Name | Type | is_array | initial_value |
hash | hashtable | No |
//TESH.scrollpos=618
//TESH.alwaysfold=0
library Dummy /* v1.0.0.5
*************************************************************************************
*
* Allows one to create dummy units that are either at or are close
* to the angle specified.
*
* Dummy recycling minimizes the number of dummy units on the map while supporting near
* instant SetUnitFacing.
*
* Assigned dummy indexes are not unit indexes.
*
* Errors
* ----------------------------
*
* Any error will result in the system disabling itself and an error message
*
* -> May not kill dummies
* -> May not remove dummies
* -> May not attempt to recycle non dummies
*
*************************************************************************************
*
* Credits
*
* Vexorian for dummy.mdx
*
* Bribe
*
* Delayed recycling implemetation
* ----------------------------
*
* Bribe's delayed recycling implementation uses timestamps rather than timers, which
* helps improve performance.
*
* Stamps for queue node movement
* ----------------------------
*
* Convinced me that this was worth it
*
* Time it takes to rotate 180 degrees
* ----------------------------
*
* Supplied me with the number .73
*
*************************************************************************************
*
* */ uses /*
*
* /* Any Unit Indexer */
* */ UnitIndexer /* can be any, but one must be chosen
*
************************************************************************************
*
* SETTINGS
*
*/
globals
/*
* The unit id of dummy.mdx
*/
private constant integer DUMMY_ID = 'h000'
/*
* The space between angles for the recycler
*
* Angles used are angles from 0 to 359 in intervals of ANGLE_SPACING
*
* Higher spacing means less units but lower accuracy when creating the facing
*
*/
private constant integer ANGLE_SPACING = 15
/*
* How many projectiles to preload per angle
*
* Preloaded projectile count is 360/ANGLE_SPACING*MAX_PROJECTILES
*
*/
private constant integer PRELOAD_PROJECTILES_PER_ANGLE = 1//50
/*
* How much to delay before recycling dummy
*/
private constant real RECYCLE_DELAY = 2
endglobals
/*
************************************************************************************
*
* library MissileRecycler uses Dummy
* ----------------------------
*
* For compatibility with Bribe's resource
*
* function GetRecycledMissile takes real x, real y, real z, real facing returns unit
* function RecycleMissile takes unit whichUnit returns nothing
*
************************************************************************************
*
* Functions
* ----------------------------
*
* function IsUnitDummy takes unit whichUnit returns boolean
*
************************************************************************************
*
*
* struct Dummy extends array
*
* Creators/Destructors
* ----------------------------
*
* static method create takes real x, real y, real facing returns Dummy
* - For those of you who really want this to return a unit, getting
* - the unit from this is very easy, so don't whine
*
* - Dummy.create().unit -> unit
*
* method destroy takes nothing returns nothing
* - For those of you who really want this to take a unit, getting
* - the dummy index is very easy.
*
* - Dummy[whichUnit].destroy()
*
* Fields
* ----------------------------
*
* readonly unit unit
*
* Operators
* ----------------------------
*
* static method operator [] takes unit dummyUnit returns Dummy
*
************************************************************************************/
private keyword Queue
globals
/*
* Used for dummy instancing
* Dummy indexes are never destroyed, so there is no need for a recycler
*/
private Queue dummyCount = 0
/*
* Used to retrieve unit handle via dummy index
*/
private unit array dummies
private integer array indexPointer
private integer array dummyPointer
/*
* The owner of all dummy units. This shouldn't be changed.
*/
private constant player DUMMY_OWNER = Player(15)
/*
* Used to apply time stamps to dummies for recycling
* purposes. A dummy is only considered recycled if its
* stamp is less than the elapsed time of stamp timer.
*/
private timer stampTimer
endglobals
function IsUnitDummy takes unit whichUnit returns boolean
return dummies[GetUnitUserData(whichUnit)] == whichUnit
endfunction
/*
* min == max - 1
* max == min + 1
*
* variance of counts must be 1
*/
private struct ArrayStack extends array
/*
* The minimum and maximum counts
*/
static thistype max = 0
static thistype min = 0
/*
* list[count].first
*/
thistype first
/*
* queue.size
*/
thistype count_p
/*
* list[count].next
*/
thistype next
/*
* list[count].prev
*/
thistype prev
/*
* list[count].first -> queue of dummies
*/
static method operator [] takes thistype index returns thistype
return index.first
endmethod
/*
* list[count].add(queue of dummies)
*/
private method add takes thistype node returns nothing
/*
* Update min/max
*/
if (integer(this) > integer(max)) then
set max = this
elseif (integer(this) < integer(min)) then
set min = this
endif
/*
* Push on to front of list like a stack
*/
set node.next = first
set node.next.prev = node
set node.prev = 0
set first = node
set node.count_p = this
endmethod
/*
* list[count].remove(list of dummies)
*/
private method remove takes thistype node returns nothing
/*
* If node is the first, update the first
*/
if (node == first) then
set first = node.next
/*
* If list is empty, update min/max
*/
if (0 == first) then
if (this == min) then
set min = max
else
set max = min
endif
endif
else
/*
* Simple removal
*/
set node.prev.next = node.next
set node.next.prev = node.prev
endif
endmethod
method operator count takes nothing returns integer
return count_p
endmethod
method operator count= takes thistype value returns nothing
/*
* Remove from list node was on
*/
call count_p.remove(this)
/*
* Add to new list
*/
call value.add(this)
endmethod
endstruct
/*
* queue = angle + 1
*/
private struct Queue extends array
private real stamp
thistype next
thistype last
/*
* Update dummy count for queue
*/
private method operator count takes nothing returns integer
return ArrayStack(this).count
endmethod
private method operator count= takes integer value returns nothing
set ArrayStack(this).count = value
endmethod
/*
* Queue with smallest number of dummies
*/
private static method operator min takes nothing returns thistype
return ArrayStack.min.first
endmethod
/*
* Queue with largest number of dummies
*/
private static method operator max takes nothing returns thistype
return ArrayStack.max.first
endmethod
static method add takes thistype dummy returns nothing
/*
* Always add to the queue with the least amount of dummies
*/
local thistype this = min
/*
* Add to end of queue
*/
set last.next = dummy
set last = dummy
set dummy.next = 0
/*
* Update queue count
*/
set count = count + 1
/*
* Match unit angle with queue
*/
call SetUnitFacing(dummies[indexPointer[dummy]], this - 1)
/*
* Apply stamp so that dummy isn't used until the stamp is expired
*/
set dummy.stamp = TimerGetElapsed(stampTimer) + RECYCLE_DELAY - .01
endmethod
static method pop takes thistype this, real x, real y, real facing returns integer
/*
* Retrieve queue and first dummy on queue given angle
*/
local unit dummyUnit //dummy unit
local thistype dummyIndex = next //dummy index
local integer unitIndex //unit idex
local thistype this2
local thistype node
local real stamp
/*
* If the queue is empty, return new dummy
*/
if (0 == dummyIndex or dummyIndex.stamp > TimerGetElapsed(stampTimer)) then
/*
* Allocate new dummy
*/
debug if (dummyCount == 8191) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,10,"DUMMY RECYCLER FATAL ERROR: DUMMY OVERLOAD")
debug set Dummy.enabled = false
debug set this = 1/0
debug endif
set dummyIndex = dummyCount + 1
set dummyCount = dummyIndex
/*
* Create and initialize new unit handle
*/
set dummyUnit = CreateUnit(DUMMY_OWNER, DUMMY_ID, x, y, facing)
set unitIndex = GetUnitUserData(dummyUnit)
set indexPointer[dummyIndex] = unitIndex
set dummyPointer[unitIndex] = dummyIndex
set dummies[unitIndex] = dummyUnit
call UnitAddAbility(dummyUnit, 'Amrf')
call UnitRemoveAbility(dummyUnit, 'Amrf')
call PauseUnit(dummyUnit, true)
return dummyIndex
endif
/*
* Remove the dummy from the queue
*/
set next = dummyIndex.next
if (0 == next) then
set last = this
endif
/*
* Only remove from the count if the queue has most dummies in it
*
* If queue doesn't have most dummies in it, take a dummy from the queue
* with most dummies in it and keep count the same
*/
if (count == ArrayStack.max) then
set count = count - 1
else
/*
* Retrieve the queue with most dummies in it as well as the
* first dummy in that queue
*/
set this2 = max
set node = this2.next
/*
* Remove first dummy from largest queue
*/
if (0 == node.next) then
set this2.last = this2
else
set this2.next = node.next
endif
set this2.count = this2.count - 1
/*
* Add first dummy to current queue
*/
set last.next = node
set last = node
set node.next = 0
/*
* Match unit angle with queue
*/
call SetUnitFacing(dummies[indexPointer[node]], this - 1)
/*
* .73 seconds is how long it takes for a dummy to rotate 180 degrees
*
* Credits to Bribe for these 4 lines of code and the .73 value
*/
set stamp = TimerGetElapsed(stampTimer) + .73
if (stamp > node.stamp) then
set node.stamp = stamp
endif
endif
/*
* Move dummy to target position
*/
set dummyUnit = dummies[indexPointer[dummyIndex]]
call SetUnitX(dummyUnit, x)
call SetUnitY(dummyUnit, y)
call SetUnitFacing(dummyUnit, facing)
set dummyUnit = null
/*
* Return first dummy from current queue
*/
return dummyIndex
endmethod
endstruct
struct Dummy extends array
debug static boolean enabled = false
debug private boolean allocated
/*
* Retrieve index given unit handle
*/
static method operator [] takes unit dummyUnit returns thistype
debug if (not enabled) then
debug return 1/0
debug endif
return GetUnitUserData(dummyUnit)
endmethod
/*
* Retrieve unit handle given index
*/
method operator unit takes nothing returns unit
debug if (not enabled) then
debug set this = 1/0
debug endif
return dummies[this]
endmethod
/*
* Slightly faster than ModuloInteger due to less args + constants
*/
private static method getClosestAngle takes integer angle returns integer
set angle = angle - angle/360*360
if (0 > angle) then
set angle = angle + 360
endif
return angle/ANGLE_SPACING*ANGLE_SPACING
endmethod
/*
* Returns either a new or a recycled dummy index
*/
static method create takes real x, real y, real facing returns Dummy
static if DEBUG_MODE then
local thistype this
if (not enabled) then
set x = 1/0
endif
set this = indexPointer[Queue.pop(getClosestAngle(R2I(facing)) + 1, x, y, facing)]
debug set allocated = true
return this
else
return indexPointer[Queue.pop(getClosestAngle(R2I(facing)) + 1, x, y, facing)]
endif
endmethod
/*
* Recycles dummy index
*/
method destroy takes nothing returns nothing
debug if (not enabled) then
debug set this = 1/0
debug endif
/*
* If the recycled dummy was invalid, issue critical error
*/
debug if (0 == GetUnitTypeId(unit) or 0 == GetWidgetLife(unit) or not allocated) then
debug if (not allocated) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, "DUMMY RECYCLER FATAL ERROR: DOUBLE FREE")
debug elseif (null == unit) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, "DUMMY RECYCLER FATAL ERROR: REMOVED A DUMMY")
debug elseif (0 == GetWidgetLife(unit)) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, "DUMMY RECYCLER FATAL ERROR: KILLED A DUMMY")
debug else
debug call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 10, "DUMMY RECYCLER FATAL ERROR: ATTEMPTED TO RECYCLE NON DUMMY UNIT")
debug endif
debug set enabled = false
debug set this = 1/0
debug endif
debug if (indexPointer[dummyPointer[this]] != this) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"ERROR")
debug endif
debug set allocated = false
call SetUnitPosition(dummies[this], 2147483647, 2147483647)
call Queue.add(dummyPointer[this])
endmethod
endstruct
/*
* Initialization
*/
private function Initialize takes nothing returns nothing
local unit dummy
local integer last
local integer angle
local ArrayStack queue
local integer count
/*
* This timer
*/
set stampTimer = CreateTimer()
call TimerStart(stampTimer, 604800, false, null)
/*
* The highest possible angle
*/
set last = 360/ANGLE_SPACING*ANGLE_SPACING
if (360 == last) then
set last = last - ANGLE_SPACING
if (last < ANGLE_SPACING) then
set last = 0
endif
endif
/*
* The lowest possible angle
*/
set angle = 0
/*
* Start dummy count at the last possible angle so that
* angles don't overlap with dummy indexes. This is done
* to simplify queue algorithm and improve overall performance.
* At most 360 possible dummy unit indexes will be lost due to this.
*/
set dummyCount = last + 1
/*
* Initialize ArrayStack
*/
set ArrayStack.min = PRELOAD_PROJECTILES_PER_ANGLE
set ArrayStack.max = PRELOAD_PROJECTILES_PER_ANGLE
set ArrayStack(PRELOAD_PROJECTILES_PER_ANGLE).first = 1
loop
/*
* queue pointer is angle + 1
*/
set queue = angle + 1
/*
* Only add projectiles to queue if MAX_PROJECTILES < 0
*/
if (0 < PRELOAD_PROJECTILES_PER_ANGLE) then
set count = PRELOAD_PROJECTILES_PER_ANGLE
set queue.count_p = PRELOAD_PROJECTILES_PER_ANGLE
set dummyCount = dummyCount + 1
set Queue(queue).next = dummyCount
/*
* Create and add all dummies to queue
*/
loop
/*
* Create and initialize unit handle
*/
set dummy = CreateUnit(DUMMY_OWNER, DUMMY_ID, 0, 0, angle)
set indexPointer[dummyCount] = GetUnitUserData(dummy)
set dummyPointer[GetUnitUserData(dummy)] = dummyCount
set dummies[indexPointer[dummyCount]] = dummy
call UnitAddAbility(dummy, 'Amrf')
call UnitRemoveAbility(dummy, 'Amrf')
call PauseUnit(dummy, true)
set count = count - 1
exitwhen 0 == count
/*
* Point to next
*/
set dummyCount.next = dummyCount + 1
set dummyCount = dummyCount + 1
endloop
set Queue(queue).last = dummyCount
else
set Queue(queue).last = queue
endif
exitwhen last == angle
/*
* Go to next angle
*/
set angle = angle + ANGLE_SPACING
/*
* Link queues together
*/
set queue.next = angle + 1
set ArrayStack(angle + 1).prev = queue
/*
* Go to next queue
*/
set queue = angle + 1
endloop
set dummy = null
debug set Dummy.enabled = true
endfunction
private module Init
private static method onInit takes nothing returns nothing
static if DEBUG_MODE then
call ExecuteFunc(SCOPE_PRIVATE + "Initialize")
if (not Dummy.enabled) then
call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,10,"DUMMY RECYCLER FATAL ERROR: INITIALIZATION CRASHED, LOWER PRELOAD DUMMY COUNT")
endif
else
call Initialize()
endif
endmethod
endmodule
private struct Inits extends array
implement Init
endstruct
endlibrary
library MissileRecycler uses Dummy
function GetRecycledMissile takes real x, real y, real z, real facing returns unit
local Dummy dummy = Dummy.create(x, y, facing)
call SetUnitFlyHeight(dummy.unit, z, 0)
return dummy.unit
endfunction
function RecycleMissile takes unit u returns nothing
call Dummy[u].destroy()
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library_once WorldBounds /* v2.0.0.0
************************************************************************************
*
* struct WorldBounds extends array
* readonly static integer maxX
* readonly static integer maxY
* readonly static integer minX
* readonly static integer minY
* readonly static integer centerX
* readonly static integer centerY
* readonly static rect world
* readonly static region worldRegion
*
************************************************************************************/
private module WorldBoundInit
private static method onInit takes nothing returns nothing
set world=GetWorldBounds()
set maxX=R2I(GetRectMaxX(world))
set maxY=R2I(GetRectMaxY(world))
set minX=R2I(GetRectMinX(world))
set minY=R2I(GetRectMinY(world))
set centerX=R2I((maxX+minX)/2)
set centerY=R2I((minY+maxY)/2)
set worldRegion=CreateRegion()
call RegionAddRect(worldRegion,world)
endmethod
endmodule
struct WorldBounds extends array
readonly static integer maxX
readonly static integer maxY
readonly static integer minX
readonly static integer minY
readonly static integer centerX
readonly static integer centerY
readonly static rect world
readonly static region worldRegion
implement WorldBoundInit
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library UnitIndexer /* v4.0.2.7
*************************************************************************************
*
* Assigns unique indexes to units via unit user data.
*
*************************************************************************************
*
* */uses/*
*
* */ WorldBounds /* hiveworkshop.com/forums/jass-functions-413/snippet-worldbounds-180494/
* */ Event /* hiveworkshop.com/forums/submissions-414/snippet-event-186555/
*
************************************************************************************
*
* SETTINGS
*/
globals
constant integer ABILITIES_UNIT_INDEXER = 'A000'
endglobals
/*
************************************************************************************
*
* Functions
*
* function RegisterUnitIndexEvent takes boolexpr codeToRegister, Event unitIndexEvent returns nothing
* function TriggerRegisterUnitIndexEvent takes trigger triggerToRegister, Event unitIndexEvent returns nothing
*
* function GetUnitById takes integer index returns unit
* - Returns unit given a unit index
* function GetUnitId takes unit u returns integer
* - Returns unit index given a unit
*
* function IsUnitIndexed takes unit u returns boolean
* function IsUnitDeindexing takes unit u returns boolean
*
* function GetIndexedUnitId takes nothing returns integer
* function GetIndexedUnit takes nothing returns unit
*
************************************************************************************
*
* module UnitIndexStructMethods
* static method operator [] takes unit u returns thistype
* - Return GetUnitUserData(u)
*
* readonly unit unit
* - The indexed unit of the struct
*
************************************************************************************
*
* module UnitIndexStruct extends UnitIndexStructMethods
*
* - A pseudo module interface that runs a set of methods if they exist and provides
* - a few fields and operators. Runs on static ifs to minimize code.
*
* readonly boolean allocated
* - Is unit allocated for the struct
*
* Interface:
*
* - These methods don't have to exist. If they don't exist, the code
* - that calls them won't even be in the module.
*
* private method index takes nothing returns nothing
* - called when a unit is indexed and passes the filter.
* -
* - thistype this: Unit's index
* private method deindex takes nothing returns nothing
* - called when a unit is deindexed and is allocated for struct
* -
* - thistype this: Unit's index
* private static method filter takes unit unitToIndex returns boolean
* - Determines whether or not to allocate struct for unit
* -
* - unit unitToIndex: Unit being filtered
*
************************************************************************************
*
* struct UnitIndexer extends array
*
* - Controls the unit indexer system.
*
* static constant Event UnitIndexer.INDEX
* static constant Event UnitIndexer.DEINDEX
* - Don't register functions and triggers directly to the events. Register them via
* - RegisterUnitIndexEvent and TriggerRegisterUnitIndexEvent.
*
* static boolean enabled
* - Enables and disables unit indexing. Useful for filtering out dummy units.
*
************************************************************************************
*
* struct UnitIndex extends UnitIndexStructMethods
*
* - Constrols specific unit indexes.
*
* method lock takes nothing returns nothing
* - Locks an index. When an index is locked, it will not be recycled
* - when the unit is deindexed until all locks are removed. Deindex
* - events still fire at the appropriate times, the index just doesn't
* - get thrown into the recycler.
* method unlock takes nothing returns nothing
* - Unlocks an index.
*
************************************************************************************/
globals
private trigger q=CreateTrigger()
private trigger l=CreateTrigger()
private unit array e
private integer r=0
private integer y=0
private integer o=0
private boolean a=false
private integer array n
private integer array p
private integer array lc
endglobals
function GetIndexedUnitId takes nothing returns integer
return o
endfunction
function GetIndexedUnit takes nothing returns unit
return e[o]
endfunction
//! runtextmacro optional UNIT_LIST_LIB()
private struct PreLoader extends array
public static method run takes nothing returns nothing
call DestroyTimer(GetExpiredTimer())
set a=true
endmethod
public static method eval takes trigger t returns nothing
local integer f=n[0]
local integer d=o
loop
exitwhen 0==f
if (IsTriggerEnabled(t)) then
set o=f
if (TriggerEvaluate(t)) then
call TriggerExecute(t)
endif
else
exitwhen true
endif
set f=n[f]
endloop
set o=d
endmethod
public static method evalb takes boolexpr c returns nothing
local trigger t=CreateTrigger()
local thistype f=n[0]
local integer d=o
call TriggerAddCondition(t,c)
loop
exitwhen 0==f
set o=f
call TriggerEvaluate(t)
set f=n[f]
endloop
call DestroyTrigger(t)
set t=null
set o=d
endmethod
endstruct
//! runtextmacro optional UNIT_EVENT_MACRO()
private module UnitIndexerInit
private static method onInit takes nothing returns nothing
local integer i=15
local boolexpr bc=Condition(function thistype.onLeave)
local boolexpr bc2=Condition(function thistype.onEnter)
local group g=CreateGroup()
local player p
set INDEX=CreateEvent()
set DEINDEX=CreateEvent()
call TriggerRegisterEnterRegion(q,WorldBounds.worldRegion,bc2)
loop
set p=Player(i)
call TriggerRegisterPlayerUnitEvent(l,p,EVENT_PLAYER_UNIT_ISSUED_ORDER,bc)
call SetPlayerAbilityAvailable(p,ABILITIES_UNIT_INDEXER,false)
call GroupEnumUnitsOfPlayer(g,p,bc2)
exitwhen 0==i
set i=i-1
endloop
call DestroyGroup(g)
set bc=null
set g=null
set bc2=null
set p=null
call TimerStart(CreateTimer(),0,false,function PreLoader.run)
endmethod
endmodule
struct UnitIndex extends array
method lock takes nothing returns nothing
debug if (null!=e[this]) then
set lc[this]=lc[this]+1
debug else
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"UNIT INDEXER ERROR: ATTEMPT TO LOCK NULL INDEX")
debug endif
endmethod
method unlock takes nothing returns nothing
debug if (0<lc[this]) then
set lc[this]=lc[this]-1
if (0==lc[this] and null==e[this]) then
set n[this]=y
set y=this
endif
debug else
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"UNIT INDEXER ERROR: ATTEMPT TO UNLOCK UNLOCKED INDEX")
debug endif
endmethod
method operator unit takes nothing returns unit
return e[this]
endmethod
static method operator [] takes unit whichUnit returns thistype
return GetUnitUserData(whichUnit)
endmethod
endstruct
struct UnitIndexer extends array
readonly static Event INDEX
readonly static Event DEINDEX
static boolean enabled=true
private static method onEnter takes nothing returns boolean
local unit Q=GetFilterUnit()
local integer i
local integer d=o
if (enabled and Q!=e[GetUnitUserData(Q)] and 0==GetUnitUserData(Q)) then
if (0==y) then
set r=r+1
set i=r
else
set i=y
set y=n[y]
endif
call UnitAddAbility(Q,ABILITIES_UNIT_INDEXER)
call UnitMakeAbilityPermanent(Q,true,ABILITIES_UNIT_INDEXER)
call SetUnitUserData(Q,i)
set e[i]=Q
static if not LIBRARY_UnitList then
if (not a)then
set p[i]=p[0]
set n[p[0]]=i
set n[i]=0
set p[0]=i
endif
else
set p[i]=p[0]
set n[p[0]]=i
set n[i]=0
set p[0]=i
call GroupAddUnit(g,e[i])
endif
set o=i
call FireEvent(INDEX)
set o=d
endif
set Q=null
return false
endmethod
private static method onLeave takes nothing returns boolean
static if LIBRARY_UnitEvent then
implement optional UnitEventModule
else
local unit u=GetFilterUnit()
local integer i=GetUnitUserData(u)
local integer d=o
if (0==GetUnitAbilityLevel(u,ABILITIES_UNIT_INDEXER) and u==e[i]) then
static if not LIBRARY_UnitList then
if (not a)then
set n[p[i]]=n[i]
set p[n[i]]=p[i]
endif
else
set n[p[i]]=n[i]
set p[n[i]]=p[i]
call GroupRemoveUnit(g,e[i])
endif
set o=i
call FireEvent(DEINDEX)
set o=d
if (0==lc[i]) then
set n[i]=y
set y=i
endif
set e[i]=null
endif
set u=null
endif
return false
endmethod
implement UnitIndexerInit
endstruct
//! runtextmacro optional UNIT_EVENT_MACRO_2()
function RegisterUnitIndexEvent takes boolexpr c,integer ev returns nothing
call RegisterEvent(c, ev)
if (not a and ev==UnitIndexer.INDEX and 0!=n[0]) then
call PreLoader.evalb(c)
endif
endfunction
function TriggerRegisterUnitIndexEvent takes trigger t,integer ev returns nothing
call TriggerRegisterEvent(t,ev)
if (not a and ev == UnitIndexer.INDEX and 0!=n[0]) then
call PreLoader.eval(t)
endif
endfunction
function GetUnitById takes integer W returns unit
return e[W]
endfunction
function GetUnitId takes unit u returns integer
return GetUnitUserData(u)
endfunction
function IsUnitIndexed takes unit u returns boolean
return u==e[GetUnitUserData(u)]
endfunction
function IsUnitDeindexing takes unit u returns boolean
return IsUnitIndexed(u) and 0==GetUnitAbilityLevel(u,ABILITIES_UNIT_INDEXER)
endfunction
module UnitIndexStructMethods
static method operator [] takes unit u returns thistype
return GetUnitUserData(u)
endmethod
method operator unit takes nothing returns unit
return e[this]
endmethod
endmodule
module UnitIndexStruct
implement UnitIndexStructMethods
static if thistype.filter.exists then
static if thistype.index.exists then
static if thistype.deindex.exists then
readonly boolean allocated
else
method operator allocated takes nothing returns boolean
return filter(e[this])
endmethod
endif
else
method operator allocated takes nothing returns boolean
return filter(e[this])
endmethod
endif
elseif (thistype.index.exists) then
static if thistype.deindex.exists then
readonly boolean allocated
else
method operator allocated takes nothing returns boolean
return this==GetUnitUserData(e[this])
endmethod
endif
else
method operator allocated takes nothing returns boolean
return this==GetUnitUserData(e[this])
endmethod
endif
static if thistype.index.exists then
private static method onIndexEvent takes nothing returns boolean
static if thistype.filter.exists then
if (filter(e[o])) then
static if thistype.deindex.exists then
set thistype(o).allocated=true
endif
call thistype(o).index()
endif
else
static if thistype.deindex.exists then
set thistype(o).allocated=true
endif
call thistype(o).index()
endif
return false
endmethod
endif
static if thistype.deindex.exists then
private static method onDeindexEvent takes nothing returns boolean
static if thistype.filter.exists then
static if thistype.index.exists then
if (thistype(o).allocated) then
set thistype(o).allocated=false
call thistype(o).deindex()
endif
else
if (filter(e[o])) then
call thistype(o).deindex()
endif
endif
else
static if thistype.index.exists then
set thistype(o).allocated=false
endif
call thistype(o).deindex()
endif
return false
endmethod
endif
static if thistype.index.exists then
static if thistype.deindex.exists then
private static method onInit takes nothing returns nothing
call RegisterUnitIndexEvent(Condition(function thistype.onIndexEvent),UnitIndexer.INDEX)
call RegisterUnitIndexEvent(Condition(function thistype.onDeindexEvent),UnitIndexer.DEINDEX)
endmethod
else
private static method onInit takes nothing returns nothing
call RegisterUnitIndexEvent(Condition(function thistype.onIndexEvent),UnitIndexer.INDEX)
endmethod
endif
elseif thistype.deindex.exists then
private static method onInit takes nothing returns nothing
call RegisterUnitIndexEvent(Condition(function thistype.onDeindexEvent),UnitIndexer.DEINDEX)
endmethod
endif
endmodule
endlibrary
//TESH.scrollpos=332
//TESH.alwaysfold=0
library List /* v1.0.0.2
************************************************************************************
*
* */uses/*
*
* */ ErrorMessage /* hiveworkshop.com/forums/submissions-414/snippet-error-message-239210/
*
************************************************************************************
*
* module List
*
* Description
* -------------------------
*
* NA
*
* Fields
* -------------------------
*
* readonly static integer sentinel
*
* readonly thistype list
*
* readonly thistype first
* readonly thistype last
*
* readonly thistype next
* readonly thistype prev
*
* Methods
* -------------------------
*
* static method create takes nothing returns thistype
* method destroy takes nothing returns nothing
* - May only destroy lists
*
* method push takes nothing returns thistype
* method enqueue takes nothing returns thistype
*
* method pop takes nothing returns nothing
* method dequeue takes nothing returns nothing
*
* method remove takes nothing returns nothing
*
* method clear takes nothing returns nothing
*
* debug static method calculateMemoryUsage takes nothing returns integer
* debug static method getAllocatedMemoryAsString takes nothing returns string
*
************************************************************************************/
module List
private static thistype collectionCount = 0
private static thistype nodeCount = 0
debug private boolean isNode
debug private boolean isCollection
private thistype _list
method operator list takes nothing returns thistype
debug call ThrowError(this == 0, "List", "list", "thistype", this, "Attempted To Read Null Node.")
debug call ThrowError(not isNode, "List", "list", "thistype", this, "Attempted To Read Invalid Node.")
return _list
endmethod
private thistype _next
method operator next takes nothing returns thistype
debug call ThrowError(this == 0, "List", "next", "thistype", this, "Attempted To Go Out Of Bounds.")
debug call ThrowError(not isNode, "List", "next", "thistype", this, "Attempted To Read Invalid Node.")
return _next
endmethod
private thistype _prev
method operator prev takes nothing returns thistype
debug call ThrowError(this == 0, "List", "prev", "thistype", this, "Attempted To Go Out Of Bounds.")
debug call ThrowError(not isNode, "List", "prev", "thistype", this, "Attempted To Read Invalid Node.")
return _prev
endmethod
private thistype _first
method operator first takes nothing returns thistype
debug call ThrowError(this == 0, "List", "first", "thistype", this, "Attempted To Read Null List.")
debug call ThrowError(not isCollection, "List", "first", "thistype", this, "Attempted To Read Invalid List.")
return _first
endmethod
private thistype _last
method operator last takes nothing returns thistype
debug call ThrowError(this == 0, "List", "last", "thistype", this, "Attempted To Read Null List.")
debug call ThrowError(not isCollection, "List", "last", "thistype", this, "Attempted To Read Invalid List.")
return _last
endmethod
static method operator sentinel takes nothing returns integer
return 0
endmethod
private static method allocateCollection takes nothing returns thistype
local thistype this = thistype(0)._first
if (0 == this) then
debug call ThrowError(collectionCount == 8191, "List", "allocateCollection", "thistype", 0, "Overflow.")
set this = collectionCount + 1
set collectionCount = this
else
set thistype(0)._first = _first
endif
return this
endmethod
private static method allocateNode takes nothing returns thistype
local thistype this = thistype(0)._next
if (0 == this) then
debug call ThrowError(nodeCount == 8191, "List", "allocateNode", "thistype", 0, "Overflow.")
set this = nodeCount + 1
set nodeCount = this
else
set thistype(0)._next = _next
endif
return this
endmethod
static method create takes nothing returns thistype
local thistype this = allocateCollection()
debug set isCollection = true
set _first = 0
return this
endmethod
method push takes nothing returns thistype
local thistype node = allocateNode()
debug call ThrowError(this == 0, "List", "push", "thistype", this, "Attempted To Push On To Null List.")
debug call ThrowError(not isCollection, "List", "push", "thistype", this, "Attempted To Push On To Invalid List.")
debug set node.isNode = true
set node._list = this
if (_first == 0) then
set _first = node
set _last = node
set node._next = 0
else
set _first._prev = node
set node._next = _first
set _first = node
endif
set node._prev = 0
return node
endmethod
method enqueue takes nothing returns thistype
local thistype node = allocateNode()
debug call ThrowError(this == 0, "List", "enqueue", "thistype", this, "Attempted To Enqueue On To Null List.")
debug call ThrowError(not isCollection, "List", "enqueue", "thistype", this, "Attempted To Enqueue On To Invalid List.")
debug set node.isNode = true
set node._list = this
if (_first == 0) then
set _first = node
set _last = node
set node._prev = 0
else
set _last._next = node
set node._prev = _last
set _last = node
endif
set node._next = 0
return node
endmethod
method pop takes nothing returns nothing
local thistype node = _first
debug call ThrowError(this == 0, "List", "pop", "thistype", this, "Attempted To Pop Null List.")
debug call ThrowError(not isCollection, "List", "pop", "thistype", this, "Attempted To Pop Invalid List.")
debug call ThrowError(node == 0, "List", "pop", "thistype", this, "Attempted To Pop Empty List.")
debug set node.isNode = false
set _first._list = 0
set _first = _first._next
if (_first == 0) then
set _last = 0
else
set _first._prev = 0
endif
set node._next = thistype(0)._next
set thistype(0)._next = node
endmethod
method dequeue takes nothing returns nothing
local thistype node = _last
debug call ThrowError(this == 0, "List", "dequeue", "thistype", this, "Attempted To Dequeue Null List.")
debug call ThrowError(not isCollection, "List", "dequeue", "thistype", this, "Attempted To Dequeue Invalid List.")
debug call ThrowError(node == 0, "List", "dequeue", "thistype", this, "Attempted To Dequeue Empty List.")
debug set node.isNode = false
set _last._list = 0
set _last = _last._prev
if (_last == 0) then
set _first = 0
else
set _last._next = 0
endif
set node._next = thistype(0)._next
set thistype(0)._next = node
endmethod
method remove takes nothing returns nothing
local thistype node = this
set this = node._list
debug call ThrowError(node == 0, "List", "remove", "thistype", this, "Attempted To Remove Null Node.")
debug call ThrowError(not node.isNode, "List", "remove", "thistype", this, "Attempted To Remove Invalid Node (" + I2S(node) + ").")
debug set node.isNode = false
set node._list = 0
if (0 == node._prev) then
set _first = node._next
else
set node._prev._next = node._next
endif
if (0 == node._next) then
set _last = node._prev
else
set node._next._prev = node._prev
endif
set node._next = thistype(0)._next
set thistype(0)._next = node
endmethod
method clear takes nothing returns nothing
debug local thistype node = _first
debug call ThrowError(this == 0, "List", "clear", "thistype", this, "Attempted To Clear Null List.")
debug call ThrowError(not isCollection, "List", "clear", "thistype", this, "Attempted To Clear Invalid List.")
static if DEBUG_MODE then
loop
exitwhen node == 0
set node.isNode = false
set node = node._next
endloop
endif
if (_first == 0) then
return
endif
set _last._next = thistype(0)._next
set thistype(0)._next = _first
set _first = 0
set _last = 0
endmethod
method destroy takes nothing returns nothing
debug call ThrowError(this == 0, "List", "destroy", "thistype", this, "Attempted To Destroy Null List.")
debug call ThrowError(not isCollection, "List", "destroy", "thistype", this, "Attempted To Destroy Invalid List.")
static if DEBUG_MODE then
debug call clear()
debug set isCollection = false
else
if (_first != 0) then
set _last._next = thistype(0)._next
set thistype(0)._next = _first
set _last = 0
endif
endif
set _first = thistype(0)._first
set thistype(0)._first = this
endmethod
static if DEBUG_MODE then
static method calculateMemoryUsage takes nothing returns integer
local thistype start = 1
local thistype end = 8191
local integer count = 0
loop
exitwhen integer(start) > integer(end)
if (integer(start) + 500 > integer(end)) then
set count = checkRegion(start, end)
set start = end + 1
else
set count = checkRegion(start, start + 500)
set start = start + 501
endif
endloop
return count
endmethod
private static method checkRegion takes thistype start, thistype end returns integer
local integer count = 0
loop
exitwhen integer(start) > integer(end)
if (start.isNode) then
set count = count + 1
endif
if (start.isCollection) then
set count = count + 1
endif
set start = start + 1
endloop
return count
endmethod
static method getAllocatedMemoryAsString takes nothing returns string
local thistype start = 1
local thistype end = 8191
local string memory = null
loop
exitwhen integer(start) > integer(end)
if (integer(start) + 500 > integer(end)) then
if (memory != null) then
set memory = memory + ", "
endif
set memory = memory + checkRegion2(start, end)
set start = end + 1
else
if (memory != null) then
set memory = memory + ", "
endif
set memory = memory + checkRegion2(start, start + 500)
set start = start + 501
endif
endloop
return memory
endmethod
private static method checkRegion2 takes thistype start, thistype end returns string
local string memory = null
loop
exitwhen integer(start) > integer(end)
if (start.isNode) then
if (memory == null) then
set memory = I2S(start)
else
set memory = memory + ", " + I2S(start) + "N"
endif
endif
if (start.isCollection) then
if (memory == null) then
set memory = I2S(start)
else
set memory = memory + ", " + I2S(start) + "C"
endif
endif
set start = start + 1
endloop
return memory
endmethod
endif
endmodule
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library ErrorMessage /* v1.0.1.4
*************************************************************************************
*
* Issue THW Compliant Error Messages
*
************************************************************************************
*
* debug function ThrowError takes boolean expression, string libraryName, string functionName, string objectName, integer objectInstance, string description returns nothing
* - In the event of an error the game will be permanently paused
*
* debug function ThrowWarning takes boolean expression, string libraryName, string functionName, string objectName, integer objectInstance, string description returns nothing
*
************************************************************************************/
static if DEBUG_MODE then
private struct Fields extends array
static constant string COLOR_RED = "|cffff0000"
static constant string COLOR_YELLOW = "|cffffff00"
static string lastError = null
endstruct
private function Pause takes nothing returns nothing
call PauseGame(true)
endfunction
private function ThrowMessage takes string libraryName, string functionName, string objectName, integer objectInstance, string description, string errorType, string color returns nothing
local string str
local string color_braces = "|cff66FF99"
local string orange = "|cffff6600"
set str = "->\n-> " + color_braces + "{|r " + "Library" + color_braces + "(" + orange + libraryName + color_braces + ")"
if (objectName != null) then
if (objectInstance > 0) then
set str = str + "|r.Object" + color_braces + "(" + orange + objectName + color_braces + " (|rinstance = " + orange + I2S(objectInstance) + color_braces + ") )" + "|r." + "Method" + color_braces + "(" + orange + functionName + color_braces + ")"
else
set str = str + "|r.Object" + color_braces + "(" + orange + objectName + color_braces + ")|r." + "Method" + color_braces + "(" + orange + functionName + color_braces + ")"
endif
else
set str = str + "|r." + "Function" + color_braces + "(" + orange + functionName + color_braces + ")"
endif
set str = str + color_braces + " }|r " + "has thrown an exception of type " + color_braces + "(" + color + errorType + color_braces + ")|r."
set Fields.lastError = str + "\n->\n" + "-> " + color + description + "|r\n->"
endfunction
function ThrowError takes boolean expression, string libraryName, string functionName, string objectName, integer objectInstance, string description returns nothing
if (Fields.lastError != null) then
set objectInstance = 1/0
endif
if (expression) then
call ThrowMessage(libraryName, functionName, objectName, objectInstance, description, "Error", Fields.COLOR_RED)
call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60000,Fields.lastError)
call TimerStart(CreateTimer(), 0, true, function Pause)
set objectInstance = 1/0
endif
endfunction
function ThrowWarning takes boolean expression, string libraryName, string functionName, string objectName, integer objectInstance, string description returns nothing
if (Fields.lastError != null) then
set objectInstance = 1/0
endif
if (expression) then
call ThrowMessage(libraryName, functionName, objectName, objectInstance, description, "Warning", Fields.COLOR_YELLOW)
call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60000,Fields.lastError)
set Fields.lastError = null
endif
endfunction
endif
endlibrary
//TESH.scrollpos=21
//TESH.alwaysfold=0
library CTL /* v1.2.0.2
*************************************************************************************
*
* CTL or Constant Timer Loop provides a loop for constant merged timers of timeout .03125
*
* Similar to T32 but pauses timer when no structs have instances and removes structs
* from timer trigger when those structs have no instances.
*
* This can also create new timers after destroying a previous timer and generates less
* code in the module. It also generates no triggers so long as the module is implemented
* at the top of the struct.
*
************************************************************************************
*
* module CTL
*
* Allows creation/destruction of timers in a struct. Provides instancing of those timers.
*
* - static method create takes nothing returns thistype
* - method destroy takes nothing returns nothing
*
* CTL (optional)
* local variables, code before running any timers
* CTLExpire (not optional)
* timer code
* CTLNull (optional)
* null any locals, runs after all timers
* CTLEnd (not optional)
*
* module CT32
*
* Converts struct into a timer group. Allows the timer group to be started and stopped.
* Instancing and looping through active timers is up to the user.
*
* - static method start takes nothing returns nothing
* - static method stop takes nothing returns nothing
*
* CT32 (not optional)
* timer code
* CT32End (not optional)
*
* struct TimerGroup32 extends array
*
* Allows for the creation of timer groups. Timer instancing and looping is entirely up
* to the user.
*
* - static method create takes code func returns thistype
* - method destroy takes nothing returns nothing
* - method start takes nothing returns nothing
* - method stop takes nothing returns nothing
*
************************************************************************************/
globals
private integer tgc = 0 //timer group count
private integer array tgr //timer group recycler
private integer ic=0 //instance count
private integer tc=0 //timer count
private integer array rf //root first
private integer array n //next
private integer array p //previous
private integer array th //timer head
private integer array ns //next stack
private trigger t=CreateTrigger()
private timer m=CreateTimer()
private triggercondition array ct
private conditionfunc array rc
private boolean array e32 //enabled
private integer array i32r //ct32 recycler
private integer i32cr = 0 //ct32 count recycler
private boolean array ir32 //is recycling
private boolean array id32 //is destroying
endglobals
private function E takes nothing returns nothing
local integer i=ns[0]
set ns[0]=0
loop
exitwhen 0==i
if (0==p[i]) then
if (0==n[i]) then
call TriggerRemoveCondition(t,ct[th[i]])
set ct[th[i]]=null
set tc=tc-1
set rf[th[i]]=0
else
set rf[th[i]]=n[i]
set p[n[i]]=0
endif
else
set p[n[i]]=p[i]
set n[p[i]]=n[i]
endif
set n[i]=n[0]
set n[0]=i
set i=ns[i]
endloop
loop
exitwhen 0 == i32cr
set i32cr = i32cr - 1
set i = i32r[i32cr]
if (not e32[i]) then
call TriggerRemoveCondition(t,ct[i])
set ct[i] = null
if (id32[i]) then
set tgr[i] = tgr[0]
set tgr[0] = i
set id32[i] = false
endif
set ir32[i] = false
endif
endloop
if (0==tc) then
call PauseTimer(m)
else
call TriggerEvaluate(t)
endif
endfunction
private function CT takes integer r returns integer
local integer i
local integer f
if (0==n[0]) then
set i=ic+1
set ic=i
else
set i=n[0]
set n[0]=n[i]
endif
set th[i]=r
set ns[i]=-1
set f=rf[r]
if (0==f) then
set n[i]=0
set p[i]=0
set rf[r]=i
set ct[r]=TriggerAddCondition(t,rc[r])
//set ct[r] = null
if (0==tc) then
call TimerStart(m,.031250000,true,function E)
endif
set tc=tc+1
else
set n[i]=f
set p[i]=0
set p[f]=i
set rf[r]=i
endif
return i
endfunction
private function DT takes integer t returns nothing
debug if (0>ns[t]) then
set ns[t]=ns[0]
set ns[0]=t
debug else
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,60,"TIMER LOOP ERROR: ATTEMPT TO DESTROY NULL TIMER")
debug endif
endfunction
private function A takes code c returns integer
local integer i = tgr[0]
if (0 == i) then
set i = tgc + 1
set tgc = i
else
set tgr[0] = tgr[i]
endif
set rc[i]=Condition(c)
return i
endfunction
private function A32 takes integer i returns nothing
if (not (e32[i] or id32[i])) then
if (ir32[i]) then
set ir32[i] = false
else
set ct[i] = TriggerAddCondition(t, rc[i])
endif
if (0 == tc) then
call TimerStart(m,.031250000,true,function E)
endif
set tc = tc + 1
set e32[i] = true
endif
endfunction
private function SR32 takes integer i returns nothing
if (e32[i]) then
if (not (ir32[i] or id32[i])) then
set i32r[i32cr] = i
set i32cr = i32cr + 1
set ir32[i] = true
endif
set e32[i] = false
set tc = tc - 1
endif
endfunction
private function DT32 takes integer i returns nothing
if (not id32[i]) then
if (not ir32[i]) then
set ir32[i] = true
set tc = tc - 1
set i32r[i32cr] = i
set i32cr = i32cr + 1
set e32[i] = false
endif
set id32[i] = true
endif
endfunction
private keyword r
private keyword e
module CTL
static integer rctl32
static method create takes nothing returns thistype
return CT(rctl32)
endmethod
method destroy takes nothing returns nothing
call DT(this)
endmethod
static method ectl32 takes nothing returns boolean
local thistype this=rf[rctl32]
endmodule
module CTLExpire
implement CTL
loop
exitwhen 0==this
endmodule
module CTLNull
set this=n[this]
endloop
endmodule
module CTLEnd
implement CTLNull
return false
endmethod
private static method onInit takes nothing returns nothing
set rctl32 = A(function thistype.ectl32)
endmethod
endmodule
module CT32
static integer rctl32
static method ectl32 takes nothing returns boolean
endmodule
module CT32End
return false
endmethod
static method start takes nothing returns nothing
call A32(rctl32)
endmethod
static method stop takes nothing returns nothing
call SR32(rctl32)
endmethod
private static method onInit takes nothing returns nothing
set rctl32 = A(function thistype.ectl32)
endmethod
endmodule
struct TimerGroup32 extends array
static method create takes code c returns thistype
return A(c)
endmethod
method destroy takes nothing returns nothing
call DT32(this)
endmethod
method start takes nothing returns nothing
call A32(this)
endmethod
method stop takes nothing returns nothing
call SR32(this)
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library_once Event /* v2.0.0.1
************************************************************************************
*
* Functions
*
* function CreateEvent takes nothing returns integer
* function TriggerRegisterEvent takes trigger t, integer ev returns nothing
*
************************************************************************************
*
* struct Event extends array
*
* static method create takes nothing returns thistype
* method registerTrigger takes trigger t returns nothing
* method register takes boolexpr c returns nothing
* method fire takes nothing returns nothing
*
************************************************************************************/
globals
private real q=0
endglobals
struct Event extends array
private static integer w=0
private static trigger array e
static method create takes nothing returns thistype
set w=w+1
set e[w]=CreateTrigger()
return w
endmethod
method registerTrigger takes trigger t returns nothing
call TriggerRegisterVariableEvent(t,SCOPE_PRIVATE+"q",EQUAL,this)
endmethod
method register takes boolexpr c returns nothing
call TriggerAddCondition(e[this],c)
endmethod
method fire takes nothing returns nothing
set q=0
set q=this
call TriggerEvaluate(e[this])
endmethod
endstruct
function CreateEvent takes nothing returns Event
return Event.create()
endfunction
function TriggerRegisterEvent takes trigger t,Event ev returns nothing
call ev.registerTrigger(t)
endfunction
function RegisterEvent takes boolexpr c,Event ev returns nothing
call ev.register(c)
endfunction
function FireEvent takes Event ev returns nothing
call ev.fire()
endfunction
endlibrary
//TESH.scrollpos=28
//TESH.alwaysfold=0
/**************************************************************
*
* RegisterPlayerUnitEvent
* v5.1.0.1
* By Magtheridon96
*
* I would like to give a special thanks to Bribe, azlier
* and BBQ for improving this library. For modularity, it only
* supports player unit events.
*
* Functions passed to RegisterPlayerUnitEvent must either
* return a boolean (false) or nothing. (Which is a Pro)
*
* Warning:
* --------
*
* - Don't use TriggerSleepAction inside registered code.
* - Don't destroy a trigger unless you really know what you're doing.
*
* API:
* ----
*
* - function RegisterPlayerUnitEvent takes playerunitevent whichEvent, code whichFunction returns nothing
* - Registers code that will execute when an event fires.
* - function RegisterPlayerUnitEventForPlayer takes playerunitevent whichEvent, code whichFunction, player whichPlayer returns nothing
* - Registers code that will execute when an event fires for a certain player.
* - function GetPlayerUnitEventTrigger takes playerunitevent whichEvent returns trigger
* - Returns the trigger corresponding to ALL functions of a playerunitevent.
*
**************************************************************/
library RegisterPlayerUnitEvent // Special Thanks to Bribe and azlier
globals
private trigger array t
endglobals
function RegisterPlayerUnitEvent takes playerunitevent p, code c returns nothing
local integer i = GetHandleId(p)
local integer k = 15
if t[i] == null then
set t[i] = CreateTrigger()
loop
call TriggerRegisterPlayerUnitEvent(t[i], Player(k), p, null)
exitwhen k == 0
set k = k - 1
endloop
endif
call TriggerAddCondition(t[i], Filter(c))
endfunction
function RegisterPlayerUnitEventForPlayer takes playerunitevent p, code c, player pl returns nothing
local integer i = 16 * GetHandleId(p) + GetPlayerId(pl)
if t[i] == null then
set t[i] = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(t[i], pl, p, null)
endif
call TriggerAddCondition(t[i], Filter(c))
endfunction
function GetPlayerUnitEventTrigger takes playerunitevent p returns trigger
return t[GetHandleId(p)]
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
//============================================================================
// SpellEffectEvent
// - Version 1.1.0.0
//
// API
// ---
// RegisterSpellEffectEvent(integer abil, code onCast)
//
// Requires
// --------
// RegisterPlayerUnitEvent: hiveworkshop.com/forums/showthread.php?t=203338
//
// Optional
// --------
// Table: hiveworkshop.com/forums/showthread.php?t=188084
//
library SpellEffectEvent requires RegisterPlayerUnitEvent, optional Table
//============================================================================
private module M
static if LIBRARY_Table then
static Table tb
else
static hashtable ht = InitHashtable()
endif
static method onCast takes nothing returns nothing
static if LIBRARY_Table then
call TriggerEvaluate(.tb.trigger[GetSpellAbilityId()])
else
call TriggerEvaluate(LoadTriggerHandle(.ht, 0, GetSpellAbilityId()))
endif
endmethod
private static method onInit takes nothing returns nothing
static if LIBRARY_Table then
set .tb = Table.create()
endif
call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_SPELL_EFFECT, function thistype.onCast)
endmethod
endmodule
//============================================================================
private struct S extends array
implement M
endstruct
//============================================================================
function RegisterSpellEffectEvent takes integer abil, code onCast returns nothing
static if LIBRARY_Table then
if not S.tb.handle.has(abil) then
set S.tb.trigger[abil] = CreateTrigger()
endif
call TriggerAddCondition(S.tb.trigger[abil], Filter(onCast))
else
if not HaveSavedHandle(S.ht, 0, abil) then
call SaveTriggerHandle(S.ht, 0, abil, CreateTrigger())
endif
call TriggerAddCondition(LoadTriggerHandle(S.ht, 0, abil), Filter(onCast))
endif
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library Table /* made by Bribe, special thanks to Vexorian & Nestharus, version 3.1.0.1
One map, one hashtable. Welcome to NewTable 3.1
This library was originally called NewTable so it didn't conflict with
the API of Table by Vexorian. However, the damage is done and it's too
late to change the library name now. To help with damage control, I
have provided an extension library called TableBC, which bridges all
the functionality of Vexorian's Table except for 2-D string arrays &
the ".flush(integer)" method. I use ".flush()" to flush a child hash-
table, because I wanted the API in NewTable to reflect the API of real
hashtables (I thought this would be more intuitive).
API
------------
struct Table
| static method create takes nothing returns Table
| create a new Table
|
| method destroy takes nothing returns nothing
| destroy it
|
| method flush takes nothing returns nothing
| flush all stored values inside of it
|
| method remove takes integer key returns nothing
| remove the value at index "key"
|
| method operator []= takes integer key, $TYPE$ value returns nothing
| assign "value" to index "key"
|
| method operator [] takes integer key returns $TYPE$
| load the value at index "key"
|
| method has takes integer key returns boolean
| whether or not the key was assigned
|
----------------
struct TableArray
| static method operator [] takes integer array_size returns TableArray
| create a new array of Tables of size "array_size"
|
| method destroy takes nothing returns nothing
| destroy it
|
| method flush takes nothing returns nothing
| flush and destroy it
|
| method operator size takes nothing returns integer
| returns the size of the TableArray
|
| method operator [] takes integer key returns Table
| returns a Table accessible exclusively to index "key"
*/
globals
private integer less = 0 //Index generation for TableArrays (below 0).
private integer more = 8190 //Index generation for Tables.
//Configure it if you use more than 8190 "key" variables in your map (this will never happen though).
private hashtable ht = InitHashtable()
private key sizeK
private key listK
endglobals
private struct dex extends array
static method operator size takes nothing returns Table
return sizeK
endmethod
static method operator list takes nothing returns Table
return listK
endmethod
endstruct
private struct handles extends array
method has takes integer key returns boolean
return HaveSavedHandle(ht, this, key)
endmethod
method remove takes integer key returns nothing
call RemoveSavedHandle(ht, this, key)
endmethod
endstruct
private struct agents extends array
method operator []= takes integer key, agent value returns nothing
call SaveAgentHandle(ht, this, key, value)
endmethod
endstruct
//! textmacro NEW_ARRAY_BASIC takes SUPER, FUNC, TYPE
private struct $TYPE$s extends array
method operator [] takes integer key returns $TYPE$
return Load$FUNC$(ht, this, key)
endmethod
method operator []= takes integer key, $TYPE$ value returns nothing
call Save$FUNC$(ht, this, key, value)
endmethod
method has takes integer key returns boolean
return HaveSaved$SUPER$(ht, this, key)
endmethod
method remove takes integer key returns nothing
call RemoveSaved$SUPER$(ht, this, key)
endmethod
endstruct
private module $TYPE$m
method operator $TYPE$ takes nothing returns $TYPE$s
return this
endmethod
endmodule
//! endtextmacro
//! textmacro NEW_ARRAY takes FUNC, TYPE
private struct $TYPE$s extends array
method operator [] takes integer key returns $TYPE$
return Load$FUNC$Handle(ht, this, key)
endmethod
method operator []= takes integer key, $TYPE$ value returns nothing
call Save$FUNC$Handle(ht, this, key, value)
endmethod
endstruct
private module $TYPE$m
method operator $TYPE$ takes nothing returns $TYPE$s
return this
endmethod
endmodule
//! endtextmacro
//Run these textmacros to include the entire hashtable API as wrappers.
//Don't be intimidated by the number of macros - Vexorian's map optimizer is
//supposed to kill functions which inline (all of these functions inline).
//! runtextmacro NEW_ARRAY_BASIC("Real", "Real", "real")
//! runtextmacro NEW_ARRAY_BASIC("Boolean", "Boolean", "boolean")
//! runtextmacro NEW_ARRAY_BASIC("String", "Str", "string")
//! runtextmacro NEW_ARRAY("Player", "player")
//! runtextmacro NEW_ARRAY("Widget", "widget")
//! runtextmacro NEW_ARRAY("Destructable", "destructable")
//! runtextmacro NEW_ARRAY("Item", "item")
//! runtextmacro NEW_ARRAY("Unit", "unit")
//! runtextmacro NEW_ARRAY("Ability", "ability")
//! runtextmacro NEW_ARRAY("Timer", "timer")
//! runtextmacro NEW_ARRAY("Trigger", "trigger")
//! runtextmacro NEW_ARRAY("TriggerCondition", "triggercondition")
//! runtextmacro NEW_ARRAY("TriggerAction", "triggeraction")
//! runtextmacro NEW_ARRAY("TriggerEvent", "event")
//! runtextmacro NEW_ARRAY("Force", "force")
//! runtextmacro NEW_ARRAY("Group", "group")
//! runtextmacro NEW_ARRAY("Location", "location")
//! runtextmacro NEW_ARRAY("Rect", "rect")
//! runtextmacro NEW_ARRAY("BooleanExpr", "boolexpr")
//! runtextmacro NEW_ARRAY("Sound", "sound")
//! runtextmacro NEW_ARRAY("Effect", "effect")
//! runtextmacro NEW_ARRAY("UnitPool", "unitpool")
//! runtextmacro NEW_ARRAY("ItemPool", "itempool")
//! runtextmacro NEW_ARRAY("Quest", "quest")
//! runtextmacro NEW_ARRAY("QuestItem", "questitem")
//! runtextmacro NEW_ARRAY("DefeatCondition", "defeatcondition")
//! runtextmacro NEW_ARRAY("TimerDialog", "timerdialog")
//! runtextmacro NEW_ARRAY("Leaderboard", "leaderboard")
//! runtextmacro NEW_ARRAY("Multiboard", "multiboard")
//! runtextmacro NEW_ARRAY("MultiboardItem", "multiboarditem")
//! runtextmacro NEW_ARRAY("Trackable", "trackable")
//! runtextmacro NEW_ARRAY("Dialog", "dialog")
//! runtextmacro NEW_ARRAY("Button", "button")
//! runtextmacro NEW_ARRAY("TextTag", "texttag")
//! runtextmacro NEW_ARRAY("Lightning", "lightning")
//! runtextmacro NEW_ARRAY("Image", "image")
//! runtextmacro NEW_ARRAY("Ubersplat", "ubersplat")
//! runtextmacro NEW_ARRAY("Region", "region")
//! runtextmacro NEW_ARRAY("FogState", "fogstate")
//! runtextmacro NEW_ARRAY("FogModifier", "fogmodifier")
//! runtextmacro NEW_ARRAY("Hashtable", "hashtable")
struct Table extends array
// Implement modules for intuitive syntax (tb.handle; tb.unit; etc.)
implement realm
implement booleanm
implement stringm
implement playerm
implement widgetm
implement destructablem
implement itemm
implement unitm
implement abilitym
implement timerm
implement triggerm
implement triggerconditionm
implement triggeractionm
implement eventm
implement forcem
implement groupm
implement locationm
implement rectm
implement boolexprm
implement soundm
implement effectm
implement unitpoolm
implement itempoolm
implement questm
implement questitemm
implement defeatconditionm
implement timerdialogm
implement leaderboardm
implement multiboardm
implement multiboarditemm
implement trackablem
implement dialogm
implement buttonm
implement texttagm
implement lightningm
implement imagem
implement ubersplatm
implement regionm
implement fogstatem
implement fogmodifierm
implement hashtablem
method operator handle takes nothing returns handles
return this
endmethod
method operator agent takes nothing returns agents
return this
endmethod
//set this = tb[GetSpellAbilityId()]
method operator [] takes integer key returns Table
return LoadInteger(ht, this, key)
endmethod
//set tb[389034] = 8192
method operator []= takes integer key, Table tb returns nothing
call SaveInteger(ht, this, key, tb)
endmethod
//set b = tb.has(2493223)
method has takes integer key returns boolean
return HaveSavedInteger(ht, this, key)
endmethod
//call tb.remove(294080)
method remove takes integer key returns nothing
call RemoveSavedInteger(ht, this, key)
endmethod
//Remove all data from a Table instance
method flush takes nothing returns nothing
call FlushChildHashtable(ht, this)
endmethod
//local Table tb = Table.create()
static method create takes nothing returns Table
local Table this = dex.list[0]
if this == 0 then
set this = more + 1
set more = this
else
set dex.list[0] = dex.list[this]
call dex.list.remove(this) //Clear hashed memory
endif
debug set dex.list[this] = -1
return this
endmethod
// Removes all data from a Table instance and recycles its index.
//
// call tb.destroy()
//
method destroy takes nothing returns nothing
debug if dex.list[this] != -1 then
debug call BJDebugMsg("Table Error: Tried to double-free instance: " + I2S(this))
debug return
debug endif
call this.flush()
set dex.list[this] = dex.list[0]
set dex.list[0] = this
endmethod
//! runtextmacro optional TABLE_BC_METHODS()
endstruct
//! runtextmacro optional TABLE_BC_STRUCTS()
struct TableArray extends array
//Returns a new TableArray to do your bidding. Simply use:
//
// local TableArray ta = TableArray[array_size]
//
static method operator [] takes integer array_size returns TableArray
local Table tb = dex.size[array_size] //Get the unique recycle list for this array size
local TableArray this = tb[0] //The last-destroyed TableArray that had this array size
debug if array_size <= 0 then
debug call BJDebugMsg("TypeError: Invalid specified TableArray size: " + I2S(array_size))
debug return 0
debug endif
if this == 0 then
set this = less - array_size
set less = this
else
set tb[0] = tb[this] //Set the last destroyed to the last-last destroyed
call tb.remove(this) //Clear hashed memory
endif
set dex.size[this] = array_size //This remembers the array size
return this
endmethod
//Returns the size of the TableArray
method operator size takes nothing returns integer
return dex.size[this]
endmethod
//This magic method enables two-dimensional[array][syntax] for Tables,
//similar to the two-dimensional utility provided by hashtables them-
//selves.
//
//ta[integer a].unit[integer b] = unit u
//ta[integer a][integer c] = integer d
//
//Inline-friendly when not running in debug mode
//
method operator [] takes integer key returns Table
static if DEBUG_MODE then
local integer i = this.size
if i == 0 then
call BJDebugMsg("IndexError: Tried to get key from invalid TableArray instance: " + I2S(this))
return 0
elseif key < 0 or key >= i then
call BJDebugMsg("IndexError: Tried to get key [" + I2S(key) + "] from outside TableArray bounds: " + I2S(i))
return 0
endif
endif
return this + key
endmethod
//Destroys a TableArray without flushing it; I assume you call .flush()
//if you want it flushed too. This is a public method so that you don't
//have to loop through all TableArray indices to flush them if you don't
//need to (ie. if you were flushing all child-keys as you used them).
//
method destroy takes nothing returns nothing
local Table tb = dex.size[this.size]
debug if this.size == 0 then
debug call BJDebugMsg("TypeError: Tried to destroy an invalid TableArray: " + I2S(this))
debug return
debug endif
if tb == 0 then
//Create a Table to index recycled instances with their array size
set tb = Table.create()
set dex.size[this.size] = tb
endif
call dex.size.remove(this) //Clear the array size from hash memory
set tb[this] = tb[0]
set tb[0] = this
endmethod
private static Table tempTable
private static integer tempEnd
//Avoids hitting the op limit
private static method clean takes nothing returns nothing
local Table tb = .tempTable
local integer end = tb + 0x1000
if end < .tempEnd then
set .tempTable = end
call ForForce(bj_FORCE_PLAYER[0], function thistype.clean)
else
set end = .tempEnd
endif
loop
call tb.flush()
set tb = tb + 1
exitwhen tb == end
endloop
endmethod
//Flushes the TableArray and also destroys it. Doesn't get any more
//similar to the FlushParentHashtable native than this.
//
method flush takes nothing returns nothing
debug if this.size == 0 then
debug call BJDebugMsg("TypeError: Tried to flush an invalid TableArray instance: " + I2S(this))
debug return
debug endif
set .tempTable = this
set .tempEnd = this + this.size
call ForForce(bj_FORCE_PLAYER[0], function thistype.clean)
call this.destroy()
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
/*
* Read Me
* ---------
*
* In order to use Meat Hook you have to setup some things
* Copy the Required and Meat Hook folder into your map
* Copy the Meat Hook Ability
* Go throught the settings in the Meat Hook library
*
* Also you have to setup Dummy and UnitIndexer
*
* Dummy
*
* 1. Import the dummy model into your map (F12) - Import Editor
* 2. Copy the unit particle into your map (F6) - Object Editor
* 3. Set private constant integer DUMMY_ID inside the Dummy library
* to the correct path of particle (CTRL + D) - Object Editor and Trigger Editor
*
* UnitIndexer
*
* 1. Copy the Unit indexing ability into your map (F6) - Object Editor
* 2. Set constant integer ABILITIES_UNIT_INDEXER inside the UnitIndexer library
* to the correct path of the Unit Indexing ability (CTRL + D) - Object Editor and Trigger Editor
*/
//TESH.scrollpos=69
//TESH.alwaysfold=0
scope MeatHook /* v4.0
*************************************************************************************
*
* Launches a bloody hook at an unit or location. The hook will snag the first target it encounters,
* dealing damage, then dragging the victim back to the caster.
*
*************************************************************************************
*
* Credits
*
* To Nestharus
* -----------------------
*
* For CTL , UnitIndexer, WorldBounds, Event, ErrorMessage, List, Dummy
*
* To Maghteridon96
* -----------------------
*
* For RegisterPlayerUnitEvent
*
* To Bribe
* -----------------------
*
* For SpellEffectEvent, Table
*
*
**************************************************************************************
*
* Configuration
* ¯¯¯¯¯¯¯¯¯¯¯¯¯
*/
native UnitAlive takes unit id returns boolean
globals
/* General Meat Hook settings
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*/
private constant integer HOOK_ABILITY = 'A002'//Ability raw-code of Meat Hook
private constant attacktype ATTACK_TYPE = ATTACK_TYPE_NORMAL
private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
private constant boolean SEARCH_TARGETS_ON_RETRACT = true
/*
* SEARCH_TARGETS_ON_RETRACT is a constant boolean, if true the hook looks up for targets while retracting
* --> A hook can only have one target at the same time.
*/
private constant real HOOK_HEIGHT = 50.
/*
* Offset of each chainlink towards the ground.
*/
private constant real DETECTION_AOE = 100.
/*
* Aoe in which the head is detecting valid targets.
*/
private constant real MODEL_SCALING = 1.5
/*
* Model scaling of each hook link.
*/
private constant real GAP_BETWEEN_LINKS_FACTOR = 2.2
/*
* Is calculated GAP_BETWEEN_LINKS_FACTOR *TimerTimeout*Hookspeed. For instance 2.2*0.03125*600 = 41.25
*/
private constant string HEAD_MODEL = "Abilities\\Weapons\\SentinelMissile\\SentinelMissile.mdl"
private constant string CHAIN_MODEL = "Abilities\\Weapons\\WardenMissile\\WardenMissile.mdl"
private constant string EFFECT_ONHIT = "Objects\\Spawnmodels\\Human\\HumanBlood\\BloodElfSpellThiefBlood.mdl"
private constant string ATTACH_POINT = "origin"
/*
* FPS drop protection
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* MAX_LINKS_PER_LOOP prevents spamming hook links during one loop. A number of 10 is recommended.
*/
private constant integer MAX_LINKS_CREATED_PER_LOOP = 10
endglobals
//Define which units are considered as targets
private function TargetFilter takes unit target, unit caster returns boolean
return UnitAlive(target) and not IsUnitType(target, UNIT_TYPE_STRUCTURE) and (target != caster) and (not IsUnitType(target, UNIT_TYPE_FLYING))
endfunction
//Define the hit damage. level is the ability "level" for the caster
private constant function GetDamage takes integer level returns real
return 100. + 100.*level
endfunction
//Define the maximum range of the hook. "level" is the ability level for the caster
private constant function GetRange takes integer level returns real
return 1000. + 200.*level
endfunction
//Define the speed of the hook measured in movement speed. "level" is the ability level for the caster
private constant function GetSpeed takes integer level returns real
return 600.00 + (0.*level)
endfunction
//Script code. Don't edit enything below.
private keyword MEAT_HOOK_INITIALIZER
private struct Link extends array
implement List
real x
real y
real angle
effect sfx
Dummy dum
method attach takes real x, real y, real angle, string sfx returns nothing
set this.x = x
set this.y = y
set this.angle = angle
set this.dum = Dummy.create(x, y, angle*bj_RADTODEG)
set this.sfx = AddSpecialEffectTarget(sfx, this.dum.unit, "origin")
call SetUnitScale(this.dum.unit,MODEL_SCALING, 1, 1)
call SetUnitFlyHeight(this.dum.unit, HOOK_HEIGHT, 0)
endmethod
endstruct
private struct Main extends array
static group enu = CreateGroup()
static thistype array index//Use to release units from an hook on double hit.
Link list
player owner
unit caster
unit aim
real damage
real range
real speed
real angle
real gap
boolean end
boolean hit
boolean extend
implement CTL
local integer i//Required to prevent spamming within one loop
local real x
local real y
local real x0
local real y0
local real a
local real d
local Link cur
local thistype node//Required for the linked list
local unit u//Group enumeration
implement CTLExpire
if (UnitAlive(caster)) then
set i = 0
set cur = list.last
set x = GetUnitX(caster)
set y = GetUnitY(caster)
set d = SquareRoot((cur.x - x)*(cur.x - x) + (cur.y - y)*(cur.y - y))//Distance between the last link and the caster
if (d > gap)then//Check if additional chain members have to be created
loop
exitwhen (d < gap) or MAX_LINKS_CREATED_PER_LOOP == i
set a = Atan2(y - cur.y, x - cur.x)
set x0 = cur.x
set y0 = cur.y
/*
* enqueue the list and attach a dummy to the returned instance.
*/
set node = list.enqueue()
set cur = node
call cur.attach(x0 + gap*Cos(a), y0 + gap*Sin(a), a, CHAIN_MODEL)
set d = d - speed
set i = i + 1
endloop
endif
if (extend) then
set cur = list.first//Head of the hook
loop
exitwhen cur == cur.sentinel//sentinel equals 0
if (cur == list.first) then//Determine the correct angle
set cur.angle = angle
else
set cur.angle = Atan2(y - cur.y, x - cur.x)
endif
set cur.x = cur.x + speed*Cos(cur.angle)//The correct new x/y coordinate according to the new angle
set cur.y = cur.y + speed*Sin(cur.angle)
set x = cur.x
set y = cur.y
/*
* WorldBounds is very important, otherwise the game may crash, if units are moved outside boundaries.
* A good alternative would be BoundSentinel.
* BoundSentinel creates less overhead.
*/
if (x < WorldBounds.maxX) and (x > WorldBounds.minX) and (y < WorldBounds.maxY) and (y > WorldBounds.minY) then
call SetUnitX(cur.dum.unit, x)
call SetUnitY(cur.dum.unit, y)
else
set end = true
endif
if (cur == list.first) then
call GroupEnumUnitsInRange(enu, x, y, DETECTION_AOE, null)
loop
set u = FirstOfGroup(enu)
exitwhen u == null
call GroupRemoveUnit(enu, u)
if (TargetFilter(u, caster)) then
set aim = u
/*
* Detect if the unit has already been hooked
* ind[i] is a thistype array which stores
* this struct instance to the UnitId of aim.
*/
set i = GetUnitId(u)
if (0 == index[i]) then//Has already been hooked?
set index[i] = this
else
set index[i].aim = null//Release the unit from the other hook
set index[i] = this//And connect it to this struct instance
endif
if (IsUnitEnemy(aim, owner)) then//Damage only enemies.
call UnitDamageTarget(caster, aim, damage, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
call DestroyEffect(AddSpecialEffectTarget(EFFECT_ONHIT, aim, ATTACH_POINT))
endif
set extend = false
set u = null
endif
exitwhen u == null
endloop
endif
set cur = cur.next//Move on to the next chain member
endloop
set range = range - speed
if (0.00 > range) then
set extend = false
endif
else
set cur = list.last//Nothing new here, just the other way around
loop
exitwhen cur == cur.sentinel
set node = cur.prev
if cur == list.last then
set angle = Atan2((GetUnitY(caster) - cur.y),(GetUnitX(caster) - cur.x))
else
set angle = Atan2((y - cur.y),(x - cur.x))
endif
set cur.x = cur.x + speed*Cos(angle)
set cur.y = cur.y + speed*Sin(angle)
set x = cur.x
set y = cur.y
call SetUnitX(cur.dum.unit, x)
call SetUnitY(cur.dum.unit, y)
call SetUnitFacing(cur.dum.unit,(angle*bj_RADTODEG) + 180.00)
if (cur == list.first) then
if (aim != null) and UnitAlive(aim) then
call SetUnitX(aim, x)
call SetUnitY(aim, y)
endif
static if SEARCH_TARGETS_ON_RETRACT then
if (aim == null) and (not hit) then//You can only drag a unit once on retract to prevent abuses
call GroupEnumUnitsInRange(enu, x, y, DETECTION_AOE, null)
loop
set u = FirstOfGroup(enu)
exitwhen u == null
call GroupRemoveUnit(enu, u)
if (TargetFilter(u, caster)) then
set aim = u
set hit = not hit// == set .hit = true
set i = GetUnitId(u)
if (0 == index[i]) then
set index[i] = this
else
set index[i].aim = null
set index[i] = this
endif
if (IsUnitEnemy(aim, owner)) then
call UnitDamageTarget(caster, aim, damage, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
call DestroyEffect(AddSpecialEffectTarget(EFFECT_ONHIT, aim, ATTACH_POINT))
endif
set u = null
endif
exitwhen u == null
endloop
endif
endif
endif
if (cur == list.last) and (IsUnitInRange(cur.dum.unit, caster, speed)) then//Check if the member should be destroyed
call DestroyEffect(cur.sfx)
set cur.sfx = null
call SetUnitScale(cur.dum.unit, 1, 1, 1)
call SetUnitFlyHeight(cur.dum.unit, 0, 0)
call cur.dum.destroy()
call list.dequeue()
if (0 == node) then//Check if the list is empty
set end = true
endif
endif
set cur = node
endloop
endif
else
set end = true
endif
if (end) then
set cur = .list.last
loop
exitwhen cur == cur.sentinel
call DestroyEffect(cur.sfx)
set cur.sfx = null
call SetUnitScale(cur.dum.unit, 1, 1, 1)
call SetUnitFlyHeight(cur.dum.unit, 0, 0)
call cur.dum.destroy()
set cur = cur.prev
call list.dequeue()
endloop
call destroy()
call list.destroy()
set owner = null
set caster = null
if (aim != null) then//Check if we had a target
set index[GetUnitId(aim)] = 0//Clear the thistype array
set aim = null
endif
endif
implement CTLEnd
private static method run takes nothing returns boolean
local thistype this = create()
local thistype node
local Link cur
local integer level
local real x
local real y
set caster = GetTriggerUnit()
set owner = GetTriggerPlayer()
set x = GetUnitX(caster)
set y = GetUnitY(caster)
set angle = Atan2(GetSpellTargetY() - y, GetSpellTargetX() - x)
set level = GetUnitAbilityLevel(caster, HOOK_ABILITY)
set damage = GetDamage(level)
set speed = GetSpeed(level)*0.031250000
set range = GetRange(level)
set gap = speed*GAP_BETWEEN_LINKS_FACTOR
set list = Link.create()
set node = list.enqueue()
set cur = node
call cur.attach(x + speed*Cos(angle), y + speed*Sin(angle), angle, HEAD_MODEL)
set extend = true
set end = false
set hit = false
return false
endmethod
static if not LIBRARY_SpellEffectEvent then
private static method check takes nothing returns boolean
if (GetSpellAbilityId() == HOOK_ABILITY) then
call thistype.run()
endif
return false
endmethod
endif
implement MEAT_HOOK_INITIALIZER
endstruct
private module MEAT_HOOK_INITIALIZER
private static method onInit takes nothing returns nothing
static if LIBRARY_SpellEffectEvent then
call RegisterSpellEffectEvent(HOOK_ABILITY, function thistype.run)
else
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function thistype.check))
set t = null
endif
endmethod
endmodule
endscope
//TESH.scrollpos=0
//TESH.alwaysfold=0
library show
globals
private integer NUMBER = 2
private unit array H
private integer X = -700
endglobals
private function Start takes nothing returns nothing
local integer i=0
local unit u = CreateUnit(Player(0),'Hpal',0.,800.,270.)
call SetHeroLevel(u, 10, false)
loop
set H[i]=CreateUnit(Player(1),'Hpal',X,0.,90.)
set X = X + 700
set i=i+1
exitwhen i==NUMBER
endloop
set i = i - 1
call TriggerSleepAction(4.0)
call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,1,"start show ....")
loop
call SelectHeroSkill(H[i],'A002')
exitwhen 0==i
set i=i-1
endloop
loop
set i=NUMBER-1
loop
call IssuePointOrderById(H[i],852662, GetUnitX(H[i]) + 100.*Cos(GetRandomInt(0,359)), GetUnitY(H[i]) + 100*Sin(GetRandomInt(0,359)))
exitwhen 0==i
set i=i-1
endloop
call TriggerSleepAction(4)
endloop
endfunction
private struct Show extends array
private static method onInit takes nothing returns nothing
call Start()
endmethod
endstruct
endlibrary