1. We've created the Staff Job Openings thread. We're currently in need of icon, video production, and social/multimedia positions to be filled. Thank you!
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  2. Music Contest #10 Retro is out! Join us for some retro/vintage fun!
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  3. The Cinematic Contest #7 results are up!
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  4. Don't be stagnant - embrace change! The time has come to evolve and join the Techtree Contest #12 - Evolution.
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  5. Let's participate in the Texturing Contest #28 - Swamp Dwellers instead of sitting around getting covered in moss!
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  6. On May 20th a new law about privacy and data processing comes into work in the EU. I am no lawyer and I need help figuring out if we comply and if not, what we must do about it. Please message me if you can provide any assistance. Read more. Ralle
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  7. Join us in our custom games night on Saturday, June 2nd. We'll see you on Battle.net and Discord!
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  1. Frotty
    Created by Frotty
    Dec 3, 2017
    [​IMG]

    This is the second issue in a regular series of news posts about wurst and the wurstscript community. Unlike the previous issue, this one is short, and focused on this month's progress. We intend to use this format for all future posts.

    What is wurst? Wurstscript is a programming language that compiles to JASS (the language used for scripting warcraft 3 custom games), and is developed alongside a suite of tools, which provide a coherent and modern modding development experience. It can even work alongside maps written in vJass. Wurstscript is designed to make hard problems easier and more elegant, and easy problems dead simple.

    The theme of this issue is "wurstscript in practice", where we want to show how regular ordinary maps use wurstscript, instead of focusing on higher level language features.


    Toolchain updates
    • The setup tool has been moved to a separate repository. It now checks for new versions of itself as well as silently checking for compiler and project dependency updates. To get these __critical__ new features, please do update your tool by downloading at the link above.
    • Unit Tests now have map-wide read access to compiletime resources. This allows the author to unit-test some behaviors that were previously not possible.
    • Added "hashtable mocks" for string data operations, which allows them to work at compiletime and in unit tests.
    • Bug fixes:
      • Fixed some edge cases where vscode autocomplete would misbehave.
      • Fixed a bug which caused the `buildmap` command to emit an invalid mapfile in certain cases.
      • Changing between files in vscode no longer causes an invalid buffer ("ambigious reference error").
      • Standard library fixes, and new features.
      • Fixed some rare cases of ascii-int parsing problems, which improves JASS compliance.
    Special thanks to @DD_legionTN and @HappyTauren for their testing and contribution efforts.


    Hiveworkshop integration

    This month a number of us have been thinking about, and acting on, ways of improving unification between wurst's development and hive workshop.

    One achievement on this front is the addition of the Wurst tag, now enabled for all code-related submissions. This includes:
    • Spell submissions.
    • Triggers & Scripts posts.
    • JASS (code) submissions.
    [​IMG]

    We were also excited to see multiple submissions before this was even announced!

    You should expect further wurst-related activity in the near future as a number of community members are getting involved.

    We're excited to see what you've done that might be fun or interesting but doesn't quite fit in the standard library - and even moreso interested to see what kind of magic you can work up in spell submissions. For code review feedback always feel free to tag @Frotty or @Cokemonkey11 .

    ---

    As requested by our readers, we're going to include a code snippet example in our posts from now on. In line with this month's theme, here's a practical and simple example that shows how wurst can make an easy problem trivial:
    Code (WurstScript):
    package SimpleSpell
    // Augments the Warden blink ability to deal damage to units in the target
    // area.  Units with low enough health are instead slain.
    import Assets
    import ClosureForGroups
    import EventHelper
    import RegisterEvents

    constant ID_BLINK = 'A000'

    constant BASE_DAMAGE    =  100.
    constant DAMAGE_RADIUS  =  150.
    constant SLAY_THRESHOLD =  200.
    constant BLINK_RANGE    = 1000.

    constant EFFECT_POISON = Abilities.poisonStingTarget
    constant EFFECT_SLAY   = Objects.nightElfBloodArcher

    function onEffect()
        let caster = GetTriggerUnit()

        forUnitsInRange(getSpellTargetPos(), DAMAGE_RADIUS, (unit u) -> begin
            if caster.getOwner().isEnemyOf(u.getOwner()) and u.isAlive()
                if u.getHP() <= SLAY_THRESHOLD
                    u.addEffect(EFFECT_SLAY, "origin").destr()
                    caster.damageTarget(u, SLAY_THRESHOLD * 2.)
                else
                    u.addEffect(EFFECT_POISON, "origin").destr()
                    caster.damageTarget(u, BASE_DAMAGE)
        end)

    init
        registerSpellEffectEvent(ID_BLINK, function onEffect)
     
    Then when the wurst compiler is run, the above emits nicely readable Jass (see below). This is just one example of wurst providing zero-cost abstraction, since the inliner would ultimately inline e.g. getSpellTargetPos into 2 local definitions - a topic we will discuss more in future posts.

    Code (vJASS):
    function getSpellTargetPos takes nothing returns real
        set getSpellTargetPos_return_x = GetSpellTargetX()
        set getSpellTargetPos_return_y = GetSpellTargetY()
        return getSpellTargetPos_return_x
    endfunction

    function forUnitsInRange takes real pos_x, real pos_y, real radius, integer c returns nothing
        call pushCallback(c)
        call GroupEnumUnitsInRange(Group_ENUM_GROUP, pos_x, pos_y, radius, ClosureForGroups_filter)
        call popCallback()
    endfunction

    function onEffect takes nothing returns nothing
        local unit caster_2 = GetTriggerUnit()
        local real temp_x = getSpellTargetPos()
        local real temp_y = getSpellTargetPos_return_y
        local integer clVar = alloc_Closure_2()
        set caster[clVar] = caster_2
        call forUnitsInRange(temp_x, temp_y, 150., clVar)
        set caster_2 = null
    endfunction
     


    Next month we'll return to a more hardcore example, demonstrating `@compiletime function`s + expressions, and their uses.

    We look forward to your comments! As usual, we chat all things wurst at the #inwc.de-maps IRC channel.
  2. Ralle
    Created by Ralle
    Dec 2, 2017
    I am very happy and proud to announce that our good old member @Kam now works for Blizzard. This is so ducking awesome. I have reflected his job title on the site:
    Screenshot 2017-12-02 10.21.37.png
    Give him a round of applause everyone!
  3. QuantumT
    Created by QuantumT
    Nov 28, 2017
    IslandTrollTribes Banner 2.png
    IslandTrollTribes image 3a.jpg

    Island Troll Tribes is a Survival PvP Arena game in which you and your tribe build up a base, hunt for meat and gather items to make gear. The ultimate goal is to fight with and defeat the opposing tribe(s).

    Hey Guys,
    We would like to invite everyone to our Island Troll Tribes Tournament.

    Clan TwGB@USEast is hosting a 3v3 Round Robin Seeding Into Double Elimination Playoff. Total prize pool is 225$ + 25% of donations. You can choose your own team or be assigned a team at the start of the group stage.

    2 Matches are assigned weekly and are scheduled for Saturdays and Sundays at 4 pm EST. However, this does not mean that you have to play your match on this day. If you are able to agree on another time with your opponent, you can change the match date. Each team will be assigned 10 matches total over the course of the group stage.

    The group stage will consist of best of 3 matches. You will be awarded 1 point for each game win and 2 points for each match win (i.e. a 2-1 results in 4 points for the winning team, 1 for the losing team). The teams with the most points at the end of the group stage will be seeded highest into the playoff bracket. Format for playoffs will be announced towards the end of the group stage.

    Modes will be as follows:
    Code (Text):
    -sf
    -rs
    -elimination
    -fd 3600
    Group Stage Begins this Saturday 2nd December 2017! It will run for approximately 6 weeks, you may join in any time during the group stage, so still plenty of time to get organized and participate. If you are still looking for a team follow the link below:

    Sign Up Page: Clan TwGB

    If you have a team and you'd like to register: Team Registration

    Keep an eye out there for all Island Troll Tribes News and join our Discord, we play daily and have multiple Hostbots.

    Hope to see you guys there.
    Island Troll Tribes Dev team.

    Thanks to Quantum@USEast for this tutorial video.

    Assigned moderator: @Naze
  4. Rufus
    Created by Rufus
    Nov 27, 2017
  5. Cokemonkey11
    Created by Cokemonkey11
    Nov 15, 2017
    [​IMG]

    Hello! This is the first issue in a regular series of news posts about wurst and the wurstscript community. Actual years have passed since we last summarised wurst-related content for hive workshop news, so keep in mind that this is a very sparse summary, whereas our future news posts will more densely discuss current events.

    Background on wurst: wurstscript is a programming language that compiles to JASS, and is developed alongside a suite of tools for a coherent development experience. It can even work alongside maps written in vJass. A usual workflow looks like this:
    • Design a terrain in a world editor (vanilla editor, WEX, or anything really)
    • Define objects, either using the object editor, or using the wurst “objectediting” subsystem
    • Write scripts, get instant feedback, and compile & build in the lightweight vscode editor
    • Check in your code to version control
    Unlike vJass, wurstscript is a higher level programming language with a strict type system and a powerful optimiser. The result tends to be shorter code written quicker, without any sacrifice to performance.

    So, what’s changed recently?

    The Wurstscript community has been steadily active with frequent and regular changes, not only in the Wurstscript language, but across the whole map editing toolchain.

    Wurstscript has found its niche as the toolchain that aims to maximise productivity and consistency of the development experience, without sacrificing quality.

    The maintainers of Wurstscript are typically programmers first, and mappers second. Sadly, time constraints mean that we’ve not spent much time publicizing our progress for the larger modding community. This is something we’re keen to change, with more frequent curated summaries of what’s going on in our bubble.

    With that context in mind, we hope this will be the first of many “Best of the Wurst” recap posts, wherein we highlight major changes - certainly more frequently than once every three years. There are too many changes to count, so in this post we’ll discuss some of the changes made just this summer that we’re excited about.


    GUI tool for compiler updates and map project setup

    [​IMG]

    Probably the most major development this summer is a new tool for maintaining your installation of wurst, bootstrapping new map projects using a template and importing existing projects.

    This tool maintains a global instance of the wurst compiler, automatically updates it, and can generate & update projects in a way that’s friendly for version control repositories as well as the vscode plugin.

    The key point here is that we’ve done some refactoring of the wurstscript project structure to make wurst play more nicely and consistently with vscode. With the addition of dependency management and template projects, we envisage great strides in productivity as the project template (or templates!) progress.


    New runmap/run-arguments design, with readonly terrain mapfile

    Alongside great improvements to the JMPQ3 library, wurst now accesses your map project as a read-only archive file. Instead of overwriting it (as done traditionally), the compiler now writes built mapfiles out to a separate
    _build
    directory. This has tremendous gains, including:
    • Map files can more safely be version controlled since they’re accessed read-only by the wurst compiler.
    • In the extreme case, alongside native objediting, you can maintain your map end-to-end using your checked-in mapfile only for terraining purposes.
    • Better integration with existing maps that have JASS/vJass, because wurst can reuse the existing map script without mutating the source file.
    • Building and compiling wurst maps is now done independently in vscode by default - thus there is no need to use a custom editor (apart from for terraining) or even have warcraft3 installed at all.
    Map metadata in
    wurst.build


    [​IMG]

    The overall structure of a wurst map project has changed, and now comprises two new metadata files:
    wurst.build
    and
    wurst_run.args
    - the first providing build artifacts, and the second for passing arguments to the wurst compiler.

    One advantage of using the
    wurst.build
    file is that consistency is maintained from build to build - dependencies are segregated, and maintaining library code can be more modular and convenient.

    Another advantage is that the world editor is no longer needed for some metadata like the map's name, description, author, etc - that metadata is sourced from the build file and injected into the final map.

    The setup tool also interacts with this metadata by importing the
    wurst.build
    file, thus updating the project's dependencies to keep the standard library and other used packages up-to-date.


    New docs and website, at a new address

    Documentation and tutorials for wurstscript now live at wurstscript.github.io - a new landing page which we believe provides a much more consistent and attractive experience for consuming wurst. We’re encouraging community-written tutorials, and indeed the Wurst for vJass Users is one such tutorial.

    Take a look here as well for the wurst setup tool mentioned above!


    ...And more

    As a lightning recap of the last few years, here’s more:
    • Vscode plugin and workflow, which deprecates the Eclipse plugin and workflow.
    • New Github organization - refeactoring work to split up repo; now using gradle for dependency management.
    • Wurst standard library v2 now active and de facto standard.
    • Improved JASS compliance in Jurst (the vjass-friendly wurst dialect).
    • Compiler performance and RAM usage improved.
    We hope you’ll find this summary informative. Please do give us some feedback as we plan to write curated content like this more frequently in the future.

    As usual, we chat all things wurst at the #inwc.de-maps IRC channel.

    Thanks!
    --
    @Cokemonkey11, @Frotty, and @peq




    WurstScript - Blog - Getting Started