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old Detect nearby buildings

muslim
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Quote
I'm working on a custom health script, but I'm having trouble figuring out how to make the script detect if the player is near a dispenser so they can gain +10 health every second.
edited 1×, last 28.05.23 09:30:13 am

old Re: Detect nearby buildings

muslim
User Off Offline

Quote
@user Mami Tomoe:

I couldn't figure out how to use this. Could you please provide an example, like a simple script that allows the player to gain 20 HP every second when he is near a Dispenser?

old Re: Detect nearby buildings

Cure Pikachu
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addhook("second","_second")
function _second()
	for id = 1, 32 do
		if player(id,"exists") then
			-- First check for any dispensers in a 1 tile (= 32 pixels) radius around the player
			for _, oid in pairs(closeobjects(player(id,"x"),player(id,"y"),32,7)) do
				-- Next check which team the dispensers belong to
				local dteam, pteam = math.min(object(oid,"team"),2), math.min(player(id,"team"),2)
				if dteam == 0 or dteam == pteam then
					-- If the dispenser belongs to the player's team or is neutral, heal
					local hp = math.min(player(id,"health")+20,player(id,"maxhealth"))
					parse("sethealth "..id.." "..hp)
				end
			end
		end
	end
end
Just a quick draft. Important to note is the comments though, so you know the logic of it.

old Re: Detect nearby buildings

Masea
Super User Off Offline

Quote
@user muslim: That's interesting what you said. The code provided should work as intended. I am assuming there might be something wrong with the internal position checks relating to cs2d lua cmd closeobjects.

You should either increase the radius size or add small numbers to the player's Y position.

@user Cure Pikachu: Iterating through 1 to 32 and checking if the player exists are all bad habits stuck to the veteran CS2D coders. I would ditch it all with good old
for _, id in pairs(player(0, "tableliving")) do
. This way you use fewer lines of code, and make it more performant.

old Re: Detect nearby buildings

muslim
User Off Offline

Quote
@user Masea:

It's not working as expected... Like I mentioned earlier, I only receive 20 HP when I'm on top of the dispenser.

Take a look at this picture: imgur.com/jc5eCTM

The green area is where I gain HP when standing on it, but I don't get the same results in other areas around the dispenser.

However, I made some changes to the code and now it looks like this:

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addhook("second", "_second")

function _second()
for id = 1, 32 do
if player(id, "exists") then
for _, offset in ipairs({{0, 0}, {-32, -32}}) do
local x, y = player(id, "x") + offset[1], player(id, "y") + offset[2]
for _, oid in pairs(closeobjects(x, y, 32, 7)) do
local dteam, pteam = math.min(object(oid, "team"), 2), math.min(player(id, "team"), 2)
if dteam == 0 or dteam == pteam then
local hp = math.min(player(id, "health") + 20, player(id, "maxhealth"))
parse("sethealth " .. id .. " " .. hp)
end
end
end
end
end
end

This didn't completely fix the problem, but it's somewhat better now... More areas are receiving the additional 20 HP.

Check out this image: imgur.com/nIrcRgk
edited 1×, last 01.06.23 06:26:31 pm

old Re: Detect nearby buildings

Masea
Super User Off Offline

Quote
All you should do now is double or triple the radius size.

Edit: Uh, you have some major issues within your code. I'd suggest you use this code instead:
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addhook("second","_second")
function _second()
    for _, id in pairs(player(0, "tableliving")) do
        for _, oid in pairs(closeobjects(player(id,"x") + 32, player(id,"y") + 32, 64, 7)) do
            local dteam, pteam = math.min(object(oid,"team"),2), math.min(player(id,"team"),2)

            if dteam == 0 or dteam == pteam then
                 local hp = math.min(player(id,"health")+20,player(id,"maxhealth"))
                 parse("sethealth "..id.." "..hp)
            end
       end
    end
end

old Re: Detect nearby buildings

Cure Pikachu
User Off Offline

Quote
user Masea has written
@user Cure Pikachu: Iterating through 1 to 32 and checking if the player exists are all bad habits stuck to the veteran CS2D coders. I would ditch it all with good old
for _, id in pairs(player(0, "tableliving")) do
. This way you use fewer lines of code, and make it more performant.

Truth is I was using that, but hearing discussions about it actually being less performant in the past was giving me skeptism in a sense
Oh and I was just recycling whatever user muslim provided before he just deleted it out of the post.

Back for real, though... If even expanding the radius and such results in incosistencies in the heals (since you plan to implement a custom health system) then we might have to resort to the primitive method of iterating through both the player's x and y tiles from -1 to +1 current tile position for any dispenser... Let's hope it doesn't get down to that
edited 1×, last 02.06.23 03:10:40 pm

old Re: Detect nearby buildings

Mami Tomoe
User Off Offline

Quote
With the following code:
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addhook('always', '_always_hook')
function _always_hook()
	if player(1, 'health') == 0 then

		return
	end
	local objs = closeobjects(player(1, 'x'), player(1, 'y'), 32, 7)

	for i = 1, #objs do
		local obj = objs[i]

		parse('killobject ' .. obj)
	end
end

I got the following result:
IMG:https://cdn.discordapp.com/attachments/501146475095523329/1114677991096729660/image.png


It seems that it doesn't account for anything above the player or to the left of the player.

old Re: Detect nearby buildings

DC
Admin Off Offline

Quote
There are a few problems with this unfortunately (god, it's ugly and I'm sorry about it):

• Buildings have their pivot point in the top left corner and not in their center. To compensate for that you would have to use the player position -16 (on x and y) if you still want to use cs2d lua cmd closeobjects:
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local objs = closeobjects(player(1, 'x') - 16, player(1, 'y') - 16, 32, 7)

• It may STILL fail because cs2d lua cmd closeobjects uses < and not <= for the radial distance check. Also it would only work when the player stands in the perfect center of the tile. Would be safer to add 17 to the radius (+16 for half a tile and +1 to compensate for the < which should probably be a <=).

• Dispensers do NOT use a radial distance check internally. They just check the absolute distance on X and Y separately. That's for performance and simplicity reasons. Their check looks like this:
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If Abs((do.x+16)-p.x)<48 And Abs((do.y+16)-p.y)<48 Then
With do = dynamic object / dispenser and p = player. So it's not a radial AoE but a square one.


Sooo... what would be the best approach to solve the issue?

• Still use cs2d lua cmd closeobjects because it's fast!
• Use the -16 offset (because of building offset)
• Increase the radius to 48 * sqrt(2) to get a radius which includes the full square area. That's a radius of ~67.882. You can round it up to 68.
• Iterate on all results of cs2d lua cmd closeobjects and use a Lua version of the original dispenser distance check to find out if any of the detected dispensers is really within the distance the game actually uses. Also don't forget to check if the team is right.
edited 3×, last 04.06.23 12:23:45 pm

old Re: Detect nearby buildings

Mora
User On Online

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addhook('always', '_always_hook')
function _always_hook()
     if player(1, 'health') == 0 then

          return
     end
     local objs = closeobjects(player(1, 'x')-16, player(1, 'y')-16, 48, 7)

     for i = 1, #objs do
          local obj = objs[i]

          parse('killobject ' .. obj)
     end
end

@user DC: yeah, it might be top corner so u have to decrease 16 from player's x,y and for better imitation the Radius might be 48 then.
Tested, worked.

EDIT: Oh sht. U have edited it. NVM.

old Re: Detect nearby buildings

DC
Admin Off Offline

Quote
Sorry, had do edit it AGAIN. I now took a look into the code and the dispenser AoE is actually a square. So the 16 pixel offset and a radius of 48 is still not enough for perfect results.

I added a little red message to the cs2d lua cmd closeobjects documentation to make people aware of the building pivot offset.

old Re: Detect nearby buildings

Mora
User On Online

Quote
By the way, since the problem is solved(I think is it)
Instead of making new topic I'd like to know how can I catch "mine" and "lasermine" explosion, which hook might tell me "X" and "Y" of the building explosion? I'd like to add effect, for example. But in my case I need to check "closeobjects(mineX,mineY,rad,..?)"

Projectile hook and Projectile_impact is not triggered when mine/lasermine is exploded.
/in case with HE grenade on projectile/projectile_impact hook it works, but with mine it doesnt:
https://youtu.be/wCO9atZXu5M

old Re: Detect nearby buildings

Mora
User On Online

Quote
user DC has written
@user Mora: We have no limitation on threads so it would still be better to create a new thread for a new topic instead of mixing things for no good reason

oh, excuse me. Just thought in good way to save time.

Thank You for the hint bro. This thing is working as I needed.
edited 1×, last 04.06.23 01:11:56 pm

old Re: Detect nearby buildings

Cure Pikachu
User Off Offline

Quote
user DC has written
Sooo... what would be the best approach to solve the issue?

• Still use cs2d lua cmd closeobjects because it's fast!
• Use the -16 offset (because of building offset)
• Increase the radius to 48 * sqrt(2) to get a radius which includes the full square area. That's a radius of ~67.882. You can round it up to 68.
• Iterate on all results of cs2d lua cmd closeobjects and use a Lua version of the original dispenser distance check to find out if any of the detected dispensers is really within the distance the game actually uses. Also don't forget to check if the team is right.

So like this?
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addhook("second","_second")
function _second()
	for _, id in pairs(player(0,"tableliving")) do
		local x, y = player(id,"x"), player(id,"y")
		for _, oid in pairs(closeobjects(x-16, y-16, 68, 7)) do
			if math.abs((object(oid,"x")+16)-x) < 48 and math.abs((object(oid,"y")+16)-y) < 48 then
				local dteam, pteam = math.min(object(oid,"team"),2), math.min(player(id,"team"),2)
				if dteam == 0 or dteam == pteam then
					local hp = math.min(player(id,"health")+20,player(id,"maxhealth"))
					parse("sethealth "..id.." "..hp)
				end
			end
		end
	end
end

old Re: Detect nearby buildings

DC
Admin Off Offline

Quote
@user Cure Pikachu: Yes, that's what I meant. I can't guarantee that it works but it looks legit in theory.

You should never call CS2D api methods in loops though if you don't have too. Especially not the heavy ones which return tables. Talking about line 3 and 5 in your snippet. Instead you should cache both return values in variables once and then loop on the variables.

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addhook("second","_second")
function _second()
     local players = player(0,"tableliving")
     for _, id in pairs(players) do
          local x, y = player(id,"x"), player(id,"y")
          local objs = closeobjects(x-16, y-16, 68, 7)
          for _, oid in pairs(objs) do
               if math.abs((object(oid,"x")+16)-x) < 48 and math.abs((object(oid,"y")+16)-y) < 48 then
                    local dteam, pteam = math.min(object(oid,"team"),2), math.min(player(id,"team"),2)
                    if dteam == 0 or dteam == pteam then
                         local hp = math.min(player(id,"health")+20,player(id,"maxhealth"))
                         parse("sethealth "..id.." "..hp)
                    end
               end
          end
     end
end

(yes, methods in loop conditions are called and evaluated for each loop iteration)

old Re: Detect nearby buildings

MikuAuahDark
User Off Offline

Quote
@user DC: Lua
for
-loop construct (both numeric and iterative construct) does not re-evaluate the values if it's a function. Perhaps you're confusing it with
while
loop where values are re-evaluated everytime?

How to prove it? >


However, I still prefer user DC code as it looks cleaner with the locals. Both should compile to same Lua bytecode though (which means there's no difference).

A better optimization would be caching class-1 dynamic object positions (and invalidating it out on cs2d lua hook objectkill), but this is left as an exercise to OP or other people.

Also about the inline code tag >
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