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|
-- This widget allows units to disengage from combat. Specifically this is
-- useful for disengaging damaged units and sending them back to a safe location
-- where they can be repaired and returned to combat.
--
-- When a unit is disengaged, it will be deselected, removed from its unit
-- group, and (with UnicodeSnowman's patched smart_select) will not be
-- selectable with smart_select. This is to avoid accidentally re-engaging the
-- unit prematurely when executing sweaty micro. Once a unit is re-engaged
-- (reaches the fallback points or is given a new command or stopped) it will be
-- added back to the unit group and become selectable again.
--
-- Units will inherit the fallback position from their factory or builder.
function widget:GetInfo()
return {
name = "Disengage",
desc = "Allows units to disengage from combat.",
author = "UnicodeSnowman",
date = "May 10, 2023",
license = "GNU GPL, v2 or later",
handler = true,
layer = 5,
enabled = true -- loaded by default?
}
end
widgetHandler = assert(widgetHandler)
widget = assert(widget)
Spring = assert(Spring)
WG = assert(WG)
CMD = assert(CMD)
CMDTYPE = assert(CMDTYPE)
gl = assert(gl)
GL = assert(GL)
UnitDefs = assert(UnitDefs)
local spacePerUnit = 70
local spSetUnitGroup = Spring.SetUnitGroup
local spGetUnitGroup = Spring.GetUnitGroup
local spGetCameraPosition = Spring.GetCameraPosition
local spGetViewGeometry = Spring.GetViewGeometry
local spTraceScreenRay = Spring.TraceScreenRay
local GL_LINE_STRIP = GL.LINE_STRIP
local glVertex = gl.Vertex
local glLineStipple = gl.LineStipple
local glLineWidth = gl.LineWidth
local glColor = gl.Color
local glBeginEnd = gl.BeginEnd
local ceil = math.ceil
local sqrt = math.sqrt
local max = math.max
local CMD_MOVE = CMD.MOVE
local CMD_DISENGAGE = 1133
local CMD_SET_FALLBACK_POSITION = 1134
local spGetUnitPosition = Spring.GetUnitPosition
local spGiveOrderToUnit = Spring.GiveOrderToUnit
local spGetSelectedUnits = Spring.GetSelectedUnits
local spGetGroundHeight = Spring.GetGroundHeight
local spGetTeamStartPosition = Spring.GetTeamStartPosition
local unitFallbackPosition = {}
local function tVerts(verts)
for i = 1, #verts do
local v = verts[i]
glVertex(v[1], v[2], v[3])
end
end
local function disengageUnit(uid)
local pos = unitFallbackPosition[uid]
if not pos then
-- By default, run back to base.
local x, y, z = spGetTeamStartPosition(0)
if x == 0 then
return false
end
pos = { x = x, y = y, z = z }
end
spGiveOrderToUnit(uid, CMD_MOVE, { pos.x, pos.y, pos.z }, 0)
local group = spGetUnitGroup(uid)
spSetUnitGroup(uid, -1)
WG.disengaged[uid] = { originalGroup = group }
return true
end
local function reengageUnit(uid)
local unitInfo = WG.disengaged[uid]
if unitInfo then
WG.disengaged[uid] = nil
spSetUnitGroup(uid, unitInfo.originalGroup or -1)
end
end
local function disengageUnits()
for _, u in pairs(spGetSelectedUnits()) do
disengageUnit(u)
end
end
function widget:UnitDestroyed(uid)
unitFallbackPosition[uid] = nil
end
-- local function dump(o)
-- if type(o) == 'table' then
-- local s = '{ '
-- for k,v in pairs(o) do
-- if type(k) ~= 'number' then k = '"'..k..'"' end
-- s = s .. '['..k..'] = ' .. dump(v) .. ','
-- end
-- return s .. '} '
-- else
-- return tostring(o)
-- end
-- end
-- Returns a list of positions for the fallback position.
local function getLocationsForFront(n, center, right)
-- The command give the center point and the rightmost point. We'll normalize
-- this so the leftmost point is at the origin and this normalized vector is
-- the rightmost position. It makes the math MUCH easier.
local normalized = {
x = (right.x - center.x) * 2,
y = (right.y - center.y) * 2,
z = (right.z - center.z) * 2 }
-- Takes a vector relative to the normalized vector and denormalizes it back
-- to the world coordinates.
local function denorm(pos)
return { x = (pos.x - normalized.x / 2) + center.x,
y = (pos.y - normalized.y / 2) + center.y,
z = (pos.z - normalized.z / 2) + center.z }
end
-- Get the length battle-front line.
local xsq = normalized.x
xsq = xsq * xsq
local zsq = normalized.z
zsq = zsq * zsq
local llen2d = sqrt(xsq + zsq)
local max_units_in_rank = llen2d / spacePerUnit
local n_ranks = ceil(n / max_units_in_rank)
local xstep = normalized.x / n
local pos
local function getY(x)
return { x = x, y = normalized.y, z = (normalized.z / normalized.x) * x }
end
local x = 0
if n_ranks <= 1 then
-- If there is only one rank, spread the units along that front.
pos = {}
x = xstep / 2
for i = 1, n do
local p = denorm(getY(x))
p.y = spGetGroundHeight(p.x, p.z)
p.u = i
table.insert(pos, p)
x = x + xstep
end
else
pos = {}
-- Vector perpendicular to the drawn front vector. Used to create the ranks.
local perp_vec = { x = - normalized.z, 0, z = normalized.x }
-- Normalize the perpendicuar vector to be of length "spacePerUnit"
-- This vector * rank will be added to each unit.
local perp_vec_len = sqrt(
perp_vec.x * perp_vec.x +
perp_vec.z * perp_vec.z)
perp_vec.x = perp_vec.x / perp_vec_len
perp_vec.z = perp_vec.z / perp_vec_len
perp_vec.x = perp_vec.x * spacePerUnit
perp_vec.z = perp_vec.z * spacePerUnit
xstep = normalized.x / max_units_in_rank
for r = 1, n_ranks do
x = 0
for j = 1, max_units_in_rank do
if #pos <= n then
local point = getY(x)
point.x = point.x + perp_vec.x * r
point.z = point.z + perp_vec.z * r
local p = denorm(point)
p.u = #pos
p.y = spGetGroundHeight(p.x, p.z)
table.insert(pos, p)
x = x + xstep
end
end
end
end
return pos
end
-- When the Unit is done executing a command, the unit is then considered
-- re-engaged.
function widget:UnitCmdDone(uid, _, _, cmdid)
if cmdid ~= CMD_DISENGAGE then
reengageUnit(uid)
end
end
function widget:UnitCommand(uid, _, _, cid)
if cid == CMD_DISENGAGE then
disengageUnit(uid)
return true
end
end
function widget:CommandNotify(id, params, options)
if id == CMD_SET_FALLBACK_POSITION then
-- Sets the unit's fallback point.
--
-- The command doesn't actually change what the unit is doing, it just sets
-- the fallback point for disengaged units.
local selectedUnits = Spring.GetSelectedUnits()
if #params < 6 then
for _, uid in pairs(selectedUnits) do
unitFallbackPosition[uid] = { x = params[1], y = params[2], z = params[3] }
end
else
local locs = getLocationsForFront(
#selectedUnits,
{ x = params[1], y = params[2], z = params[3] },
{ x = params[4], y = params[5], z = params[6] })
for i = 1, #selectedUnits do
unitFallbackPosition[selectedUnits[i]] = locs[i]
end
end
return true
elseif id == CMD_DISENGAGE then
-- Tells the units to disengage from combat. Disengaged units will start
-- moving to the fallback point and will no longer be selectable using smart
-- select or the unit's group.
--
-- Once the unit is re-engaged, it will se selectable again.
disengageUnits()
return true
else
-- If the command is neither DISENGAGE or SET_FALLBACK, re-engage the unit.
for _, u in pairs(spGetSelectedUnits()) do
reengageUnit(u)
end
return false
end
end
function widget:UnitFromFactory(unitId, _, _, factId)
-- Units inherit the fallback position of their factory.
if unitFallbackPosition[factId] then
unitFallbackPosition[unitId] = unitFallbackPosition[factId]
end
end
function widget:UnitCreated(unitID, _, _, builderID)
-- Units built inherit the fallback positions of their builder.
if unitFallbackPosition[builderID] then
unitFallbackPosition[unitID] = unitFallbackPosition[builderID]
end
end
local function drawGroundQuad(x,y,z,size)
gl.TexCoord(0,0)
gl.Vertex(x-size,y,z-size)
gl.TexCoord(0,1)
gl.Vertex(x-size,y,z+size)
gl.TexCoord(1,1)
gl.Vertex(x+size,y,z+size)
gl.TexCoord(1,0)
gl.Vertex(x+size,y,z-size)
end
local dotImage = "LuaUI/Images/formationDot.dds"
local function drawCircle(pos, size, disengaged)
if disengaged == true then
glColor(1, 0.6, 0.6, 0.65)
else
glColor(0.75, 0.75, 0.75, 0.55)
end
gl.Texture(dotImage)
gl.BeginEnd(GL.QUADS,drawGroundQuad, pos[1], pos[2], pos[3], size)
gl.Texture(false)
end
local Xs, Ys = spGetViewGeometry()
Xs, Ys = Xs*0.5, Ys*0.5
function widget:ViewResize(viewSizeX, viewSizeY)
Xs, Ys = spGetViewGeometry()
Xs, Ys = Xs*0.5, Ys*0.5
end
function widget:DrawWorld()
local camX, camY, camZ = spGetCameraPosition()
local at, p = spTraceScreenRay(Xs,Ys,true,false,false)
local zoomY
if at == "ground" then
local dx, dy, dz = camX-p[1], camY-p[2], camZ-p[3]
zoomY = sqrt(dx*dx + dy*dy + dz*dz)
else
zoomY = camY - max(spGetGroundHeight(camX, camZ), 0)
end
if zoomY < 6 then zoomY = 6 end
glLineStipple(2, 8031)
glLineWidth(1.0)
for _, uid in pairs(spGetSelectedUnits()) do
local pos = unitFallbackPosition[uid]
if pos then
local x, y, z = spGetUnitPosition(uid)
if WG.disengaged[uid] then
glColor(1, 0.6, 0.6, 0.8)
else
glColor(0.75, 0.75, 0.75, 0.5)
end
glBeginEnd(GL_LINE_STRIP, tVerts, { {x, y, z}, { pos.x, pos.y, pos.z } })
local dotSize = sqrt(zoomY*0.12)
drawCircle(
{ pos.x, pos.y, pos.z },
dotSize * (WG.disengaged[uid] and 2 or 1),
WG.disengaged[uid] and true or false)
end
end
end
function widget:Initialize()
WG['disengaged'] = {}
WG.CMD_DISENGAGE = CMD_DISENGAGE
WG.CMD_SET_FALLBACK_POSITION = CMD_SET_FALLBACK_POSITION
end
function widget:CommandsChanged()
local selectedUnits = Spring.GetSelectedUnits()
if #selectedUnits > 0 then
local customCommands = widgetHandler.customCommands
for i = 1, #selectedUnits do
local udid = Spring.GetUnitDefID(selectedUnits[i])
if UnitDefs[udid].canMove or UnitDefs[udid].isFactory then
customCommands[#customCommands + 1] = {
id = CMD_SET_FALLBACK_POSITION,
type = CMDTYPE.ICON_FRONT,
tooltip = 'Set a fallback position for this unit.',
name = 'SetFallback',
cursor = 'fight',
action = 'setfallback',
}
customCommands[#customCommands + 1] = {
id = CMD_DISENGAGE,
type = CMDTYPE.ICON,
tooltip = 'Disengage and fallback to a previously defined fallback position',
name = 'Disengage',
cursor = 'fight',
action = 'disengage',
}
return
end
end
end
end
|