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Dummy Recycler v1.25

vJASS version

JASS version (works with default/vanilla World Editor)


JASS:
library DummyRecycler /*
  
//                      DummyRecycler v1.25
//                          by Flux
// 
//  A system that recycles dummy units while considering their facing angle.
//  It can be used as attachment dummies for visual effects or as dummy caster.
//
//  Why is recycling a unit important?
//      Because creating a unit is is one of the slowest function in the game
//      and there are reports that will always leave a permanent tiny bit of
//      memory (0.04 KB).
//      On average, retrieving a pending Dummy is approximately 4x faster compared
//      to creating a new one and recycling a Dummy compared to removing it is
//      approximately 1.3x faster.
//      Furthermore, if you're using a lot of "Unit has entered map" events,
//      using this system will even result to even more better performance
//      because retrieving Dummy units does not cause that event to run.


    */ requires /*
       nothing
      
    */ optional Table/*
        if not found, this system will use a hashtable. Hashtables are limited to
        255 per map.
      
    */ optional WorldBounds /*
        if not found, this system will initialize its own Map Boundaries.
//
//
//  Features:
//
//    -- Dummy Sharing
//        When a Dummy List gets low on unit count, it will borrow Dummy Units
//        from the Dummy List with the highest unit count. The transfer is not
//        instant because the shared Dummy Unit has to turn to the appropriate
//        angle of its new Dummy List before it can be recycled.
//        See BORROW_REQUEST.
//
//    -- Self-balancing recycling algorithm
//        Recycled Dummy Units will be thrown to the List having the least number
//        of Dummy Units.
//
//    -- Recycling least used
//        Allows recycling a Dummy from the Dummy List with the highest
//        unit count. It is useful when the facing angle of the Dummy Unit
//        does not matter.
//        See GetRecycledDummyAnyAngle.
//
//    -- Self-adaptation
//        When there are no free Dummy Units from a Dummy List, it will end up creating
//        a new unit instead but that unit will be permanently added as a Dummy
//        Unit to be recycled increasing the overall total Dummy Unit count.
//
//    -- Count control
//        Allows limiting the overall number of Dummy Units.
//        See MAX_DUMMY_COUNT.
//
//    -- Delayed Recycle
//        Allows recycling Dummy Units after some delay to allocate time for the
//        death animation of Special Effects to be seen.
//        See DummyAddRecycleTimer.
//
// ******************************************************************
// ***************************** API: *******************************
// ******************************************************************
//
//  function GetRecycledDummy takes real x, real y, real z, real facing returns unit
//      - Retrieve an unused Dummy Unit from the List.
//      - The equivalent of CreateUnit.
//      - To use as a Dummy Caster, follow it with PauseUnit(dummy, false).
//
//  function GetRecycledDummyAnyAngle takes real x, real y, real z returns unit
//      - Use this function if the facing angle of the Dummy doesn't matter to you.
//      - It will return a unit from the list having the highest number of unused Dummy Units.
//      - To use as a Dummy Caster, follow it with PauseUnit(dummy, false).
//
//  function RecycleDummy takes unit u returns nothing
//      - Recycle the Dummy unit for it to be used again later.
//      - The equivalent of RemoveUnit.
//
//  function DummyAddRecycleTimer takes unit u, real time returns nothing
//      - Recycle the Dummy unit after a certain time.
//      - Use this to allocate time for the the death animation of an effect attached to the
//        Dummy Unit to finish..
//      - The equivalent of UnitApplyTimedLife.
//
//  function ShowDummy takes unit u, boolean flag returns nothing
//      - Shows/hides Dummy Unit without conflicting with the Locust ability.
//
//--------------------
//      CREDITS
//--------------------
//  Bribe - for the MissileRecycler (vJASS) where I got this concept from
//       http://www.hiveworkshop.com/forums/jass-resources-412/system-missilerecycler-206086/
//        - for the optional Table
//       http://www.hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084/
//  Vexorian - for the Attachable and Pitch Animation Model (dummy.mdx)
//       http://www.wc3c.net/showthread.php?t=101150
//  Maker and IcemanBo - for the unit permanent 0.04 KB memory leak of units.
//       http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/memory-leaks-263410/
//  Nestharus - for the data structure
//       http://www.hiveworkshop.com/forums/2809461-post7.html
//            - for the optional WorldBounds
//       http://githubusercontent.com/nestharus/JASS/master/jass/Systems/WorldBounds/script.j

// =============================================================== //
// ====================== CONFIGURATION ========================== //
// =============================================================== */

    globals
        //The rawcode of the Dummy Unit
        private constant integer DUMMY_ID = 'dumi'
      
        //The owner of the Dummy Unit
        private constant player OWNER = Player(14)
      
        //The number of indexed angle. The higher the value the:
        // - Lesser the turning time for the Dummy Units.
        // - Higher the total number of Dummy Units created at Map Initialization.
        //          Recommended Value: 10 (Max difference of 18 degrees)
        private constant integer ANGLES_COUNT = 10
      
        //The number of Dummy units per ANGLES_COUNT. The higher the value the:
        // - Higher the number of units that can be recycled per angle, when
        //   no more units are in queue, the system will resort to use CreateUnit.
        // - Higher the total number of Dummy Units created at Map Initialization.
        //    Recommended Value: 3 to 5 (for less overhead in Map Loading Screen)
        private constant integer STORED_UNIT_COUNT = 3
      
        //The maximum number of Dummy units that can exist. When the system resort
        //to using CreateUnit, the unit will be permanently added to the Dummy
        //List. To avoid spamming Dummy Units and having too much free Dummy
        //Units to allocate, the maximum number of Dummy Units is capped.
        //               Recommended Value: 80 to 120
        private constant integer MAX_DUMMY_COUNT = 100
      
        //When a certain angle have less than BORROW_REQUEST units in its list,
        //it will start to borrow Dummy Units from the list with the highest
        //Dummy Unit count.
        //      Recommended Value: Half of maximum STORED_UNIT_COUNT
        private constant integer BORROW_REQUEST = 5
      
        //It will only return a Dummy if the current dummy is close
        //to it's appropriate facing angle. This is to avoid returning
        //a Dummy which is still turning to face it's list angle.
        private constant real ANGLE_TOLERANCE = 10.0
      
        //An additional option to automatically hide recycled dummy units in the
        //corner of the map camera bounds
        private constant boolean HIDE_ON_MAP_CORNER = true
    endglobals
  
    //Every time a new dummy unit is retrieved, it will apply this resets
    //If it is redundant/you dont need it, remove it.
    //! textmacro DUMMY_UNIT_RESET
        call SetUnitScale(bj_lastCreatedUnit, 1, 0, 0)
        call SetUnitVertexColor(bj_lastCreatedUnit, 255, 255, 255, 255)
        call SetUnitAnimationByIndex(bj_lastCreatedUnit, 90)
        call ShowDummy(bj_lastCreatedUnit, true)
    //! endtextmacro
// =============================================================== //
// ==================== END CONFIGURATION ======================== //
// =============================================================== //
  
  
    globals
        private integer dummyCount = ANGLES_COUNT*STORED_UNIT_COUNT
        private real array angle
        private integer array count
        private integer array countHead
        private integer array countNext
        private integer array countPrev
        private integer array next
        private integer array prev
        private unit array dummy
        private integer upper
        private integer lower
        private integer lastInstance
        private constant real FACING_OFFSET = 180.0/ANGLES_COUNT
    endglobals
  
    static if HIDE_ON_MAP_CORNER and not LIBRARY_WorldBounds then
        private module BoundsInit
      
            readonly static real x
            readonly static real y
          
            private static method onInit takes nothing returns nothing
                local rect map = GetWorldBounds()
                set thistype.x = GetRectMaxX(map)
                set thistype.y = GetRectMaxY(map)
                call RemoveRect(map)
                set map = null
            endmethod
          
        endmodule
      
        private struct Bounds extends array
            implement BoundsInit
        endstruct
    endif
  
    private module M
      
        static if LIBRARY_Table then
            static Table tb
        else
            static hashtable hash = InitHashtable()
        endif
      
        private static method onInit takes nothing returns nothing
            local real add = 360.0/ANGLES_COUNT
            local real a = 0
            local integer this = ANGLES_COUNT
            local integer head = 0
            local integer cHead = JASS_MAX_ARRAY_SIZE - 1   //avoid allocation collision
            local integer i = R2I(MAX_DUMMY_COUNT/ANGLES_COUNT + 0.5)
            set upper = STORED_UNIT_COUNT
            set lower = STORED_UNIT_COUNT
            static if LIBRARY_Table then
                set tb = Table.create()
            endif
            //Initialize countHeads
            loop
                exitwhen i < 0
                set countNext[cHead] = cHead
                set countPrev[cHead] = cHead
                set countHead[i] = cHead
                set cHead = cHead - 1
                set i = i - 1
            endloop
            set cHead = countHead[STORED_UNIT_COUNT]  //All heads will be inserted here initially
            //Create the Dummy units
            loop
                exitwhen a >= 360
                //Initialize head
                set next[head] = head
                set prev[head] = head
                set count[head] = STORED_UNIT_COUNT
                set angle[head] = a
                //Insert head in the Count List
                set countNext[head] = cHead
                set countPrev[head] = countPrev[cHead]
                set countNext[countPrev[head]] = head
                set countPrev[countNext[head]] = head
                set i = 0
                loop
                    exitwhen i >= STORED_UNIT_COUNT
                    //Queued Linked List
                    set next[this] = head
                    set prev[this] = prev[head]
                    set next[prev[this]] = this
                    set prev[next[this]] = this
                    static if HIDE_ON_MAP_CORNER then
                        static if LIBRARY_WorldBounds then
                            set dummy[this] = CreateUnit(OWNER, DUMMY_ID, WorldBounds.maxX, WorldBounds.maxY, a)
                        else
                            set dummy[this] = CreateUnit(OWNER, DUMMY_ID, Bounds.x, Bounds.y, a)
                        endif
                    else
                        set dummy[this] = CreateUnit(OWNER, DUMMY_ID, 0, 0, a)
                    endif
                    call PauseUnit(dummy[this], true)
                    static if LIBRARY_Table then
                        set tb[GetHandleId(dummy[this])] = this
                    else
                        call SaveInteger(hash, GetHandleId(dummy[this]), 0, this)
                    endif
                    set this = this + 1
                    set i = i + 1
                endloop
                set head = head + 1
                set a = a + add
            endloop
            set lastInstance = this
        endmethod
      
    endmodule
  
    private struct S extends array
        implement M
    endstruct
  
    private function GetHead takes integer facing returns integer
        if facing < 0 or facing >= 360 then
            set facing = facing - (facing/360)*360
            if facing < 0 then
                set facing = facing + 360
            endif
        endif
        return R2I((facing*ANGLES_COUNT/360.0))
    endfunction
  
    function ShowDummy takes unit u, boolean flag returns nothing
        if IsUnitHidden(u) == flag then
            call ShowUnit(u, flag)
            if flag and GetUnitTypeId(u) == DUMMY_ID then
                call UnitRemoveAbility(u, 'Aloc')
                call UnitAddAbility(u, 'Aloc')
            endif
        endif
    endfunction
  
    function GetRecycledDummy takes real x, real y, real z, real facing returns unit
        local integer head = GetHead(R2I(facing + FACING_OFFSET))
        local integer this = next[head]
        local integer cHead
      
        //If there are Dummy Units in the Queue List already facing close to the appropriate angle
        if this != head and RAbsBJ(GetUnitFacing(dummy[this]) - angle[head]) <= ANGLE_TOLERANCE then
            //Remove from the Queue List
            set next[prev[this]] = next[this]
            set prev[next[this]] = prev[this]
            //For double free protection
            set next[this] = -1
            //Unit Properties
            set bj_lastCreatedUnit = dummy[this]
            call SetUnitX(bj_lastCreatedUnit, x)
            call SetUnitY(bj_lastCreatedUnit, y)
            call SetUnitFacing(bj_lastCreatedUnit, facing)
            call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0)
            //! runtextmacro DUMMY_UNIT_RESET()
            //Update Count and Bounds
            set count[head] = count[head] - 1
          
            //------------------------------------------------
            //                 Unit Sharing
            //------------------------------------------------
            if count[head] < BORROW_REQUEST and count[countNext[countHead[upper]]] > count[head] then
                set count[head] = count[head] + 1
                set this = next[countNext[countHead[upper]]]
                call SetUnitFacing(dummy[this], angle[head])
                //Remove
                set next[prev[this]] = next[this]
                set prev[next[this]] = prev[this]
                //Add to the Current List
                set next[this] = head
                set prev[this] = prev[head]
                set next[prev[this]] = this
                set prev[next[this]] = this
                set head = countNext[countHead[upper]]
                set count[head] = count[head] - 1
            endif
          
            //---------------------------
            //Update Count Lists
            //---------------------------
            //Remove from the current Count List
            set countNext[countPrev[head]] = countNext[head]
            set countPrev[countNext[head]] = countPrev[head]
            //Add to the new Count List
            set cHead = countHead[count[head]]
            set countNext[head] = cHead
            set countPrev[head] = countPrev[cHead]
            set countNext[countPrev[head]] = head
            set countPrev[countNext[head]] = head
          
            //---------------------------
            //  Update Bounds
            //---------------------------
            set cHead = countHead[upper]
            if countNext[cHead] == cHead then
                set upper = upper - 1
            endif
            if count[head] < lower then
                set lower = count[head]
            endif
        else
            set bj_lastCreatedUnit = CreateUnit(OWNER, DUMMY_ID, x, y, facing)
            call PauseUnit(bj_lastCreatedUnit, true)
            call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0)
            if dummyCount < MAX_DUMMY_COUNT then
                set this = lastInstance
                //For double free protection
                set next[this] = -1
                set dummy[this] = bj_lastCreatedUnit
                static if LIBRARY_Table then
                    set S.tb[GetHandleId(bj_lastCreatedUnit)] = this
                else
                    call SaveInteger(S.hash, GetHandleId(bj_lastCreatedUnit), 0, this)
                endif
                set lastInstance = lastInstance + 1
            endif
            set dummyCount = dummyCount + 1
        endif

        return bj_lastCreatedUnit
    endfunction
  
    function RecycleDummy takes unit u returns nothing
        static if LIBRARY_Table then
            local integer this = S.tb[GetHandleId(u)]
        else
            local integer this = LoadInteger(S.hash, GetHandleId(u), 0)
        endif
        local integer head
        local integer cHead
      
        //If the unit is a legit Dummy Unit
        if this > 0 and next[this] == -1 then
            //Find where to insert based on the list having the least number of units
            set head = countNext[countHead[lower]]
            set next[this] = head
            set prev[this] = prev[head]
            set next[prev[this]] = this
            set prev[next[this]] = this
            //Update Status
            call SetUnitFacing(u, angle[head])
            call PauseUnit(u, true)
            call SetUnitOwner(u, OWNER, false)
            static if HIDE_ON_MAP_CORNER then
                static if LIBRARY_WorldBounds then
                    call SetUnitX(u, WorldBounds.maxX)
                    call SetUnitY(u, WorldBounds.maxY)
                else
                    call SetUnitX(u, Bounds.x)
                    call SetUnitY(u, Bounds.y)
                endif
            else
                call SetUnitScale(u, 0, 0, 0)
                call SetUnitVertexColor(u, 0, 0, 0, 0)
            endif
            set count[head] = count[head] + 1
          
            //---------------------------
            //    Update Count Lists
            //---------------------------
            //Remove
            set countNext[countPrev[head]] = countNext[head]
            set countPrev[countNext[head]] = countPrev[head]
            //Add to the new Count List
            set cHead = countHead[count[head]]
            set countNext[head] = cHead
            set countPrev[head] = countPrev[cHead]
            set countNext[countPrev[head]] = head
            set countPrev[countNext[head]] = head
          
            //---------------------------
            //  Update Bounds
            //---------------------------
            set cHead = countHead[lower]
            if countNext[cHead] == cHead then
                set lower = lower + 1
            endif
            if count[head] > upper then
                set upper = count[head]
            endif
        elseif this == 0 then
            call RemoveUnit(u)
        debug elseif next[this] != -1 then
            debug call BJDebugMsg("|cffffcc00[DummyRecycler]:|r Attempted to recycle a pending/free Dummy Unit.")
        endif
      
    endfunction
  
    private function Expires takes nothing returns nothing
        local timer t = GetExpiredTimer()
        local integer id = GetHandleId(t)
        static if LIBRARY_Table then
            call RecycleDummy(S.tb.unit[id])
            call S.tb.unit.remove(id)
        else
            call RecycleDummy(LoadUnitHandle(S.hash, id, 0))
            call FlushChildHashtable(S.hash, id)
        endif
        call DestroyTimer(t)
        set t = null
    endfunction

    function DummyAddRecycleTimer takes unit u, real time returns nothing
        local timer t = CreateTimer()
        static if LIBRARY_Table then
            set S.tb.unit[GetHandleId(t)] = u
        else
            call SaveUnitHandle(S.hash, GetHandleId(t), 0, u)
        endif
        call TimerStart(t, time, false, function Expires)
        set t = null
    endfunction
  
    function GetRecycledDummyAnyAngle takes real x, real y, real z returns unit
        return GetRecycledDummy(x, y, z, angle[countNext[countHead[upper]]])
    endfunction
  
    // runtextmacro DUMMY_DEBUG_TOOLS()
  
endlibrary
JASS:
//                      DummyRecycler v1.25
//                          by Flux
// 
//  A system that recycles dummy units while considering their facing angle.
//  It can be used as attachment dummies for visual effects or as dummy caster.
//
//  Why is recycling a unit important?
//      Because creating a unit is is one of the slowest function in the game
//      and there are reports that will always leave a permanent tiny bit of
//      memory (0.04 KB).
//      On average, retrieving a pending Dummy is approximately 4x faster compared
//      to creating a new one and recycling a Dummy compared to removing it is
//      approximately 1.3x faster.
//      Furthermore, if you're using a lot of "Unit has entered map" events,
//      using this system will even result to even more better performance
//      because retrieving Dummy units does not cause that event to run.
//
//
//  Features:
//
//    -- Dummy Sharing
//        When a Dummy List gets low on unit count, it will borrow Dummy Units
//        from the Dummy List with the highest unit count. The transfer is not
//        instant because the shared Dummy Unit has to turn to the appropriate
//        angle of its new Dummy List before it can be recycled.
//        See BORROW_REQUEST.
//
//    -- Self-balancing recycling algorithm
//        Recycled Dummy Units will be thrown to the List having the least number
//        of Dummy Units.
//
//    -- Recycling least used
//        Allows recycling a Dummy from the Dummy List with the highest
//        unit count. It is useful when the facing angle of the Dummy Unit
//        does not matter.
//        See GetRecycledDummyAnyAngle.
//
//    -- Self-adaptation
//        When there are no free Dummy Units from a Dummy List, it will end up creating
//        a new unit instead but that unit will be permanently added as a Dummy
//        Unit to be recycled increasing the overall total Dummy Unit count.
//
//    -- Count control
//        Allows limiting the overall number of Dummy Units.
//        See MAX_DUMMY_COUNT.
//
//    -- Delayed Recycle
//        Allows recycling Dummy Units after some delay to allocate time for the
//        death animation of Special Effects to be seen.
//        See DummyAddRecycleTimer.
//
// ******************************************************************
// ***************************** API: *******************************
// ******************************************************************
//
//  function GetRecycledDummy takes real x, real y, real z, real facing returns unit
//      - Retrieve an unused Dummy Unit from the List.
//      - The equivalent of CreateUnit.
//      - To use as a Dummy Caster, follow it with PauseUnit(dummy, false).
//
//  function GetRecycledDummyAnyAngle takes real x, real y, real z returns unit
//      - Use this function if the facing angle of the Dummy doesn't matter to you.
//      - It will return a unit from the list having the highest number of unused Dummy Units.
//      - To use as a Dummy Caster, follow it with PauseUnit(dummy, false).
//
//  function RecycleDummy takes unit u returns nothing
//      - Recycle the Dummy unit for it to be used again later.
//      - The equivalent of RemoveUnit.
//
//  function DummyAddRecycleTimer takes unit u, real time returns nothing
//      - Recycle the Dummy unit after a certain time.
//      - Use this to allocate time for the the death animation of an effect attached to the
//        Dummy Unit to finish..
//      - The equivalent of UnitApplyTimedLife.
//
//  function ShowDummy takes unit u, boolean flag returns nothing
//      - Shows/hides Dummy Unit without conflicting with the Locust ability.
//
//--------------------
//      CREDITS
//--------------------
//  Bribe - for the MissileRecycler (vJASS) where I got this concept from
//       http://www.hiveworkshop.com/forums/jass-resources-412/system-missilerecycler-206086/
//        - for the optional Table
//       http://www.hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084/
//  Vexorian - for the Attachable and Pitch Animation Model (dummy.mdx)
//       http://www.wc3c.net/showthread.php?t=101150
//  Maker and IcemanBo - for the unit permanent 0.04 KB memory leak of units.
//       http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/memory-leaks-263410/
//  Nestharus - for the data structure
//       http://www.hiveworkshop.com/forums/2809461-post7.html
//            - for the optional WorldBounds
//       http://githubusercontent.com/nestharus/JASS/master/jass/Systems/WorldBounds/script.j

// =============================================================== //
// ====================== CONFIGURATION ========================== //
// =============================================================== //

//The rawcode of the Dummy Unit
constant function Dummy_Rawcode takes nothing returns integer
    return 'dumi'
endfunction

//The owner of the Dummy Unit
constant function Dummy_Owner takes nothing returns player
    return Player(14)
endfunction

//The number of indexed angle. The higher the value the:
// - Lesser the turning time for the Dummy Units.
// - Higher the total number of Dummy Units created at Map Initialization.
//          Recommended Value: 10 (Max difference of 18 degrees)
constant function Dummy_Angles takes nothing returns integer
    return 10
endfunction

//The number of Dummy units per Dummy_Angle. The higher the value the:
// - Higher the number of units that can be recycled per angle, when
//   no more units are in queue, the system will resort to use CreateUnit.
// - Higher the total number of Dummy Units created at Map Initialization.
//    Recommended Value: 3 to 5 (for less overhead in Map Loading Screen)
constant function Dummy_StoredUnits takes nothing returns integer
    return 3
endfunction

//The maximum number of Dummy units that can exist. When the system resort
//to using CreateUnit, the unit will be permanently added to the Dummy
//List. To avoid spamming Dummy Units and having too much free Dummy
//Units to allocate, the maximum number of Dummy Units is capped.
//               Recommended Value: 80 to 120
constant function Dummy_MaxCount takes nothing returns integer
    return 100
endfunction

//When a certain angle have less than BORROW_REQUEST units in its list,
//it will start to borrow Dummy Units from the list with the highest
//Dummy Unit count.
//      Recommended Value: Half of maximum Dummy_StoredUnits
constant function Dummy_BorrowRequest takes nothing returns integer
    return 5
endfunction

//It will only return a Dummy if the current dummy is close
//to it's appropriate facing angle. This is to avoid returning
//a Dummy which is still turning to face it's list angle.
constant function Dummy_AngleTolerance takes nothing returns real
    return 10.0
endfunction

//An additional option to automatically hide recycled dummy units in the
//corner of the map camera bounds
constant function Dummy_HideOnMapCorner takes nothing returns boolean
    return true
endfunction

// =============================================================== //
// ==================== END CONFIGURATION ======================== //
// =============================================================== //

function Dummy_GetHead takes integer facing returns integer
    if facing < 0 or facing >= 360 then
        set facing = facing - (facing/360)*360
        if facing < 0 then
            set facing = facing + 360
        endif
    endif
    return R2I((facing*Dummy_Angles()/360.0))
endfunction

function ShowDummy takes unit u, boolean flag returns nothing
    if IsUnitHidden(u) == flag then
        call ShowUnit(u, flag)
        if flag and GetUnitTypeId(u) == Dummy_Rawcode() then
            call UnitRemoveAbility(u, 'Aloc')
            call UnitAddAbility(u, 'Aloc')
        endif
    endif
endfunction

function GetRecycledDummy takes real x, real y, real z, real facing returns unit
    local integer head = Dummy_GetHead(R2I(facing + 180.0/Dummy_Angles()))
    local integer this = udg_Dummy_Next[head]
    local integer countHead
  
  
    //If there are Dummy Units in the Queue List already facing the appropriate angle
    if this != head and RAbsBJ(GetUnitFacing(udg_Dummy_Unit[this]) - udg_Dummy_Angle[head]) <= Dummy_AngleTolerance() then
        //Remove from the Queue List
        set udg_Dummy_Next[udg_Dummy_Prev[this]] = udg_Dummy_Next[this]
        set udg_Dummy_Prev[udg_Dummy_Next[this]] = udg_Dummy_Prev[this]
        //For double free protection
        set udg_Dummy_Next[this] = -1
        //Unit Properties
        set bj_lastCreatedUnit = udg_Dummy_Unit[this]
        call SetUnitX(bj_lastCreatedUnit, x)
        call SetUnitY(bj_lastCreatedUnit, y)
        call SetUnitFacing(bj_lastCreatedUnit, facing)
        call SetUnitVertexColor(bj_lastCreatedUnit, 255, 255, 255, 255)
        call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0)
        call ShowDummy(bj_lastCreatedUnit, true)
        //------------------------------------------------
        //       Comment out resets you don't need
        //------------------------------------------------
        call SetUnitScale(bj_lastCreatedUnit, 1, 0, 0)
        call SetUnitAnimationByIndex(bj_lastCreatedUnit, 90)
        //Update Count and Bounds
        set udg_Dummy_Count[head] = udg_Dummy_Count[head] - 1
      
        //------------------------------------------------
        //                 Unit Sharing
        //------------------------------------------------
        if udg_Dummy_Count[head] < Dummy_BorrowRequest() and udg_Dummy_Count[udg_Dummy_CountNext[udg_Dummy_CountHead[udg_Dummy_Upper]]] > udg_Dummy_Count[head] then
            set udg_Dummy_Count[head] = udg_Dummy_Count[head] + 1
            //Take an instance from the UpperBound list
            set this = udg_Dummy_Next[udg_Dummy_CountNext[udg_Dummy_CountHead[udg_Dummy_Upper]]]
            call SetUnitFacing(udg_Dummy_Unit[this], udg_Dummy_Angle[head])
            //Remove
            set udg_Dummy_Next[udg_Dummy_Prev[this]] = udg_Dummy_Next[this]
            set udg_Dummy_Prev[udg_Dummy_Next[this]] = udg_Dummy_Prev[this]
            //Add to the Current List
            set udg_Dummy_Next[this] = head
            set udg_Dummy_Prev[this] = udg_Dummy_Prev[head]
            set udg_Dummy_Next[udg_Dummy_Prev[this]] = this
            set udg_Dummy_Prev[udg_Dummy_Next[this]] = this
            set head = udg_Dummy_CountNext[udg_Dummy_CountHead[udg_Dummy_Upper]]
            set udg_Dummy_Count[head] = udg_Dummy_Count[head] - 1
        endif
        //---------------------------
        //Update Count Lists
        //---------------------------
        //Remove from the current Count List
        set udg_Dummy_CountNext[udg_Dummy_CountPrev[head]] = udg_Dummy_CountNext[head]
        set udg_Dummy_CountPrev[udg_Dummy_CountNext[head]] = udg_Dummy_CountPrev[head]
        //Add to the new Count List
        set countHead = udg_Dummy_CountHead[udg_Dummy_Count[head]]
        set udg_Dummy_CountNext[head] = countHead
        set udg_Dummy_CountPrev[head] = udg_Dummy_CountPrev[countHead]
        set udg_Dummy_CountNext[udg_Dummy_CountPrev[head]] = head
        set udg_Dummy_CountPrev[udg_Dummy_CountNext[head]] = head
      
        //---------------------------
        //  Update Bounds
        //---------------------------
        set countHead = udg_Dummy_CountHead[udg_Dummy_Upper]
        if udg_Dummy_CountNext[countHead] == countHead then
            set udg_Dummy_Upper = udg_Dummy_Upper - 1
        endif
        if udg_Dummy_Count[head] < udg_Dummy_Lower  then
            set udg_Dummy_Lower = udg_Dummy_Count[head]
        endif
    else
        set bj_lastCreatedUnit = CreateUnit(Dummy_Owner(), Dummy_Rawcode(), x, y, facing)
        call PauseUnit(bj_lastCreatedUnit, true)
        call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0)
        if udg_Dummy_UnitCount < Dummy_MaxCount() then
            set this = udg_Dummy_LastInstance
            set udg_Dummy_Next[this] = -1
            set udg_Dummy_Unit[this] = bj_lastCreatedUnit
            call SaveInteger(udg_Dummy_Hashtable, GetHandleId(bj_lastCreatedUnit), 0, this)
            set udg_Dummy_LastInstance = udg_Dummy_LastInstance + 1
        endif
        set udg_Dummy_UnitCount = udg_Dummy_UnitCount + 1
    endif

    return bj_lastCreatedUnit
endfunction

function GetRecycledDummyAnyAngle takes real x, real y, real z returns unit
    return GetRecycledDummy(x, y, z, udg_Dummy_Angle[udg_Dummy_CountNext[udg_Dummy_CountHead[udg_Dummy_Upper]]])
endfunction


function RecycleDummy takes unit u returns nothing
    local integer this = LoadInteger(udg_Dummy_Hashtable, GetHandleId(u), 0)
    local integer head
    local integer countHead
  
    //If the unit is a legit Dummy Unit
    if this > 0 and udg_Dummy_Next[this] == -1 then
        //Find where to insert based on the list having the least number of units
        set head = udg_Dummy_CountNext[udg_Dummy_CountHead[udg_Dummy_Lower]]
        set udg_Dummy_Next[this] = head
        set udg_Dummy_Prev[this] = udg_Dummy_Prev[head]
        set udg_Dummy_Next[udg_Dummy_Prev[this]] = this
        set udg_Dummy_Prev[udg_Dummy_Next[this]] = this
        //Update Status
        call SetUnitFacing(u, udg_Dummy_Angle[head])
        call PauseUnit(u, true)
        call SetUnitOwner(u, Dummy_Owner(), false)
        if Dummy_HideOnMapCorner() then
            call SetUnitX(u, udg_Dummy_X)
            call SetUnitY(u, udg_Dummy_Y)
        else
            call SetUnitVertexColor(u, 0, 0, 0, 0)
        endif
        set udg_Dummy_Count[head] = udg_Dummy_Count[head] + 1
      
        //---------------------------
        //    Update Count Lists
        //---------------------------
        //Remove
        set udg_Dummy_CountNext[udg_Dummy_CountPrev[head]] = udg_Dummy_CountNext[head]
        set udg_Dummy_CountPrev[udg_Dummy_CountNext[head]] = udg_Dummy_CountPrev[head]
        //Add to the new Count List
        set countHead = udg_Dummy_CountHead[udg_Dummy_Count[head]]
        set udg_Dummy_CountNext[head] = countHead
        set udg_Dummy_CountPrev[head] = udg_Dummy_CountPrev[countHead]
        set udg_Dummy_CountNext[udg_Dummy_CountPrev[head]] = head
        set udg_Dummy_CountPrev[udg_Dummy_CountNext[head]] = head
      
        //---------------------------
        //  Update Bounds
        //---------------------------
        set countHead = udg_Dummy_CountHead[udg_Dummy_Lower]
        if udg_Dummy_CountNext[countHead] == countHead then
            set udg_Dummy_Lower = udg_Dummy_Lower + 1
        endif
        if udg_Dummy_Count[head] > udg_Dummy_Upper then
            set udg_Dummy_Upper = udg_Dummy_Count[head]
        endif
    elseif this == 0 then
        //User tries to recycle an invalid unit, remove the unit instead
        call RemoveUnit(u)
    endif
  
endfunction

function Dummy_TimerExpires takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local integer id = GetHandleId(t)
    call RecycleDummy(LoadUnitHandle(udg_Dummy_Hashtable, id, 0))
    call FlushChildHashtable(udg_Dummy_Hashtable, id)
    call DestroyTimer(t)
    set t = null
endfunction

function DummyAddRecycleTimer takes unit u, real time returns nothing
    local timer t = CreateTimer()
    call SaveUnitHandle(udg_Dummy_Hashtable, GetHandleId(t), 0, u)
    call TimerStart(t, time, false, function Dummy_TimerExpires)
    set t = null
endfunction

function InitTrig_DummyRecycler_JASS takes nothing returns nothing
    local integer id = Dummy_Rawcode()
    local player owner = Dummy_Owner()
    local integer unitCount = Dummy_StoredUnits()
    local real add = 360.0/Dummy_Angles()
    local real angle = 0
    local integer this = Dummy_Angles()
    local integer head = 0
    local integer countHead = JASS_MAX_ARRAY_SIZE - 1   //avoid allocation collision
    local integer i = R2I(Dummy_MaxCount()/Dummy_Angles() + 0.5)
    local rect r
    set udg_Dummy_Hashtable = InitHashtable()
    set udg_Dummy_Upper = unitCount
    set udg_Dummy_Lower = unitCount
    //Create Map Bounds
    if Dummy_HideOnMapCorner() then
        set r = GetWorldBounds()
        set udg_Dummy_X = GetRectMaxX(r)
        set udg_Dummy_Y = GetRectMaxY(r)
        call RemoveRect(r)
        set r = null
    endif
    //Initialize countHeads
    loop
        exitwhen i < 0
        set udg_Dummy_CountNext[countHead] = countHead
        set udg_Dummy_CountPrev[countHead] = countHead
        set udg_Dummy_CountHead[i] = countHead
        set countHead = countHead - 1
        set i = i - 1
    endloop
    set countHead = udg_Dummy_CountHead[unitCount]  //All heads will be inserted here initially
    //Create the Dummy units
    loop
        exitwhen angle >= 360
        //Initialize head
        set udg_Dummy_Next[head] = head
        set udg_Dummy_Prev[head] = head
        set udg_Dummy_Count[head] = unitCount
        set udg_Dummy_Angle[head] = angle
        //Insert head in the Count List
        set udg_Dummy_CountNext[head] = countHead
        set udg_Dummy_CountPrev[head] = udg_Dummy_CountPrev[countHead]
        set udg_Dummy_CountNext[udg_Dummy_CountPrev[head]] = head
        set udg_Dummy_CountPrev[udg_Dummy_CountNext[head]] = head
        set i = 0
        loop
            exitwhen i >= unitCount
            //Queued Linked List
            set udg_Dummy_Next[this] = head
            set udg_Dummy_Prev[this] = udg_Dummy_Prev[head]
            set udg_Dummy_Next[udg_Dummy_Prev[this]] = this
            set udg_Dummy_Prev[udg_Dummy_Next[this]] = this
            //The actual unit
            set udg_Dummy_Unit[this] = CreateUnit(owner, id, udg_Dummy_X, udg_Dummy_Y, angle)
            call PauseUnit(udg_Dummy_Unit[this], true)
            call SaveInteger(udg_Dummy_Hashtable, GetHandleId(udg_Dummy_Unit[this]), 0, this)
            set this = this + 1
            set i = i + 1
        endloop
        set head = head + 1
        set angle = angle + add
    endloop
    set udg_Dummy_LastInstance = this
    set udg_Dummy_UnitCount = Dummy_Angles()*unitCount
endfunction

// runtextmacro DUMMY_DEBUG_TOOLS_JASS()


EXAMPLE OF USING THE SYSTEM

  • Demo in GUI
  • Events
  • Player - Player 1 (Red) types a chat message containing gui as An exact match
  • Conditions
  • Actions
  • -------- ----------------------- --------
  • -------- for MUIness --------
  • -------- ----------------------- --------
  • Custom script: local effect e
  • Custom script: local unit u
  • -------- ----------------------- --------
  • -------- Retrieved a recycled dummy, use (Last Created Unit) to assign it to a variable --------
  • -------- ----------------------- --------
  • Custom script: call GetRecycledDummy(0, 0, 0, udg_Demo_Angle)
  • Set Demo_Unit = (Last created unit)
  • -------- ^Though no unit creation actually takes place --------
  • -------- ----------------------- --------
  • -------- Create the Effect --------
  • -------- ----------------------- --------
  • Special Effect - Create a special effect attached to the origin of Demo_Unit using abilities\weapons\WyvernSpear\WyvernSpearMissile.mdl
  • -------- ----------------------- --------
  • -------- In the name of MUI --------
  • -------- ----------------------- --------
  • Custom script: set e = bj_lastCreatedEffect
  • Custom script: set u = udg_Demo_Unit
  • -------- ----------------------- --------
  • -------- Change size to make the demo more visible --------
  • -------- ----------------------- --------
  • Animation - Change Demo_Unit's size to (200.00%, 200.00%, 200.00%) of its original size
  • -------- ----------------------- --------
  • Game - Display to (All players) the text: ([code=jass] Retrieved a Dummy with Attached Effect where facing = + (String(Demo_Angle)))
  • -------- ----------------------- --------
  • -------- Increase the Angle to make the next dummy face a different angle --------
  • -------- ----------------------- --------
  • Set Demo_Angle = (Demo_Angle + 4.50)
  • Wait 8.00 seconds
  • Custom script: call DestroyEffect(e)
  • Custom script: call DummyAddRecycleTimer(u, 2.0)





Changelog:
v1.00 - [6 April 2016]
- Initial Release

v1.10 - [8 April 2016]
- No longer comes in 'Basic' and 'Advance' versions. 'Basic' version is removed.
- Changed API name, removed the "Dummy_" prefix.
- Improved the data structure, all operations are now O(1).
- Recycling a unit is now the equivalent of removing a unit, thus users should use AddRecycleTimer to allow the death time of the attached effect to show.

v1.11 - [9 April 2016]
- Excess recycled units are no longer removed, but permanently added to the list.
- GetRecycledUnit will no longer return units that are still turning.
- Added a vJASS version since it is different from Bribe's MissileRecycler.

v1.12 - [21 April 2016]
- Added double free protection.
- Fixed real-type variable comparison bug.

v1.13 - [9 May 2016]
- Renamed API, uses the word 'dummy' instead of 'unit'.
- Replaced "boolean caster" with "real z" as input argument.
- Recycling the dummy no longer changes the position of the dummy.

v1.20 - [16 May 2016]
- Fixed Angle Difference calculation bug when facing is 0 degrees and list angle is 360 degrees ends up creating new units.
- Fixed a bug in GetRecycledDummyAnyAngle. Fixed by angle[countNext[upper]] -> angle[countNext[countHead[upper]]]
- Added a demo in GetRecycledDummyAnyAngle.
- Improved DummyDisplay debugging tool.
- Fixed unstable list when a list reaches a zero count. Fixed by exitwhen i == 0 -> exitwhen i < 0 on //Initialize countHeads.
- Extra Dummy units are no longer permanently added and are removed instead to avoid having too much free Dummy units in the list, counteract spamming and to give better count control.

v1.21 - [17 May 2016]
- Re-added the feature where extra Dummy Units created are permanently added to the Dummy List.
- Added a parameter to set the maximum number of recyclable Dummy Units.
- Dummy Sharing will no longer requires the sharer (list with higher dummy count) to meet a condition. In other words, the ENABLE_SHARE/Dummy_EnableShare() parameter was removed.
- Optimized angle difference calculation, avoiding costly trigonometric and inverse trigonometric functions.
- Rephrased double free protection debug message.

v1.22 - [21 May 2016]
- Added an additional feature to move recycled units in the corner of the Map Camera Bounds.

v1.23 - [22 July 2016]
- Properly cleaned optional Table.
- Removed unnecessary PauseUnit upon retrieval.
- Added a lua Object Merger so that users can generate the dummy unit without copying from the test map.

v1.24 - [14 August 2016]
- vJASS version now uses a Module initializer.
- Improved description a bit.

v1.25 - [14 December 2016]
- Added ShowDummy function which allows you to show/hide a Dummy without problems.
- Retrieved Dummy Units are automatically shown by default even if they were hidden previously.



Keywords:
reduce, reuse, recycle, dummy
Contents

Dummy Recycler v1.25 (Map)

Reviews
3rd May 2016 Your resource has been reviewed by BPower. In case of any questions or for reconfirming the moderator's rating, please make use of the Quick Reply function of this thread. Review: Highly recommended for projectile and fx...
Level 22
Joined
Feb 6, 2014
Messages
2,466
Still one of my favorite systems in the database :3 if I may make a recommendation, I personally think most maps should have 3 different types of dummy units: one with no animation name (small), another with "medium", and a last one with "large". I never realized how much of a visual impact it has on scaled effects (via SetUnitScale()). Would there be a way for you to integrate this into your system? As in allowing me to decide whether I want a small, medium, or large dummy?
Does using "small", "medium" and "large" animation tags works with Vexorian's dummy? Also, animation tags can be added via trigger.
native AddUnitAnimationProperties takes unit whichUnit, string animProperties, boolean add returns nothing

Should we consider this library for a DC if we still do DC?
I totally would, but DC is no longer a thing. Feel free to join the discussion!
Glad it passes your standard as a DC, however as KILLCIDE pointed, we don't have DC anymore.
 
Level 22
Joined
Feb 6, 2014
Messages
2,466
That won't work for multiple abilities added plus it would ruin backward compatibility. Another option is to make yourself a snippet that temporary adds an ability. Something like
UnitAddAbilityTimed(unit, rawcode, time)
that automativally gets removed after the specified time. I'm sure you can easily make something like that with TimerUtils.
 
y'know what, I should do that, lol.

EDIT:
JASS:
library UnitAddAbilityTimed requires TimerUtils, DummyRecycler
   
    //! novjass
   
        -------- API --------
       
        call TimedAbility.create(unit Your Unit, integer Ability ID, real Timeout, boolean Recycle Unit)
        /* 
            If you want to recycle the unit right after the ability is removed, set the boolean
            (the final argument) to true
        */
       
       
    //! endnovjass
   
    struct TimedAbility
   
    unit u
    integer abil
    boolean recycle
   
        private method destroy takes nothing returns nothing
            call this.deallocate()
            set this.u = null
            set this.abil = 0
            set this.recycle = false
        endmethod
   
        private static method removeAbil takes nothing returns nothing
            local timer t = GetExpiredTimer()
            local thistype this = GetTimerData(t)
            call UnitRemoveAbility(this.u, this.abil)
            if this.recycle then
                call RecycleDummy(this.u)
            endif
            call this.destroy()
            call ReleaseTimer(t)
            set t = null
        endmethod
     
        static method create takes unit source, integer abil_code, real timeout, boolean recycle_source returns TimedAbility
            local thistype this = allocate()
            local timer t = NewTimerEx(this)
            set this.u = source
            set this.abil = abil_code
            set this.recycle = recycle_source
            call TimerStart(t, timeout, false, function thistype.removeAbil)
            set t = null
            return this
        endmethod
   
    endstruct

endlibrary
 
Last edited:
Level 22
Joined
Feb 6, 2014
Messages
2,466
Then one can just delete either one of the version and it would still work (I believe).

Example:
Spell1 uses JASS version as dependency
Spell2 uses vJASS version as dependency
If they are put on the same map, you can just remove either JASS (recommended) or the vJASS version since Spell1 & Spell2 will both work on either dependency. If they do no have the same function names, then both can co-exist which is redundant and a waste of file size (even if map limit is 128 MB, still why waste space?) and also causes additional compile time.

Maybe we should make something like this standard.
I think not a lot of resources here has both JASS and vJASS version so that would be kind of a too specific rule in my opinion.
 
The problem is vanilla version uses GUI variables for config and in functions, so one can not simply remove one, it needs to be adapted manually.

If the GUI addon would not be stand alone, but would only take usage of the vJASS version, then both could for sure exist. But it would not useable in vanilla editor then. (which would be np for me personally)
 
Level 22
Joined
Feb 6, 2014
Messages
2,466
The problem is vanilla version uses GUI variables for config and in functions, so one can not simply remove one, it needs to be adapted manually.
Why so? If one wants to remove the JASS version, I think he only needs to delete the variables and the "DummyRecycler JASS" trigger. Both vJASS & JASS versions uses the same API. The whole purpose of the JASS version is so you don't need JNGP/WEX to use it. The variables are not meant to be access by the users if I recall correctly.
But if one is too lazy to delete the variables, he can just delete the vJASS version and a spell that uses the vJASS version as dependency should still work if it uses the JASS version as dependency because they have the same API.

I think it would be a good idea to add a "GUI addon" rather than having a JASS & vJASS version.
Making it GUI friendly requires the use of trigger execution instead of function calls which I think loses the point of the speed gain compared to creating units. Nevertheless, a single GUI addon can still exist as a non-standalone for both vJASS & JASS because they have the same API so any of those two will work. The main reason I did not make a GUI-friendly addon is because I think this is the kind of resource that GUI users would not bother using.
 
Level 22
Joined
Feb 6, 2014
Messages
2,466
I use this ALL the time :D
It's different in your situation because you know JASS so a custom script way to use this system for GUI is not hard for you. Besides, I don't think it's not that hard to use this in GUI as shown in the example, the only problem is it has real-type (point coordinate) variables as parameters instead of location.

EDIT: You even do it in a single custom script line which is better than making it GUI friendly by:
Set Dummy_SpawnLoc = <Location>
Run Trigger - DummyRecycler GUI Addon

I'm not sure. I was wrong, seemingly I looked at wrong code, or made an other mistake
That settles the problem then right?
 
Last edited:
Level 22
Joined
Feb 6, 2014
Messages
2,466
Well, I still don't find it very confortable to delete all vanilla related stuff, and maybe find trigger use better than calling functions from map header for a GUI user, but yes no issue with conflict.
It was not meant to be put in the header, it should be like what shown in the demo where all the codes is in a single "trigger". It would not produce an "undefined function" error if the "DummyRecycler JASS" trigger is created before the spell trigger.
 
Level 3
Joined
Mar 26, 2011
Messages
44
When i use the vjass version i get an error when i saved it "object merger" so copy the dummy and change the dummy code in vjass.
 
Level 20
Joined
May 16, 2012
Messages
635
The system pauses the dummies as it's believed to consume less resources. Just filter these dummies out when pausing/unpausing.

Yeah, i know, but for some reason, when unpausing the recycled dummy to use it as a caster and order a set of actions to that dummy it will perform only the last one given. I commented the PauseUnit call from the onInit method and they start to work as they should.
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
There seems to be a crash with DummyRecycler on version 1.25 when games are saved and then reloaded on Warcraft III version 1.35.0.20093. The crash seems to be due to the last possible array index being used in the init code.

vJASS:
local integer cHead = JASS_MAX_ARRAY_SIZE - 1   //avoid allocation collision
local integer i = R2I(MAX_DUMMY_COUNT/ANGLES_COUNT + 0.5)
set upper = STORED_UNIT_COUNT
set lower = STORED_UNIT_COUNT

//Initialize countHeads
loop
    exitwhen i < 0
    set countNext[cHead] = cHead
    set countPrev[cHead] = cHead
    set countHead[i] = cHead
    set cHead = cHead - 1
    set i = i - 1
endloop
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
There seems to be a crash with DummyRecycler on version 1.25 when games are saved and then reloaded on Warcraft III version 1.35.0.20093. The crash seems to be due to the last possible array index being used in the init code.

vJASS:
local integer cHead = JASS_MAX_ARRAY_SIZE - 1   //avoid allocation collision
local integer i = R2I(MAX_DUMMY_COUNT/ANGLES_COUNT + 0.5)
set upper = STORED_UNIT_COUNT
set lower = STORED_UNIT_COUNT

//Initialize countHeads
loop
    exitwhen i < 0
    set countNext[cHead] = cHead
    set countPrev[cHead] = cHead
    set countHead[i] = cHead
    set cHead = cHead - 1
    set i = i - 1
endloop
I am not sure what benefits are provided by this system over MissileRecycler, but there are no such problems with the one I made. MissileRecycler was one of the few things I was actually a pioneer of, as up until that point no recycler was considering the facing angle of the dummy units.
 
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