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library.ostw
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import "Pathmaps\Hanamura.pathmap" as Hanamura;
# Total value of an array
method SumOfArray(define arrayToSum)
{
define total = 0;
foreach (define value in arrayToSum)
{
total += arrayToSum[value];
}
return total;
}
# Average value of an array
method AverageOfArray(define arrayToAverage)
{
return SumOfArray(arrayToAverage) / CountOf(arrayToAverage);
}
# Imperfect way of getting position of nearest solid surface. Accuracy is amount of times looped.
method NearestSolidSurface(define point, define accuracy)
{
define directions = [Up(), Down(), Forward(), Right(), Backward(), Left()];
for (define i = 0; i < accuracy; i++)
{
directions = SortedArray(directions, DistanceBetween(point, RayCastHitPosition(point, point + (ArrayElement() * 10000))));
directions = [directions, Midpoint(directions[0], directions[1])];
}
directions = SortedArray(directions, DistanceBetween(point, RayCastHitPosition(point, point + (ArrayElement() * 10000))));
return RayCastHitPosition(point, point + (directions[0] * 10000));
}
# Gets height of hero measured from eyes to feet
method TallnessOfHero(define hero)
{
return
(hero == Hero.Dva) ? 1.74
: ((hero == Hero.Orisa) ? 1.78
: ((hero == Hero.Reinhardt) ? 1.8
: ((hero == Hero.Roadhog || hero == Hero.Zarya) ? 1.6
: ((hero == Hero.Winston || hero == Hero.Doomfist || hero == Hero.Widowmaker) ? 1.5
: ((hero == Hero.WreckingBall) ? 1.83
: ((hero == Hero.Ashe || hero == Hero.Mercy) ? 1.45
: ((hero == Hero.Bastion) ? 1.82
: ((hero == Hero.Genji) ? 1.2
: ((hero == Hero.Hanzo || hero == Hero.Pharah || hero == Hero.Baptiste) ? 1.35
: ((hero == Hero.Junkrat || hero == Hero.Tracer || hero == Hero.Ana) ? 1.25
: ((hero == Hero.Mccree) ? 1.43
: ((hero == Hero.Mei || hero == Hero.Sombra || hero == Hero.Symmetra) ? 1.3
: ((hero == Hero.Reaper || hero == Hero.Soldier76 || hero == Hero.Zenyatta) ? 1.55
: ((hero == Hero.Torbjorn) ? 1
: ((hero == Hero.Brigitte) ? 1.58
: ((hero == Hero.Lucio) ? 1.17
: ((hero == Hero.Moira) ? 1.7 : Null()
)))))))))))))))))
;
}
# Generates an array of a length where each value is equal to its index. Great for using for Filtered and Sorted arrays.
method GenerateForeachArray(define length)
{
define returnArray;
for (define i = 0; i < length; i++)
returnArray[i] = i;
return returnArray;
}
class Dictionary
{
define Keys;
define Values;
public Dictionary(define keys, define values)
{
Keys = keys;
Values = values;
}
# Gets the value corresponding to a key
public method GetValueFromKey(define key)
{
return Values[IndexOfArrayValue(Keys, key)];
}
# Gets the key corresponding to a value
public method GetKeyFromValue(define value)
{
return Keys[IndexOfArrayValue(Values, value)];
}
# Sets the value corresponding to a key
public method SetValueAtKey(define key, define value)
{
Values[IndexOfArrayValue(Keys, key)] = value;
}
# Sets the key corresponding to a value
public method SetKeyAtValue(define value, define key)
{
Keys[IndexOfArrayValue(Values, value)] = key;
}
# Removes all entries of players that have left the game
public method RemoveLeftPlayers()
{
for (define i = 0; 0 < CountOf(Keys); i++)
{
if (EntityExists(Keys[i]) == false)
{
RemoveFromArrayAtIndex(Keys, i);
RemoveFromArrayAtIndex(Values, i);
i--;
}
}
}
# Adds a new entry
public method AddEntry(define key, define value)
{
Keys = [Keys, key];
Values = [Values, value];
}
# Removes all entries with either an empty key or empty value
public method RemoveEmptyEntries()
{
for (define i = 0; i < CountOf(Keys); i++)
{
if (Keys[i] == Null() || Values[i] == Null())
{
RemoveFromArrayAtIndex(Keys, i);
RemoveFromArrayAtIndex(Values, i);
i--;
}
}
}
# Finds an entry by its key and removes it
public method RemoveEntryByKey(define key)
{
Values = RemoveFromArray(Values, this.GetValueFromKey(key));
Keys = RemoveFromArray(Keys, key);
}
# Finds an entry by its value and removes it
public method RemoveEntryByValue(define value)
{
Keys = RemoveFromArray(Keys, this.GetKeyFromValue(value));
Values = RemoveFromArray(Values, value);
}
# Converts the Dictionary object to a tuple-like array where each entry is an array structured like so: [key, value]
public method GetTupleArray()
{
define array;
for (define i = 0; i < CountOf(Keys); i++)
array[i] = [Keys[i], Values[i]];
return array;
}
}
class Trigger
{
define IsActive;
public Trigger()
{
IsActive = False();
}
# Activates the trigger
public method Activate()
{
IsActive = True();
}
# Deactivates the trigger
public method Deactivate()
{
IsActive = False();
}
# Activates the trigger for X seconds
public method ActivateFor(define seconds)
{
IsActive = True();
Wait(seconds);
IsActive = False();
}
# Deactivates the trigger for X seconds
public method DeactivateFor(define seconds)
{
IsActive = False();
Wait(seconds);
IsActive = True();
}
}
class SphericalBarrier
{
define Position;
define Radius;
public SphericalBarrier(define position, define radius)
{
Position = position;
Radius = radius;
}
# Whether the player is inside the the barrier
public macro IsPlayerInside(define player):
DistanceBetween(PositionOf(player), Position) <= Radius;
# Whether the player is outside the barrier
public macro IsPlayerOutside(define player):
DistanceBetween(PositionOf(player), Position) > Radius;
# Teleport the player inside the barrier
public method TeleportPlayerInside(define player)
{
Teleport(player, Destination(PositionOf(player), DirectionTowards(PositionOf(player), Position), DistanceBetween(PositionOf(player), Position) - Radius));
}
# Teleports the player outside the barrier
public method TeleportPlayerOutside(define player)
{
Teleport(player, Destination(PositionOf(player), DirectionTowards(Position, PositionOf(player)), Radius - DistanceBetween(PositionOf(player), Position)));
}
# Boops the player into the barrier
public method BoopPlayerInside(define player, define speed)
{
while (IsPlayerOutside(player))
ApplyImpulse(player, DirectionTowards(PositionOf(player), Position), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# Boops the player outside the barrier
public method BoopPlayerOutside(define player, define speed)
{
while (IsPlayerInside(player))
ApplyImpulse(player, DirectionTowards(Position, PositionOf(player)), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# An array of the players outside the barrier
public macro PlayersOutside():
FilteredArray(AllPlayers(), IsPlayerOutside(ArrayElement()));
# An array of the players inside the barrier
public macro PlayersInside():
FilteredArray(AllPlayers(), IsPlayerInside(ArrayElement()));
}
class CylindricalBarrier
{
define Position;
define Radius;
public CylindricalBarrier(define position, define radius)
{
Position = position;
Radius = radius;
}
# Whether the player is inside the the barrier
public macro IsPlayerInside(define player):
HorizontalDistance(PositionOf(player), Position) <= Radius;
# Whether the player is inside the the barrier. This method can not be used in conditions
public method OptimisedIsPlayerInside(define player)
{
define pos = PositionOf(player);
return HorizontalDistance(pos, Position) <= Radius;
}
# Whether the player is outside the barrier
public macro IsPlayerOutside(define player):
HorizontalDistance(PositionOf(player), Position) > Radius;
# Whether the player is Outside the the barrier. This method can not be used in conditions
public method OptimisedIsPlayerOutside(define player)
{
define pos = PositionOf(player);
return HorizontalDistance(pos, Position) > Radius;
}
# Teleports the player inside the barrier
public method TeleportPlayerInside(define player)
{
Teleport(player, Destination(PositionOf(player), DirectionTowards(PositionOf(player), Vector(XOf(Position), YOf(PositionOf(player)), ZOf(Position))), HorizontalDistance(PositionOf(player), Position) - Radius));
}
# Teleports the player outside the barrier
public method TeleportPlayerOutside(define player)
{
Teleport(player, Destination(PositionOf(player), DirectionTowards(Vector(XOf(Position), YOf(PositionOf(player)), ZOf(Position)), PositionOf(player)), Radius - HorizontalDistance(PositionOf(player), Position)));
}
# Boops the player inside the barrier
public method BoopPlayerInside(define player, define speed)
{
while (IsPlayerOutside(player))
ApplyImpulse(player, DirectionTowards(PositionOf(player), Vector(XOf(Position), YOf(PositionOf(player)), ZOf(Position))), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# Boops the player outside the barrier
public method BoopPlayerOutside(define player, define speed)
{
while (IsPlayerInside(player))
ApplyImpulse(player, DirectionTowards(Vector(XOf(Position), YOf(PositionOf(player)), ZOf(Position)), PositionOf(player)), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# An array of players inside the barrier
public macro PlayersInside():
FilteredArray(AllPlayers(), IsPlayerInside(ArrayElement()));
# An array of players outside the barrier
public macro PlayersOutside():
FilteredArray(AllPlayers(), IsPlayerOutside(ArrayElement()));
}
class CuboidBarrier
{
define Min;
define Max;
public CuboidBarrier(define corner1, define corner2)
{
Min = Vector(
Min(XOf(corner1), XOf(corner2)),
Min(YOf(corner1), YOf(corner2)),
Min(ZOf(corner1), ZOf(corner2))
);
Max = Vector(
Max(XOf(corner1), XOf(corner2)),
Max(YOf(corner1), YOf(corner2)),
Max(ZOf(corner1), ZOf(corner2))
);
}
# Visualises the barrier. Returns an effect array of the beams that can be destroyed with DestroyEffectArray. Has a delay of 0.016 seconds.
public method Visualise(define visibleTo)
{
define effects = [];
Beam(Min, Vector(XOf(Max), YOf(Min), ZOf(Min)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Min, Vector(XOf(Min), YOf(Max), ZOf(Min)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Min, Vector(XOf(Min), YOf(Min), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Max, Vector(XOf(Min), YOf(Max), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Max, Vector(XOf(Max), YOf(Min), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Max, Vector(XOf(Max), YOf(Max), ZOf(Min)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Min), YOf(Max), ZOf(Min)), Vector(XOf(Max), YOf(Max), ZOf(Min)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Min), YOf(Max), ZOf(Min)), Vector(XOf(Min), YOf(Max), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Min), YOf(Max), ZOf(Max)), Vector(XOf(Min), YOf(Min), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Max), YOf(Max), ZOf(Min)), Vector(XOf(Max), YOf(Min), ZOf(Min)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Min), YOf(Min), ZOf(Max)), Vector(XOf(Max), YOf(Min), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
Beam(Vector(XOf(Max), YOf(Min), ZOf(Min)), Vector(XOf(Max), YOf(Min), ZOf(Max)), visibleTo);
effects = [effects, LastCreatedEntity()];
MinWait();
return effects;
}
private macro Beam(define start, define end, define visible):
CreateBeamEffect(visible, BeamType.GrappleBeam, start, end, Color.White, EffectRev.PositionAndRadius);
# Whether the player is inside the the barrier
public macro IsPlayerInside(define player):
XOf(Min) > XOf(PositionOf(player)) &&
YOf(Min) > YOf(PositionOf(player)) &&
ZOf(Min) > ZOf(PositionOf(player)) &&
XOf(Max) < XOf(PositionOf(player)) &&
YOf(Max) < YOf(PositionOf(player)) &&
ZOf(Max) < ZOf(PositionOf(player))
;
# Whether the player is inside the barrier. This method can not be used in a condition
public method OptimisedIsPlayerInside(define player)
{
define pos = PositionOf(player);
return
XOf(Min) > XOf(pos) &&
YOf(Min) > YOf(pos) &&
ZOf(Min) > ZOf(pos) &&
XOf(Max) < XOf(pos) &&
YOf(Max) < YOf(pos) &&
ZOf(Max) < ZOf(pos)
;
}
# Whether the player is outside the barrier
public macro IsPlayerOutside(define player):
XOf(Min) < XOf(PositionOf(player)) &&
YOf(Min) < YOf(PositionOf(player)) &&
ZOf(Min) < ZOf(PositionOf(player)) &&
XOf(Max) > XOf(PositionOf(player)) &&
YOf(Max) > YOf(PositionOf(player)) &&
ZOf(Max) > ZOf(PositionOf(player))
;
# Whether the player is outside the barrier. This method can not be used in a condition
public method OptimisedIsPlayerOutside(define player)
{
define pos = PositionOf(player);
return
XOf(Min) < XOf(pos) &&
YOf(Min) < YOf(pos) &&
ZOf(Min) < ZOf(pos) &&
XOf(Max) > XOf(pos) &&
YOf(Max) > YOf(pos) &&
ZOf(Max) > ZOf(pos)
;
}
# Teleports the player inside the barrier
public method TeleportPlayerInside(define player)
{
Teleport(player, Vector(
Max(XOf(Min), Min(XOf(Max), XOf(PositionOf(player)))),
Max(YOf(Min), Min(YOf(Max), YOf(PositionOf(player)))),
Max(ZOf(Min), Min(ZOf(Max), ZOf(PositionOf(player))))
));
}
# Teleports the player outside the barrier
public method TeleportPlayerOutside(define player)
{
Teleport(player, Vector(
Min(XOf(Min), Max(XOf(Max), XOf(PositionOf(player)))),
Min(YOf(Min), Max(YOf(Max), YOf(PositionOf(player)))),
Min(ZOf(Min), Max(ZOf(Max), ZOf(PositionOf(player))))
));
}
# Boops the player inside the barrier
public method BoopPlayerInside(define player, define speed)
{
while (IsPlayerOutside(player))
ApplyImpulse(player, DirectionTowards(PositionOf(player), Vector(
Max(XOf(Min), Min(XOf(Max), XOf(PositionOf(player)))),
Max(YOf(Min), Min(YOf(Max), YOf(PositionOf(player)))),
Max(ZOf(Min), Min(ZOf(Max), ZOf(PositionOf(player))))
)), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# Boops the player outside the barrier
public method BoopPlayerOutside(define player, define speed)
{
while (IsPlayerInside(player))
ApplyImpulse(player, DirectionTowards(Vector(
Min(XOf(Min), Max(XOf(Max), XOf(PositionOf(player)))),
Min(YOf(Min), Max(YOf(Max), YOf(PositionOf(player)))),
Min(ZOf(Min), Max(ZOf(Max), ZOf(PositionOf(player))))
), PositionOf(player)), speed, Relative.ToWorld, ContraryMotion.Cancel);
}
# An array of players inside the barrier
public macro PlayersInside():
FilteredArray(AllPlayers(),
IsPlayerInside(ArrayElement())
);
# An array of players outside the barrier
public macro PlayersOutside():
FilteredArray(AllPlayers(),
IsPlayerOutside(ArrayElement())
);
}