Difference between revisions of "Detecting units in line"
(Created page with "This tutorial solves common issue in FPS maps: detecting first unit in line (usually in line of a shot). You may have heard about a so-called traceline algorithm, don't use ...") |
|||
Line 32: | Line 32: | ||
===Pseudocode for 3D=== | ===Pseudocode for 3D=== | ||
WIP, but it's not that much more difficult | WIP, but it's not that much more difficult | ||
+ | |||
+ | [[Category:StarCraft II]][[Category:Triggers]][[Category:Tutorials]] |
Revision as of 09:42, 13 May 2011
This tutorial solves common issue in FPS maps: detecting first unit in line (usually in line of a shot).
You may have heard about a so-called traceline algorithm, don't use it, it is inefficient and ugly. This algorithm uses vectors to make the calculations much simpler.
Mathematics of this algorithm
Feel free to skip this paragraph over, if you don't want/can't understand mathematics. This algorithm uses [projection] and [of a point from a line]. Vector projection uses the formula A*B / |B| for projecting vector A into vector B. We use a vector of length 1 for B, so it becomes a very simple A*B formula. Distance from a point to a line is (Px*Bx + Py*By)/|B| for distance between point P and line with normal B. Again, B will have length of 1, making this a very simple formula.
Description
The main goal of developing this algorithm was to limit calling of Units in Range function, because it is very slow. Therefore, a single call of this function is executed on entire area, where the shot goes. (image will be uploaded soon) Then, all units found by this function are compared againts the point-to-line distance formula, to see whether they are in the line or not.
Pseudocode for 2D
lv_range = 10; //This is an example value, it can be set differently lv_attacker = (Triggering Unit); //depends on implementation lv_x1 = -Cos( Facing of lv_attacker) ); lv_y1 = Sin( Facing of lv_attacker) ); // vector perpendicular to the direction of shot lv_unitGroup = Unit in Range (lv_range/2) of Point( X of lv_attacker + lv_x1*lv_range/2,X of lv_attacker + lv_x1*lv_range/2 ); //the center is in half of the maximum distance Pick Each Unit in lv_unitGroup lv_dst = ABS ( X of (Picked unit)*lv_x1 + Y of (Picked Unit)*lv_y1 ); //distance to line calculation if( lv_dst < UnitGetProperty( (Picked unit), Radius) ) //in line of shot AddUnitToUnitGroup( (Picked Unit), lv_possibleTargets ); lv_target = UnitFromGroupClosestToPoint( lv_possibleTargets, Position of(attacker) );
Pseudocode for 3D
WIP, but it's not that much more difficult