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launch.lua
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launch.lua
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-- Launch unit to cursor location
-- Based on propel.lua by Roses, molested by Rumrusher and I until this happened, sorry.
--[====[
launch
======
Activate with a cursor on screen and you will go there rapidly. Attack
something first to ride them there.
]====]
function launch(unitSource,unitRider)
local curpos
if df.global.ui_advmode.menu == df.ui_advmode_menu.Look then
curpos = df.global.cursor
elseif df.global.gamemode == df.game_mode.ADVENTURE then
qerror("No [l] cursor located! You would have slammed into the ground and exploded.")
else
qerror("Must be used in adventurer mode or the arena!")
end
local count=0
local l = df.global.world.proj_list
local lastlist=l
l=l.next
while l do
count=count+1
if l.next==nil then
lastlist=l
end
l = l.next
end
local resultx = curpos.x - unitSource.pos.x
local resulty = curpos.y - unitSource.pos.y
local resultz = curpos.z - unitSource.pos.z
local newlist = df.proj_list_link:new()
lastlist.next=newlist
newlist.prev=lastlist
local proj = df.proj_unitst:new()
newlist.item=proj
proj.link=newlist
proj.id=df.global.proj_next_id
df.global.proj_next_id=df.global.proj_next_id+1
proj.unit=unitSource
proj.origin_pos.x=unitSource.pos.x
proj.origin_pos.y=unitSource.pos.y
proj.origin_pos.z=unitSource.pos.z
proj.target_pos.x=curpos.x
proj.target_pos.y=curpos.y
proj.target_pos.z=curpos.z
proj.prev_pos.x=unitSource.pos.x
proj.prev_pos.y=unitSource.pos.y
proj.prev_pos.z=unitSource.pos.z
proj.cur_pos.x=unitSource.pos.x
proj.cur_pos.y=unitSource.pos.y
proj.cur_pos.z=unitSource.pos.z
proj.flags.no_impact_destroy=true
proj.flags.piercing=true
proj.flags.high_flying=true --this probably doesn't do anything, let me know if you figure out what it is
proj.flags.parabolic=true
proj.flags.no_collide=true
proj.flags.unk9=true
proj.speed_x=resultx*10000
proj.speed_y=resulty*10000
proj.speed_z=resultz*15000 --higher z speed makes it easier to reach a target safely
if df.global.world.units.active[0].job.hunt_target==nil then
proj.flags.safe_landing=true
elseif df.global.world.units.active[0].job.hunt_target then
proj.flags.safe_landing=false
end
local unitoccupancy = dfhack.maps.ensureTileBlock(unitSource.pos).occupancy[unitSource.pos.x%16][unitSource.pos.y%16]
if not unitSource.flags1.on_ground then
unitoccupancy.unit = false
else
unitoccupancy.unit_grounded = false
end
unitSource.flags1.projectile=true
unitSource.flags1.on_ground=false
end
local unitSource = df.global.world.units.active[0]
local unitRider = nil --as:df.unit
if unitSource.job.hunt_target ~= nil then
unitRider = unitSource
unitSource = df.global.world.units.active[0].job.hunt_target
unitSource.general_refs:insert("#",{new=df.general_ref_unit_riderst,unit_id=unitRider.id})
unitRider.relationship_ids.RiderMount=unitSource.id
unitRider.flags1.rider=true
unitSource.flags1.ridden=true
require("utils").insert_sorted(df.global.world.units.other.ANY_RIDER,unitRider,"id")
end
launch(unitSource,unitRider)