Wrong deflection?

Reaction score
91
I have a spell that spawns a big amount of missiles that curve (zig-zag) forward for some time. If they hit a unit that is able to deflect missiles (with some spell or something like that), the missiles should be destroyed and a new one gets created that should be like a "deflected" one - it has to go in the opposite direction and do the same stuff as the first ones. Basically, a recreation of a missile struct but with a different owner.

JASS:

scope ArcaneMissiles initializer Init 

globals
    public constant integer AID_RAW = 'A000'
    private constant integer UID_RAW = 'h002'
    private constant integer UID_SFX = 'h003'
    private constant real PERIOD = 0.03125
    private constant real PERIOD2 = PERIOD * 3
    
    private constant string SFX_ONE = "Abilities\\Spells\\Human\\Feedback\\ArcaneTowerAttack.mdl"
    
    private constant string SFX_TWO = "Abilities\\Spells\\Items\\OrbCorruption\\OrbCorruption.mdl"
endglobals

// Self-explanatory stuff.
private function SPEED takes unit cast returns real
    return 35.
endfunction
private function DURATION takes unit cast returns real
    return 0.85
endfunction
private function MANA_BURN takes unit cast, integer lvl returns real
    return 10. * lvl
endfunction
private function DAMAGE takes unit cast, integer lvl returns real
    return 15. * lvl
endfunction

globals
    private HandleTable ht
endglobals


private struct Data
    unit cast
    unit missile
    timer tim
    real angle
    boolean flip = false
    integer somewait 
    integer ticks
    real deduction 
    real value
    integer lvl
    trigger trig 
    
    private static method Callback takes nothing returns nothing
        local Data d = ht[GetExpiredTimer()]
        local real x
        local real y
        local real face
        // Flip should stand for direction... True for right and false for left.
        if d.flip == true then
            set face = (GetUnitFacing(d.missile) + d.value) * bj_DEGTORAD
        else
            set face = (GetUnitFacing(d.missile) - d.value) * bj_DEGTORAD
        endif
        set x = GetUnitX(d.missile) + (SPEED(d.cast) - d.deduction) * Cos(face)
        set y = GetUnitY(d.missile) + (SPEED(d.cast) - d.deduction) * Sin(face)
        call SetUnitX(d.missile, x)
        call SetUnitY(d.missile, y)
        call SetUnitFacing(d.missile, face * bj_RADTODEG)
        set d.somewait = d.somewait - 1
        if d.somewait <= 0 then
            // Flip, so the missile can curve to the opposite direction.
            set d.somewait = GetRandomInt(1, 14)
            set d.flip = not d.flip
        endif
        // Missile should end. 
        set d.ticks = d.ticks - 1
        if d.ticks <= 0 then
            call d.destroy()
        endif
    endmethod
    
    private static method OnDamage takes nothing returns boolean
        local Data d = ht[GetTriggeringTrigger()] 
        local unit targ = GetTriggerUnit()
        local location loc 
        if IsUnitEnemy(targ, GetOwningPlayer(d.cast)) and IsUnitType(targ, UNIT_TYPE_DEAD) == false then
            // Can the unit deflect?
            if IS_DEFLECTING[GetUnitId(targ)] == false then
                call UnitDamageTarget(d.cast, targ, DAMAGE(d.cast, d.lvl), true, true, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
                call SetUnitState(targ, UNIT_STATE_MANA, GetUnitState(targ, UNIT_STATE_MANA) - MANA_BURN(d.cast, d.lvl))
                call DestroyEffect(AddSpecialEffectTarget(SFX_ONE, targ, "overhead"))
                call DestroyEffect(AddSpecialEffectTarget(SFX_ONE, targ, "chest"))
                call DestroyEffect(AddSpecialEffectTarget(SFX_ONE, targ, "origin"))
            else
                // If yes, then ... spawn a new missile for the deflecting unit.
                // It should work fine, but it always makes them go right!
                set loc = GetUnitLoc(targ)
                call Data.create(targ, loc)
                call RemoveLocation(loc)
                set loc = null
            endif
            call d.destroy()
        endif
        set targ = null
        return false
    endmethod
    
    static method create takes unit cast, location loc returns Data
        local Data d = Data.allocate()
        local real x = GetUnitX(cast)
        local real y = GetUnitY(cast)
        local real lx = GetLocationX(loc)
        local real ly = GetLocationY(loc)
        set d.cast = cast
        set d.angle = bj_RADTODEG * Atan2(ly - y, lx - x)
        set d.missile = CreateUnit(GetOwningPlayer(d.cast), UID_RAW, x, y, d.angle)
        set d.lvl = GetUnitAbilityLevel(d.cast, AID_RAW)
        set d.deduction = GetRandomReal(0., 8.)
        set d.value = GetRandomReal(4.155, 8.12)
        call SetUnitX(d.missile, x)
        call SetUnitY(d.missile, y)
        // My indexing stuff...
        set IS_SOME_DUMMY[GetUnitId(d.missile)] = true
        if GetRandomInt(0, 1) == 0 then
            set d.flip = true
            // Some randomness on creation- whether to start from left or right. 
        endif
        set d.somewait = GetRandomInt(1, 7) // 
        set d.ticks = R2I(DURATION(d.cast) / PERIOD) 
        set d.tim = NewTimer()
        set d.trig = CreateTrigger()
        call TriggerRegisterUnitInRange(d.trig, d.missile, 100., BOOLEXPR_TRUE)
        call TriggerAddCondition(d.trig, Condition(function Data.OnDamage))
        set ht[d.trig] = d
        set ht[d.tim] = d
        call TimerStart(d.tim, PERIOD, true, function Data.Callback)
        return d
    endmethod
    
    method onDestroy takes nothing returns nothing
        call ht.flush(.tim)
        call ReleaseTimer(.tim)
        call TriggerClearConditions(.trig)
        call DisableTrigger(.trig)
        call DestroyTrigger(.trig)
        call KillUnit(.missile)
    endmethod
endstruct

private struct Temp
    unit cast
    location loc
    timer tim 
    integer ticks = 11
    
    private static method Callback takes nothing returns nothing
        local Temp d = ht[GetExpiredTimer()] 
        call Data.create(d.cast, d.loc) // Create missiles periodically,
                                        // instead of instantly, for better
                                        // visual effect. 
        set d.ticks = d.ticks - 1
        if d.ticks <= 0 then
            call d.destroy()
        endif
    endmethod
    
    static method create takes unit cast returns Temp
        local Temp d = Temp.allocate()
        set d.cast = cast
        set d.loc = GetSpellTargetLoc()
        set d.tim = NewTimer()
        set ht[d.tim] = d
        call TimerStart(d.tim, PERIOD2, true, function Temp.Callback)
        return d
    endmethod
    
    method onDestroy takes nothing returns nothing
        call ht.flush(.tim)
        call ReleaseTimer(.tim)
        call RemoveLocation(.loc)
    endmethod
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == AID_RAW
endfunction

private function Actions takes nothing returns nothing
    call Temp.create(GetTriggerUnit())
endfunction

private function Init takes nothing returns nothing
    call RegisterAnyUnitEvent(EVENT_PLAYER_UNIT_SPELL_EFFECT, function Conditions, function Actions)
    set ht = HandleTable.create()
endfunction

endscope


There has to be something wrong in the OnDamage function:
JASS:

                set loc = GetUnitLoc(targ)
                call Data.create(targ, loc)
                call RemoveLocation(loc)
                set loc = null
            endif


It should calculate the angle correctly, though it seems that it always returns a value that will make them go right.
 
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