Name | Type | is_array | initial_value |
demBool | boolean | No | |
demCount | real | No | |
demGroup | group | No | |
demHandicap | real | No | |
demInt | integer | No | |
demLoc | location | No | |
demMovespeed | real | No | |
demScale | real | No | |
demSpawnRect | rect | Yes | |
demUnit | unit | No | |
demWave | integer | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
scope GatlingBot /*
Gatling Bot v3.7
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Created by: Quilnez
A. Description
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Summons an automatic drone at the target location. The drone will
attack enemy units around with hail of gun firings.
B. How to import
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. Import these stuffs into your map:
- (Object Editor - Unit) Missile Dummy
- (Object Editor - Unit) Gatling Bot
- (Object Editor - Abilities) Summon Gatling Bot
- (Import Manager) dummy.mdx
- Other files are rather optional, you can use yours instead
2. Import Gatling Bot trigger into your map
3. Import and configure all required external dependencies properly
4. Configure the spell properly
5. Done!
C. External Dependencies
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- CTL @ github.com/nestharus/JASS/tree/master/jass/Systems/ConstantTimerLoop32
- Missile @ hiveworkshop.com/forums/jass-resources-412/system-missile-207854/
- RapidSound @ hiveworkshop.com/threads/snippet-rapidsound.258991/
- LockBone @ hiveworkshop.com/forums/submissions-414/snippet-lockbone-259005/
D. Credits
¯¯¯¯¯¯¯¯¯¯
Author | Contribution(s)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Nestharus | CTL
BPower | Missile
Muoteck | BTNSpiderbot
Vexorian | dummy.mdx
Gottfrei | LT-1.mdx
Grey Knight | Bullet.mdx
*/
private keyword SFX
/** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
______________________________
General Settings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ */
globals
// Main spell's raw code
private constant integer SPELL_ID = 'A000'
// Drone unit's raw code
private constant integer DRONE_ID = 'h000'
// Dummy unit's raw code (only useful if you don't use MissileRecycler)
private constant integer DUMMY_ID = 'dumi'
// Range to indicate that the master is moving
private constant real MOVE_RANGE_INDICATOR = 64.0
// Drone model's bone that will be rotated around
private constant string LOCKED_BONE = BONE_PART_CHEST
// This value will make sure the drone will
// face straight forward
private constant real LOCKED_BONE_ZOFFSET = 100.0
// If true, the accuracy's inconsistency will be calculated only for once
// Will be noticeable when the drone fires more than one missile at once
private constant boolean ACCURACY_MODE = false
// "move" order id
private constant integer MOVE_ORDER = 851986
// Drone's animation that going to be played
// when it attacks
private constant string ATTACK_ANIMATION = "attack"
// If true all damages by drone will be considered to come
// from it's master instead
private constant boolean CASTER_DAMAGE_SOURCE = true
// If false, the missile will only travel from drone's
// position to it's attack target, ignoring it's optimum
// attack range
private constant boolean STATIC_ATTACK_RANGE = true
// Attack & damage type of dealt damage
private constant attacktype ATTACK_TYPE = ATTACK_TYPE_PIERCE
private constant damagetype DAMAGE_TYPE = DAMAGE_TYPE_NORMAL
// Time for special effects to complete their animations
private constant real SFX_DECAY_TIME = 3.0
// Played when the drone attacks
private constant string FIRE_SOUND_PATH = "war3mapImported\\fire.wav"
private constant integer FIRE_SOUND_VOLUME = 200
// Missile's detail
private constant string MISSILE_MODEL_PATH = "war3mapImported\\Bullet.mdx"
private constant real MISSILE_LAUNCH_Z = 40.0
private constant real MISSILE_IMPACT_Z = 40.0
private constant real MISSILE_COLLISION_SIZE = 45.0
endglobals
private module DroneInitialization
/* ______________________________
Drone's attribute data
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes:
- This block will execute every time a drone
is created
- Use "level" to refer to drone's level
- Use ".unit" to refer to the drone unit */
// 1. Damage amount
// Drone's damage is increased by 6 pts every 5 levels
set .dmgTop = 14.0 + 6.0*I2R(level/5)
set .dmgLow = 11.0 + 6.0*I2R(level/5)
// 2. Piercing attack
// If true, drone's missiles will become piercing
// If ability's level is equal or more than 15, drone's attacks
// will become piercing
set .setPierce = level >= 15
// 3. Impact damage
// Area damage dealt when drone's missile is destroyed
if level < 20 then
set .impactDmg = 0.0
else
set .impactDmg = GetRandomReal(.dmgLow, .dmgTop)
endif
// 4. Impact damage AoE
// AoE range of impact damage
// Impact events will only fire if this AoE > 0
if level < 20 then
set .impactAoE = 0.0
else
set .impactAoE = 200.0
endif
// 5. Missile count
// Number of missile launched at once
// If ability's level is less than 10, drone fires 1 missile
// at once. Else it fires two missiles at once.
if level < 10 then
set .mslCount = 1
else
set .mslCount = 2
endif
// 6. Missile spacing
// Distance between missile. Works if only mslCount is more than 1
set .mslSpace = 30
// 7.Accuracy
// Drone's firing accuracy. Higher value means less accurate
// it would be
set .accuracy = 45.0*bj_DEGTORAD
// 8. Drone's head turn rate
// Drone's head can turn 4 degrees per tick (0.03125 s)
set .turnRate = 4.0*bj_DEGTORAD
// 9. Acquisition range
// Drone can acquire targets within 800 range (level 1-4)
// and 1000 range on higher levels
if level < 5 then
set .acqRange = 800.0
else
set .acqRange = 1000.0
endif
// 10. Attack range
// If ability's level is less than 5, drone's attack range
// is 600. Else it's 800.
if level < 5 then
set .atkRange = 600.0
else
set .atkRange = 800.0
endif
// 11. Attack rate
// Drone will attack every 0.075s
set .atkSpeed = 0.075
// 12. Follow interval
// Drone will follow its master every 0.5s
set .fllwRate = 0.5
// 13. Wander area
// How far the drone is allowed to wander around
// it's master
set .wanderArea = 300.0
// 14. Wander interval
// Drone will wander around every 4s
set .wndrRate = 4.0
// 15. Cautious (self secure)
// If true, the drone will keep some distances from it's target
set .cautious = true
/* ______________________________
Missile's data
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ */
// 1. Missile move rate
// Missiles can move 50 range away per tick
set .mslSpeed = 50.0
// 2. Missile acceleration
// May causes missiles to move faster over times
set .mslAccel = 0.0
// 3. Missile homing state
// If true, the missile will become homing
set .setHoming = false
// 4. Missile turn rate (in radians)
// How agile can the missile turn around (if setHoming=true)
set .mslTrRate = 0.0
// 5. Missile curve in radians (the absolute value must be below HP/2)
set .mslCurve = 0.0
// 6. Missile arc in radians (the absolute value must be below HP/2)
set .mslArc = 0.0
/* ______________________________
Additional Config.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ */
// Drone has 25 additional health points every level
call SetUnitState(.unit, UNIT_STATE_LIFE, 125 + 25*level)
// Drone lasts for 59+level seconds
call UnitApplyTimedLife(.unit, 'BTLF', 59+level)
endmodule
// p = owner of the drone, t = damage target, level = drone level
// By default drone will only attack visible alive units
private function droneTargets takes player p, unit t, integer level returns boolean
return IsUnitEnemy(t, p) and not IsUnitType(t, UNIT_TYPE_MECHANICAL)
endfunction
/* ______________________________
Event Catcher
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ */
private module EventCatcher
// You can use these parameters to manipulate things:
// - "dex" refers to the triggering missile instance ..
// .. read Missile lib's API for more detail
// - "source" refers to the source of the damage
// - "target" refers to the target of the damage
// - "level" refers to the drone's level
// Fires when a unit receive damage from missiles
static method onMissileHit takes Missile dex, unit source, unit target, integer level returns nothing
// Bonus API to create effects with detailed data
// call SFX.onPoint(modelPath, facing, scale, x, y, z, duration)
call SFX.onPoint("war3mapImported\\bullet hit blood.mdx", dex.angle*bj_RADTODEG+180, 1, dex.x, dex.y, dex.z, 3)
endmethod
// Fires when a missile impacts
static method onImpact takes Missile dex, integer level returns nothing
call SFX.onPoint("Abilities\\Weapons\\Rifle\\RifleImpact.mdl", dex.angle*bj_RADTODEG, 1, dex.x, dex.y, dex.z, 1)
endmethod
// Fires when a unit takes damage from impact
static method onImpactHit takes Missile dex, unit source, unit target, integer level returns nothing
endmethod
endmodule
/** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **/
globals
private constant real INTERVAL = 0.031250000
endglobals
native UnitAlive takes unit id returns boolean
private keyword GatlingBot
private struct ResetDummy
unit dummy
real dur
static real MapEdgeX
static real MapEdgeY
implement CTLExpire
set .dur = .dur - INTERVAL
if .dur <= 0 then
call SetUnitX(.dummy, MapEdgeX)
call SetUnitY(.dummy, MapEdgeY)
call SetUnitScale(.dummy, 1, 1, 1)
call destroy()
set .dummy = null
endif
implement CTLEnd
static method reset takes unit whichUnit returns nothing
local thistype this = create()
set .dummy = whichUnit
set .dur = SFX_DECAY_TIME
endmethod
static method onInit takes nothing returns nothing
set MapEdgeX = GetRectMaxX(bj_mapInitialPlayableArea)
set MapEdgeY = GetRectMaxY(bj_mapInitialPlayableArea)
endmethod
endstruct
private struct SFX
static constant player PASSIVE = Player(PLAYER_NEUTRAL_PASSIVE)
static method onPoint takes string model, real angle, real scale, real x, real y, real z, real dur returns nothing
local unit u
static if LIBRARY_MissileRecycler then
set u = GetRecycledMissile(x, y, z, angle)
else
set u = CreateUnit(PASSIVE, DUMMY_ID, x, y, angle)
static if not LIBRARY_AutoFly then
if UnitAddAbility(u, 'Amrf') and UnitRemoveAbility(u, 'Amrf') then
endif
endif
call SetUnitFlyHeight(u, z, 0)
endif
static if LIBRARY_MissileRecycler then
call RecycleMissile(u)
call ResetDummy.reset(u)
else
call UnitApplyTimedLife(u, 'BTLF', dur)
endif
call SetUnitScale(u, scale, 1, 1)
call DestroyEffect(AddSpecialEffectTarget(model, u, "origin"))
set u = null
endmethod
endstruct
private struct Bullet
real distance
Missile missile
GatlingBot index
static group Group = CreateGroup()
implement EventCatcher
static method onRemove takes Missile dex returns boolean
local thistype this = dex.data
local GatlingBot dex2 = .index
local unit u
if dex2.impactAoE > 0 then
call thistype.onImpact(dex, dex2.level)
// Deal impact damage
call GroupEnumUnitsInRange(Group, dex.x, dex.y, dex2.impactAoE, null)
loop
set u = FirstOfGroup(Group)
exitwhen u == null
call GroupRemoveUnit(Group, u)
if u == dex2.target or (droneTargets(dex2.owner, u, dex2.level) and UnitAlive(u) and IsUnitVisible(u, dex2.owner)) then
// If damage source should be drone's master and the master is available
if CASTER_DAMAGE_SOURCE and UnitAlive(dex2.master) then
call thistype.onImpactHit(dex, dex2.master, u, dex2.level)
call UnitDamageTarget(dex2.master, u, dex2.impactDmg, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
else
call thistype.onImpactHit(dex, dex2.unit, u, dex2.level)
call UnitDamageTarget(dex2.unit, u, dex2.impactDmg, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
endif
endif
endloop
endif
call ResetDummy.reset(dex.dummy)
call .destroy()
return true
endmethod
static method onPeriod takes Missile dex returns boolean
local thistype this = dex.data
local GatlingBot dex2 = .index
// If the missile doesn't collide with ground
if GetUnitFlyHeight(dex.dummy) > .01 then
set .distance = .distance+dex.speed
return (dex2.setHoming or not STATIC_ATTACK_RANGE) and .distance > dex2.atkRange
else
return true
endif
endmethod
static method onCollide takes Missile dex, unit justHit returns boolean
local thistype this = dex.data
local GatlingBot dex2 = .index
local real d
if justHit == dex2.target or (droneTargets(dex2.owner, justHit, dex2.level) and UnitAlive(justHit) and IsUnitVisible(justHit, dex2.owner)) then
set d = GetRandomReal(dex2.dmgLow, dex2.dmgTop)
// If damage source should be drone's master and the master is available
if CASTER_DAMAGE_SOURCE and UnitAlive(dex2.master) then
call thistype.onMissileHit(dex, dex2.master, justHit, dex2.level)
call UnitDamageTarget(dex2.master, justHit, d, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
else
call thistype.onMissileHit(dex, dex2.unit, justHit, dex2.level)
call UnitDamageTarget(dex2.unit, justHit, d, false, false, ATTACK_TYPE, DAMAGE_TYPE, null)
endif
call dex.hitWidget(justHit)
// Instantly destroy missile if not piercing
return not dex2.setPierce
else
return false
endif
endmethod
implement MissileStruct
static method fire takes GatlingBot dex returns nothing
local thistype this
local integer i = 0
local real a = dex.angle-bj_PI/2
local real cos = Cos(a)
local real sin = Sin(a)
local real d = (dex.mslSpace*dex.mslCount)/2
local real x = GetUnitX(dex.unit)-d*cos
local real y = GetUnitY(dex.unit)-d*sin
local real droneZ = GetUnitFlyHeight(dex.unit)
local real targetX
local real targetY
local real targetZ
local real acc
local real ar
// If true, the inconsistency will only be calculated once
static if ACCURACY_MODE then
set acc = GetRandomReal(-dex.accuracy,dex.accuracy)/2
endif
set targetZ = GetUnitFlyHeight(dex.target)
if STATIC_ATTACK_RANGE then
set ar = dex.atkRange
else
set targetX = GetUnitX(dex.target)
set targetY = GetUnitY(dex.target)
set ar = SquareRoot((targetX-x)*(targetX-x)+(targetY-y)*(targetY-y))
endif
// Launch missiles
loop
exitwhen i >= dex.mslCount
set this = allocate()
set .distance = 0
static if not ACCURACY_MODE then
set acc = GetRandomReal(-dex.accuracy,dex.accuracy)/2
endif
set .index = dex
set .missile = Missile.create(x, y, droneZ+MISSILE_LAUNCH_Z, dex.angle+acc, ar, MISSILE_IMPACT_Z+targetZ)
set .missile.curve = dex.mslCurve
set .missile.source = dex.unit
set .missile.speed = dex.mslSpeed
set .missile.model = MISSILE_MODEL_PATH
set .missile.arc = dex.mslArc
set .missile.data = this
set .missile.acceleration = dex.mslAccel
set .missile.collision = MISSILE_COLLISION_SIZE
if dex.setHoming then
set .missile.target = dex.target
set .missile.turn = dex.mslTrRate
endif
call launch(.missile)
// Calculate new offset
set x = x+dex.mslSpace*cos
set y = y+dex.mslSpace*sin
set i = i+1
endloop
endmethod
endstruct
private struct GatlingBot extends array
real dmgLow
real dmgTop
real accuracy
real acqRange
real atkRange
real atkSpeed
real fllwRate
real wndrRate
real turnRate
real impactAoE
real impactDmg
real mslAccel
real mslSpace
real mslSpeed
real mslTrRate
real mslCurve
real mslArc
integer mslCount
boolean cautious
boolean setPierce
boolean setHoming
integer level
player owner
unit unit
unit target
unit master
real angle
real masterLocX
real masterLocY
real moveDelay
real attackDelay
real wanderArea
RSound sound
static group TempGroup = CreateGroup()
static unit TempUnit
method getClosestTarget takes real x, real y returns unit
local unit fog
local real closestDist
local real x2
local real y2
local real d
set TempUnit = null
call GroupEnumUnitsInRange(TempGroup, x, y, .acqRange, null)
loop
set fog = FirstOfGroup(TempGroup)
exitwhen fog == null
call GroupRemoveUnit(TempGroup, fog)
if droneTargets(.owner, fog, .level) and UnitAlive(fog) and IsUnitVisible(fog, .owner) then
set x2 = GetUnitX(fog)
set y2 = GetUnitY(fog)
set d = (x2-x)*(x2-x)+(y2-y)*(y2-y)
if TempUnit == null or d<closestDist then
set closestDist = d
set TempUnit = fog
endif
endif
endloop
return TempUnit
endmethod
implement CTL
local real a
local real d
local real r
local real droneX
local real droneY
local real targetX
local real targetY
local real masterX
local real masterY
local unit nt
local boolean b
implement CTLExpire
if UnitAlive(.unit) then
set droneX = GetUnitX(.unit)
set droneY = GetUnitY(.unit)
// If doesn't have target, attempt to obtain one
if .target == null then
set .target = getClosestTarget(droneX, droneY)
set a = GetUnitFacing(.unit)*bj_DEGTORAD
else
// If the target is still valid
if UnitAlive(.target) and IsUnitVisible(.target, .owner) then
set targetX = GetUnitX(.target)
set targetY = GetUnitY(.target)
set r = (droneX-targetX)*(droneX-targetX)+(droneY-targetY)*(droneY-targetY)
// If target is too far
if r > .acqRange*.acqRange then
set .target = null
// If target is beyond the max attack range
elseif r > .atkRange*.atkRange then
// Search for new closer target
set nt = getClosestTarget(droneX, droneY)
if nt != null then
// Switch to the new target
set .target = nt
set targetX = GetUnitX(.target)
set targetY = GetUnitY(.target)
set nt = null
endif
// If it's time to move, then allow drone to come closer to target
if .moveDelay > .fllwRate then
set .moveDelay = 0
if .master != null then
set a = Atan2(GetUnitY(.master)-targetY, GetUnitX(.master)-targetX)+GetRandomReal(-bj_PI, bj_PI)/4
else
set a = Atan2(droneY-targetY, droneX-targetX)+GetRandomReal(-bj_PI, bj_PI)/4
endif
call IssuePointOrderById(.unit, MOVE_ORDER, targetX+.atkRange*Cos(a), targetY+.atkRange*Sin(a))
endif
else
if .cautious and .moveDelay > .fllwRate then
set .moveDelay = 0
if .master != null then
set a = Atan2(GetUnitY(.master)-targetY, GetUnitX(.master)-targetX)+GetRandomReal(-bj_PI, bj_PI)/4
else
set a = Atan2(droneY-targetY, droneX-targetX)+GetRandomReal(-bj_PI, bj_PI)/4
endif
call IssuePointOrderById(.unit, MOVE_ORDER, targetX+.atkRange*Cos(a), targetY+.atkRange*Sin(a))
endif
// If ready to fire (attack)
if .attackDelay > .atkSpeed then
set .attackDelay = 0
call Bullet.fire(this)
call SetUnitAnimation(.unit, ATTACK_ANIMATION)
if .sound != 0 then
call .sound.play(droneX, droneY, MISSILE_LAUNCH_Z, FIRE_SOUND_VOLUME)
endif
else
set .attackDelay = .attackDelay+INTERVAL
endif
endif
set a = Atan2(targetY-droneY, targetX-droneX)
else
if .target != null then
set .moveDelay = .wndrRate-.fllwRate
set .target = null
endif
set a = GetUnitFacing(.unit)*bj_DEGTORAD
endif
endif
set b = false
// Update the bone rotation angle
if .turnRate > 0 and Cos(.angle-a) < Cos(.turnRate) then
if Sin(a-.angle) >= 0 then
set .angle = .angle+.turnRate
else
set .angle = .angle-.turnRate
endif
set b = true
elseif .angle != a then
set .angle = a
set b = true
endif
if b then
// If drone doesn't have target yet
if .target == null then
set d = LOCKED_BONE_ZOFFSET+GetUnitFlyHeight(.unit)
call LockBone.lockAtAngle(.unit, LOCKED_BONE, .angle, d, d)
else
set d = SquareRoot((targetX-droneX)*(targetX-droneX)+(targetY-droneY)*(targetY-droneY))
call LockBone.lockAtAngle(.unit, LOCKED_BONE, .angle, d, LOCKED_BONE_ZOFFSET+GetUnitFlyHeight(.target))
endif
endif
if UnitAlive(.master) then
set masterX = GetUnitX(.master)
set masterY = GetUnitY(.master)
// If master is moving
if (.masterLocX-masterX)*(.masterLocX-masterX)+(.masterLocY-masterY)*(.masterLocY-masterY) > MOVE_RANGE_INDICATOR*MOVE_RANGE_INDICATOR then
if .moveDelay > .fllwRate then
set .moveDelay = 0
set a = (GetUnitFacing(.master)*bj_DEGTORAD+bj_PI)+GetRandomReal(-bj_PI, bj_PI)/2
set d = GetRandomReal(0, .wanderArea)
call IssuePointOrderById(.unit, MOVE_ORDER, .masterLocX+d*Cos(a), .masterLocY+d*Sin(a))
endif
set .masterLocX = masterX
set .masterLocY = masterY
elseif .moveDelay > .wndrRate then
set .moveDelay = 0
set a = GetRandomReal(-bj_PI, bj_PI)
set d = GetRandomReal(0, .wanderArea)
call IssuePointOrderById(.unit, MOVE_ORDER, .masterLocX+d*Cos(a), .masterLocY+d*Sin(a))
endif
set .moveDelay = .moveDelay+INTERVAL
endif
else
if .sound != 0 then
call .sound.kill()
set .sound = 0
endif
call destroy()
set .unit = null
set .target = null
set .master = null
endif
implement CTLEnd
static method onCast takes nothing returns boolean
local thistype this
if GetSpellAbilityId() == SPELL_ID then
set this = create()
set .owner = GetTriggerPlayer()
set .angle = GetRandomReal(-bj_PI, bj_PI)
set .sound = RSound.create(FIRE_SOUND_PATH, true, false, 12700, 12700)
set .unit = CreateUnit(.owner, DRONE_ID, GetSpellTargetX(), GetSpellTargetY(), .angle*bj_RADTODEG)
set .level = GetUnitAbilityLevel(GetTriggerUnit(), SPELL_ID)
set .target = null
set .attackDelay = 999999
set .master = GetTriggerUnit()
set .masterLocX = GetUnitX(.master)
set .masterLocY = GetUnitY(.master)
set .moveDelay = 0.0
implement DroneInitialization
endif
return false
endmethod
static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(t, Condition(function thistype.onCast))
endmethod
endstruct
endscope
//TESH.scrollpos=0
//TESH.alwaysfold=0
library CTL /* v1.2.0.3
*************************************************************************************
*
* 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 start takes nothing returns nothing
call A32(rctl32)
endmethod
static method stop takes nothing returns nothing
call SR32(rctl32)
endmethod
static method ectl32 takes nothing returns boolean
endmodule
module CT32End
return false
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 Missile /* version 2.5.1
*************************************************************************************
*
* Creating custom projectiles in Warcraft III.
*
* Major goal:
* No unessary external requirements.
* Implements code optional.
*
* Philosophy:
* I want that feature --> Compiler writes that code into your map script.
* I don't want that --> Compiler ignores that code completly.
*
* Important:
* Take yourself 2 minutes time to setup Missile correctly.
* Otherwise I can't guarantee, that Missile works the way you want.
* Once the setup is done, you can check out some examples and Missile will be easy
* to use for everyone. I promise it.
*
* Do the setup at:
*
* 1.) Import instruction
* 2.) Global configuration
* 3.) Function configuration
*
* Credits to Dirac, emjlr3, AceHart, Bribe, Wietlol,
* Nestharus, Maghteridon96, Vexorian and Zwiebelchen.
*
*************************************************************************************
*
* */ requires /*
*
* - Missile requires nothing.
*
*************************************************************************************
*
* Optional requirements listed can reduce overall code generation,
* add safety mechanisms, decrease overhead and optimize handle management.
* For a better overview I put them into blocks.
*
* I recommend to use at least one per block in your map.
*
* a) For best debug results: ( Useful )
* */ optional ErrorMessage /* github.com/nestharus/JASS/tree/master/jass/Systems/ErrorMessage
*
* b) Fatal error protection: ( Case: unit out moves of world bounds )
* - WorldBounds is safer than BoundSentinel.
* - WorldBounds adds more overhead than BoundSentinel.
* - Using none of these two forces Missile to switch from SetUnitX/Y to the SetUnitPosition native.
* */ optional WorldBounds /* githubusercontent.com/nestharus/JASS/master/jass/Systems/WorldBounds/script.j
* */ optional BoundSentinel /* wc3c.net/showthread.php?t=102576
*
* c) Handle recycling: ( Performace gain, memory management )
* - uses MissileRecylcer > Dummy > xedummy.
* */ optional MissileRecycler /* hiveworkshop.com/forums/jass-resources-412/system-missilerecycler-206086/
* */ optional Dummy /* github.com/nestharus/JASS/blob/master/jass/Systems/Dummy/Dummy.w3x
* */ optional xedummy /* wc3c.net/showthread.php?t=101150
*
* d) Unit indexing: ( Avoid an onIndex event )
* - not required for Missile. Only if you use one already.
* */ optional UnitIndexer /* github.com/nestharus/JASS/tree/master/jass/Systems/Unit%20Indexer
*
************************************************************************************
*
* 1. Import instruction
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* • Copy Missile into to your map.
* • You need a dummy unit, using Vexorians "dummy.mdx".
* This unit must use the locust and crow form ability. ( Aloc & Amrf )
* ¯¯¯¯
*
* 2. Global configuration
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* Seven constants to setup!
*/
globals
/**
* Missiles are moved periodically. An interval of 1./32. is recommended.
* • Too short timeout intervals may cause performance issues.
* • Too large timeout intervals may look fishy.
*/
public constant real TIMER_TIMEOUT = 1./32.
/**
* Owner of all Missile dummies. Should be a neutral player in your map.
*/
public constant player NEUTRAL_PASSIVE = Player(15)
/**
* Raw code of the dummy unit. Object Editor ( F6 )
* • Must be correct, otherwise missile dummies can neither be recycled nor destroyed.
* • Units of other type ids will not be thrown into the recycler bin.
*/
public constant integer DUMMY_UNIT_ID = 'dumi'
/**
* The maximum collision size used in your map. If unsure use 197. ( Town hall collision )
* • Applies for all types of widgets.
* • A precise value can improve Missile's performance,
* since smaller values enumerate less widgtes per loop per missile.
*/
public constant real MAXIMUM_COLLISION_SIZE = 197.
/**
* Collision types for missiles. ( Documentation only )
* Missile decides internally each loop which type of collision is required.
* • Uses circular collision dectection for speed < collision. ( Good accuracy, best performance )
* • Uses rectangle collision for speed >= collision. ( Best accuracy, normal performance )
*/
public constant integer COLLISION_TYPE_CIRCLE = 0
public constant integer COLLISION_TYPE_RECTANGLE = 1
/**
* Determine when rectangle collision is required to detect nearby widgets.
* • The smaller the factor the earlier rectangle collision is used. ( by default 1. )
* • Formula: speed >= collision*Missile_COLLISION_ACCURACY_FACTOR
*/
public constant real COLLISION_ACCURACY_FACTOR = 1.
// Optional toogles:
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Set booleans listed below to "true" and the compiler will write
// the feature into your map. Otherwise this code is completly ignored.
// • Yay, I want that --> "true"
// • Naah that's useless for me --> "false"
/**
* USE_COLLISION_Z_FILTER enables z axis checks for widget collision. ( Adds minimal overhead )
* Use it when you need:
* • Missiles flying over or under widgets.
* • Determine between flying and walking units.
*/
public constant boolean USE_COLLISION_Z_FILTER = true
/**
* WRITE_DELAYED_MISSILE_RECYCLING enables a delayed dummy recycling system. ( Very recommended )
* Use it if:
* • You use a dummy recycling library like MissileRecycler, Dummy or xedummy.
* • You want to properly display death animations of effects added to missiles.
*/
public constant boolean WRITE_DELAYED_MISSILE_RECYCLING = true
/**
* DELAYED_MISSILE_DEATH_ANIMATION_TIME is the delay in seconds
* Missile holds back a dummy, before recycling it.
* • The time value does not have to be precise.
* • Requires WRITE_DELAYED_MISSILE_RECYCLING = true
*/
private constant real DELAYED_MISSILE_DEATH_ANIMATION_TIME = 3.
/**
* USE_DESTRUCTABLE_FILTER and USE_ITEM_FILTER are redundant constants from previous Missile versions.
* They do nothing, but remain for backwards compatibilty.
* From Missile version 1.5 on all widget collisions are always enabled.
*/
public constant boolean USE_DESTRUCTABLE_FILTER = true
public constant boolean USE_ITEM_FILTER = true
endglobals
/*
* 3. Function configuration
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* Four functions to setup!
*/
/**
* GetUnitBodySize(unit) returns a fictional value for z - axis collision.
* You have two options:
* • One constant value shared over all units.
* • Dynamic values based on handle id, type id, unit user data, scaling or other parameters.
*/
function GetUnitBodySize takes unit whichUnit returns real
return 100.// Other example: return LoadReal(hash, GetHandleId(whichUnit), KEY_UNIT_BODY_SIZE)
endfunction
/**
* Same as GetUnitBodySize, but for destructables.
* Using occluder height is an idea of mine. Of course you can use your own values.
*/
function GetDestructableHeight takes destructable d returns real
return GetDestructableOccluderHeight(d)// Other example: return 100.
endfunction
/**
* Same as GetUnitBodySize, but for items.
* Again it's up to you to figure out a fictional item height.
*/
function GetItemHeight takes item i returns real
return 16.
endfunction
/**
* Unit indexers and missiles ( Only if you don't use a dummy recycling library )
* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* It is most likely intended that projectiles don't run through a unit indexing process.
* ToogleUnitIndexer runs:
* • Directly before a dummy is created.
* • Directly after dummy unit creation.
*
* Please return the previous setup of your indexing tool ( enabled, disabled ),
* so Missile can properly reset it to the original state.
*/
private function ToogleUnitIndexer takes boolean enable returns boolean
local boolean prev = true//UnitIndexer.enabled
// set UnitIndexer.enabled = enable
return prev
endfunction
/**
* 4. API
* ¯¯¯¯¯¯
*/
//! novjass ( Disables the compiler until the next endnovjass )
// Custom type Missile for your projectile needs.
struct Missile extends array
// Constants:
// ==========
//
readonly static constant string ORIGIN = "origin"
// • Attach point name for fxs on dummies.
readonly static constant real HIT_BOX = (2./3.)
// • Fictional hit box for homing missiles.
// while 0 would be the toe and 1 the head of a unit.
// Available creators:
// ===================
//
static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns Missile
// • Core creator method.
// • May launches any unit.
// • Units of type Missile_DUMMY_UNIT_ID get recycled in the end.
static method create takes real x, real y, real z, real angleInRadians, real distanceToTravel, real endZ returns Missile
// • Converts arguments to fit into createEx, then calls createEx.
static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns Missile
// • Converts arguments to fit into createEx, then calls createEx.
// Available destructors:
// ======================
//
return true
// • Core destructor.
// • Returning true in any of the interface methods of the MissileStruct module
// will destroy that instance instantly.
method destroy takes nothing returns nothing
// • Destroys the missile during the next timer callback.
method terminate takes nothing returns nothing
// • Destroys the missile instantly.
// Fields you can set and read directly:
// =====================================
//
unit source
unit target // For homing missiles.
real distance // Distance traveled.
player owner // Pseudo owner for faster onCollide evaluation. The proper dummy owner remains PLAYER_NEUTRAL_PASSIVE.
real speed // Vector lenght for missile movement in plane x / y. ( DOES NOT TAKE THE TIMER TIMEOUT IN ACCOUNT )
real acceleration
real damage
real turn // Set a turn rate for missiles.
integer data // For data transfer set and read data.
boolean recycle // Is automatically set to true, when a Missile reaches it's destination.
boolean wantDestroy // Set wantDestroy to true, to destroy a missile during the next timer callback.
// Neither collision nor collisionZ accept values below zero.
real collision // Collision size in plane x / y.
real collisionZ // Collision size in z - axis. ( deprecated )
// Fields you can only read:
// =========================
//
readonly boolean allocated
readonly unit dummy// The dummy unit of this missile.
// Position members for you needs.
readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and the pitch angle "alpha".
// Furthermore method origin.move(x, y, z) and impact.move(x, y, z).
readonly real terrainZ
readonly real x
readonly real y
readonly real z
readonly real angle// Current angle in radians.
// Method operators for set and read:
// ==================================
//
method operator model= takes string modelFile returns nothing
method operator model takes nothing returns string
// • Adds an effect handle on a missile dummy to it's "origin".
// • You can read the file path.
// • For multiple effects access "this.dummy" in your struct.
method operator scale= takes real value returns nothing
method operator scale takes nothing returns real
// • Set and read the scaling of the dummy unit.
method operator curve= takes real value returns nothing
method operator curve takes nothing returns real
// • Enables curved movement for your missile. ( Pass in radians, NOT degrees )
// • Do not pass in PI/2.
method operator arc= takes real value returns nothing
method operator arc takes nothing returns real
// • Enables arcing movement for your missile. ( Pass in radians, NOT degrees )
// • Do not pass in PI/2.
// Methods for missile movement:
// =============================
//
method bounce takes nothing returns nothing
// • Moves the MissilePosition "origin" to the current missile coordinates.
// • Resets the distance traveled to 0.
method deflect takes real tx, real ty returns nothing
// • Deflect the missile towards tx, ty. Then calls bounce.
method deflectEx takes real tx, real ty, real tz returns nothing
// • Deflect the missile towards tx, ty, tz. Then calls bounce.
method flightTime2Speed takes real duration returns nothing
// • Converts a fly time to a vector lenght for member "speed".
// • Does not take acceleration into account. ( Disclaimer )
method setMovementSpeed takes real value returns nothing
// • Converts Warcraft III movement speed to a vector lenght for member "speed".
// Methods for missile collision: ( all are hashtable entries )
// ==============================
// By default a widget can only be hit once per missile.
//
method hitWidget takes widget w returns nothing
// • Saves a widget in the memory as hit by this instance.
method hasHitWidget takes widget w returns boolean
// • Returns true, if "w" has been hit by this instance.
method removeHitWidget takes widget w returns nothing
// • Removes a widget from this missile's memory for widget collision. ( Can hit "w" again )
method flushHitWidgets takes nothing returns nothing
// • Flushes a missile's memory for widget collision. ( All widgets can be hit again )
method enableHitAfter takes widget w, real seconds returns nothing
// • Automatically calls removeHitWidget(w) after "seconds" time. ( Can hit "w" again after given time )
// Module MissileStruct:
// =====================
//
module MissileLaunch // ( optional )
module MissileStruct
// • Enables the entire missile interface for that struct.
// Interface in structs: ( Must implement module MissileStruct )
// =====================
//
// • Write one, many or all of the static method below into your struct.
// • Missiles launched in this struct will run those methods, when their events fire.
//
// • All of those static methods must return a boolean.
// a) return true --> destroys the missile instance instantly.
// b) return false --> keep on flying.
// Available static method:
// ========================
//
static method onCollide takes Missile missile, unit hit returns boolean
// • Runs for units in collision range of a missile.
static method onDestructable takes Missile missile, destructable hit returns boolean
// • Runs for destructables in collision range of a missile.
static method onItem takes Missile missile, item hit returns boolean
// • Runs for items in collision range of a missile.
static method onTerrain takes Missile missile returns boolean
// • Runs when a missile collides with the terrain. ( Ground and cliffs )
static method onFinish takes Missile missile returns boolean
// • Runs only when a missile reaches it's destination.
// • However does not run, if a Missile is destroyed in another method.
static method onPeriod takes Missile missile returns boolean
// • Runs every Missile_TIMER_TIMEOUT seconds.
static method onRemove takes Missile missile returns boolean
// • Runs when a missile is destroyed.
// • Unlike onFinish, onRemove will runs ALWAYS when a missile is destroyed!!!
//
// For onRemove the returned boolean has a unique meaning:
// • Return true will recycle this missile delayed. ( Only if WRITE_DELAYED_MISSILE_RECYCLING = true )
// • Return false will recycle this missile right away.
static method launch takes Missile toLaunch returns nothing
// • Well ... Launches this Missile.
// • Missile "toLaunch" will behave as declared in the struct. ( static methods from above )
// Misc: ( From the global setup )
// =====
//
// Constants:
// ==========
//
public constant real TIMER_TIMEOUT
public constant player NEUTRAL_PASSIVE
public constant integer DUMMY_UNIT_ID
public constant real MAXIMUM_COLLISION_SIZE
public constant boolean USE_COLLISION_Z_FILTER
public constant boolean WRITE_DELAYED_MISSILE_RECYCLING
public constant boolean USE_DESTRUCTABLE_FILTER
public constant boolean USE_ITEM_FILTER
readonly static constant string ORIGIN
readonly static constant real HIT_BOX
// Functions:
// ==========
//
public function GetLocZ takes real x, real y returns real
function GetUnitBodySize takes unit whichUnit returns real
function GetDestructableHeight takes destructable d returns real
function GetItemHeight takes item i returns real
//========================================================================
// Missile system. Make changes carefully.
//========================================================================
//! endnovjass ( Enables the compiler )
// Hello and welcome to Missile.
// I wrote a guideline for every piece of code inside Missile, so you
// can easily understand how the it gets compiled and evaluated.
//
// Let's go!
globals
// Core constant handle variables of Missile.
private constant trigger CORE = CreateTrigger()
private constant trigger MOVE = CreateTrigger()
private constant timer TMR = CreateTimer()
private constant location LOC = Location(0., 0.)
private constant rect RECT = Rect(0., 0., 0., 0.)
private constant group GROUP = CreateGroup()
private constant hashtable HASH = InitHashtable()
// For starting and stopping the timer.
private integer active = 0
// Arrays for data structure.
private integer array instances
private Missile array missileList
private boolexpr array expression
private triggercondition array condition
private integer array remove
private boolean array destroying
private boolean array recycling
private integer array nextNode
private integer array prevNode
// Internal widget filter functions.
private boolexpr destFilter
private boolexpr itemFilter
private boolexpr unitFilter
endglobals
public function GetLocZ takes real x, real y returns real
call MoveLocation(LOC, x, y)
return GetLocationZ(LOC)
endfunction
// For WRITE_DELAYED_MISSILE_RECYCLING = true Missile will hold back
// dummies for DELAYED_MISSILE_DEATH_ANIMATION_TIME before they are recylced. ( Code placed in a static if )
//
//! runtextmacro optional WRITE_MISSILE_RECYCLE_BIN("WRITE_DELAYED_MISSILE_RECYCLING", "DELAYED_MISSILE_DEATH_ANIMATION_TIME")
// The code of WRITE_MISSILE_POSITION_CODE boxes a missiles position and does the required trigonometry.
//
//! runtextmacro WRITE_MISSILE_POSITION_CODE()
// Missiles structure works like a linked list with the folling methods:
// allocateCollection(), allocateNode(), insertFront(node) and remove()
//
private keyword MissileStructure
struct Missile extends array
implement MissileStructure
// Constants:
// ==========
//
// Attach point name for effects created by model=.
readonly static constant string ORIGIN = "origin"
// Set a ficitional hit box in range of 0 to 1,
// while 0 is the toe and 1 the head of a unit.
readonly static constant real HIT_BOX = (2./3.)
// DEBUG_MODE only members:
// ========================
//
// Checks for double launching. Throws an error message.
debug boolean launched
// Private members:
// ================
//
// The position of a missile using curve= does not
// match the position used by Missile's trigonometry.
// Therefore we need this member two times.
// Readable x / y / z for your needs and posX / posY for cool mathematics.
private real posX
private real posY
private real dist// distance
// Readonly members:
// =================
//
// Prevents a double free case.
readonly boolean allocated
// The dummy unit.
readonly unit dummy
// Position members for your needs.
readonly MissilePosition origin// Grants access to readonly members of MissilePosition,
readonly MissilePosition impact// which are "x", "y", "z", "angle", "distance", "slope" and "alpha".
readonly real terrainZ
readonly real x
readonly real y
readonly real z
readonly real angle// Current angle
readonly real prevX
readonly real prevY
readonly real prevZ
// Collision detection type. ( Evaluated new in each loop )
readonly integer collisionType// Current collision type ( circular or rectangle )
// Members you can set:
// ====================
//
unit source
unit target // For homing missiles.
real distance // Distance traveled.
player owner // Pseudo owner for faster onCollide evaluation. The proper dummy owner is PLAYER_NEUTRAL_PASSIVE.
real speed // Vector lenght for missile movement in plane x / y.
real acceleration
real damage
integer data // For data transfer set and read data.
boolean recycle // Is set to true, when a Missile reaches it's destination.
real turn // Sets a turn rate for a missile.
real collision // Collision size in plane x / y.
// Setting collision z is deprecated since Missile v2.5.
method operator collisionZ= takes real value returns nothing
endmethod
method operator collisionZ takes nothing returns real
return collision
endmethod
// Operator overloading:
// =====================
//
// Special effect on the missile dummy. For multiple effect attaching, access unit "dummy" directly.
private effect sfx
private string path
method operator model= takes string file returns nothing
if sfx != null then
call DestroyEffect(sfx)
set sfx = null
endif
// null and ""
if StringLength(file) > 0 then
set sfx = AddSpecialEffectTarget(file, dummy, ORIGIN)
set path = file
else
set path = null
endif
endmethod
method operator model takes nothing returns string
return path
endmethod
real open
// Enables curved movement for your missile.
// Remember that the result of Tan(PI/2) is infinity.
method operator curve= takes real value returns nothing
set open = Tan(value)*origin.distance
endmethod
method operator curve takes nothing returns real
return Atan(open/origin.distance)
endmethod
real height
// Enables arcing movement for your missile.
method operator arc= takes real value returns nothing
set height = Tan(value)*origin.distance/4
endmethod
method operator arc takes nothing returns real
return Atan(4*height/origin.distance)
endmethod
private real scaling
method operator scale= takes real value returns nothing
call SetUnitScale(dummy, value, 0., 0.)
set scaling = value
endmethod
method operator scale takes nothing returns real
return scaling
endmethod
// Methods:
// ========
//
method bounce takes nothing returns nothing
call origin.move(x, y, z)
set dist = 0.
endmethod
method deflect takes real tx, real ty returns nothing
local real a = 2.*Atan2(ty - y, tx - x) + bj_PI - angle
call impact.move(x + (origin.distance - dist)*Cos(a), y + (origin.distance - dist)*Sin(a), impact.z)
call bounce()
endmethod
method deflectEx takes real tx, real ty, real tz returns nothing
call impact.move(impact.x, impact.y, tz)
call deflect(tx, ty)
endmethod
method flightTime2Speed takes real duration returns nothing
set speed = RMaxBJ(0.00000001, (origin.distance - dist)*Missile_TIMER_TIMEOUT/RMaxBJ(0.00000001, duration))
endmethod
method setMovementSpeed takes real value returns nothing
set speed = value*Missile_TIMER_TIMEOUT
endmethod
boolean wantDestroy// For "true" a missile is destroyed on the next timer callback. 100% safe.
method destroy takes nothing returns nothing
set wantDestroy = true
endmethod
// Instantly destroys a missile.
method terminate takes nothing returns nothing
if allocated then
call remove()
call impact.destroy()
call origin.destroy()
call DestroyEffect(sfx)
call FlushChildHashtable(HASH, this)
if GetUnitTypeId(dummy) == Missile_DUMMY_UNIT_ID then
// MissileRecycler > Dummy > xe.
static if LIBRARY_MissileRecycler then
call RecycleMissile(dummy)
elseif LIBRARY_Dummy and Dummy.create.exists then
call Dummy[dummy].destroy()
elseif LIBRARY_xedummy and xedummy.release.exists then
call xedummy.release(dummy)
else
call RemoveUnit(dummy)
endif
endif
set sfx = null
set source = null
set target = null
set dummy = null
set owner = null
endif
endmethod
// Runs in createEx.
//! textmacro MISSILE_RESET_ALL_MEMBERS
set path = null
set speed = 0.
set acceleration = 0.
set distance = 0.
set dist = 0
set dist = 0.
set height = 0.
set turn = 0.
set open = 0.
set collision = 0.
set collisionType = 0
set stackSize = 0
set scaling = 1.
set wantDestroy = false
set recycle = false
//! endtextmacro
// Launches a dummy of your choice.
static method createEx takes unit missileDummy, real impactX, real impactY, real impactZ returns thistype
local thistype this = thistype.allocateNode()
local real originX = GetUnitX(missileDummy)
local real originY = GetUnitY(missileDummy)
local real originZ = GetUnitFlyHeight(missileDummy)
//
//! runtextmacro MISSILE_RESET_ALL_MEMBERS()
//
set origin = MissilePosition.create(originX, originY, originZ)
set impact = MissilePosition.create(impactX, impactY, impactZ)
call MissilePosition.link(origin, impact)
set posX = originX
set posY = originY
set x = originX
set y = originY
set z = originZ
set angle = origin.angle
set dummy = missileDummy
call SetUnitFlyHeight(missileDummy, originZ, 0.)
call SaveUnitHandle(HASH, this, GetHandleId(missileDummy), missileDummy)
//
static if LIBRARY_ErrorMessage then
debug call ThrowWarning(GetUnitTypeId(missileDummy) == 0, "Missile", "createEx", "missileDummy", this, "Invalid missile dummy unit ( null )!")
endif
debug set launched = false
return this
endmethod
// Freaky static if ensures these libraries really don't exist.
static if not LIBRARY_MissileRecycler and not LIBRARY_Dummy and not Dummy.create.exists and not LIBRARY_xe_dummy and not xe_dummy.new.exists then
private static method newMissileUnit takes real x, real y, real z, real face returns unit
local boolean prev = ToogleUnitIndexer(false)
set bj_lastCreatedUnit = CreateUnit(Missile_NEUTRAL_PASSIVE, Missile_DUMMY_UNIT_ID , x, y, face)
call ToogleUnitIndexer(prev)
call SetUnitX(bj_lastCreatedUnit, x)
call SetUnitY(bj_lastCreatedUnit, y)
call UnitAddAbility(bj_lastCreatedUnit, 'Amrf')
call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0.)
call PauseUnit(bj_lastCreatedUnit, true)
return bj_lastCreatedUnit
endmethod
endif
// MissileRecylcer > Dummy > xe > Missile.
//! textmacro MISSILE_GET_DUMMY_FROM_LIBRARY
static if LIBRARY_MissileRecycler then
return createEx(GetRecycledMissile(x, y, z, angle*bj_RADTODEG), impactX, impactY, impactZ)
elseif LIBRARY_Dummy and Dummy.create.exists then
local Dummy dummy = Dummy.create(x, y, angle*bj_RADTODEG)
call SetUnitFlyHeight(dummy.unit, z, 0.)
return createEx(dummy.unit, impactX, impactY, impactZ)
elseif LIBRARY_xedummy and xedummy.new.exists then
set bj_lastCreatedUnit = xedummy.new(Missile_NEUTRAL_PASSIVE, x, y, angle*bj_RADTODEG)
call SetUnitFlyHeight(bj_lastCreatedUnit, z, 0.)
return createEx(bj_lastCreatedUnit, impactX, impactY, impactZ)
else
return createEx(Missile.newMissileUnit(x, y, z, angle*bj_RADTODEG), impactX, impactY, impactZ)
endif
//! endtextmacro
// Wrapper to createEx.
static method create takes real x, real y, real z, real angle, real distance, real impactZ returns thistype
local real impactX = x + distance*Cos(angle)
local real impactY = y + distance*Sin(angle)
// Get the dummy unit.
//! runtextmacro MISSILE_GET_DUMMY_FROM_LIBRARY()
endmethod
// Wrapper to createEx.
static method createXYZ takes real x, real y, real z, real impactX, real impactY, real impactZ returns thistype
local real angle = Atan2(impactY - y, impactX - x)
// Get the dummy unit.
//! runtextmacro MISSILE_GET_DUMMY_FROM_LIBRARY()
endmethod
// Missile motion takes place every Missile_TIMER_TIMEOUT
// before accessing each active struct.
static Missile temp = 0
static method move takes nothing returns boolean
local integer loops = 0 // Current iteration.
local integer limit = 150 // Set iteration border per trigger evaluation to avoid hitting the operation limit.
local thistype this = thistype.temp
local MissilePosition p
local real a
local real d
local unit u
local real newX
local real newY
local real vel
local real point
local real pitch
loop
exitwhen 0 == this or loops == limit
set p = origin
// Save previous, respectively current missile position.
set prevX = x
set prevY = y
set prevZ = z
// Evaluate the collision type.
set vel = speed
set speed = vel + acceleration
if vel < collision*Missile_COLLISION_ACCURACY_FACTOR then
set collisionType = Missile_COLLISION_TYPE_CIRCLE
else
set collisionType = Missile_COLLISION_TYPE_RECTANGLE
endif
// Update missile guidance to its intended target.
set u = target
if u != null then
if 0 == GetUnitTypeId(u) then
set target = null
else
call origin.move(x, y, z)
call impact.move(GetUnitX(u), GetUnitY(u), GetUnitFlyHeight(u) + GetUnitBodySize(u)*Missile.HIT_BOX)
set dist = 0
set height = 0
set curve = 0
endif
endif
set a = p.angle
// Update the missile facing angle depending on the turn ratio.
if 0. != turn and Cos(angle - a) < Cos(turn) then
if 0. > Sin(a - angle) then
set angle = angle - turn
else
set angle = angle + turn
endif
else
set angle = a
endif
// Update the missile position on the parabola.
set d = p.distance// origin - impact distance.
set recycle = dist + vel >= d
if recycle then// Maximum distance reached.
set point = d
set distance = distance + d - dist
else
set distance = distance + vel
set point = dist + vel
endif
set dist = point
set newX = posX + vel*Cos(angle)
set newY = posY + vel*Sin(angle)
set posX = newX
set posY = newY
// Update point(x/y) if a curving trajectory is defined.
set u = dummy
if 0. != open and target == null then
set vel = 4*open*point*(d - point)/p.square
set a = angle + bj_PI/2
set newX = newX + vel*Cos(a)
set newY = newY + vel*Sin(a)
set a = angle + Atan(-((4*open)*(2*point - d))/p.square)
else
set a = angle
endif
set x = newX
set y = newY
// Update pos z if an arc or height is set.
call MoveLocation(LOC, newX, newY)
set terrainZ = GetLocationZ(LOC)
set pitch = p.alpha
if 0. == height and 0. == pitch then
set z = p.z - terrainZ
else
set z = p.z - terrainZ + p.slope*point
if 0. != height and target == null then
set z = z + (4*height*point*(d - point)/p.square)
set pitch = pitch - Atan(((4*height)*(2*point - d))/p.square)*bj_RADTODEG
endif
endif
// Update the pitch angle of the dummy unit.
if GetUnitTypeId(u) == Missile_DUMMY_UNIT_ID then
call SetUnitAnimationByIndex(u, R2I(pitch + 90.5))
endif
// Move the missile dummy via native.
call SetUnitFlyHeight(u, z, 0.)
call SetUnitFacing(u, a*bj_RADTODEG)
// WorldBounds > BoundSentinel.
static if not LIBRARY_BoundSentinel and not LIBRARY_WorldBounds then
if RectContainsCoords(bj_mapInitialPlayableArea, newX, newY) then
call SetUnitX(u, newX)
call SetUnitY(u, newY)
endif
elseif LIBRARY_WorldBounds then
if newX < WorldBounds.maxX and newX > WorldBounds.minX and newY < WorldBounds.maxY and newY > WorldBounds.minY then
call SetUnitX(u, newX)
call SetUnitY(u, newY)
endif
else
call SetUnitX(u, newX)
call SetUnitY(u, newY)
endif
set loops = loops + 1
set this = nextNode[this]
endloop
set u = null
set thistype.temp = this
return this == 0
endmethod
// Widget collision API:
// =====================
//
// Runs automatically on widget collision.
method hitWidget takes widget w returns nothing
if w != null then
call SaveWidgetHandle(HASH, this, GetHandleId(w), w)
endif
endmethod
// All widget which have been hit return true.
method hasHitWidget takes widget w returns boolean
return HaveSavedHandle(HASH, this, GetHandleId(w))
endmethod
// Removes a widget from the missile's memory of hit widgets. ( This widget can be hit again )
method removeHitWidget takes widget w returns nothing
if w != null then
call RemoveSavedHandle(HASH, this, GetHandleId(w))
endif
endmethod
// Flushes a missile's memory for collision. ( All widgets can be hit again )
method flushHitWidgets takes nothing returns nothing
call FlushChildHashtable(HASH, this)
call hitWidget(dummy)
endmethod
// Tells missile to call removeHitWidget(w) after "seconds" time.
// Does not apply to widgets, which are already hit by this missile.
readonly integer stackSize
method enableHitAfter takes widget w, real seconds returns nothing
local integer id = GetHandleId(w)
if w != null then
if not HaveSavedInteger(HASH, this, id) then
call SaveInteger(HASH, this, id, stackSize)
call SaveInteger(HASH, this, stackSize, id)
set stackSize = stackSize + 1
endif
call SaveReal(HASH, this, id, seconds)// Set time.
endif
endmethod
method updateStack takes nothing returns nothing
local integer dex = 0
local integer id
local real time
loop
exitwhen dex == stackSize
set id = LoadInteger(HASH, this, dex)
set time = LoadReal(HASH, this, id) - Missile_TIMER_TIMEOUT
if time <= 0. or not HaveSavedHandle(HASH, this, id) then
set stackSize = stackSize - 1
set id = LoadInteger(HASH, this, stackSize)
call SaveInteger(HASH, this, dex, id)
call SaveInteger(HASH, this, id, dex)
// Enables hit.
call RemoveSavedHandle(HASH, this, id)
// Remove data from stack.
call RemoveSavedReal(HASH, this, id)
call RemoveSavedInteger(HASH, this, id)
call RemoveSavedInteger(HASH, this, stackSize)
else
call SaveReal(HASH, this, id, time)
set dex = dex + 1
endif
endloop
endmethod
// Widget collision code:
// ======================
//
private static boolean circle = true
//
// 1.) Rectangle collision for fast moving missiles with small collision radius.
//
// Runs for destructables and items in a rectangle.
// Checks if widget w is in collision range of a missile.
// Is not precise in z - axis collision.
private method isWidgetInRectangle takes widget w, real wz, real distance returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dz = Missile_GetLocZ(wx, wy) - terrainZ
local real dx = x - prevX
local real dy = y - prevY
local real s = (dx*(wx - prevX) + dy*(wy - prevY))/(dx*dx + dy*dy)
if s < 0. then
set s = 0.
elseif s > 1 then
set s = 1.
endif
set dx = (prevX + s*dx) - wx
set dy = (prevY + s*dy) - wy
return dx*dx + dy*dy <= distance*distance and dz + wz >= z - distance and dz <= z + distance
endmethod
//
// 2.) Circular collision detection for all other missiles.
//
// Returns true for widgets in a xyz collision range.
private method isWidgetInRange takes widget w, real wz, real distance returns boolean
local real wx = GetWidgetX(w)
local real wy = GetWidgetY(w)
local real dz = Missile_GetLocZ(wx, wy) - terrainZ
// collision in plane x and y, collision in z axis.
return IsUnitInRangeXY(dummy, wx, wy, distance) and dz + wz >= z - distance and dz <= z + distance
endmethod
//
// 3.) Action functions inside the widget enumeration thread.
//
// Runs for every enumerated destructable.
// • Directly filters out already hit destructables.
// • Distance formula based on the Pythagorean theorem.
//
private static method filterDests takes nothing returns boolean
local destructable d = GetFilterDestructable()
local boolean b = false
if not HaveSavedHandle(HASH, temp, GetHandleId(d)) then
if circle then
set b = temp.isWidgetInRange(d, GetDestructableHeight(d), temp.collision)
else
set b = temp.isWidgetInRectangle(d, GetDestructableHeight(d), temp.collision)
endif
endif
set d = null
return b
endmethod
//
// Runs for every enumerated item.
// • Directly filters out already hit items.
// • Distance formula based on the Pythagorean theorem.
// • Items have a fix collision size of 16.
//
private static method filterItems takes nothing returns boolean
local item i = GetFilterItem()
local boolean b = false
if not HaveSavedHandle(HASH, temp, GetHandleId(i)) then
if circle then // Item in missile collision size or item pathing in missile range.
set b = temp.isWidgetInRange(i, GetItemHeight(i), RMaxBJ(temp.collision, 16.))
else
set b = temp.isWidgetInRectangle(i, GetItemHeight(i), RMaxBJ(temp.collision, 16.))
endif
endif
set i = null
return b
endmethod
//
// 4.) Filter function for rectangle unit collision.
//
// Runs for every enumerated units.
// • Filters out units which are not in collision range in plane x / y.
// • Inlined and therefore a bit faster than item and destructable collision.
//
private static method filterUnits takes nothing returns boolean
local thistype this = thistype.temp
local unit u = GetFilterUnit()
local real dx
local real dy
local real s
local boolean is = false
if not HaveSavedHandle(HASH, this, GetHandleId(u)) then
set dx = x - prevX
set dy = y - prevY
set s = (dx*(GetUnitX(u) - prevX) + dy*(GetUnitY(u)- prevY))/(dx*dx + dy*dy)
if s < 0. then
set s = 0.
elseif s > 1. then
set s = 1.
endif
set is = IsUnitInRangeXY(u, prevX + s*dx, prevY + s*dy, collision)
endif
set u = null
return is
endmethod
//
// 5.) Proper rect preparation.
//
// For rectangle.
private method prepareRectRectangle takes nothing returns nothing
local real x1 = prevX
local real y1 = prevY
local real x2 = x
local real y2 = y
local real d = collision + Missile_MAXIMUM_COLLISION_SIZE
// What is min, what is max ...
if x1 < x2 then
if y1 < y2 then
call SetRect(RECT, x1 - d, y1 - d, x2 + d, y2 + d)
else
call SetRect(RECT, x1 - d, y2 - d, x2 + d, y1 + d)
endif
elseif y1 < y2 then
call SetRect(RECT, x2 - d, y1 - d, x1 + d, y2 + d)
else
call SetRect(RECT, x2 - d, y2 - d, x1 + d, y1 + d)
endif
endmethod
//
// For circular.
private method prepareRectCircle takes nothing returns nothing
local real d = collision + Missile_MAXIMUM_COLLISION_SIZE
call SetRect(RECT, x - d, y - d, x + d, y + d)
endmethod
//
// 5.) API for the MissileStruct iteration.
//
method groupEnumUnitsRectangle takes nothing returns nothing
call prepareRectRectangle()
set thistype.temp = this
call GroupEnumUnitsInRect(GROUP, RECT, unitFilter)
endmethod
//
// Prepares destructable enumeration, then runs enumDests.
method checkDestCollision takes code func returns nothing
set circle = collisionType == Missile_COLLISION_TYPE_CIRCLE
if circle then
call prepareRectCircle()
else
call prepareRectRectangle()
endif
//
set thistype.temp = this
call EnumDestructablesInRect(RECT, destFilter, func)
endmethod
//
// Prepares item enumeration, then runs enumItems.
method checkItemCollision takes code func returns nothing
set circle = collisionType == Missile_COLLISION_TYPE_CIRCLE
if circle then
call prepareRectCircle()
else
call prepareRectRectangle()
endif
//
set thistype.temp = this
call EnumItemsInRect(RECT, itemFilter, func)
endmethod
static if Missile_WRITE_DELAYED_MISSILE_RECYCLING then
method nullBefore takes nothing returns nothing
set dummy = null
endmethod
endif
// Does not check for 'Aloc' and 'Amrf' as they could be customized.
private static method onInit takes nothing returns nothing
static if LIBRARY_ErrorMessage then
debug local boolean prev = ToogleUnitIndexer(false)
debug local unit dummy = CreateUnit(Missile_NEUTRAL_PASSIVE, Missile_DUMMY_UNIT_ID, 0., 0., 0.)
debug call ToogleUnitIndexer(prev)
//
debug call ThrowError((GetUnitTypeId(dummy) != Missile_DUMMY_UNIT_ID), "Missile", "DEBUG_MISSILE", "type id", 0, "Global setup for public integer DUMMY_UNIT_ID is incorrect! This map currently can't use Missile!")
debug call ThrowError((Missile_MAXIMUM_COLLISION_SIZE < 0), "Missile", "DEBUG_MISSILE", "collision", 0, "Global setup for public real MAXIMUM_COLLISION_SIZE is incorrect, below zero! This map currently can't use Missile!")
debug call RemoveUnit(dummy)
debug set dummy = null
endif
//
set unitFilter = Filter(function thistype.filterUnits)
set destFilter = Filter(function thistype.filterDests)
set itemFilter = Filter(function thistype.filterItems)
call TriggerAddCondition(MOVE, Condition(function thistype.move))
endmethod
endstruct
// You made it to the end of Missile, but we are not finished.
// Do you remember about the data structure, the delayed recycler
// and of course our interface module "MissileStruct"
//
// This comes now!
// Debug code taken from List ( full credits to Nestharus )
private module MissileStructure
private static thistype collectionCount = 0
private static thistype nodeCount = 0
static if LIBRARY_ErrorMessage then
debug private boolean isNode
debug private boolean isCollection
endif
private thistype _list
method operator list takes nothing returns thistype
static if LIBRARY_ErrorMessage then
debug call ThrowError(this == 0, "MissileStructure", "list", "thistype", this, "Attempted To Read Null Node.")
debug call ThrowError(not isNode, "MissileStructure", "list", "thistype", this, "Attempted To Read Invalid Node.")
endif
return _list
endmethod
private thistype _next
method operator next takes nothing returns thistype
static if LIBRARY_ErrorMessage then
debug call ThrowError(this == 0, "MissileStructure", "next", "thistype", this, "Attempted To Go Out Of Bounds.")
debug call ThrowError(not isNode, "MissileStructure", "next", "thistype", this, "Attempted To Read Invalid Node.")
endif
return _next
endmethod
private thistype _prev
method operator prev takes nothing returns thistype
static if LIBRARY_ErrorMessage then
debug call ThrowError(this == 0, "MissileStructure", "prev", "thistype", this, "Attempted To Go Out Of Bounds.")
debug call ThrowError(not isNode, "MissileStructure", "prev", "thistype", this, "Attempted To Read Invalid Node.")
endif
return _prev
endmethod
private thistype _first
method operator first takes nothing returns thistype
static if LIBRARY_ErrorMessage then
debug call ThrowError(this == 0, "MissileStructure", "first", "thistype", this, "Attempted To Read Null List.")
debug call ThrowError(not isCollection, "MissileStructure", "first", "thistype", this, "Attempted To Read Invalid List.")
endif
return _first
endmethod
private thistype _last
method operator last takes nothing returns thistype
static if LIBRARY_ErrorMessage then
debug call ThrowError(this == 0, "MissileStructure", "last", "thistype", this, "Attempted To Read Null List.")
debug call ThrowError(not isCollection, "MissileStructure", "last", "thistype", this, "Attempted To Read Invalid List.")
endif
return _last
endmethod
static method allocateCollection takes nothing returns thistype
local thistype this = thistype(0)._first
if (0 == this) then
static if LIBRARY_ErrorMessage then
debug call ThrowError(collectionCount == 8191, "MissileStructure", "allocateCollection", "thistype", 0, "Overflow.")
endif
set this = collectionCount + 1
set collectionCount = this
else
set thistype(0)._first = _first
endif
static if LIBRARY_ErrorMessage then
debug set isCollection = true
endif
set _first = 0
return this
endmethod
static method allocateNode takes nothing returns thistype
local thistype this = thistype(0)._next
if (0 == this) then
static if LIBRARY_ErrorMessage then
debug call ThrowError(nodeCount == 8191, "MissileStructure", "allocateNode", "thistype", 0, "Overflow.")
endif
set this = nodeCount + 1
set nodeCount = this
else
set thistype(0)._next = _next
endif
set allocated = true
return this
endmethod
method insertFront takes thistype node returns thistype
// Extra static unique list for missile motion.
set nextNode[node] = 0
set prevNode[node] = prevNode[0]
set nextNode[prevNode[0]] = node
set prevNode[0] = node
static if LIBRARY_ErrorMessage then
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
endif
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 remove takes nothing returns nothing
local thistype node = this
set this = node._list
static if LIBRARY_ErrorMessage then
debug call ThrowError(node == 0, "MissileStructure", "remove", "thistype", this, "Attempted To Remove Null Node.")
debug call ThrowError(not node.isNode, "MissileStructure", "remove", "thistype", this, "Attempted To Remove Invalid Node (" + I2S(node) + ").")
debug set node.isNode = false
endif
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
set node.allocated = false
// Static unique list for missile motion.
set nextNode[prevNode[node]] = nextNode[node]
set prevNode[nextNode[node]] = prevNode[node]
endmethod
endmodule
// Boolean expressions per struct:
// ===============================
//
// Condition function for the core trigger evaluation. ( Runs for all struct using module MissileStruct )
private function MissileCreateExpression takes integer structId, code func returns nothing
set expression[structId] = Condition(func)
endfunction
// Creates a collection for a struct. ( Runs for all struct using module MissileStruct )
private function MissileCreateCollection takes integer structId returns nothing
set missileList[structId] = Missile.allocateCollection()
endfunction
// Core:
// =====
//
// Fires every Missile_TIMER_TIMEOUT.
private function Fire takes nothing returns nothing
local integer i = remove[0]
set remove[0] = 0
loop
exitwhen 0 == i
if recycling[i] then
call TriggerRemoveCondition(CORE, condition[i])
set condition[i] = null
set active = active - 1
endif
set destroying[i] = false
set recycling[i] = false
set i = remove[i]
endloop
if 0 == active then
call PauseTimer(TMR)
else
// Move all launched missiles.
set Missile.temp = nextNode[0]
set i = 0
loop
exitwhen TriggerEvaluate(MOVE)
exitwhen i == 60// Moved over 8910 missiles, something buggy happened.
set i = i + 1 // This case is impossible, hence never happens. But if I'm wrong, which also never happens
endloop // then the map 100% crashes. i == 66 will prevent the game crash and Missile will start to
// to debug itself over the next iterations.
// Access all structs using module MissileStruct.
static if DEBUG_MODE and LIBRARY_ErrorMesssage then
if not TriggerEvaluate(CORE) then
call ThrowWarning(true, "Missile", "Fire", "op limit", 0, /*
*/"You just ran into a op limit!
The op limit protection of Missile is insufficient for your map.
The code of the missile module can't run in one thread and must be splitted.
If unsure make a post in the official 'The Hive Workshop' forum thread of Missile!")
endif
else
call TriggerEvaluate(CORE)
endif
endif
endfunction
// Conditionally starts the timer.
private function StartPeriodic takes integer structId returns nothing
if 0 == instances[structId] or destroying[structId] then
if destroying[structId] then
set recycling[structId] = false
else
if 0 == active then
call TimerStart(TMR, Missile_TIMER_TIMEOUT, true, function Fire)
endif
set active = active + 1
set condition[structId] = TriggerAddCondition(CORE, expression[structId])
endif
endif
set instances[structId] = instances[structId] + 1
endfunction
// Conditionally stops the timer in the next callback.
private function StopPeriodic takes integer structId returns nothing
set instances[structId] = instances[structId] - 1
if 0 == instances[structId] and condition[structId] != null then
if not destroying[structId] and not recycling[structId] then
set destroying[structId] = true
set recycling[structId] = true
set remove[structId] = remove[0]
set remove[0] = structId
endif
endif
endfunction
// Modules:
// ========
//
// You want to place module MissileLaunch at the very top of your struct.
module MissileLaunch
static method launch takes Missile missile returns nothing
static if LIBRARY_ErrorMessage then
debug call ThrowError(missile.launched, "thistype", "launch", "missile.launched", missile, "This missile was already launched before!")
endif
debug set missile.launched = true
//
call missileList[thistype.typeid].insertFront(missile)
call StartPeriodic(thistype.typeid)
endmethod
endmodule
module MissileTerminate
// Called from missileIterate. "P" to avoid code collision.
static method missileTerminateP takes Missile node returns nothing
if node.allocated then
static if thistype.onRemove.exists then
static if Missile_WRITE_DELAYED_MISSILE_RECYCLING and RecycleBin.recycle.exists then
if thistype.onRemove(node) and GetUnitTypeId(node.dummy) == Missile_DUMMY_UNIT_ID then
call RecycleBin.recycle(node.dummy)
call node.nullBefore()
endif
else
call thistype.onRemove(node)
endif
endif
call node.terminate()
call StopPeriodic(thistype.typeid)
endif
endmethod
endmodule
// Allows you to inject missile in certain stages of the motion process.
module MissileAction
static if DEBUG_MODE then
// Runs check during compile time.
static if thistype.onMissile.exists then
Error Message from library Missile in struct thistype !
thistype.onMissile is a reserved name for Missile, once you implemented MissileStruct.
thistype.onMissile is currently not supported by library Missile.
Please delete or re-name that method.
endif
endif
static if thistype.onItem.exists then
private static method missileActionItem takes nothing returns nothing
local item i = GetEnumItem()
local Missile this = Missile.temp
if this.allocated then
call SaveItemHandle(HASH, this, GetHandleId(i), i)
if thistype.onItem(this, i) then
call missileTerminateP(this)
endif
endif
set i = null
endmethod
endif
static if thistype.onDestructable.exists then
private static method missileActionDest takes nothing returns nothing
local destructable d = GetEnumDestructable()
local Missile this = Missile.temp
if this.allocated then
call SaveDestructableHandle(HASH, this, GetHandleId(d), d)
if thistype.onDestructable(this, d) then
call missileTerminateP(this)
endif
endif
set d = null
endmethod
endif
// Runs every Missile_TIMER_TIMEOUT for this struct.
static method missileIterateP takes nothing returns boolean
local Missile this = missileList[thistype.typeid].first
local Missile node
local real collideZ
local boolean b
local unit u
loop
exitwhen 0 == this
set node = this.next// The linked list should not lose the next node.
if this.wantDestroy then
call thistype.missileTerminateP(this)
else
if this.stackSize > 0 then
call this.updateStack()
endif
// Runs unit collision.
static if thistype.onCollide.exists then
if this.allocated and 0. < this.collision then
set b = this.collisionType == Missile_COLLISION_TYPE_RECTANGLE
if b then
call this.groupEnumUnitsRectangle()
else
call GroupEnumUnitsInRange(GROUP, this.x, this.y, this.collision + Missile_MAXIMUM_COLLISION_SIZE, null)
endif
loop
set u = FirstOfGroup(GROUP)
exitwhen u == null
call GroupRemoveUnit(GROUP, u)
if not HaveSavedHandle(HASH, this, GetHandleId(u)) then
if IsUnitInRange(u, this.dummy, this.collision) or b then
// Eventually run z collision checks.
static if Missile_USE_COLLISION_Z_FILTER then
set collideZ = Missile_GetLocZ(GetUnitX(u), GetUnitY(u)) + GetUnitFlyHeight(u) - this.terrainZ
if (collideZ + GetUnitBodySize(u) >= this.z - this.collisionZ) and (collideZ <= this.z + this.collisionZ) then
// Mark as hit.
call SaveUnitHandle(HASH, this, GetHandleId(u), u)
if thistype.onCollide(this, u) then
call thistype.missileTerminateP(this)
exitwhen true
endif
endif
else
// Runs unit collision without z collision checks.
call SaveUnitHandle(HASH, this, GetHandleId(u), u)
if thistype.onCollide(this, u) then
call thistype.missileTerminateP(this)
exitwhen true
endif
endif
endif
endif
endloop
endif
endif
// Runs destructable collision.
static if thistype.onDestructable.exists then
// Check if the missile is not terminated.
if this.allocated and 0. < this.collision then
call this.checkDestCollision(function thistype.missileActionDest)
endif
endif
// Runs item collision.
static if thistype.onItem.exists then
// Check if the missile is not terminated.
if this.allocated and 0. < this.collision then
call this.checkItemCollision(function thistype.missileActionItem)
endif
endif
// Runs when the destination is reached.
if this.recycle and this.allocated then
static if thistype.onFinish.exists then
if thistype.onFinish(this) then
call thistype.missileTerminateP(this)
endif
else
call thistype.missileTerminateP(this)
endif
endif
// Runs on terrian collision.
static if thistype.onTerrain.exists then
if this.allocated and 0. > this.z and thistype.onTerrain(this) then
call missileTerminateP(this)
endif
endif
// Runs every Missile_TIMER_TIMEOUT.
static if thistype.onPeriod.exists then
if this.allocated and thistype.onPeriod(this) then
call missileTerminateP(this)
endif
endif
endif
set this = node
endloop
set u = null
static if DEBUG_MODE and LIBRARY_ErrorMessage then
return true
else
return false
endif
endmethod
endmodule
module MissileStruct
implement MissileLaunch
implement MissileTerminate
implement MissileAction
private static method onInit takes nothing returns nothing
call MissileCreateCollection(thistype.typeid)
call MissileCreateExpression(thistype.typeid, function thistype.missileIterateP)
endmethod
endmodule
// Missile position:
// =================
//
// Simple trigonometry.
//! textmacro WRITE_MISSILE_POSITION_CODE
struct MissilePosition extends array
private static integer array recycler
private static integer alloc = 0
// Readonly members you can access.
readonly real x
readonly real y
readonly real z
readonly real angle
readonly real distance
readonly real square
readonly real slope
readonly real alpha
// Creates an origin - impact link.
private thistype ref
private static method math takes thistype a, thistype b returns nothing
local real dx
local real dy
loop
set dx = b.x - a.x
set dy = b.y - a.y
set dx = dx*dx + dy*dy
set dy = SquareRoot(dx)
exitwhen dx != 0. and dy != 0.
set b.x = b.x + .01
set b.z = b.z - Missile_GetLocZ(b.x -.01, b.y) + Missile_GetLocZ(b.x, b.y)
endloop
set a.square = dx
set a.distance = dy
set a.angle = Atan2(b.y - a.y, b.x - a.x)
set a.slope = (b.z - a.z)/dy
set a.alpha = Atan(a.slope)*bj_RADTODEG
// Set b.
if b.ref == a then
set b.angle = a.angle + bj_PI
set b.distance = dy
set b.slope = -a.slope
set b.alpha = -a.alpha
set b.square = dx
endif
endmethod
static method link takes thistype a, thistype b returns nothing
set a.ref = b
set b.ref = a
call math(a, b)
endmethod
method move takes real toX, real toY, real toZ returns nothing
set x = toX
set y = toY
set z = toZ + Missile_GetLocZ(toX, toY)
if ref != this then
call math(this, ref)
endif
endmethod
method destroy takes nothing returns nothing
set recycler[this] = recycler[0]
set recycler[0] = this
endmethod
static method create takes real x, real y, real z returns MissilePosition
local thistype this = recycler[0]
if 0 == this then
set alloc = alloc + 1
set this = alloc
else
set recycler[0] = recycler[this]
endif
set ref = this
call move(x, y, z)
return this
endmethod
endstruct
//! endtextmacro
// Delayed dummy recycling:
// ========================
//
// Ensures proper fx death animations.
//! textmacro WRITE_MISSILE_RECYCLE_BIN takes DO_THIS, AFTER_TIME
static if $DO_THIS$ then
private struct RecycleBin extends array
private static constant timer t = CreateTimer()
private static integer max = 0
private static unit array dummy
private static real array time
private static method onPeriodic takes nothing returns nothing
local integer dex = 0
loop
exitwhen dex == thistype.max
set thistype.time[dex] = thistype.time[dex] - 1
if 0 >= thistype.time[dex] then
static if LIBRARY_MissileRecycler then
call RecycleMissile(thistype.dummy[dex])
elseif Dummy.create.exists and LIBRARY_Dummy then
call Dummy[thistype.dummy[dex]].destroy()
elseif LIBRARY_xedummy and xedummy.release.exists then
call xedummy.release(thistype.dummy[dex])
else
call RemoveUnit(thistype.dummy[dex])
endif
set thistype.dummy[dex] = null
set thistype.max = thistype.max - 1
set thistype.dummy[dex] = thistype.dummy[thistype.max]
set thistype.time[dex] = thistype.time[thistype.max]
set thistype.dummy[thistype.max] = null
set dex = dex - 1
if 0 == thistype.max then
call PauseTimer(thistype.t)
endif
endif
set dex = dex + 1
endloop
endmethod
static method recycle takes unit toRecycle returns nothing
if 0 == thistype.max then
call TimerStart(thistype.t, 1., true, function thistype.onPeriodic)
endif
set thistype.dummy[max] = toRecycle
set thistype.time[max] = $AFTER_TIME$ + TimerGetRemaining(thistype.t)
set thistype.max = thistype.max + 1
endmethod
endstruct
endif
//! endtextmacro
// The end!
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library RapidSound requires optional TimerUtils
globals
// Actually, just leave this value
private constant real MIN_DELAY_FACTOR = 4.0
endglobals
/* v1.6
Description
¯¯¯¯¯¯¯¯¯¯¯
Allows you to play sounds rapidly and flawlessly without limit.
Remember one sound file can only have one RSound instance.
External Dependencies
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(Optional)
TimerUtils by Vexorian
wc3c.net/showthread.php?t=101322
User API
¯¯¯¯¯¯¯¯
struct RSound
Instantiate an RapidSound instance
| static method create takes string fileName, boolean is3D, boolean autoStop, integer inRate, integer outRate returns thistype
autoStop => stop when sound is out of range
inRate => fade in rate
outRate => fade out rate
Play the sound at given coordinate
| method play takes real x, real y, real z, integer volume returns nothing
Stop sound
| method stop takes boolean fadeOut returns nothing
Destroy RapidSound instance
| method kill takes nothing returns nothing
Sound file duration (in second)
| method operator duration takes nothing returns real
Resource Link
¯¯¯¯¯¯¯¯¯¯¯¯¯
hiveworkshop.com/threads/snippet-rapidsound.258991/
*/
struct RSound
private static constant integer MAX_COUNT = 4
private static integer Counter = -1
private static string array StrLib
private static thistype array StrDex
private integer ct
private integer lib
private integer dex
private real dur
private sound array snd[thistype.MAX_COUNT]
private timer array tmr[thistype.MAX_COUNT]
method operator duration takes nothing returns real
return .dur*MIN_DELAY_FACTOR
endmethod
method kill takes nothing returns nothing
local integer i
set .ct = .ct - 1
if .ct == 0 then
set i = 0
loop
exitwhen i == MAX_COUNT
call StopSound(.snd[i], true, false)
static if LIBRARY_TimerUtils then
call ReleaseTimer(.tmr[i])
else
call DestroyTimer(.tmr[i])
endif
set .snd[i] = null
set .tmr[i] = null
set i = i + 1
endloop
set StrLib[.lib] = StrLib[Counter]
set StrDex[.lib] = StrDex[Counter]
set Counter = Counter - 1
call deallocate()
endif
endmethod
method stop takes boolean fadeOut returns nothing
local integer i = 0
loop
exitwhen i == MAX_COUNT
call StopSound(.snd[i], false, fadeOut)
set i = i + 1
endloop
endmethod
method play takes real x, real y, real z, integer volume returns nothing
set .dex = .dex + 1
if .dex == MAX_COUNT then
set .dex = 0
endif
if TimerGetRemaining(.tmr[.dex]) == 0 then
call StopSound(.snd[.dex], false, false)
call SetSoundPosition(.snd[.dex], x, y, z)
call SetSoundVolume(.snd[.dex], volume)
call StartSound(.snd[.dex])
call TimerStart(.tmr[.dex], .dur, false, null)
endif
endmethod
static method create takes string fileName, boolean is3D, boolean autoStop, integer inRate, integer outRate returns thistype
local thistype this
local integer i = 0
local boolean b = true
loop
exitwhen i > Counter
if fileName == StrLib[i] then
set b = false
exitwhen true
endif
set i = i + 1
endloop
if b then
set this = allocate()
set Counter = Counter + 1
set StrLib[Counter] = fileName
set StrDex[Counter] = this
set .ct = 1
set .dex = -1
set .lib = Counter
set .dur = I2R(GetSoundFileDuration(fileName))/(1000.*MIN_DELAY_FACTOR)
set i = 0
loop
exitwhen i == MAX_COUNT
set .snd[i] = CreateSound(fileName, false, is3D, autoStop, inRate, outRate, "")
static if LIBRARY_TimerUtils then
set .tmr[i] = NewTimer()
call TimerStart(.tmr[i], 0, false, null)
call PauseTimer(.tmr[i])
else
set .tmr[i] = CreateTimer()
endif
set i = i + 1
endloop
else
set this = StrDex[i]
set .ct = .ct + 1
endif
return this
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library LockBone uses optional TimerUtils, optional Table, optional MissileRecycler
/* v1.6 */
globals
// If only you don't use MissileRecycler
private constant integer DUMMY_ID = 'dumi'
endglobals
/*
Description
¯¯¯¯¯¯¯¯¯¯¯
Allows you to lock a unit's body part to face certain angle or point.
External Dependencies
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(Requires) - Nothing
(Optional) - These libs are completely optional. But it's a win win to have all of these to go with the system.
1. This lib allows the system to save data into timers, which is useful for struct based spells/systems
| TimerUtils @ wc3c.net/showthread.php?t=101322
2. This lib can ease the handling of hashtables as well as make it perfectly efficient uses of hashtables.
| Table @ hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084/
3. This system uses a lot of dummy units. Unit creations are heavy process, and other problems as well.
Here is where dummy recycler comes important.
| MissileRecycler @ hiveworkshop.com/forums/jass-resources-412/system-missilerecycler-206086/
API
¯¯¯
struct LockBone
1. Lock body part at given coordinate
| static method lockAtPoint takes unit whichUnit, string whichBone, real targetX, real targetY, real zOffset returns thistype
- targetX : x-axis of the target point
- targetY : y-axis of the target point
- zOffset : height level at which the bone will be locked
2. Lock body part at given angle (in radian)
| static method lockAtAngle takes unit whichUnit, string whichBone, real radian, real hOffset, real vOffset returns thistype
- radian : at what angle (in radian) unit's bone will be locked
- hOffset : horizontal offset
- vOffset : vertical offset
0 ............... -> lock point
unit <- | ______________: -> vOffset
\_____________/
hOffset
3. Reset any body locking
| static method resetLock takes unit whichUnit returns nothing
4. Bones part constants
BONE_PART_CHEST => rotate chest bone
BONE_PART_HEAD => rotate head bone
Resource Link
¯¯¯¯¯¯¯¯¯¯¯¯¯
hiveworkshop.com/forums/submissions-414/snippet-lockbone-259005/
*/
globals
constant string BONE_PART_CHEST = "bone_chest"
constant string BONE_PART_HEAD = "bone_head"
private constant real INTERVAL = 0.03125
private constant player PASSIVE = Player(PLAYER_NEUTRAL_PASSIVE)
endglobals
struct LockBone
private timer t
private unit u
private unit d
private real cos
private real sin
private static real MapMaxX
private static real MapMaxY
private static real MapMinX
private static real MapMinY
static if LIBRARY_Table then
private static Table Ht
else
private static hashtable Ht
endif
private static method onPeriodic takes nothing returns nothing
local thistype this
local real x
local real y
static if LIBRARY_TimerUtils then
set this = GetTimerData(GetExpiredTimer())
else
static if LIBRARY_Table then
set this = Ht.integer[GetHandleId(GetExpiredTimer())]
else
set this = LoadInteger(Ht, GetHandleId(GetExpiredTimer()), 0)
endif
endif
set x = GetUnitX(.u)+.cos
set y = GetUnitY(.u)+.sin
if x > MapMinX and x < MapMaxX and y > MapMinY and y < MapMaxY then
call SetUnitX(.d, x)
call SetUnitY(.d, y)
else
call SetUnitPosition(.d, x, y)
endif
endmethod
static method resetLock takes unit whichUnit returns nothing
local thistype this
local integer hand = GetHandleId(whichUnit)
static if LIBRARY_Table then
set this = Ht.integer[hand]
else
set this = LoadInteger(Ht, hand, 0)
endif
if this != 0 then
call ResetUnitLookAt(.u)
static if LIBRARY_MissileRecycler then
call RecycleMissile(.d)
call SetUnitX(.d, MapMaxX)
call SetUnitY(.d, MapMaxY)
else
call RemoveUnit(.d)
endif
static if LIBRARY_TimerUtils then
call ReleaseTimer(.t)
else
call DestroyTimer(.t)
static if LIBRARY_Table then
call Ht.integer.remove[GetHandleId(.t)]
else
call RemoveSavedInteger(Ht, GetHandleId(.t), 0)
endif
endif
static if LIBRARY_Table then
set Ht.integer[hand] = 0
else
call SaveInteger(Ht, hand, 0, 0)
endif
call destroy()
set .u = null
set .d = null
set .t = null
endif
endmethod
static method lockAtPoint takes unit whichUnit, string whichBone, real targetX, real targetY, real zOffset returns thistype
local thistype this
static if LIBRARY_Table then
set this = Ht.integer[GetHandleId(whichUnit)]
else
set this = LoadInteger(Ht, GetHandleId(whichUnit), 0)
endif
if this == 0 then
set this = allocate()
static if LIBRARY_Table then
set Ht.integer[GetHandleId(whichUnit)] = this
else
call SaveInteger(Ht, GetHandleId(whichUnit), 0, this)
endif
static if LIBRARY_TimerUtils then
set .t = NewTimerEx(this)
else
set .t = CreateTimer()
static if LIBRARY_Table then
set Ht.integer[GetHandleId(.t)] = this
else
call SaveInteger(Ht, GetHandleId(.t), 0, this)
endif
endif
static if LIBRARY_MissileRecycler then
set .d = GetRecycledMissile(0, 0, 0, 0)
else
set .d = CreateUnit(PASSIVE, DUMMY_ID, 0, 0, 0)
static if not LIBRARY_AutoFly then
if UnitAddAbility(.d, 'Amrf') and UnitRemoveAbility(.d, 'Amrf') then
endif
endif
endif
set .u = whichUnit
call UnitRemoveAbility(.d, 'Amov')
call SetUnitLookAt(.u, whichBone, .d, 0, 0, 0)
endif
if TimerGetTimeout(.t) > 0 then
call TimerStart(.t, 0, false, null)
call PauseTimer(.t)
endif
call SetUnitFlyHeight(.d, zOffset, 0)
call SetUnitX(.d, targetX)
call SetUnitY(.d, targetY)
return this
endmethod
static method lockAtAngle takes unit whichUnit, string whichBone, real radian, real hOffset, real vOffset returns thistype
local thistype this
static if LIBRARY_Table then
set this = Ht.integer[GetHandleId(whichUnit)]
else
set this = LoadInteger(Ht, GetHandleId(whichUnit), 0)
endif
if this == 0 then
set this = allocate()
static if LIBRARY_Table then
set Ht.integer[GetHandleId(whichUnit)] = this
else
call SaveInteger(Ht, GetHandleId(whichUnit), 0, this)
endif
static if LIBRARY_TimerUtils then
set .t = NewTimerEx(this)
else
set .t = CreateTimer()
static if LIBRARY_Table then
set Ht.integer[GetHandleId(.t)] = this
else
call SaveInteger(Ht, GetHandleId(.t), 0, this)
endif
endif
static if LIBRARY_MissileRecycler then
set .d = GetRecycledMissile(0, 0, 0, 0)
else
set .d = CreateUnit(PASSIVE, DUMMY_ID, 0, 0, 0)
static if not LIBRARY_AutoFly then
if UnitAddAbility(.d, 'Amrf') and UnitRemoveAbility(.d, 'Amrf') then
endif
endif
endif
set .u = whichUnit
call UnitRemoveAbility(.d, 'Amov')
call SetUnitLookAt(.u, whichBone, .d, 0, 0, 0)
endif
if TimerGetTimeout(.t) == 0 then
call TimerStart(.t, INTERVAL, true, function thistype.onPeriodic)
endif
set .cos = hOffset*Cos(radian)
set .sin = hOffset*Sin(radian)
call SetUnitFlyHeight(.d, vOffset, 0)
call SetUnitX(.d, GetUnitX(.u)+.cos)
call SetUnitY(.d, GetUnitY(.u)+.sin)
return this
endmethod
private static method onDeath takes nothing returns boolean
local unit u = GetTriggerUnit()
local thistype this
static if LIBRARY_Table then
set this = Ht.integer[GetHandleId(u)]
else
set this = LoadInteger(Ht, GetHandleId(u), 0)
endif
if this != 0 then
call resetLock(u)
endif
set u = null
return false
endmethod
private static method onInit takes nothing returns nothing
local trigger t = CreateTrigger()
static if LIBRARY_Table then
set Ht = Table.create()
else
set Ht = InitHashtable()
endif
set MapMaxX = GetRectMaxX(bj_mapInitialPlayableArea)
set MapMaxY = GetRectMaxY(bj_mapInitialPlayableArea)
set MapMinX = GetRectMinX(bj_mapInitialPlayableArea)
set MapMinY = GetRectMinY(bj_mapInitialPlayableArea)
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(t, Condition(function thistype.onDeath))
endmethod
endstruct
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library MissileRecycler initializer PreInit requires optional UnitIndexer, optional UnitDex, optional UnitIndexerGUI /*
MissileRecycler v 1.4.5.2
=========================================================================
Credits:
-------------------------------------------------------------------------
Written by Bribe
Vexorian, Anitarf and iNfraNe for the dummy.mdx model file
Nestharus for the Queue data structure and for finding that paused units
consume very few CPU resources.
=========================================================================
Introduction:
-------------------------------------------------------------------------
Recycling dummy units is important because the CreateUnit call is one of,
if not the, most processor-intensive native in the entire game. Creating
just a couple dozen dummy units in a single thread causes a visible frame
glitch for that instant. The overhead is even higher if you are using a
Unit Indexing library in the map which causes some extra evaluations per
new unit.
There are also reports of removed units leaving a little trail of RAM
surplus in their wake. I have not been able to reproduce this so I don't
know how serious it is.
I was motivated to create this system because removed units might be un-
safe in very large numbers and CreateUnit is a very heavy process.
The thing that makes this system different than others is the fact that
it considers the facing angle of the dummies being recycled, which I have
never seen another system even attempt before this. Since then,
MissileRecycler has inspired Anitarf to update XE with the same angle-retaining
capability and Nestharus has created Dummy. Considering the facing angle is
important because it takes 0.73 seconds for the unit to turn around,
which - when overlooked - looks especially weird if you are creating a unit-trail
or if you are shooting arrow-shaped objects as projectiles. For fireball effects or
effects that generally don't depend on facing angle, this system would be
a bit wasteful.
With default settings and the worst-case-scenario, it will take 0.09 seconds for
the projectile to turn to the angle you need. This is 1/8 of the normal worst case
scenario if you weren't recycling dummies considering facing. On average, it takes
roughly 0.045 seconds to turn to the angle you need (which is not noticable).
However, I have made this completely configurable and you are
able to change the values to whatever needs you have.
=========================================================================
Calibration Guide:
-------------------------------------------------------------------------
The thing that surprised me the most about this system was, no matter how
complex it turned out, it became very configurable. So I should let you
know what the constants do so you know if/how much you want to modify.
constant real DEATH_TIME = 2.0 //seconds
- Should not be less than the maximum time a death animation needs to play.
Should not be lower than .73 to ensure enough time to turn.
Should not be too high otherwise the dummies will take too long to recycle.
constant integer ANG_N = 8
- How many different angles are recognized by the system. Don't do
360 different angles because then you're going to have thousands of dummy
units stored and that's ridiculous, the game lags enough at 1000 units.
Increasing ANG_N increases realism but decreases the chance that a dummy
unit will be available to be recycled. I don't recommend making this any
lower, and the max I'd recommend would be 16.
constant integer ANG_STORAGE_MAX = 12
- How many dummy units are stored per angle. This limit is important
because you might have a spike at one point in the game where many units
are created, which could result in too high of a dummy population.
In general, I advise that the product of ANG_N x ANG_STORAGE_MAX does
not exceed 100 or 200. More than that is excessive, but you can
hypothetically have it up to 8190 if Warcraft 3's memory management
were better.
Preloads ANG_N x ANG_STORAGE_MAX dummy units. Preloading dummies is
useful as it dumps a lot of CreateUnit calls in initialization where you
won't see a frame glitch. In the 1.4 update, preloading is done 0 seconds
into the game to ensure any Indexers have already initialized.
private function ToggleIndexer takes boolean flag returns nothing
- Put what you need in here to disable/enable any indexer in your
map. if flag is true, enable indexer. If false, disable.
=========================================================================
API Guide:
-------------------------------------------------------------------------
You obviously need some functions so you can get a recycled dummy unit or
recycle it. Therefore I provide these:
function GetRecycledMissile
takes real x, real y, real z, real facing
returns unit
Returns a new dummy unit that acts as a projectile missile. The args
are simply the last three arguments you'd use for a CreateUnit call,
with the addition of a z parameter to represent the flying height -
it isn't the absolute z but relative to the ground because it uses
SetUnitFlyHeight on that value directly.
function RecycleMissile
takes unit u
returns nothing
When you are done with that dummy unit, recycle it via this function.
This function is pretty intelligent and resets that unit's animation
and its facing angle so you don't have to.
*/
//=======================================================================
// Save the map, then delete the exclaimation mark in the following line.
// Make sure that you don't have an object in your map with the rawcode
// 'dumi' and also configure the model path (war3mapImported\dummy.mdl)
// to the dummy.mdx model created by Vexorian.
///! external ObjectMerger w3u ewsp dumi unam "Missile Dummy" ufoo 0 utyp "" ubui "" uhom 1 ucol 0.01 umvt "None" umvr 1.00 utar "" uspa "" umdl "war3mapImported\dummy.mdl" umxr 0.00 umxp 0.00 ushr 0 uerd 0.00 udtm 0.00 ucbs 0.00 uble 0.00 uabi "Aloc,Amrf"
//Thanks to Vexorian that Optimizer 5.0 no longer kills natives
native UnitAlive takes unit id returns boolean
globals
//-------------------------------------------------------------------
// You must configure the dummy unit with the one created from the
// ObjectMerger statement above.
//
private constant integer DUMMY_ID = 'dumi' //The rawcode of the dummy unit.
private player OWNER = Player(14) //The owner of the dummy unit.
private constant integer ANG_N = 8 //# of indexed angles. Higher value increases realism but decreases recycle frequency.
private constant integer ANG_STORAGE_MAX = 12 //Max dummies per indexed angle. I recommend lowering this if you increase ANG_N.
private constant real DEATH_TIME = 3. //Allow the special effect on
//the unit to complete its "death" animation in this timeframe. Must
//be higher than 0.74 seconds to allow the unit time to turn. This
//number should not be lower than the maximum death-animation time of
//your missile-units' effect attachments, just to be safe.
endglobals
private function ToggleIndexer takes boolean flag returns nothing
static if LIBRARY_UnitIndexer then
set UnitIndexer.enabled = flag
elseif LIBRARY_UnitIndexerGUI then
set udg_UnitIndexerEnabled = flag
elseif LIBRARY_UnitDex then
set UnitDex.Enabled = flag
endif
endfunction
globals
private constant integer ANG_VAL = 360 / ANG_N //Generate angle value from ANG_N.
private constant integer ANG_MID = ANG_VAL / 2 //The middle value of angle value.
//Misc vars
private unit array stack //Recycled dummy units.
private real array timeStamp //Prevents early recycling of units.
private integer array queueNext
private integer array queueLast
private integer recycle = 0
private timer gameTime = CreateTimer() //Used for visual continuity.
private integer array queueStack
private integer queueStackN = 0 //Used to avoid searching the queues.
endglobals
static if DEBUG_MODE then
private function Print takes string s returns nothing
//Un-comment this next line if you want to know how the system works:
//call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 999, "[MissileRecycler] " + s)
endfunction
endif
//=======================================================================
// Get a recycled dummy missile unit. If there are no recycled dummies
// that are already facing the angle you need, it creates a new dummy for
// you.
//
function GetRecycledMissile takes real x, real y, real z, real facing returns unit
local integer i = ModuloInteger(R2I(facing), 360) / ANG_VAL
local integer this = queueNext[i]
local unit u
if this != 0 and TimerGetElapsed(gameTime) >= timeStamp[this] then
//Dequeue this
set queueNext[i] = queueNext[this]
if queueNext[i] == 0 then
set queueLast[i] = i
endif
//Recycle this index
set queueLast[this] = recycle
set recycle = this
//Add queue index to available stack
set queueStack[queueStackN] = i
set queueStackN = queueStackN + 1
//Old unit will return as new
set u = stack[this]
call SetUnitFacing(u, facing)
call SetUnitUserData(u, 0)
//Reset the dummy's properties.
call SetUnitVertexColor(u, 255, 255, 255, 255)
call SetUnitAnimationByIndex(u, 90)
call SetUnitScale(u, 1, 0, 0)
//call PauseUnit(u, false) -- you can disable "resets" that you don't need to worry about.
debug call Print("Recycling")
else
debug call Print("Creating new")
call ToggleIndexer(false)
set u = CreateUnit(OWNER, DUMMY_ID, x, y, facing)
call ToggleIndexer(true)
call PauseUnit(u, true)
endif
call SetUnitX(u, x)
call SetUnitY(u, y)
call SetUnitFlyHeight(u, z, 0)
set bj_lastCreatedUnit = u
set u = null
return bj_lastCreatedUnit
endfunction
//=======================================================================
// You should recycle the dummy missile unit when its job is done.
//
function RecycleMissile takes unit u returns nothing
local integer i
local integer this = recycle
if GetUnitTypeId(u) == DUMMY_ID and UnitAlive(u) and GetUnitUserData(u) != -1 then
if queueStackN == 0 then
debug call Print("Stack is full - removing surplus unit")
call UnitApplyTimedLife(u, 'BTLF', DEATH_TIME)
return
endif
//Recycle this
set recycle = queueLast[this]
//Index the dummy unit to an available facing angle.
//Get the last vacant angle index.
set queueStackN = queueStackN - 1
set i = queueStack[queueStackN]
//Enqueue this
set queueNext[queueLast[i]] = this
set queueLast[i] = this
set queueNext[this] = 0
//Allow a time barrier for the effect to destroy/turn to complete.
set timeStamp[this] = TimerGetElapsed(gameTime) + DEATH_TIME
set stack[this] = u
call SetUnitFacing(u, i * ANG_VAL + ANG_MID)
call SetUnitOwner(u, OWNER, false)
//Prevent double-free of this unit.
call SetUnitUserData(u, -1)
debug else
debug call BJDebugMsg("[MissileRecycler] Error: Attempt to recycle invalid unit.")
endif
endfunction
//=======================================================================
// I didn't need this function after all
//
function RecycleMissileDelayed takes unit u, real r returns nothing
call RecycleMissile(u)
endfunction
//=======================================================================
// Map the dummy units to their facing angles (map below is if ANG_N is
// 4 and ANG_STORAGE_MAX is 3).
//
// angle[0] (0) - [4] [5] [6]
// angle[1] (90) - [7] [8] [9]
// angle[2] (180) - [10][11][12]
// angle[3] (270) - [13][14][15]
//
private function Init takes nothing returns nothing
local integer end
local integer i = ANG_N
local integer n = i
local integer angle
local real x = GetRectMaxX(bj_mapInitialPlayableArea)
local real y = GetRectMaxY(bj_mapInitialPlayableArea)
local unit u
call ToggleIndexer(false)
loop
set i = i - 1
set queueNext[i] = n
set angle = i * ANG_VAL + ANG_MID
set end = n + ANG_STORAGE_MAX
set queueLast[i] = end - 1
loop
set queueNext[n] = n + 1
set u = CreateUnit(OWNER, DUMMY_ID, x, y, angle)
set stack[n] = u
call PauseUnit(u, true)
call SetUnitUserData(u, -1)
set n = n + 1
exitwhen n == end
endloop
set queueNext[n - 1] = 0
exitwhen i == 0
endloop
call ToggleIndexer(true)
call TimerStart(gameTime, 1000000., false, null)
set u = null
endfunction
private function PreInit takes nothing returns nothing
static if LIBRARY_UnitIndexerGUI then
call OnUnitIndexerInitialized(function Init)
else
call Init()
endif
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library TimerUtils initializer init
//*********************************************************************
//* TimerUtils (red+blue+orange flavors for 1.24b+) 2.0
//* ----------
//*
//* To implement it , create a custom text trigger called TimerUtils
//* and paste the contents of this script there.
//*
//* To copy from a map to another, copy the trigger holding this
//* library to your map.
//*
//* (requires vJass) More scripts: htt://www.wc3c.net
//*
//* For your timer needs:
//* * Attaching
//* * Recycling (with double-free protection)
//*
//* set t=NewTimer() : Get a timer (alternative to CreateTimer)
//* set t=NewTimerEx(x) : Get a timer (alternative to CreateTimer), call
//* Initialize timer data as x, instead of 0.
//*
//* ReleaseTimer(t) : Relese a timer (alt to DestroyTimer)
//* SetTimerData(t,2) : Attach value 2 to timer
//* GetTimerData(t) : Get the timer's value.
//* You can assume a timer's value is 0
//* after NewTimer.
//*
//* Multi-flavor:
//* Set USE_HASH_TABLE to true if you don't want to complicate your life.
//*
//* If you like speed and giberish try learning about the other flavors.
//*
//********************************************************************
//================================================================
globals
//How to tweak timer utils:
// USE_HASH_TABLE = true (new blue)
// * SAFEST
// * SLOWEST (though hash tables are kind of fast)
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = true (orange)
// * kinda safe (except there is a limit in the number of timers)
// * ALMOST FAST
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = false (red)
// * THE FASTEST (though is only faster than the previous method
// after using the optimizer on the map)
// * THE LEAST SAFE ( you may have to tweak OFSSET manually for it to
// work)
//
private constant boolean USE_HASH_TABLE = true
private constant boolean USE_FLEXIBLE_OFFSET = false
private constant integer OFFSET = 0x100000
private integer VOFFSET = OFFSET
//Timers to preload at map init:
private constant integer QUANTITY = 256
//Changing this to something big will allow you to keep recycling
// timers even when there are already AN INCREDIBLE AMOUNT of timers in
// the stack. But it will make things far slower so that's probably a bad idea...
private constant integer ARRAY_SIZE = 8190
endglobals
//==================================================================================================
globals
private integer array data[ARRAY_SIZE]
private hashtable ht
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
static if(USE_HASH_TABLE) then
// new blue
call SaveInteger(ht,0,GetHandleId(t), value)
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-VOFFSET]=value
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-OFFSET]=value
endif
endfunction
function GetTimerData takes timer t returns integer
static if(USE_HASH_TABLE) then
// new blue
return LoadInteger(ht,0,GetHandleId(t) )
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-VOFFSET]
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-OFFSET]
endif
endfunction
//==========================================================================================
globals
private timer array tT[ARRAY_SIZE]
private integer tN = 0
private constant integer HELD=0x28829022
//use a totally random number here, the more improbable someone uses it, the better.
private boolean didinit = false
endglobals
private keyword init
//==========================================================================================
// I needed to decide between duplicating code ignoring the "Once and only once" rule
// and using the ugly textmacros. I guess textmacros won.
//
//! textmacro TIMERUTIS_PRIVATE_NewTimerCommon takes VALUE
// On second thought, no.
//! endtextmacro
function NewTimerEx takes integer value returns timer
if (tN==0) then
if (not didinit) then
//This extra if shouldn't represent a major performance drawback
//because QUANTITY rule is not supposed to be broken every day.
call init.evaluate()
set tN = tN - 1
else
//If this happens then the QUANTITY rule has already been broken, try to fix the
// issue, else fail.
debug call BJDebugMsg("NewTimer: Warning, Exceeding TimerUtils_QUANTITY, make sure all timers are getting recycled correctly ")
set tT[0]=CreateTimer()
static if( not USE_HASH_TABLE) then
debug call BJDebugMsg("In case of errors, please increase it accordingly, or set TimerUtils_USE_HASH_TABLE to true")
static if( USE_FLEXIBLE_OFFSET) then
if (GetHandleId(tT[0])-VOFFSET<0) or (GetHandleId(tT[0])-VOFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
else
if (GetHandleId(tT[0])-OFFSET<0) or (GetHandleId(tT[0])-OFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
endif
endif
endif
else
set tN=tN-1
endif
call SetTimerData(tT[tN],value)
return tT[tN]
endfunction
function NewTimer takes nothing returns timer
return NewTimerEx(0)
endfunction
//==========================================================================================
function ReleaseTimer takes timer t returns nothing
if(t==null) then
debug call BJDebugMsg("Warning: attempt to release a null timer")
return
endif
if (tN==ARRAY_SIZE) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
//stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
call PauseTimer(t)
if(GetTimerData(t)==HELD) then
debug call BJDebugMsg("Warning: ReleaseTimer: Double free!")
return
endif
call SetTimerData(t,HELD)
set tT[tN]=t
set tN=tN+1
endif
endfunction
private function init takes nothing returns nothing
local integer i=0
local integer o=-1
local boolean oops = false
if ( didinit ) then
return
else
set didinit = true
endif
static if( USE_HASH_TABLE ) then
set ht = InitHashtable()
loop
exitwhen(i==QUANTITY)
set tT[i]=CreateTimer()
call SetTimerData(tT[i], HELD)
set i=i+1
endloop
set tN = QUANTITY
else
loop
set i=0
loop
exitwhen (i==QUANTITY)
set tT[i] = CreateTimer()
if(i==0) then
set VOFFSET = GetHandleId(tT[i])
static if(USE_FLEXIBLE_OFFSET) then
set o=VOFFSET
else
set o=OFFSET
endif
endif
if (GetHandleId(tT[i])-o>=ARRAY_SIZE) then
exitwhen true
endif
if (GetHandleId(tT[i])-o>=0) then
set i=i+1
endif
endloop
set tN = i
exitwhen(tN == QUANTITY)
set oops = true
exitwhen not USE_FLEXIBLE_OFFSET
debug call BJDebugMsg("TimerUtils_init: Failed a initialization attempt, will try again")
endloop
if(oops) then
static if ( USE_FLEXIBLE_OFFSET) then
debug call BJDebugMsg("The problem has been fixed.")
//If this message doesn't appear then there is so much
//handle id fragmentation that it was impossible to preload
//so many timers and the thread crashed! Therefore this
//debug message is useful.
elseif(DEBUG_MODE) then
call BJDebugMsg("There were problems and the new timer limit is "+I2S(i))
call BJDebugMsg("This is a rare ocurrence, if the timer limit is too low:")
call BJDebugMsg("a) Change USE_FLEXIBLE_OFFSET to true (reduces performance a little)")
call BJDebugMsg("b) or try changing OFFSET to "+I2S(VOFFSET) )
endif
endif
endif
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library Table /* made by Bribe, special thanks to Vexorian & Nestharus, version 4.1.0.1.
One map, one hashtable. Welcome to NewTable 4.1.0.1
This newest iteration of Table introduces the new HashTable struct.
You can now instantiate HashTables which enables the use of large
parent and large child keys, just like a standard hashtable. Previously,
the user would have to instantiate a Table to do this on their own which -
while doable - is something the user should not have to do if I can add it
to this resource myself (especially if they are inexperienced).
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
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 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")
//New textmacro to allow table.integer[] syntax for compatibility with textmacros that might desire it.
//! runtextmacro NEW_ARRAY_BASIC("Integer", "Integer", "integer")
//! 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 integerm
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) //return this.integer[key]
endmethod
//set tb[389034] = 8192
method operator []= takes integer key, Table tb returns nothing
call SaveInteger(ht, this, key, tb) //set this.integer[key] = tb
endmethod
//set b = tb.has(2493223)
method has takes integer key returns boolean
return HaveSavedInteger(ht, this, key) //return this.integer.has(key)
endmethod
//call tb.remove(294080)
method remove takes integer key returns nothing
call RemoveSavedInteger(ht, this, key) //call this.integer.remove(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
//NEW: Added in Table 4.0. A fairly simple struct but allows you to do more
//than that which was previously possible.
struct HashTable extends array
//Enables myHash[parentKey][childKey] syntax.
//Basically, it creates a Table in the place of the parent key if
//it didn't already get created earlier.
method operator [] takes integer index returns Table
local Table t = Table(this)[index]
if t == 0 then
set t = Table.create()
set Table(this)[index] = t //whoops! Forgot that line. I'm out of practice!
endif
return t
endmethod
//You need to call this on each parent key that you used if you
//intend to destroy the HashTable or simply no longer need that key.
method remove takes integer index returns nothing
local Table t = Table(this)[index]
if t != 0 then
call t.destroy()
call Table(this).remove(index)
endif
endmethod
//Added in version 4.1
method has takes integer index returns boolean
return Table(this).has(index)
endmethod
//HashTables are just fancy Table indices.
method destroy takes nothing returns nothing
call Table(this).destroy()
endmethod
//Like I said above...
static method create takes nothing returns thistype
return Table.create()
endmethod
endstruct
endlibrary