end
self.villain = false
self.HitPoints = 0
self:ClearHierarchyEnumFlags(const.efVisible)
local tidx = g_Teams and table.find(g_Teams, "side", squad.Side)
if tidx then
table.insert(g_Teams[tidx].units, unit)
unit:SetTeam(g_Teams[tidx])
ObjModified(unit.team)
end
AddToGlobalUnits(unit)
-- Check if trying to join a full squad.
local unitCount, unitCountWithJoining = GetSquadUnitCountWithJoining(squad.UniqueId)
if unitCountWithJoining >= const.Satellite.MercSquadMaxPeople then
local oldSector, oldVisualPos = squad.CurrentSector, squad.VisualPos
local name = SquadName:GetNewSquadName("player1")
local squadParams = {Side = "player1", CurrentSector = oldSector, VisualPos = oldVisualPos, Name = name}
local squad_id = CreateNewSatelliteSquad(squadParams, {merc_id})
squad = gv_Squads[squad_id]
Msg("UnitJoinedPlayerSquad",squad_id)
else
AddUnitsToSquad(squad, {merc_id}, nil, InteractionRand(nil, "Satellite"))
end
-- Mark unit as spawned, so satellite doesnt respawn.
local newUd = gv_UnitData[unit.session_id]
assert(newUd)
newUd.already_spawned_on_map = true
unit.already_spawned_on_map = true
-- Remove old UD from its squad.
local ud = gv_UnitData[self.session_id]
if ud then
RemoveUnitFromSquad(ud, "despawn")
end
if g_Combat then
Msg("UnitEnterCombat", unit)
end
Msg("TeamsUpdated")
DoneObject(self)
Msg("UnitJoinedAsMerc", unit)
end
function OnMsg.UnitJoinedPlayerSquad()
if g_Combat then
ObjModified(g_Combat)
else
ForceUpdateCommonUnitControlUI()
end
end
function GetBehaviorGroups()
local marker_groups = {}
for id, group in sorted_pairs(Groups) do
for _, o in ipairs(group) do
if IsKindOf(o, "WaypointMarker") or (IsKindOf(o, "GridMarker") and (o.Type == "Position" or o.Type=="Entrance") )then
marker_groups[#marker_groups + 1] = id
break
end
end
end
return marker_groups
end
MapVar("gv_UnitGroups",false)
MapVar("gv_NPCGroups",false)
MapVar("gv_TargetUnitGroups",false)
local groups_separator = "-----------------"
function GetUnitSpawnMarkerGroups()
local marker_groups = {}
MapForEach("map", "UnitMarker", function(marker, marker_groups)
table.iappend(marker_groups, marker.Groups or empty_table)
end, marker_groups)
MapForEachMarker("Defender", false, function(marker, marker_groups)
table.iappend(marker_groups, marker.Groups or empty_table)
end, marker_groups)
MapForEachMarker("DefenderPriority", false, function(marker, marker_groups)
table.iappend(marker_groups, marker.Groups or empty_table)
end, marker_groups)
table.sort(marker_groups)
-- remove duplicates
for i = #marker_groups, 2, -1 do
if marker_groups[i] == marker_groups[i - 1] then
table.remove(marker_groups, i)
end
end
return marker_groups
end
function GetUnitGroups()
if not gv_UnitGroups then
RecalcGroups()
end
return gv_UnitGroups
end
function GetTargetUnitCombo()
if not gv_TargetUnitGroups and not IsChangingMap() then
RecalcGroups()
end
return gv_TargetUnitGroups
end
local custom_unit_groups = {"EnemySquad", "Villains"}
g_AnyUnitGroups = {
["any"] = true,
["any merc"] = true,
["current unit"] = true,
["player mercs on map"] = true
}
function RecalcGroups()
if GetMap() == "" then return end
local groups = GetUnitSpawnMarkerGroups()
groups[#groups+1] = groups_separator
local mercs = {}
for k,v in pairs(UnitDataDefs) do
if IsMerc(v) then
mercs[#mercs+1] = k
end
end
table.sort(mercs)
table.iappend(groups, mercs)
groups[#groups+1] = groups_separator
local non_mercs = {}
for k,v in pairs(UnitDataDefs) do
if not IsMerc(v) then
non_mercs[#non_mercs+1] = k
end
end
table.sort(non_mercs)
table.iappend(groups, non_mercs)
table.iappend(groups, custom_unit_groups)
gv_UnitGroups = groups
gv_TargetUnitGroups = table.keys2(g_AnyUnitGroups, "sorted")
table.iappend(gv_TargetUnitGroups, groups)
end
function TFormat.GetNumAliveUnitsInGroup(context, groupName)
return GetNumAliveUnitsInGroup(groupName)
end
function GetNumAliveUnitsInGroup(group)
local num = 0
for _, obj in ipairs(Groups and Groups[group]) do
if IsKindOf(obj, "Unit") and not obj:IsDead() then
num = num + 1
end
end
return num
end
OnMsg.NewMapLoaded = RecalcGroups
OnMsg.GameExitEditor = RecalcGroups
function OnMsg.UnitDied()
ObjModified(gv_Quests)
end
GameVar("DeadGroupsInSectors", {})
function UpdateDeadGroups(groups)
local deadGroups = DeadGroupsInSectors[gv_CurrentSectorId] or {}
for _, group in ipairs(groups) do
local allDead = GetNumAliveUnitsInGroup(group) == 0
if allDead then
deadGroups[group] = "all"
else
deadGroups[group] = "any"
end
end
DeadGroupsInSectors[gv_CurrentSectorId] = deadGroups
end
function OnMsg.UnitDieStart(unit)
UpdateDeadGroups(unit.Groups)
end
function OnMsg.VillainDefeated(unit)
UpdateDeadGroups(unit.Groups)
end
function OnMsg.GatherFXActions(list)
table.insert(list, "StepRun")
table.insert(list, "StepWalk")
table.insert(list, "StepRunCrouch")
table.insert(list, "StepRunProne")
table.insert(list, "Interact")
for i,combat_action in ipairs(Presets.CombatAction.Interactions) do
table.insert(list, combat_action.id)
end
end
function OnMsg.GatherFXActors(list)
table.insert(list, "Unit")
end
function Unit:AutoRemoveCombatEffects()
local effect_ids = table.map(self.StatusEffects or empty_table, "class")
for _, id in ipairs(effect_ids) do
local def = CharacterEffectDefs[id]
if def and def.RemoveOnEndCombat then
self:RemoveStatusEffect(id, "all")
end
end
end
local ExitCombatUninterruptable = {
["Visit"] = true,
["EnterMap"] = true,
["Cower"] = true,
}
function OnMsg.CombatEnd(combat)
MapForEach("map", "Unit", function(unit)
unit:AutoRemoveCombatEffects()
if not unit:IsDead() and g_Overwatch[unit] and (not g_Overwatch[unit].permanent or unit.team.control ~= "UI") then
unit:InterruptPreparedAttack()
unit:RemovePreparedAttackVisuals()
end
if not unit:IsDead() or unit.immortal then
local overwatch = g_Overwatch[unit]
if not ExitCombatUninterruptable[unit.command] then
if overwatch and overwatch.permanent then
-- only check for reload
unit:UpdateNumOverwatchAttacks()
CreateGameTimeThread(Unit.AutoReload, unit)
else
unit:InterruptCommand("ExitCombat")
end
end
end
end)
end
function Unit:IsAdjacentTo(other, check_pos)
local x, y, z
if check_pos then
x, y, z = PosToGridCoords(check_pos:xyz())
else
x, y, z = self:GetGridCoords()
end
local ox, oy, oz = other:GetGridCoords()
return abs(x - ox) <= 1 and abs(y - oy) <= 1 and abs(z - oz) <= 1
end
function Unit:CanSurround(other, check_pos)
-- side
if not self:IsOnEnemySide(other) or self:IsDead() or self:IsDowned() then
return false
end
-- status effects
if self:HasStatusEffect("Suppressed") then
return false
end
-- Not valid gameplay wise, but happens in some rare cases and fires asserts down the line.
local pos = check_pos or self:GetPos()
if other:GetPos() == pos then
return false
end
-- visibility
if check_pos then
-- checking from another position, use CheckLOS
if not CheckLOS(other, self, self:GetSightRadius()) then
return false
end
else
-- checking from current position, can use precomputed visibility
if not HasVisibilityTo(self, other) then
return false
end
end
-- weapon range
local adjacent = self:IsAdjacentTo(other, check_pos)
local in_range = false
local w1, w2, weapons = self:GetActiveWeapons()
for _, weapon in ipairs(weapons) do
if IsKindOf(weapon, "Firearm") or (IsKindOf(weapon, "MeleeWeapon") and weapon.CanThrow) then
-- heavy weapons are Firearms and go here too
in_range = in_range or other:GetDist(pos) <= weapon.WeaponRange * const.SlabSizeX
elseif IsKindOf(weapon, "MeleeWeapon") then
in_range = in_range or adjacent
end
end
return in_range
end
function Unit:IsSurrounded(unitReplace)
if not g_Visibility or not g_Combat or self:IsDead() then
return
end
local pos = unitReplace and unitReplace[self] or self:GetPos()
local enemy_pos = {}
local angle = 120*60
local cosa = MulDivRound(cos(angle), guim*guim, 4096)
for _, team in ipairs(g_Teams) do
if team.side ~= "neutral" then
for _, u in ipairs(team.units) do
if u:CanSurround(self, unitReplace and unitReplace[u]) then
enemy_pos[#enemy_pos + 1] = unitReplace and unitReplace[u] or u:GetPos()
end
end
end
end
if #enemy_pos < 2 then
return
end
local pts = ConvexHull2D(enemy_pos)
for i = 1, #pts - 1 do
local v1 = pts[i]:Equal2D(pos) and point30 or SetLen(pts[i] - pos, guim)
for j = i + 1, #pts do
local v2 = pts[j]:Equal2D(pos) and point30 or SetLen(pts[j] - pos, guim)
local dp = Dot2D(v1, v2)
if dp < cosa then
return true
end
end
end
end
function InterpolateCoverEffect(coverage, full_value, exposed_value)
local threshold = 40
if coverage >= 80 then
return full_value
elseif coverage < threshold then
return exposed_value
end
return exposed_value + MulDivRound(full_value - exposed_value, coverage - threshold, threshold)
end
function Unit:ApplyHitDamageReduction(hit, weapon, hit_body_part, ignore_cover, ignore_armor, record_breakdown)
local damage = hit.damage or 0
hit.damage = damage
local weapon_pen_class = weapon:HasMember("PenetrationClass") and weapon.PenetrationClass or 1
self:ForEachItem("Armor", function(item, slot, left, top, hit, ignore_armor, record_breakdown, weapon_pen_class)
if hit.damage > 0 and slot ~= "Inventory" and item.ProtectedBodyParts and item.ProtectedBodyParts[hit_body_part] then
local dr, degrade, pierced
if not ignore_armor and item.Condition > 0 then
dr = item.DamageReduction
degrade = item.Degradation
if weapon_pen_class < item.PenetrationClass then
dr = dr + item.AdditionalReduction
degrade = MulDivRound(degrade, const.Combat.ArmorDegradePercent, 100)
else
pierced = true
end
else
pierced = true
end
-- scale DR down on poor condition
dr = MulDivRound(dr or 0, Min(100, 50 + item.Condition), 100)
local scaled = hit.damage * (100 - dr)
local result = scaled / 100
if pierced and scaled % 100 > 0 then
-- round the resulting damage up when pierced only
result = result + 1
end
if record_breakdown then
if pierced then
record_breakdown[#record_breakdown + 1] = { name = T{191288543859, "<em><DisplayName></em> (Pierced)", item}, value = -dr }
else
record_breakdown[#record_breakdown + 1] = { name = T{516752639882, "<em><DisplayName></em>", item}, value = -dr }
end
end
hit.damage = Min(hit.damage, result)
if not hit.armor_decay then hit.armor_decay = {} end
if not hit.armor_pen then hit.armor_pen = {} end
hit.armor_decay[item] = Min(item.Condition, degrade or 0)
if pierced then
hit.armor_pen[item] = true
end
end
end, hit, ignore_armor, record_breakdown, weapon_pen_class)
local armor_prevented = damage - hit.damage
-- HoldPosition perk damage reduction
if HasPerk(self, "HoldPosition") and (g_Overwatch[self] or g_Pindown[self]) then
local statPercent = CharacterEffectDefs.HoldPosition:ResolveValue("percentHealth")
local percent_reduction = MulDivRound(self.Health, statPercent, 100)
if record_breakdown then record_breakdown[#record_breakdown + 1] = { name = CharacterEffectDefs.HoldPosition.DisplayName, value = -percent_reduction } end
hit.damage = Max(0, MulDivRound(hit.damage, 100 - percent_reduction, 100))
end
local armor = next(hit.armor_decay)
hit.armor = armor and armor.DisplayName
hit.armor_prevented = armor_prevented
end
function Unit:IsArmored(target_spot_group)
if self:IsDead() then return false end
local armorFound = false
self:ForEachItem("Armor", function(item, slot)
if slot ~= "Inventory" and (not target_spot_group or item.ProtectedBodyParts and item.ProtectedBodyParts[target_spot_group]) then
armorFound = item
return "break"
end
end)
local iconName = false
if armorFound and armorFound.PenetrationClass > 1 then
local classId = PenetrationClassIds[armorFound.PenetrationClass]
iconName = classId:lower() .. "_armor"
end
return armorFound, iconName, "UI/Hud/"
end
function Unit:ApplyDamageAndEffects(attacker, damage, hit, armor_decay)
if self:IsDead() or not IsValid(self) then return end
if damage and damage > 0 or hit.setpiece then
self:TakeDamage(damage or 0, attacker, hit)
end
local invulnerable = self:IsInvulnerable()
if not invulnerable then
local effects = hit.effects
if type(effects) == "string" and effects ~= "" then
self:AddStatusEffect(effects)
else
for _, effect in ipairs(effects) do
if effect and effect ~= "" then
self:AddStatusEffect(effect)
end
end
end
end
-- blood/soot stains
local was_wounded = self:HasStatusEffect("Wounded")
if hit.direct_shot then -- bullet-simulated firearm attacks
local spot, params = CalcStainParamsFromShot(self, attacker, hit)
if spot then
assert(not params or type(params) == "table")
self:AddStain("Blood", spot, params)
end
elseif not was_wounded then
-- pick a spot and save it as effect value for the Wounded status to use if it gets applied
local spot
if hit.melee_attack then
spot = GetRandomStainSpot(hit.spot_group)
else
spot = GetRandomStainSpot()
end
if spot then
self:SetEffectValue("wounded_stain_spot", spot)
end
end
-- cleanup wounded_stain_spot
self:SetEffectValue("wounded_stain_spot", nil)
-- add soot from explosions (if there's no blood)
if hit.explosion and not self:HasStainType("Blood") then
local spot = GetRandomStainSpot()
self:AddStain("Soot", spot)
end
if not invulnerable then
local change = false
for item, degrade in pairs(armor_decay) do
item.Condition = self:ItemModifyCondition(item, - degrade)
if IsKindOf(item, "TransmutedItemProperties") and item.RevertCondition=="damage" then
item.RevertConditionCounter = item.RevertConditionCounter-1
if item.RevertConditionCounter== 0 then
local slot_name = self:GetItemSlot(item)
local new, prev = item:MakeTransmutation("revert")
armor_decay[new] = degrade
armor_decay[item] = false
self:RemoveItem(slot_name, item)
self:AddItem(slot_name, new)
DoneObject(prev)
change = true
end
end
end
if change then
self:UpdateOutfit()
end
end
end
function Unit:SwapActiveWeapon(action_id, cost_ap)
local igi = GetInGameInterfaceModeDlg()
if IsKindOf(igi, "IModeCombatBase") and igi.attacker == self then
InvokeShortcutAction(igi, "ExitAttackMode", igi)
end
if self.current_weapon == "Handheld A" then
self.current_weapon = "Handheld B"
else
self.current_weapon = "Handheld A"
end
self:OnSetActiveWeapon(action_id, cost_ap)
end
function Unit:OnSetActiveWeapon(action_id, cost_ap)
if not self.current_weapon then return end
if HasPerk(self, "Scoundrel") and g_Combat then
self:ActivatePerk("Scoundrel")
PlayVoiceResponse(self, "Scoundrel")
end
if GameTimeAdvanced then
if g_Overwatch[self] and not self:FindWeaponInSlotById(self.current_weapon, g_Overwatch[self].weapon_id) or
g_Pindown[self] and not self:FindWeaponInSlotById(self.current_weapon, g_Pindown[self].weapon_id) or
self.prepared_bombard_zone and not self:FindWeaponInSlotById(self.current_weapon, self.prepared_bombard_zone.weapon_id)
then
self:InterruptPreparedAttack()
end
end
self:UpdateOutfit(self.Appearance)
self:RecalcUIActions()
--self.lastFiringMode = false
self:SetAimTarget(false, false)
if not cost_ap or cost_ap == 0 then
-- if the action was free we still want the UI to reflect possible differences
Msg("UnitAPChanged", self, action_id)
end
Msg("UnitSwappedWeapon", self)
ObjModified(self)
end
function Unit:StartAI(debug_data, forced_behavior)
if not IsValid(self) or self:IsDead() or self.ai_context or self:HasStatusEffect("Unconscious") then
return
end
AIReloadWeapons(self)
local proto_context = {}
self:SelectArchetype(proto_context)
--local context = AICreateContext(self, proto_context)
--local archetype = context.archetype
local archetype = self:GetArchetype()
local scores, available = {}, {}
local total = 0
AIUpdateBiases()
for i, behavior in ipairs(archetype.Behaviors) do
local weight_mod, disable, priority
if behavior:MatchUnit(self) then
weight_mod, disable, priority = AIGetBias(behavior.BiasId, self)
priority = priority or behavior.Priority
else
weight_mod, disable, priority = 0, true, false
end
if debug_data then
debug_data.behaviors = debug_data.behaviors or {}
debug_data.behaviors[i] = {
name = behavior:GetEditorView(),
priority = priority,
disable = disable,
behavior = behavior,
index = i,
}
end
if not disable then
local score = MulDivRound(behavior:Score(self, proto_context, debug_data), weight_mod, 100)
if debug_data then
debug_data.behaviors[i].score = score
end
if score > 0 then
if priority and not forced_behavior then
forced_behavior = behavior
break
end
scores[#scores + 1] = score
available[#available + 1] = behavior
total = total + score
end
end
end
if total == 0 and not forced_behavior then
printf("unit of %s archetype failed to select a behavior!", archetype.id)
return
end
local roll = InteractionRand(total, "AIBehavior", self)
local selected
if not forced_behavior then
for i, behavior in ipairs(available) do
local score = scores[i]
if roll <= score then
selected = behavior
break
end
roll = roll - score
end
end
if self.ai_context then
self.ai_context.behavior = forced_behavior or selected or available[#available]
else
proto_context.behavior = forced_behavior or selected or available[#available]
AICreateContext(self, proto_context)
end
if self.ai_context.behavior then
self.ai_context.behavior:OnStart(self)
end
return true
end
function UpdateSurrounded()
for _, unit in ipairs(g_Units) do
if unit:IsSurrounded() then
unit:AddStatusEffect("Flanked")
else
unit:RemoveStatusEffect("Flanked")
end
end
end
function RollSkillCheck(unit, skill, modifier, add)
assert(IsKindOf(unit, "UnitPropertiesStats"))
modifier = modifier or 100
add = add or 0
local roll = 1 + unit:Random(100)
--adjust roll based on diff
local adjustRoll = GameDifficulties[Game.game_difficulty]:ResolveValue("rollSkillCheckBonus") or 0
roll = roll + adjustRoll
roll = Min(roll, 95)
local value = MulDivRound(unit[skill], modifier, 100) + add
local pass = roll < value or CheatEnabled("SkillCheck")
--CombatLog("debug",
local t_res = pass and Untranslated("<em>Pass</em>") or Untranslated("<em>Fail</em>")
local meta = unit:GetPropertyMetadata(skill)
local t_skill = meta.name
if modifier ~= 100 then
if add > 0 then
t_skill = T{816405633181, "<percent(n1)> <skill>+<n2>", n1 = modifier, n2 = add, skill = meta.name}
elseif add < 0 then
t_skill = T{656059859333, "<percent(n1)> <skill><n2>", n1 = modifier, n2 = add, skill = meta.name}
else
t_skill = T{570928040607, "<percent(number)> <skill>", number = modifier, skill = meta.name}
end
elseif add > 0 then
t_skill = T{481345361355, "<skill>+<number>", number = add, skill = meta.name}
elseif add < 0 then
t_skill = T{945399039468, "<skill><number>", number = add, skill = meta.name}
end
CombatLog("debug", T{Untranslated("<em><name><em> Skill check (<em><skill></em>) <roll>/<target>: <result>"),
name = unit:GetLogName(),
skill = t_skill,
roll = roll,
target = value,
result = t_res,
})
return pass
end
function SkillCheck(unit, skill, threshold,dont_report_fails)
if not unit or not IsKindOf(unit, "UnitPropertiesStats") then return "error" end
local stat = unit[skill]
if not stat then return "error" end
if threshold <= stat or CheatEnabled("SkillCheck") then
CombatLog("debug", "(success) " .. unit.session_id .. " " .. skill.. " check (" .. stat.. " / " ..threshold .. ")")
PlayFX("SkillCheck", "success", unit, skill)
return "success", stat - threshold, stat
end
if not dont_report_fails then
PlayFX("SkillCheck", "fail", unit, skill)
CombatLog("debug", "(fail) " .. unit.session_id .." " .. skill.. " check (" .. stat.. " / " ..threshold .. ")")
end
return "fail", threshold - stat, stat
end
function SpawnUnit(class, session_id, pos, angle, groups, spawner, entrance)
session_id = session_id or class
NetUpdateHash("SpawnUnit", class, session_id, pos)
local unit_data = CreateUnitData(class, session_id, InteractionRand(nil, "Satellite"))
local unit_group = UnitDataDefs[unit_data.class].group
local unit = Unit:new{
unitdatadef_id = unit_data.class,
group = unit_group,
session_id = session_id,
spawner = spawner,
entrance_marker = entrance,
}
AddToGlobalUnits(unit)
for _, group in ipairs(groups) do
unit:AddToGroup(group)
end
if angle then
unit:SetAngle(angle)
end
if pos then
unit:SetPos(pos)
end
if unit:IsNPC() and not unit.dummy then
if IsKindOf(spawner, "UnitMarker") then
for _, effect in ipairs(spawner.status_effects) do
if CharacterEffectDefs[effect] then
unit:AddStatusEffect(effect)
end
end
end
if IsKindOf(spawner, "GridMarker") and spawner.Suspicious or IsKindOf(entrance, "GridMarker") and entrance.Suspicious then
unit:AddStatusEffect("HighAlert")
if not spawner or spawner.Side ~= "neutral" then
unit:AddStatusEffect("Unaware")
end
else
local data = gv_UnitData[session_id]
local squad_idx = data and data.Squad and table.find(g_SquadsArray, "UniqueId", data.Squad)
local squad = squad_idx and g_SquadsArray[squad_idx]
if squad and squad.militia then
unit:AddStatusEffect("HighAlert")
elseif not spawner or spawner.Side ~= "neutral" then
unit:AddStatusEffect("Unaware")
end
end
end
unit:SetTargetDummyFromPos()
return unit
end
function ValidateUnitGroupForEffectExec(group, effect, trigger_obj)
local units = Groups[group]
if Platform.developer and GameState.entered_sector and not units then
local trigger_obj_idx = 1
local errs = {}
local sector_ids, effect_classes = {}, {}
local function addErr(effect, parents, obj)
if effect:HasMember("Group") and effect.Group == group then
if obj == trigger_obj then
trigger_obj_idx = #errs + 1
end
if IsKindOf(obj, "QuestsDef") then
errs[#errs + 1] = {obj, string.format("Effect %s with invalid group %s in quest %s", effect.class, group, obj.id)}
elseif IsKindOf(obj, "SatelliteSector") then
sector_ids[#sector_ids + 1] = obj.Id
effect_classes[#effect_classes + 1] = effect.class
elseif IsKindOf(obj, "GridMarker") then
errs[#errs + 1] = {obj, string.format("Effect %s with invalid group %s in marker", effect.class, group)}
end
end
end
-- check quest effects
ForEachPresetInCampaign("QuestsDef", function(quest)
if quest.TCEs and next(quest.TCEs) then
for _, tce in ipairs(quest.TCEs) do
tce:ForEachSubObject("Effect", addErr, quest)
end
end
end)
-- check sector effects
local campaign_preset = Game.Campaign and CampaignPresets[Game.Campaign]
for _, sector in ipairs(campaign_preset and campaign_preset.Sectors) do
for _, event in ipairs(sector.Events) do
sector:ForEachSubObject("Effect", addErr, sector)
end
end
if next(sector_ids) then
errs[#errs + 1] = {campaign_preset, string.format("Effects - %s - with invalid group %s in sectors: %s", table.concat(effect_classes, ", "), group, table.concat(sector_ids, ", "))}
end
--check grid marker effects
MapForEachMarker("GridMarker", nil, function(marker)
marker:ForEachSubObject("Effect", addErr, marker)
end)
errs[1], errs[trigger_obj_idx] = errs[trigger_obj_idx], errs[1]
for _, err in ipairs(errs) do
StoreErrorSource(err[1], err[2])
end
end
return units or empty_table
end
OnMsg.VisibilityUpdate = UpdateSurrounded
OnMsg.CombatApplyVisibility = UpdateSurrounded
OnMsg.CombatStart = UpdateSurrounded
OnMsg.CombatEnd = UpdateSurrounded
function OnMsg.CombatStart(dynamic_data)
local transfer_keys = {
"hmg_emplacement",
"spent_ap",
"PrisonDoor",
"CellLeaveBanters"
}
for _, unit in ipairs(g_Units) do
if unit.team.side == "neutral" and not unit.behavior then
unit:SetBehavior("GoBackAfterCombat", {unit:GetPos()})
end
if not dynamic_data then
local values = {}
for i, key in ipairs(transfer_keys) do
values[i] = unit:GetEffectValue(key)
end
unit.effect_values = nil -- reset effect data on combat start
for i, key in ipairs(transfer_keys) do
if values[i] ~= nil then
unit:SetEffectValue(key, values[i])
end
end
if unit.carry_flare then
unit:RoamDropFlare()
end
end
unit.marked_target_attack_args = nil -- invalid in combat
unit.neutral_retal_attacked = nil
end
end
DefineClass.DummyUnit = {
__parents = { "AppearanceObject" },
flags = { gofPermanent = true, gofUnitLighting = false },
properties = {
{category = "Dummy Unit", id = "UnitLighting", name = "Unit Lighting", editor = "bool",
default = false,
},
{category = "Dummy Unit", id = "FreezePhase", name = "Freeze Phase", editor = "number",
default = false, slider = true, min = 0,
max = function(obj)
return GetAnimDuration(obj:GetEntity(), obj.anim) - 1
end,
help = "The unit will be freezed at this frame.",
},
},
entity = "Male",
Appearance = "Raider_01",
}
function DummyUnit:GameInit()
self:UpdateFreezePhase()
end
function DummyUnit:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "FreezePhase" or prop_id == "anim" then
self:UpdateFreezePhase()
end
end
function DummyUnit:UpdateFreezePhase()
local phase = self:GetProperty("FreezePhase")
if phase then
self:SetAnimPose(self.anim, phase)
self:SetAnimSpeedModifier(0)
else
self:SetAnimSpeedModifier(1000)
end
end
-- NOTE: Level Designers are setting the anim through StateText which gets overridden by 'anim' property
function DummyUnit:SetStateText(state)
AppearanceObject.SetStateText(self, state)
self:SetProperty("anim", state)
end
function DummyUnit:SetUnitLighting(value)
if value then
self:SetHierarchyGameFlags(const.gofUnitLighting)
else
self:ClearHierarchyGameFlags(const.gofUnitLighting)
end
self:DestroyRenderObj()
end
function DummyUnit:GetUnitLighting(value)
return self:GetGameFlags(const.gofUnitLighting) ~= 0
end
function ErnyTown_HangUnit(group_id)
local group = Groups[group_id]
local units = {}
for _, o in ipairs(group) do
if IsKindOf(o, "Unit") then
table.insert(units, o)
end
end
if #units ~= 1 then
StoreErrorSource(point30, "There should be exactly one unit of the group " .. group_id)
return
end
local unit = units[1]
unit:SetCommand("Hang")
unit:SetGroups(false)
end
function OnMsg.ValidateMap()
if Game and not g_IdleAnimActionStances then
FillIdleAnimActionsAndStances()
end
end
function OnMsg.ChangeMapDone(map)
if IsModEditorMap(map) and not g_IdleAnimActionStances then
FillIdleAnimActionsAndStances()
end
end
if FirstLoad then
g_IdleAnimActionStances = false
end
local function GetAllEntitiesValidAnimations()
local dummy = PlaceObject("Unit", {
NetUpdateHash = empty_func,
IsSyncObject = function(self) return false end,
})
dummy:ClearGameFlags(const.gofSyncObject)
dummy:SetCommand(false)
dummy:SetPos(point30)
local anims = {}
for id, app in sorted_pairs(AppearancePresets) do
if app.Body then
dummy:ApplyAppearance(AppearancePresets[id])
if IsValidEntity(dummy:GetEntity()) then
dummy:SetState("idle")
local dummy_anims = ValidAnimationsCombo(dummy)
for _, a in ipairs(dummy_anims) do
anims[a] = true
end
end
end
end
DoneObject(dummy)
return anims
end
function FillIdleAnimActionsAndStances()
g_IdleAnimActionStances = {
no_weapon = {g_StanceActionDefault, [g_StanceActionDefault] = {g_StanceActionDefault}},
weapon = {g_StanceActionDefault, [g_StanceActionDefault] = {g_StanceActionDefault}}
}
local anims = GetAllEntitiesValidAnimations()
for a, _ in sorted_pairs(anims) do
local prefix, stance, action = string.match(a, "(.*)_(.*)_(.*)")
if prefix and stance and action then
local key = prefix == "civ" and "no_weapon" or "weapon"
table.insert_unique(g_IdleAnimActionStances[key], stance)
g_IdleAnimActionStances[key][stance] = g_IdleAnimActionStances[key][stance] or {g_StanceActionDefault}
table.insert_unique(g_IdleAnimActionStances[key][stance], action)
end
end
end
function GetIdleAnimStances(use_weapons)
assert(g_IdleAnimActionStances)
return g_IdleAnimActionStances[use_weapons and "weapon" or "no_weapon"]
end
function GetIdleAnimStanceActions(use_weapons, stance)
assert(g_IdleAnimActionStances)
return g_IdleAnimActionStances[use_weapons and "weapon" or "no_weapon"][stance]
end
function Unit:ResolveUIAction(idx)
local id = self.ui_actions and self.ui_actions[idx]
return id and self.ui_actions[id] and CombatActions[id]
end
function Unit:IsAware(check_pending)
if self.team and self.team.side == "neutral" or self.command == "Die" or self:IsDead() then
return false
end
local status_effects = self.StatusEffects
if check_pending then
if self.pending_aware_state == "aware" or self.pending_aware_state == "surprised" or status_effects["Surprised"] then
return true
end
end
return not status_effects["Unaware"] and not status_effects["Suspicious"] and not status_effects["Surprised"]
end
function Unit:IsSuspicious()
if self:IsDead() or self.command == "Die" then return false end
return self:HasStatusEffect("Suspicious")
end
function Unit:AddToInventory(item_id, amount, callback)
if not item_id then return 0 end
amount = amount or 1
local unit_amount = 0
self:ForEachItemInSlot("Inventory", "InventoryStack",
function(curitm, slot_name, item_left, item_top)
if curitm and item_id and curitm.class == item_id and curitm.Amount < curitm.MaxStacks then
local to_add = Min(curitm.MaxStacks - curitm.Amount, amount)
curitm.Amount =curitm.Amount + to_add
Msg("InventoryAddItem", self, curitm, to_add)
amount = amount - to_add
unit_amount = unit_amount + to_add
if amount <= 0 then
if callback then
callback(self, curitm, unit_amount)
end
return "break"
end
end
end)
local itm
while amount > 0 do
local item = PlaceInventoryItem(item_id)
local is_stack = IsKindOf(item, "InventoryStack")
if self:AddItem("Inventory", item) then
local to_add = 1
if is_stack then
to_add = Min(item.MaxStacks, amount)
item.Amount = to_add
end
unit_amount = unit_amount + to_add
amount = amount - to_add
unit_amount = unit_amount + to_add
Msg("InventoryAddItem", self, item, to_add)
itm = item
else
DoneObject(item)
break
end
end
if callback and itm and unit_amount>0 then
callback(self, itm, unit_amount)
end
ObjModified(self)
return amount
end
-- Drop a container with a new item created from item_id.
function Unit:DropItemContainer(item_id, amount, callback)
if amount <= 0 then return end
local item = PlaceInventoryItem(item_id)
local is_stack = IsKindOf(item, "InventoryStack")
if is_stack then
item.Amount = amount
end
local container = GetDropContainer(self, false,item )
if container then
local pos, res = container:AddItem("Inventory", item)
if pos and callback then
callback(self, item, amount)
end
end
end
-- Add already generated items (from loot table) into a container and drop it. Stack them if possible.
function Unit:DropItemsInContainer(items, callback)
local container = GetDropContainer(self)
if not container then return end
for i = #items, 1, -1 do
local item = items[i]
if not container:CanAddItem("Inventory", item) then
container = GetDropContainer(self, false, item)
end
local pos, reason = container:AddItem("Inventory", item)
if pos then
if callback then
callback(self, item, IsKindOf("InventoryStack") and item.Amount or 1)
end
table.remove(items, i)
end
end
end
function Unit:SetHighlightReason(reason, enable)
self.highlight_reasons = self.highlight_reasons or {}
self.highlight_reasons[reason] = enable
self:UpdateHighlightMarking()
if self.session_id then
ObjModified(self.session_id .. "_combat_badge")
end
if reason == "deploy_predict" and self.ui_badge then
self.ui_badge:SetVisible(not enable, "deploy_predict")
end
end
function Unit:UpdateHighlightMarking()
if WaitRecalcVisibility then return end
local marking = false
-- if the unit was set invisible by visibility logic we dont want to mark it, as it would show it
if not self.visible or IsSetpiecePlaying() or CheatEnabled("IWUIHidden") then
marking = -1
end
-- during combat, only show marking of playing
if not marking then
local pov_team = GetPoVTeam()
local enemyTurn = g_Combat and g_Teams[g_CurrentTeam] ~= pov_team
local playing = IsMerc(self) or (g_AIExecutionController and table.find(g_AIExecutionController.currently_playing, self)) -- if merc skip this check so we show hard to see mercs
if enemyTurn and not playing then
marking = -1
end
end
if not marking then
local reasons = self.highlight_reasons
if reasons["dark voxel"] then
marking = 3
elseif reasons["area target"] then
marking = 3
elseif reasons["melee"] then
marking = 3
elseif reasons["melee-target"] then
marking = 3
elseif reasons["bandage-target"] then
marking = 0
elseif reasons["concealed"] then
if HasThermalVision(Selection) then
marking = 10
else
marking = 9
end
elseif reasons["obscured"] then
marking = 7
elseif reasons["visibility"] then
local pov_team = GetPoVTeam()
if pov_team:IsEnemySide(self.team) then
local enemyTurn = g_Combat and g_Teams[g_CurrentTeam] ~= pov_team
local playing = g_AIExecutionController and table.find(g_AIExecutionController.currently_playing, self)
local seen = enemyTurn or playing
if not seen then
for _, unit in ipairs(Selection) do
if HasVisibilityTo(unit, self) then
seen = true
break
end
end
end
marking = seen and 3 or 1
elseif reasons["faded"] or g_Combat and not g_Combat:ShouldEndCombat() then -- ally and neutral only get marking in conflict unless they're walking in the air
if pov_team:IsAllySide(self.team) then
marking = 0
else -- neutral
marking = 2
end
end
elseif reasons["deploy_predict"] then
marking = 5
elseif reasons["darkness"] then
marking = 8
elseif reasons["can_be_interacted"] then
marking = 11
end
end
marking = marking or -1
self:SetObjectMarking(marking)
if marking < 0 then
self:ClearHierarchyGameFlags(const.gofObjectMarking)
else
self:SetHierarchyGameFlags(const.gofObjectMarking)
end
end
const.utWellRested = -1
const.utNormal = 0
const.utTired = 1
const.utExhausted = 2
const.utUnconscious = 3
UnitTirednessEffect = {
[const.utWellRested] = "WellRested",
[const.utNormal] = "Default",
[const.utTired] = "Tired",
[const.utExhausted] = "Exhausted",
[const.utUnconscious] = "Unconscious",
}
function TFormat.tiredness(context_obj, value)
local effect = UnitTirednessEffect[value]
if effect and g_Classes[effect] then
return g_Classes[effect].DisplayName
elseif effect == "Default" then
return T(714191851131, "Normal")
end
return ""
end
function UnitTirednessComboItems()
local items = {}
for k, v in sorted_pairs(UnitTirednessEffect) do
items[#items + 1] = { name = v, value = k }
end
return items
end
function OnMsg.UnitRelationsUpdated()
for _, unit in ipairs(g_Units) do
unit:UpdateMeleeTrainingVisual()
end
end
-- sort units map by pos
function SortUnitsMap(units_map)
if not units_map or not next(units_map) then return units_map end
local first_key = next(units_map)
if next(units_map, first_key) == nil then
return {{id = first_key.session_id, unit = first_key, data = units_map[first_key]}}
end
local positions = {}
for unit, data in pairs(units_map) do
if IsValid(unit) then
positions[#positions + 1] = {id = unit.session_id, unit = unit, data = data}
end
end
table.sortby(positions, "id")
return positions
end
function Unit:GetBodyParts(attack_weapon)
local list = Presets.TargetBodyPart.Default
if self.species == "Human" then
local head = list.Head
if IsKindOf(attack_weapon, "MeleeWeapon") then
head = list.Neck
end
return { head, list.Arms, list.Torso, list.Groin, list.Legs }
end
return { list.Head, list.Torso, list.Legs }
end
function Unit:ShowMishapNotification(action)
if self.team.player_team then
local text = action:GetAttackWeapons(self).DisplayName
HideTacticalNotification("playerAttack")
ShowTacticalNotification("playerAttack", false, T{989807512852, "<attack> Mishap", attack = text})
else
local text = GetTacticalNotificationText("enemyAttack") or action:GetAttackWeapons(self).DisplayName
HideTacticalNotification("enemyAttack")
ShowTacticalNotification("enemyAttack", false, T{989807512852, "<attack> Mishap", attack = text})
end
CreateFloatingText(self, T(371973388445, "Mishap!"), "FloatingTextMiss")
end
function Unit:GetValidStance(target_stance, pos)
if target_stance == "Prone" then
local side = self.team and self.team.side or "player1"
local pfclass = CalcPFClass(side, "Prone", self.body_type)
if not GetPassSlab(pos or self, pfclass) then
return "Crouch"
end
end
return target_stance
end
function Unit:CanSwitchStance(toDoStance, args)
--no stance switch available for machineguns
if self:IsStanceChangeLocked() then
return false
end
--no stance switch for prone - addition checks
local action
if toDoStance == "Standing" then
action = "StanceStanding"
elseif toDoStance == "Crouch" then
action = "StanceCrouch"
elseif toDoStance == "Prone" then
local unitOrGotoPos = args and args.goto_pos or self
local in_water = terrain.IsWater(unitOrGotoPos) -- disable when all the units are in water
if in_water then
return false, AttackDisableReasons.Water
end
local valid_stance = self:GetValidStance("Prone", unitOrGotoPos)
if valid_stance ~= "Prone" then
return false, AttackDisableReasons.Stairs
end
action = "StanceProne"
end
--no stance switch avaible for lack of ap
local cost = CombatActions[action]:GetAPCost(self, args)
if cost < 0 then
return false, "hidden"
end
if not self:UIHasAP(cost, action) then
return false, GetUnitNoApReason(self)
end
return true
end
function Unit:IsStanceChangeLocked()
if IsKindOf(self:GetActiveWeapons(), "MachineGun") and (self.behavior == "OverwatchAction" or self.combat_behavior == "OverwatchAction")then
return true
end
if self:GetBandageTarget() then -- bandaging other unit
return true
end
return false
end
MapVar("g_AttackRevealQueue", false)
function Unit:AttackReveal(action, attack_args, results)
local attacker = self
local target = attack_args.target
local killed = results.killed_units or empty_table
if not g_Combat then
g_AttackRevealQueue = {self}
end
if IsKindOf(target, "Unit") and not target:IsDead() and not table.find(killed, target) then
if g_Combat then
self:RevealTo(target)
else
g_AttackRevealQueue[#g_AttackRevealQueue + 1] = target
end
end
for _, hit in ipairs(results) do
local unit = IsKindOf(hit.obj, "Unit") and not hit.obj:IsIncapacitated() and hit.obj
if unit and unit.team ~= self.team and not unit:IsDead() and not table.find(killed, unit) then
if g_Combat then
self:RevealTo(unit)
else
g_AttackRevealQueue[#g_AttackRevealQueue + 1] = unit
end
end
end
end
function Unit:OnEnemySighted(other)
--printf("%s has seen %s", unit.unitdatadef_id, other.unitdatadef_id)
if HasPerk(self, "AlwaysReady") and
not self:HasStatusEffect("Hidden") and
g_Combat and not g_Combat:ShouldEndCombat() and
g_Teams[g_CurrentTeam] ~= self.team and
not self:HasPreparedAttack() and
not self:IsThreatened(nil, "overwatch")
then
self:TryActivateAlwaysReady(other)
end
end
function Unit:GetMoveAPCost(dest)
if not dest or not (g_Combat or g_StartingCombat) then return 0 end
local move_cost = 0
local path = GetCombatPath(self)
move_cost = path and path:GetAP(dest)
if not move_cost then return -1 end
return Max(0, move_cost - self.free_move_ap)
end
function Unit:HasNightVision()
if HasPerk(self, "NightOps") then
return true
end
local helm = self:GetItemInSlot("Head")
return IsKindOf(helm, "NightVisionGoggles") and helm.Condition > 0
end
function NetSyncEvents.SetAutoFace(obj, auto_face)
if not obj or obj.auto_face == auto_face then
return
end
obj.auto_face = auto_face
-- reorientation
if auto_face
and obj.command == "Idle"
and obj.stance ~= "Prone"
and not obj.interrupt_callback
and not IsValidThread(obj.reorientation_thread)
then
obj.reorientation_thread = CreateGameTimeThread(function(obj)
Sleep(obj:Random(500))
if obj.auto_face
and obj.command == "Idle"
and (obj.stance == "Standing" or obj.stance == "Crouch")
and not obj.interrupt_callback
then
obj:InterruptCommand("Idle")
end
obj.reorientation_thread = false
end, obj)
end
end
function OnMsg.SelectedObjChange()
local obj = SelectedObj
if not obj then
return
end
if not obj.auto_face then
return
end
if not (g_Combat and g_Teams and g_Teams[g_CurrentTeam] == obj.team) then
return
end
if not obj:IsLocalPlayerControlled() then
return
end
NetSyncEvent("SetAutoFace", obj, false)
end
function OnMsg.SelectionRemoved(obj)
if not (g_Combat and g_Teams and g_Teams[g_CurrentTeam] == obj.team) then
return
end
if not obj:IsLocalPlayerControlled() then
return
end
if obj.stance == "Prone" then
return
end
NetSyncEvent("SetAutoFace", obj, true)
end
function OnMsg:TurnEnded(team)
for i, unit in ipairs(g_Teams[g_CurrentTeam].units) do
unit.auto_face = true
end
end
-- TargetDummy
DefineClass.TargetDummy = {
__parents = { "Movable", "SyncObject", "AppearanceObject" },
flags = {
efUnit = true, efVisible = false, efSelectable = false, efWalkable = false, efCollision = false,
efPathExecObstacle = false, efResting = false,
efApplyToGrids = false, efShadow = false, efSunShadow = false, gofOnRoof = false,
},
__toluacode = empty_func,
obj = false,
stance = false,
locked = false,
}
DefineClass.TargetDummyLargeAnimal = {
__parents = { "TargetDummy" },
}
function TargetDummy:Init()
local obj = self.obj
if obj then
self:ApplyAppearance(obj.Appearance)
pf.SetGroundOrientOffsets(self, table.unpack(obj:GetGroundOrientOffsets()))
end
self:SetDestlockRadius(obj and obj:GetDestlockRadius() or 0)
self:SetCollisionRadius(0)
self:SetAnimSpeed(1, 0)
Msg("NewTargetDummy", self) -- for debug visualization
end
-- disable setting efPathExecObstacle
TargetDummy.InitPathfinder = empty_func
TargetDummy.EnterPathfinder = empty_func
TargetDummy.EnterPathfinder = empty_func
function SavegameSectorDataFixups.ClearTargetDummies(sector_data)
local spawn_data = sector_data.spawn
while true do
local idx = table.find(spawn_data, "TargetDummy")
if not idx then
break
end
table.remove(spawn_data, idx + 1) -- handle
table.remove(spawn_data, idx) -- TargetDummy
end
end
function IsLastUnitInTeam(units)
local lastStanding = false
for _, unit in ipairs(units) do
if not unit:IsDead() and not lastStanding then
lastStanding = unit
elseif not unit:IsDead() and lastStanding then
return false
end
end
return lastStanding
end
function SavegameSessionDataFixups.ExpFixup(data, metadata, lua_ver)
local ud = data.gvars.gv_UnitData
for _, data in pairs(ud) do
if not data.Experience then
local minXP = GetXPTable(data.StartingLevel)
data.Experience = minXP
end
data:RemoveModifier("ExperienceBonus", "Experience")
end
end
UndefineClass('AdditionalGroup')
DefineClass.AdditionalGroup = {
__parents = { "PropertyObject" },
properties = {
{ id = "Weight", name = "Weight", editor = "number", min = 0, max = 100, default = 100, help = "Integer numbers.(0:never picked / 100:always picked)"},
{ id = "Exclusive", name = "Mutually Exclusive", editor = "bool", default = false,
help = "If marked as exclusive, only one will be chosen from all marked as exclusive. NB: If only one is marked as exclusive and weight > 0, it will be ALWAYS picked." },
{ id = "Name", name = "Name", editor = "text", default = "", help = "The name of the group." },
},
}
function AdditionalGroup:EditorView()
return string.format("AdditionalGroup %s", self.Name and self.Name ~= "" and ("- " .. self.Name) or "")
end
function Unit:IsConcealedFrom(observer)
return GameState.Fog and not self.indoors and not IsCloser(self, observer, const.EnvEffects.FogUnkownFoeDistance)
end
function Unit:IsObscuredFrom(observer)
return GameState.DustStorm and not self.indoors and not IsCloser(self, observer, const.EnvEffects.DustStormUnkownFoeDistance)
end
function HasThermalVision(units)
for _, unit in ipairs(units) do
local _, _, weapons = unit:GetActiveWeapons()
for _, weapon in ipairs(weapons) do
if weapon:HasComponent("IgnoreConcealAndObscure") then
return true
end
end
end
end
function Unit:UIObscured()
local side = self.CurrentSide or (self.team and self.team.side)
if not side or side == "player1" or side == "player2" or side == "ally" then
return false
end
if not GameState.DustStorm then
return false
end
local units = Selection or empty_table
if #units == 0 then
local team = GetPoVTeam()
units = team and team.units
end
local obscured = true
for _, unit in ipairs(units) do
obscured = obscured and CheckSightCondition(unit, self, const.usObscured)
end
return obscured
end
function Unit:UIConcealed(skip_check)
local side = self.CurrentSide or (self.team and self.team.side)
if not side or side == "player1" or side == "player2" or side == "ally" then
return false
end
if not GameState.Fog then
return false
end
if not skip_check and HasThermalVision(Selection) then
return false
end
local concealed = true
local units = Selection or empty_table
if #units == 0 then
local team = GetPoVTeam()
units = team and team.units
end
for _, unit in ipairs(units) do
concealed = concealed and CheckSightCondition(unit, self, const.usConcealed)
end
return concealed
end
function Unit:GetDisplayName()
if self:UIObscured() or self:UIConcealed() then
return T(393866533740, "???")
end
return UnitProperties.GetDisplayName(self)
end
function Unit:HasVisibleEffects()
if self.team.neutral then return false end
return StatusEffectObject.HasVisibleEffects(self)
end
function Unit:FastForwardCommand()
if self.command == "ExitMap" and not self:HasStatusEffect("DontFastForwardExit") then
self:Despawn()
end
end
function Unit:SetCommandIfNotDead(...)
if self:IsDead() or self.command == "Die" then return end
self:SetCommand(...)
end
DefineClass.World_HangingSkeleton_Base = {
__parents = { "CombatObject", "DecorStateFXAutoAttachObject" },
flags = { efApplyToGrids = false },
}
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