THE CURRENT STATE OF THE PROJECT
While HiveWE's end goal is to be a fully functional replacement and improvement of the original World Editor, the current features are limited. However, a lot of work has been put into the infrastructure to make this possible. Now that the basics are there implementing new features should be less of a lengthy process. So with this being a bit of a beta there are some limitations.
- Open and view Warcraft III: The Frozen Throne maps (not RoC yet)
- Pathing Brush: Edit the pathing map and save it. Now you can just draw straight on the pathing map saving you lots of time and your map will load quicker too be, because you dont have to place pathing blockers anymore.
From the rocks being unbuildable to being both unwalkable and unbuildable in 10 seconds!
There are some other creative things you can do too like making cliffs walkable, or an underwater map
- Slow with lots of doodads (10.000+)
- Doodad rendering is not 100% accurate (teamglow, billboards, etc)
- Does not render units
- Does not render ramps
So what’s next? Obviously removing the current limitations is a priority so that even bigger maps can be worked on with a cinematic 24 fps. After that some more features concerning pathing and some rudimentary terrain editing.
Here is a video of Retera explaining why this is the future with a neat exemple:
WHY A STANDALONE EDITOR AND NOT JNGP OR WEX ?
Modifying the existing World Editor, is a bit like glueing a spoiler onto a crappy car versus building a race car from the ground up.
Most of the extra functionality that JNGP or WEX offers is integrated using memory hacks, and while being very useful does feel a little glued on. A fully custom editor like this will allow us to do all kinds of new and exciting things such as editing the pathing map or increasing the limits on all kinds of things like the amount of cliffs.
There’s a long road ahead for HiveWE to someday fully replace the original World Editor, but until then you will get to enjoy a lot of additional features too. Feel like you could help? Then drop by in the Hiveworkshop Discord or submit a Pull Request to our Github.
* * *
This wouldn't have been possible without the incredible work of eejin and the help of Ghostwolf with deciphering the warcraft formats and general guidance. Without him this would have taken many times as long. Also many thanks to the rest of the community for all the help.
Choose the best Old Gods themed skin at the Texturing Contest #29 - Poll!Dismiss Notice
Melee Mapping Contest #2 - Poll is up! Vote for the best competitive 1v1 map!Dismiss Notice
Please help test custom maps and more on the latest PTR!Dismiss Notice
Evolution complete! Make Darwin proud and go vote in the Techtree Contest #12 - Poll.Dismiss Notice
Icon Contest #17 - Results are out! Step by to congratulate our winners!Dismiss Notice
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!Dismiss Notice
Page 6 of 19
Created by Frotty
- Feb 1, 2018
Best of the Wurst 4
In this fourth issue of our blog we look at wurstscript's start into 2018, and our roadmap. Once again we're excited to mention that users within our awesome community are getting involved and contribute to the wurst.
The theme for this months code snippet is unit testing in wurst.
WurstScript, or Wurst for short, aims to be a completely integrated wc3 modding solution, with a focus on higher level programming and IDE experience, without sacrificing efficiency of the generated map script.
- Removed obsolete temp file creation when handling MPQ files, which prevents permission problems on certain systems.
- Compiletime mocks added for
- The compiletime implementation of
- We merged many awesome pull requests for the standard library (#23, #25, #26, #27, #28, #30, #31, #33, #34, #35, #36, #37, #38, #41, #42)
- We have made some improvements to our continuous integration process, so standard library changes, and pull requests to it are more seamless and powerful.
- Wurst's underlying mpq library JMPQ has been updated to support pkware decompression and file-less data extraction.
- The Wc3libs have been updated as well, providing WTS support and Jass's
Our main goals for this year are:
- Support configuring
- Provide a seamles API for running external tools before or after map builds
- Make the setup tools fully functional from the commandline
- Support configuring
- Reach 100+ github repos to become a supported language on Github Linguist. We need you to publish your wurst repos on Github!
- Implement most Jass natives/types for compiletime. Mainly for unit-testing wc3-specific code.
- Refine, extend, and unit test the standard library.
Unit Testing in Warcraft 3
Preamble: The 'unit' in unit testing does not refer to wc3 units - rather, a unit is an individual piece of source code that is being tested.
Tests allow you to verify the behaviour of your code outside of warcraft 3 at compiletime. Instead of the game interpreting your generated Jass code, Wurst interprets it and can therefore assert correctness and find errors in code, before they happen in the game.
The major benefit of a unit test is that it can cover most imaginable behaviours, even those that rarely happens inside the game, easily, and without wasting time executing such behaviours inside the game.
One of the caveats of unit testing is that compiletime jass interpretation depends on the completeness and correctness of the wurst compiler that is performing the testing instead of the warcraft engine. Wurst does not implement every native, and since we don't know the inner workings of wc3, it can't emulate everything identically.
There are many benefits of unit testing overall, such as:
- Prove that your code does what it's supposed to do.
- Help you improve and understand your code through by to break it.
- Make big changes to your codebase and verify that everything still works.
- Inherently reduce the number of bugs.
The easiest units to test are the ones that don't include warcraft specific elements. Here are some condensed example unit tests for our data structures, arithmetics and string manipulation from the standard library.
Code (WurstScript):@Test function testAdd()
@Test function linearVecTest()
let v = linear(vec2(3,4), vec2(6,2), 0.5)
@Test function testJoin()
.joinBy(" ").assertEquals("this is a string")
Writing Unit Tests
To make any function a test, just annotate it with
A unit test consists of two parts - the execution of the to be tested code and an assertion, that compares the actual result with an expected value.
You can find the assert functions inside the
The most simple example is an arithmetic test, because we can easily find out the expected value. E.g.
Code (WurstScript):@Test function example()
let actual = (10 .squared()) * 6
let expected = 600
Running Unit Tests
In VScode, use F1 to open the task prompt and enter "run test" and choose one of the options.
You can see the result inside the Output tab.
And that's it! You are now a testing guru. We hope you enjoyed reading this, and we look forward to next month's blog post wherein we'll take a practical look at composing visually beautiful spells in wurst.
Created by Wareditor
Today we are announcing two new Hosted Projects!
- Jan 21, 2018
The Legends of Arkain Series & Island Troll Tribes!
Legends of Arkain is a singleplayer campaign series focusing on RTS elements with various factions waging war on each other. It is up to you, the player, to choose your side. Step forth! The great nations and personalities of Arkain await you.
Island Troll Tribes combines survival and PvP melee combat in a fight to the death for domination of the islands. Players can join together on teams of up to six players per tribe, or even go head to head. You need to fight for survival against the environment and enemy trolls while gathering resources to build up your strength.
* * *
This is my first post as a Community Manager. For those who don't know me, I have been on the Hive for years because of my deep love for Warcraft 3. Two years ago, I started mapping again and since then I have been coming here daily. As unexcepted as it was for me, I am really glad to have become part of the staff. I have been enjoying this community for years and it's time to give back. Let's have a great time together!
Created by Frotty
- Dec 31, 2017
Background: Wurst is a compiled, higher level programming language that provides powerful tools and safety for an integrated development experience in wc3 modding.
The theme of this month's issue is "object-editing in wurstscript".
Due to increased usage of the Wurst Tools, several critical bugs have been found and addressed in the month of december. Make sure to download a fresh version of the setup tool and update your compiler as well as projects accordingly. We are also glad to have accepted several Pull Requests for the standard library, and are proud to present Wurstbin, a wurst pastebin. Wurst and tools also now found their final home at wurstlang.org.
- A couple of severe dynamic dispatch bugs have been fixed
- The buildmap command doesn't output maps with corrupted header anymore
- More jass types and natives like units and groups have been implemented for compiletime
- Compiletime hashtables now more closely mimic wc3 hashtable behaviour
- Class array-members can now be initialized during instantiation
- ObjData .txt output now uses the cascade operator to chain calls
- Fixed cases where text highlight was off-by-one in vscode
- Improved unit test console output fidelity
- Packages ending with "Tests" are now ignored from suggestions
- Logs from all tools are now stored at ~/.wurst/logs
- We merged several user-created pull requests, namely fixing OnUnitEnterLeave #20 issues and replacing the broken sync packages #19. Big thanks to @Sir Moriarty and @Trokkin
- Along with the unit test improvements for the compiler the stdlib package, Wurstunit has also been refactored and Tests for groups and units have been added
- Added more group and map convience functions
- UnitIndexer is now more flexible and allows configuring which units to index and how to index them
- The setup no longer crashes if its google network test doesn't respond with 200 OK
- Proper logging has been added and is saved to ~/.wurst/logs/setup.log
- Regressions regarding project updates have been fixed
- The wurst.build file is now recognized as yaml inside vscode
An elegant and simple way to share your wurst and jass code snippets. No login required.
Check it out
WurstScript ships with a jass "interpreter", which can evaluate Jass code outside of wc3. This is usually done when compiling the project - hence we name the timeslot it occupies "compiletime". This is the opposite of running the map inside the game, which we refer to as "runtime".
You can mark any function to be executed at compiletime, by simply annotating it with .
Let's look at a small example:
Unit Generation Example
Code (WurstScript):import UnitObjEditing
@compiletime function createUnit()
new UnitDefinition('xyz1', 'ewsp')
..setName("Wurst Generated Unit")
Here we create a new UnitDefinition based on Wisp, and assign a name for it. These objectdata-classes then get transformed into the approriate binary files, in this case war3map.w3u, which are retained for runtime. Wurst is perfectly capable of managing these assets alongide units defined in the normal object editor.
You might want to generate values at compiletime and just keep the evaluated result to use at runtime. A very common usecase for this is generating IDs.
Let's enhance our example from above with an automatically generated id which is stored in a global:
Code (WurstScript):import ObjectIdGenerator
constant MY_UNIT_ID = compiletime(UNIT_ID_GEN.next())
@compiletime function createUnit()
new UnitDefinition(MY_UNIT_ID, 'ewsp')
..setName("Wurst Generated Unit")
Ability generation best practises
When generating abilities one should avoid using
Code (WurstScript):import AbilityObjEditing
@compiletime function generateFireBolt()
// This setter would not be available on
// the base class [ljass]AbilityDefinition[/ljass].
For custom triggered hero spells,
Code (WurstScript):import ChannelAbilityPreset
@compiletime function generateLeap()
new ChannelAbilityPreset(MY_LEAP_ID, LEVELS, true)
..presetCooldown((int lvl) -> 30 - (level * 2))
Hiveworkshop Wurst News
- @Frotty and @Cokemonkey11 are now approved code reviewers for Wurst on hive workshop.
- The setup app is now an approved resource in the tools section
As always, come and chat with us on IRC or post on this thread to provide us feedback for these monthy blog posts, as well as requesting what you want us to cover next.
Created by Archian
- Dec 20, 2017
GET YOUR SNACKS READY!
B2W Map Contest Cup! $100 prizepool
Foggy is the winner of the B2W Map Contest Cup 1v1!
Back2Warcraft (Twitch.TV) | HIVE
More information: Cup - Warcraft III 1on1 B2W Mapping Contest Cup #1 | ESL Play
Page 6 of 19