Detecting units within a cone

bananaHUNT

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I want to pick all units within a cone-shaped area in front of the caster.
This is to make a simple slash spell: You activate an ability, unit shows attack animation and slashes a small area in front of him for x damage (preferably his attack damage):

Code:
  ________
  \ area /
   \    /
    \  /
     \/
    unit

Now what would be the easiest way to do that?
 
Gui would be messy and not very effective...
Make a trigger in your map.
Name it CONE.
Convert it to custom text.
Delete everything in it.
Copy this into it:

JASS:
library Cone
// whichGroup: the group the units will be added to
// xc, yc: the starting point, sort of like the center of the circle
// facing: the direction the "middle" of the sector goes to, in radians
// radius: the "length" of the sector
// angle: the maximum opening angle of the sector, in radians
// filter: the condition function to apply to the units in the sector.
function GroupEnumUnitsInSector takes group whichGroup,real xc,real yc,real facing,real radius,real angle,boolexpr filter returns nothing
    local group g = CreateGroup()
    local unit u
    local real x
    local real y
    local real x1
    local real y1
    local real x2
    local real y2

    call GroupEnumUnitsInRange(g, xc, yc, radius, filter)

    set angle = angle * 0.5
    set x1 = Cos(facing - angle)
    set y1 = Sin(facing - angle)
    set x2 = Cos(facing + angle)
    set y2 = Sin(facing + angle)

    loop
        set u = FirstOfGroup(g)
        exitwhen u == null
        call GroupRemoveUnit(g, u)

        set x = GetUnitX(u) - xc
        set y = GetUnitY(u) - yc
        if y * x1 >= x * y1 and y * x2 <= x * y2 then
            call GroupAddUnit(whichGroup, u)
        endif
    endloop

    call DestroyGroup(g)
    set g = null
endfunction

// point: the starting point, sort of like the center of the circle
// facing: the direction the "middle" of the sector goes to, in degrees
// radius: the "length" of the sector
// angle: the maximum opening angle of the sector, in degrees
// filter: the condition function to apply to the units in the sector. Pass null for all units
function GetUnitsInSector takes location point,real facing,real radius,real angle,boolexpr filter returns group
    local group g = CreateGroup()
    if filter == null then
        set filter = FILTER_True
    endif
    call GroupEnumUnitsInSector(g, GetLocationX(point), GetLocationY(point), facing * bj_DEGTORAD, radius, angle * bj_DEGTORAD, filter)
    return g
endfunction

endlibrary


function GroupEnumUnitsInSector takes group whichGroup,real xc,real yc,real facing,real radius,real angle,boolexpr filter returns nothing

You have to use this line. I know it's JASS and bawwwwwww bawwwwwww, but it's not that difficult, and makes everything easier.
whichGroup: the group the units will be stored in
xc: X coordinates of the point of the cone
yc: Y coordinates of the same
facing: the angle of your casting unit
radius: the maximum distance
angle: the opening angle of the cone
filter: leave it as "null" (without brackets) to get all units in the cone.

Use it as this (example):

Trigger:
  • Custom Script: call GroupEnumUnitsInSector(G, GetUnitX(udg_caster), GetUnitY(udg_caster), udg_angle, udg_distance, udg_degree * bj_DEGTORAD, null)

Credits to AceHart
 
Code:
Event
Condition
Actions
 Set Point1 = (Position of (Triggering unit))
 Set Real1 = Facing of (Triggering unit)
 Set Unitgp = Pick every unit within 600.00 range of Point1 matching....
 Unit group - Pick every unit in Unitgp and do multiple actions -
  Loop - Actions
    Set Point2 = (Position of (Picked unit))
    Set Real2 = Angle between [B]Point1[/B] and [B]Point2[/B]

    If - Condition
      Real2 Less than 0.00
    Then - Actions
      Set Real2 = Real2 + 360.00
    Else - Actions

    If - Condition
      Real2 Less than (Real1 + 120)
      Real2 Greater than (Real1 - 120)
    Then - Actions
      ----This (Picked unit) is within the cone region----
    Else - Actions

Something like the above. Untested though. But should be workable unless I missed something.

Edit:
My bad, mine is in fact for a 'sector' instead of a 'perfect triangle', as drawn by you in the first post.


> preferably his attack damage

Not possible.
 
I was doing something like this two days ago. >.<

If it were GUI, it would consist of using Angle between two points.

Check the unit's distance

Then

See if it's angle is infront of the unit or 20/-20 degrees away.
 
Thanks :D I used your GUI way vypur and it totally works !

Btw are there any leaks to remove? This will be the basic attack so its going to be used like hundreds of times (.2 cd). It was something with udg_RemoveGroup right?
 
I think it is
call GroupClear(grp)
call DestroyGroup(grp)
set grp = null

to remove it completly, with "grp" being the variable. Call them in Custom Scripts.
 
Code:
Event
Condition
Actions
 Set Point1 = (Position of (Triggering unit))
 Set Real1 = Facing of (Triggering unit)
 Set Unitgp = Pick every unit within 600.00 range of Point1 matching....
 Unit group - Pick every unit in Unitgp and do multiple actions -
  Loop - Actions
    Set Point2 = (Position of (Picked unit))
    Set Real2 = Angle between Point1 and Point2

    If - Condition
      Real2 Less than 0.00
    Then - Actions
      Set Real2 = Real2 + 360.00
    Else - Actions

    If - Condition
      Real2 Less than (Real1 + 120)
      Real2 Greater than (Real1 - 120)
    Then - Actions
      ----This (Picked unit) is within the cone region----
    Else - Actions
    Custom script:  call RemoveLocation (udg_Point2)
 Custom script:  call RemoveLocation (udg_Point1)
 Custom script:  call DestroyGroup (udg_Unitgp)

Leakless version. Notice which is inside/outside the loop.


call GroupClear(grp)
call DestroyGroup(grp)
set grp = null
Seems more like JASS to me. Though not sure if it needs null.
 
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