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cyclone.go
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cyclone.go
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package micro
import (
"github.com/aiseeq/s2l/lib/scl"
"github.com/aiseeq/s2l/protocol/enums/ability"
)
func CycloneAttackFunc(u *scl.Unit, priority int, targets scl.Units) bool {
visibleTargets := targets.Filter(scl.Visible)
if u.HasAbility(ability.Effect_LockOn) {
closeTargets := visibleTargets.InRangeOf(u, 2) // Range = 7. Weapons + 2
if closeTargets.Exists() {
target := closeTargets.Max(func(unit *scl.Unit) float64 {
if unit.IsArmored() {
return unit.Hits * 2
}
return unit.Hits
})
u.CommandTag(ability.Effect_LockOn, target.Tag)
B.CycloneLocks[u.Tag] = target.Tag
return true
}
return false
}
closeTargets := visibleTargets.InRangeOf(u, 0)
if closeTargets.Exists() {
target := closeTargets.Min(func(unit *scl.Unit) float64 {
return unit.Hits
})
u.CommandTag(ability.Attack_Attack, target.Tag)
B.U.LastAttack[u.Tag] = B.Loop
return true
}
return false
}
func CycloneManeuver(u *scl.Unit) bool {
lockedOn := u.HasAbility(ability.Cancel_LockOn)
if lockedOn {
target := B.Units.ByTag[B.CycloneLocks[u.Tag]]
if target != nil {
// vision - range = 6
if !u.InRange(target, 6-1-float64(target.Radius)) {
u.AttackMove(target)
return true
}
}
}
if lockedOn || !u.IsCoolToAttack() {
attackers := B.Enemies.AllReady.CanAttack(u, 4)
if attackers.Exists() {
u.GroundFallback(B.Locs.MyStart - B.Locs.MyStartMinVec*3, true)
return true
}
}
return u.EvadeEffects()
}
func CycloneAttack(u *scl.Unit) bool {
if u.HasAbility(ability.Cancel_LockOn) {
return false
}
if Targets.All.Exists() {
u.AttackCustom(CycloneAttackFunc, scl.DefaultMoveFunc, Targets.ArmedFlyingArmored, Targets.ArmedFlying,
Targets.ArmedArmored, Targets.Armed, Targets.All)
return true
}
return false
}
func CyclonesLogic(us scl.Units) {
for _, u := range us {
_ = DefaultRetreat(u) || CycloneManeuver(u) || CycloneAttack(u) || DefaultExplore(u)
}
}