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[JASS] a code i found a long time ago Vjass

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Level 11
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Sep 12, 2008
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657
hey.. i found a code i did some time ago.. before i quitted wc,
i wondered if theres a way making this more..efficet..
since im pretty sure this is quite bad :p


JASS:
library NodeAndMiningSystem initializer init requires Table, ClosestUnit, AutoIndex
    
    globals
        private constant integer CapturingUnitRaw = 'hpea'
        private constant integer CaptureSpeed = 1
        private constant integer DecaptureSpeed = 1
        private constant integer maxUnitsPerNode = 3
        private constant integer ItemTypeLimitPerNode = 50
        private constant real CapturingNodeRange = 250
        
        private Table table // 0, 1, 2, 3
    endglobals
    public struct NodeAndMiningData
        
        public integer itemCount
        
        public integer unitRawCode
        public integer mineRawCode
        public integer nodeRawCode
        public integer array itemRawCode[ItemTypeLimitPerNode]
        public integer array percents[ItemTypeLimitPerNode]
        
        public method addItem takes integer rawCode, integer percentsToGetItem returns nothing
            if itemCount < ItemTypeLimitPerNode then
                set itemCount = itemCount + 1
                set itemRawCode[itemCount] = rawCode
                set percents[itemCount] = percentsToGetItem
            else
                call BJDebugMsg("You have surpassed the itemType limit!")
            endif
        endmethod
        
        public method addWorker takes integer rawCode returns nothing
            set unitRawCode = rawCode
        endmethod
        
        public method addNode takes integer rawCode returns nothing
            set nodeRawCode = rawCode
        endmethod
        
        public method addMine takes integer rawCode returns nothing
            set mineRawCode = rawCode
        endmethod
        
    endstruct
    globals
        public NodeAndMiningData array codeData
        
        public group mine_dummyGroup
        public group node_dummyGroup
        public group mine_allMapGroup
        public group node_allMapGroup
        public group capturingUnitsGroup
        public unit array closestUnit
        public Table percentsTable
        public Table array unitCaptureCount
        public texttag array textTag
        
        private unit loopUnitA = null
        private unit loopUnitB = null
    endglobals
    
    public function createNewData takes nothing returns nothing
        set table[0] = table[0] + 1
    endfunction
    
    private function getNodesBoolexpr takes nothing returns boolean
        return IsUnitInGroup(GetFilterUnit(), node_allMapGroup)
    endfunction
    private function DistanceBetweenPointsXY takes real x1, real y1, real x2, real y2 returns real
        return SquareRoot((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2))
    endfunction
    private function boolexprCheck takes nothing returns boolean
        return GetUnitTypeId(GetFilterUnit()) == CapturingUnitRaw and                            /*
        */ DistanceBetweenPointsXY(GetUnitX(GetFilterUnit()), GetUnitY(GetFilterUnit()),         /*
        */                         GetUnitX(loopUnitB), GetUnitY(loopUnitB)) <= CapturingNodeRange
    endfunction
    public function createTextTag takes unit target, string str returns texttag
        local texttag t = CreateTextTag()
            call SetTextTagText(t, str, TextTagSize2Height(10))
            call SetTextTagPosUnit(t, target, 0)
            call SetTextTagColor(t, PercentTo255(0), PercentTo255(100), PercentTo255(0), PercentTo255(100.0))
            call SetTextTagPermanent(t, true)
        return t
    endfunction
    
    public function handleActionsNode takes nothing returns nothing
        local unit u = null
        local unit b = null
        local boolean MoreThenOnePlayer = false
        local integer i = 0
        set capturingUnitsGroup = GetUnitsOfTypeIdAll(CapturingUnitRaw)
        loop
            set u = FirstOfGroup(capturingUnitsGroup)
            set loopUnitA = u
            exitwhen u == null
                call GroupEnumUnitsInRange(node_dummyGroup, GetUnitX(u), GetUnitY(u), CapturingNodeRange, function getNodesBoolexpr)
                loop
                set b = FirstOfGroup(node_dummyGroup)
                set loopUnitB = b
                exitwhen b == null
                    if percentsTable[GetUnitId(b)] >= 100 then
                        if percentsTable[GetUnitId(b)] >= 100 then
                            call SetUnitOwner(b, GetOwningPlayer(u), true)
                            call SetUnitOwner(closestUnit[GetUnitId(b)], GetOwningPlayer(u), true)
                            set percentsTable[GetUnitId(b)] = 0
                            call DestroyTextTag(textTag[GetUnitId(b)])
                        endif
                    else
                        if percentsTable[GetUnitId(b)] <= 0 then
                            set textTag[GetUnitId(b)] = createTextTag(b, "")
                        endif
                        //Finding units of capture raw type, and owned by that player with specific range from node. ================== *
                        call GroupEnumUnitsOfPlayer(mine_dummyGroup, GetOwningPlayer(u), function boolexprCheck)                  //      *
                        set unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)] = CountUnitsInGroup(mine_dummyGroup)  //      *
                        if unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)] > maxUnitsPerNode then                 //      *
                            set unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)] = maxUnitsPerNode                 //      *
                        endif                                                                                                     //      *
                        //============================================================================================================= *
                        set table[3] = 0
                        loop
                        set table[3] = table[3] + 1
                        if unitCaptureCount[table[3]][GetUnitId(b)] > 0 then
                            set i = i + 1
                        endif
                        
                        if i > 1 then
                            set MoreThenOnePlayer = true
                        endif
                        exitwhen table[3] == 12 or MoreThenOnePlayer == true
                        endloop
                        
                        if MoreThenOnePlayer == true then
                            if (percentsTable[GetUnitId(b)] > 0) then
                                    set percentsTable[GetUnitId(b)] = percentsTable[GetUnitId(b)] - DecaptureSpeed
                                else
                                    call DestroyTextTag(textTag[GetUnitId(b)])
                                endif
                        else
                            if IsUnitOwnedByPlayer(b, GetOwningPlayer(u)) == false then
                                set percentsTable[GetUnitId(b)] = percentsTable[GetUnitId(b)] + (CaptureSpeed * unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)])
                            else
                                if (percentsTable[GetUnitId(b)] > 0) then
                                    set percentsTable[GetUnitId(b)] = percentsTable[GetUnitId(b)] - (DecaptureSpeed * unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)])
                                else
                                    call DestroyTextTag(textTag[GetUnitId(b)])
                                endif
                            endif
                        endif
                        call SetTextTagText(textTag[GetUnitId(b)], I2S(percentsTable[GetUnitId(b)]) , TextTagSize2Height(10))
                    endif
                    call GroupRemoveUnit(node_dummyGroup, b)
                endloop
            call GroupRemoveUnit(capturingUnitsGroup, u)
        endloop
    endfunction
    
    public function arrangeItemList takes nothing returns nothing
        
    endfunction
    
    public function forceCapture takes unit node, player owner, boolean resetPercent returns nothing
        call SetUnitOwner(node, owner, true)
        call SetUnitOwner(closestUnit[GetUnitId(node)], owner, true)
        if resetPercent then
            set percentsTable[GetUnitId(node)] = 0
            call DestroyTextTag(textTag[GetUnitId(node)])
        endif
    endfunction
    
    public function AddNode takes unit node returns nothing
        set table[2] = 0
        loop
            set table[2] = table[2] + 1
            set node_dummyGroup = GetUnitsOfTypeIdAll(codeData[table[2]].nodeRawCode)
            if IsUnitInGroup(node, node_dummyGroup) then
                set mine_dummyGroup = GetUnitsOfTypeIdAll(codeData[table[2]].mineRawCode)
                set closestUnit[GetUnitId(node)] = GetClosestUnit(mine_dummyGroup, GetUnitX(node), GetUnitY(node))
                set table[2] = table[0]
            endif
        exitwhen table[2] == table[0]
        endloop
    endfunction
    public function loadGroups takes nothing returns nothing
        local unit u = null
        set table[1] = 0
        loop
            set table[1] = table[1] + 1
            set node_dummyGroup = GetUnitsOfTypeIdAll(codeData[table[1]].nodeRawCode)
            set mine_dummyGroup = GetUnitsOfTypeIdAll(codeData[table[1]].mineRawCode)
            call GroupAddGroup(node_dummyGroup, node_allMapGroup)
            call GroupAddGroup(mine_dummyGroup, mine_allMapGroup)
                loop
                    set u = FirstOfGroup(node_dummyGroup)
                exitwhen u == null
                    set closestUnit[GetUnitId(u)] = GetClosestUnit(mine_dummyGroup, GetUnitX(u), GetUnitY(u))
                    call GroupRemoveUnit(node_dummyGroup, u)
                endloop
        exitwhen table[1] == table[0]
        endloop
    endfunction
    public function init takes nothing returns nothing
        
        set table = Table.create()
        set percentsTable = Table.create()
        set capturingUnitsGroup = CreateGroup()
        set mine_dummyGroup = CreateGroup()
        set node_dummyGroup = CreateGroup()
        set node_allMapGroup = CreateGroup()
        set mine_allMapGroup = CreateGroup()
        
        set unitCaptureCount[0] = Table.create()
        set unitCaptureCount[1] = Table.create()
        set unitCaptureCount[2] = Table.create()
        set unitCaptureCount[3] = Table.create()
        set unitCaptureCount[4] = Table.create()
        set unitCaptureCount[5] = Table.create()
        set unitCaptureCount[6] = Table.create()
        set unitCaptureCount[7] = Table.create()
        set unitCaptureCount[8] = Table.create()
        set unitCaptureCount[9] = Table.create()
        set unitCaptureCount[10] = Table.create()
        set unitCaptureCount[11] = Table.create()
        set unitCaptureCount[12] = Table.create()
        
        call TimerStart(CreateTimer(), 0.5, true, function handleActionsNode)
        
        //=============================================================================== *
        // Edit Here
        //=============================================================================== *
        call createNewData()
        call codeData[table[0]].addWorker('unit')
        call codeData[table[0]].addMine('mine')
        call codeData[table[0]].addNode('node')
        call codeData[table[0]].addItem('item', 100)
        call arrangeItemList() // i used this line to show you how to use it,
        // but since i made only 1 type of an item, that line is pretty much useless, dont use it on
        // places you use only 1 type of item.
        //================================================================================ *
        //Loads groups data into the right variables. dont touch this
        call loadGroups()
        
    endfunction
endlibrary
JASS:
library Table
//***************************************************************
//* Table object 3.0
//* ------------
//*
//*   set t=Table.create() - instanceates a new table object
//*   call t.destroy()     - destroys it
//*   t[1234567]           - Get value for key 1234567
//*                          (zero if not assigned previously)
//*   set t[12341]=32      - Assigning it.
//*   call t.flush(12341)  - Flushes the stored value, so it
//*                          doesn't use any more memory
//*   t.exists(32)         - Was key 32 assigned? Notice
//*                          that flush() unassigns values.
//*   call t.reset()       - Flushes the whole contents of the
//*                          Table.
//*
//*   call t.destroy()     - Does reset() and also recycles the id.
//*
//*   If you use HandleTable instead of Table, it is the same
//* but it uses handles as keys, the same with StringTable.
//*
//*  You can use Table on structs' onInit  if the struct is
//* placed in a library that requires Table or outside a library.
//*
//*  You can also do 2D array syntax if you want to touch
//* mission keys directly, however, since this is shared space
//* you may want to prefix your mission keys accordingly:
//*
//*  set Table["thisstring"][ 7 ] = 2
//*  set Table["thisstring"][ 5 ] = Table["thisstring"][7]
//*
//***************************************************************

//=============================================================
    globals
        private constant integer MAX_INSTANCES=8100 //400000
        //Feel free to change max instances if necessary, it will only affect allocation
        //speed which shouldn't matter that much.

    //=========================================================
        private hashtable ht
    endglobals

    private struct GTable[MAX_INSTANCES]

        method reset takes nothing returns nothing
            call FlushChildHashtable(ht, integer(this) )
        endmethod

        private method onDestroy takes nothing returns nothing
            call this.reset()
        endmethod

        //=============================================================
        // initialize it all.
        //
        private static method onInit takes nothing returns nothing
            set ht = InitHashtable()
        endmethod

    endstruct

    //Hey: Don't instanciate other people's textmacros that you are not supposed to, thanks.
    //! textmacro Table__make takes name, type, key
    struct $name$ extends GTable

        method operator [] takes $type$ key returns integer
            return LoadInteger(ht, integer(this), $key$)
        endmethod

        method operator []= takes $type$ key, integer value returns nothing
            call SaveInteger(ht,  integer(this)  ,$key$, value)
        endmethod

        method flush takes $type$ key returns nothing
            call RemoveSavedInteger(ht, integer(this), $key$)
        endmethod

        method exists takes $type$ key returns boolean
            return HaveSavedInteger( ht,  integer(this)  ,$key$)
        endmethod

        static method flush2D takes string firstkey returns nothing
            call $name$(- StringHash(firstkey)).reset()
        endmethod

        static method operator [] takes string firstkey returns $name$
            return $name$(- StringHash(firstkey) )
        endmethod

    endstruct
    //! endtextmacro

    //! runtextmacro Table__make("Table","integer","key" )
    //! runtextmacro Table__make("StringTable","string", "StringHash(key)" )
    //! runtextmacro Table__make("HandleTable","handle","GetHandleId(key)" )

endlibrary
JASS:
library ClosestUnit
function GetClosestUnit takes group g, real x, real y returns unit
    local real dx
    local real dy
    local group tempGroup
    local real maxDist=999999.0
    local real dist
    local unit u = null
    local unit closest = null

    if (bj_wantDestroyGroup == true) then
        set tempGroup = g
    else
        set tempGroup = CreateGroup()
        call GroupAddGroup(g, tempGroup)
    endif
    set bj_wantDestroyGroup = false

    loop
        set u = FirstOfGroup(tempGroup)
        call GroupRemoveUnit(tempGroup, u)
        exitwhen (u == null)
        set dx = GetUnitX(u) - x
        set dy = GetUnitY(u) - y
        set dist = SquareRoot(dx*dx+dy*dy)
        if (dist < maxDist) then
            set closest = u
            set maxDist = dist
        endif
    endloop
    call DestroyGroup(tempGroup)
    set tempGroup = null
    return closest
endfunction
endlibrary
JASS:
library AutoIndex
//===========================================================================
// Information:
//==============
//
//     AutoIndex is a very simple script to utilize. Just call GetUnitId(unit) to
// get get the unique value assigned to a particular unit. AutoIndex differs from
// other unit indexing libraries because it automatically assigns an ID to each
// unit as it enters the map, and automatically frees that ID as the unit leaves
// the map. This gives you several advantages as the user:
//   -The GetUnitId function inlines directly to a GetUnitUserData call (or a
//    LoadInteger call if the UseUnitUserData constant is set to false.)
//   -You don't need to manually free IDs as units leave the map.
//   -Detecting removing units to free their indexes is O(1), and less costly
//    performance-wise than a timer scanning the map for removed units.
//
//  If you turn on debug mode, AutoIndex will become slower, but it will be able
//  to display several helpful error messages. It can detect the following issues:
//   -Passing a removed or decayed unit to GetUnitId
//   -Code outside of AutoIndex has overwritten a unit's UserData value.
//   -GetUnitId was used on a filtered unit (a unit you don't want indexed).
//
//     AutoIndex uses UnitUserData by default. If something else in your map
// would conflict with that, you can set the UseUnitUserData configuration
// constant to false, and a hashtable will be used instead. Note that hash-
// tables are about 60% slower.
//
//     AutoIndex provides events upon indexing or deindexing units. This
// effectively allows you to notice when units enter or leave the game, and
// handle the creation or destruction of attached data or other things. Also
// included is the AutoStruct module, which automatically creates and destroys
// struct instances associated with units as they enter and leave the game.
//
//===========================================================================
// How to install AutoIndex:
//===========================
//
// 1.) Copy and paste this script into your map.
// 2.) Save it to allow the ObjectMerger macro to generate the "Leave Detect"
//     ability for you. Close and re-open the map. After that, disable the macro
//     to prevent the save delay.
//
//===========================================================================
// How to use AutoIndex:
//=======================
//
//     So you can get a unique integer for each unit, but how do you use that to
// attach data to a unit? GetUnitId will always return a number in the range of
// 1-8190. This means it can be used as an array index, as demonstrated below:
//
// globals
//     integer array IntegerData
//     real array RealData
//     SomeStruct array SomeStructData
// englobals
//
// function Example takes nothing returns nothing
//     local unit u = CreateUnit(...)
//     local integer id = GetUnitId(u)
//         //You now have a unique index for the unit, so you can
//         //attach or retrieve data about the unit using arrays.
//         set IntegerData[id] = 5
//         set RealData[id] = 25.0
//         set SomeStructData[id] = SomeStruct.create()
//         //If you have access to the same unit in another function, you can
//         //retrieve the data by using GetUnitId() and reading the arrays.
// endfunction
//
//     The UnitFilter function in the configuration section is provided so that
// you can make AutoIndex completely ignore certain unit-types. Ignored units
// won't be indexed or fire indexed/deindexed events. You may want to filter out
// dummy casters or system-private units, especially ones that use UnitUserData
// internally. xe dummy units are automatically filtered.
//
//===========================================================================
// How to use OnUnitIndexed / OnUnitDeindexed:
//=============================================
//
//     AutoIndex will fire the OnUnitIndexed event when a unit enters the map,
// and the OnUnitDeindexed event when a unit leaves the map. Functions used
// as events must take a unit and return nothing. An example is given below:
//
// function UnitEntersMap takes unit u returns nothing
//     call BJDebugMsg(GetUnitName(u)+" was indexed with the ID "+I2S(GetUnitId(u)))
// endfunction
//
// function UnitLeavesMap takes unit u returns nothing
//     call BJDebugMsg(GetUnitName(u)+" was deindexed with the ID "+I2S(GetUnitId(u)))
// endfunction
//
// function Init takes nothing returns nothing
//     call OnUnitIndexed(UnitEntersMap)
//     call OnUnitDeindexed(UnitLeavesMap)
// endfunction
//
//     As you can see, it works perfectly fine to call GetUnitId() on a unit
// during either of these events.
//
//     If you call OnUnitIndexed during map initialization, every existing
// unit will be considered as entering the map. This saves you from needing
// to manually enumerate preplaced units (or units created by initialization
// code that ran before OnUnitIndexed was called).
//
//     OnUnitDeindexed runs while a unit still exists, which means you can
// still do things such as destroy special effects attached to the unit.
// The unit will cease to exist immediately after the event is over.
//
//===========================================================================
// AutoIndex API:
//================
//
// GetUnitId(unit) -> integer
//   This function returns a unique ID in the range of 1-8190 for the
//   specified unit. Ruturns 0 if a null unit was passed. This function
//   inlines directly to GetUnitUserData or LoadInteger if debug mode
//   is disabled. If debug mode is enabled, this function will print
//   an error message when passed a decayed or filtered unit.
//
// OnUnitIndexed(IndexFunc)
//   This function accepts an IndexFunc, which must take a unit and
//   return nothing. The IndexFunc will be fired instantly whenever
//   a unit enters the map. You may use GetUnitId on the unit. When
//   you call this function during map initialization, every existing
//   unit will be considered as entering the map.
//
// OnUnitDeindexed(IndexFunc)
//   Same as above, but runs whenever a unit is leaving the map. When
//   this event runs, the unit still exists, but it will cease to exist
//   as soon as the event ends. You may use GetUnitId on the unit.
//
//===========================================================================
// How to use the AutoStruct module:
//===================================
//
//     The AutoStruct module allows you to automatically create and destroy
// struct instances as units enter and leave the game. An instance of the
// implementing struct will be created each time a unit enters the game,
// and destroyed when that unit leaves the game. (You cannot create or dest-
// roy instances manually.) This means that you should consider each inst-
// ance of an AutoStruct to be "owned by" a specific unit.
//
//   AutoStruct restrictions:
//   -You may not implement AutoStruct in any struct that declares its
//    own create, destroy, or operator[] methods.
//
//   -You may not manually create or destroy structs implementing AutoStruct.
//    Creation and destruction are handled automatically as units enter/leave.
//
//   -AutoStruct may be implemented in structs that extend interfaces or
//    other structs, but only if the allocate() method takes no parameters.
//    (The restriction of allocate() taking no parameters may be changed soon.)
//
//   -AutoStruct will not work with structs that extend array, since they
//    can't be created or destroyed.
//
//  AutoStruct features:
//   -An instance of the implementing struct will be created each time a
//    unit enters the game. That instance will be destroyed when that unit
//    leaves the game. The struct will always exist while the unit does.
//
//   -You can retrieve an AutoStruct from a unit by using the syntax:
//      local StructName mystruct = StructName[unit]
//      //This inlines to a GetUnitId() call + array lookup.
//
//   -You can refer to the unit that owns the instance by the member "me":
//      //Outside of the struct:  call BJDebugMsg(GetUnitName(mystruct.me))
//      //From within the struct: call BJDebugMsg(GetUnitName(me))
//
//   -You can use the optional methods onCreate and onDestroy to notice when
//    instances of a struct implementing AutoStruct are created and destroyed.
//    This is equivalent to detecting a unit entering and leaving the game.
//      struct Example
//          private method onCreate takes nothing returns nothing
//              call BJDebugMsg(GetUnitName(me)+" has entered the game!")
//          endmethod
//          private method onDestroy takes nothing returns nothing
//              call BJDebugMsg(GetUnitName(me)+" has left the game!")
//          endmethod
//          implement AutoStruct
//      endstruct
//
//   -You can filter which units will recieve an AutoStruct by using the
//    optional static method createFilter. The createFiler method must take
//    a unit parameter and return a boolean (true if created, false if not).
//      struct Example
//          private static method createFiler takes unit u returns boolean
//              return GetUnitTypeId(u) == 'hfoo' //Only Footmen will recieve this AutoStruct.
//          endmethod
//          implement AutoStruct
//      endstruct
//
//===========================================================================
// Configuration:
//================

// external ObjectMerger w3a Adef lvdt anam "Leave Detect" aart "" arac 0
//Save your map with this Object Merger call enabled, then close and reopen your
//map. Disable it by removing the exclamation to remove the delay while saving.

globals
    private constant integer LeaveDetectAbilityID = 'lvdt'
    //This rawcode must match the parameter after "Adef" in the
    //ObjectMergermacro above. You can change both if you want.
    
    private constant boolean UseUnitUserData = true
    //If this is set to true, UnitUserData will be used. You should only set
    //this to false if something else in your map already uses UnitUserData.
    //A hashtable will be used instead, but it is about 60% slower.
endglobals

private function UnitFilter takes unit u returns boolean
    return true
endfunction
//Make this function return false for any unit-types you wish to be ignored.
//Ignored units won't be indexed or fire OnUnitIndexed/OnUnitDeindexed
//events. Use the unit u parameter to refer to the unit being filtered.
//You do not need to filter out xe dummy units; they are already filtered.

//===========================================================================
// AutoStruct module:
//====================

function interface AutoStructCreator takes unit u returns integer
function interface AutoStructDestroyer takes unit u returns nothing

module AutoStruct
    private static thistype array data
    unit me //The unit that "owns" this struct instance is referred to as "me".
    
    static method operator [] takes unit u returns thistype
        return data[GetUnitId(u)] //Return the struct instance associated with the unit.
    endmethod
    
    private static method create takes unit u returns thistype
        local thistype this
            static if thistype.createFilter.exists then //If the createFiler exists...
                if not createFilter(u) then //If the unit fails the createFilter...
                    return 0 //Don't allocate a struct for this unit.
                endif
            endif
            set this = allocate() //Allocate the struct.
            set me = u //Assign the "me" unit of this struct to the entering unit.
            set data[GetUnitId(u)] = this //Attach this instance to the unit.
            static if thistype.onCreate.exists then //If onCreate exists...
                call onCreate() //Call the onCreate() method for this struct.
            endif
        return this
    endmethod
    //create is private; the user doesn't create AutoStructs. They are created
    //automatically when a unit enters the game and passes the createFilter.
    
    private method destroy takes nothing returns nothing
    endmethod
    //destroy is private; the user doesn't destroy AutoStructs. They are destroyed
    //automatically when their corresponding units leave the game.
    
    private static method destroyer takes unit u returns nothing
        local thistype this = thistype[u] //Get the instance of the struct for this unit.
            if this != 0 then //If it has an instance...
                call deallocate() //Deallocate it, calling onDestroy.
                set .data[GetUnitId(me)] = 0 //Null the unit's associated struct instance.
                set me = null //Null the unit reference.
            endif
    endmethod
    
    private static method onInit takes nothing returns nothing
        call AutoIndex.addAutoStruct(thistype.create, thistype.destroyer)
        //Pass pointers to the create and destroyer functions to AutoIndex, so
        //that it can create/destroy instances as units are indexed/deindexed.
    endmethod
endmodule

//===========================================================================
// AutoIndex struct:
//===================

hook RemoveUnit AutoIndex.hook_RemoveUnit
hook ReplaceUnitBJ AutoIndex.hook_ReplaceUnitBJ
debug hook SetUnitUserData AutoIndex.hook_SetUnitUserData

struct AutoIndex
    private static trigger   enter      = CreateTrigger()
    private static trigger   order      = CreateTrigger()
    private static trigger   creepdeath = CreateTrigger()
    private static group     preplaced  = CreateGroup()
    private static timer     allowdecay = CreateTimer()
    private static hashtable ht

    private static boolean array dead
    private static boolean array summoned
    private static boolean array animated
    private static boolean array nodecay
    private static boolean array removing
    
    private static IndexFunc array indexfuncs
    private static integer indexfuncs_n = -1
    private static IndexFunc array deindexfuncs
    private static integer deindexfuncs_n = -1
    private static IndexFunc indexfunc
    
    private static AutoStructCreator array creators
    private static AutoStructDestroyer array destroyers
    private static integer autostructs_n = -1
    
    private static unit array allowdecayunit
    private static integer allowdecay_n = -1
    
    private static boolean duringinit = true
    private static boolean array altered
    private static unit array idunit
    
    //===========================================================================

    static method getIndex takes unit u returns integer
        static if UseUnitUserData then
            return GetUnitUserData(u)
        else
            return LoadInteger(ht, 0, GetHandleId(u))
        endif
    endmethod
    //Resolves to an inlinable one-liner after the static if.
    
    static method getIndexDebug takes unit u returns integer
            if GetUnitTypeId(u) == 0 then
                call BJDebugMsg("AutoIndex error: Removed or decayed unit passed to GetUnitId.")
            elseif idunit[getIndex(u)] != u and GetIssuedOrderId() != 852056 then
                call BJDebugMsg("AutoIndex error: "+GetUnitName(u)+" is a filtered unit.")
            endif
        return getIndex(u)
    endmethod
    //If debug mode is enabled, use the getIndex method that shows errors.
    
    static method setIndex takes unit u, integer index returns nothing
        static if UseUnitUserData then
            call SetUnitUserData(u, index)
        else
            call SaveInteger(ht, 0, GetHandleId(u), index)
        endif
    endmethod
    //Resolves to an inlinable one-liner after the static if.
    
    static method isUnitAnimateDead takes unit u returns boolean
        return animated[getIndex(u)]
    endmethod
    //Don't use this; use IsUnitAnimateDead from AutoEvents instead.
    
    //===========================================================================
    
    private static method onUnitIndexed_sub takes nothing returns nothing
        call indexfunc.evaluate(GetEnumUnit())
    endmethod
    static method onUnitIndexed takes IndexFunc func returns nothing
        set indexfuncs_n = indexfuncs_n + 1
        set indexfuncs[indexfuncs_n] = func
        if duringinit then
            set indexfunc = func
            //During initialization, evaluate the indexfunc for every preplaced unit.
            call ForGroup(preplaced, function AutoIndex.onUnitIndexed_sub)
        endif
    endmethod
    
    static method onUnitDeindexed takes IndexFunc func returns nothing
        set deindexfuncs_n = deindexfuncs_n + 1
        set deindexfuncs[deindexfuncs_n] = func
    endmethod
    
    static method addAutoStruct takes AutoStructCreator creator, AutoStructDestroyer destroyer returns nothing
        set autostructs_n = autostructs_n + 1
        set creators[autostructs_n] = creator
        set destroyers[autostructs_n] = destroyer
    endmethod
    
    //===========================================================================
    
    private static method hook_RemoveUnit takes unit whichUnit returns nothing
        set removing[getIndex(whichUnit)] = true
    endmethod
    private static method hook_ReplaceUnitBJ takes unit whichUnit, integer newUnitId, integer unitStateMethod returns nothing
        set removing[getIndex(whichUnit)] = true
    endmethod
    //Intercepts whenever RemoveUnit or ReplaceUnitBJ is called and sets a flag.
    
    private static method hook_SetUnitUserData takes unit whichUnit, integer data returns nothing
        static if UseUnitUserData then
            if idunit[getIndex(whichUnit)] == whichUnit then
                if getIndex(whichUnit) == data then
                    call BJDebugMsg("AutoIndex error: Code outside AutoIndex attempted to alter "+GetUnitName(whichUnit)+"'s index.")
                else
                    call BJDebugMsg("AutoIndex error: Code outside AutoIndex altered "+GetUnitName(whichUnit)+"'s index.")
                    if idunit[data] != null then
                        call BJDebugMsg("AutoIndex error: "+GetUnitName(whichUnit)+" and "+GetUnitName(idunit[data])+" now have the same index.")
                    endif
                    set altered[data] = true
                endif
            endif
        endif
    endmethod
    //In debug mode, intercepts whenever SetUnitUserData is used on an indexed unit.
    //Displays an error message if outside code tries to alter a unit's index.
    
    //===========================================================================
    
    private static method allowDecay takes nothing returns nothing
        local integer n = allowdecay_n
            loop
                exitwhen n < 0
                set nodecay[getIndex(allowdecayunit[n])] = false
                set allowdecayunit[n] = null
                set n = n - 1
            endloop
            set allowdecay_n = -1
    endmethod
    //Iterate through all the units in the stack and allow them to decay again.
    
    private static method detectStatus takes nothing returns boolean
        local unit u = GetTriggerUnit()
        local integer index = getIndex(u)
        local integer n
            
            if idunit[index] == u then //Ignore non-indexed units.
                if not IsUnitType(u, UNIT_TYPE_DEAD) then
                
                    if dead[index] then //The unit was dead, but now it's alive.
                        set dead[index] = false //The unit has been resurrected.
                        
                        //! runtextmacro optional RunAutoEvent("Resurrect")
                        //If AutoEvents is in the map, run the resurrection events.
                            
                        if IsUnitType(u, UNIT_TYPE_SUMMONED) and not summoned[index] then
                            set summoned[index] = true //If the unit gained the summoned flag,
                            set animated[index] = true //it's been raised with Animate Dead.
                                
                            //! runtextmacro optional RunAutoEvent("AnimateDead")
                            //If AutoEvents is in the map, run the Animate Dead events.
                        endif
                    endif
                else
                
                    if not removing[index] and not dead[index] and not animated[index] then
                        set dead[index] = true    //The unit was alive, but now it's dead.
                        set nodecay[index] = true //A dead unit can't decay for at least 0. seconds.
                        set allowdecay_n = allowdecay_n + 1  //Add the unit to a stack. After the timer
                        set allowdecayunit[allowdecay_n] = u //expires, allow the unit to decay again.
                        call TimerStart(allowdecay, 0., false, function AutoIndex.allowDecay)
                        
                        //! runtextmacro optional RunAutoEvent("Death")
                        //If AutoEvents is in the map, run the Death events.
                        //! runtextmacro optional TransportUnload()
                        //If TransportEvents is in the map, remove the dead unit from whatever transport it's in.
                        
                    elseif removing[index] or (dead[index] and not nodecay[index]) or (not dead[index] and animated[index]) then
                        //If .nodecay was false and the unit is dead and was previously dead, the unit decayed.
                        //If .animated was true and the unit is dead, the unit died and exploded.
                        //If .removing was true, the unit is being removed or replaced.
                        
                        //! runtextmacro optional TransportUnload()
                        //If TransportEvents is in the map, remove the leaving unit from whatever transport it's in.
                        
                        set n = deindexfuncs_n
                        loop //Run the OnUnitDeindexed events.
                            exitwhen n < 0
                            call deindexfuncs[n].evaluate(u)
                            set n = n - 1
                        endloop
                        //! runtextmacro optional DestroyUnitLists()
                        //If UnitListModule is in the map, destroy all of the UnitLists associated with the leaving unit.
                        set n = autostructs_n
                        loop //Destroy AutoStructs for the leaving unit.
                            exitwhen n < 0
                            call destroyers[n].evaluate(u)
                            set n = n - 1
                        endloop
                        
                        //! runtextmacro optional TransportClean()
                        //If TransportEvents is in the map, and the leaving unit is a
                        //transport, clean the transport- related data from the unit.
                        
                        call AutoIndex(index).destroy() //Free the index by destroying the AutoIndex struct.
                        set idunit[index] = null //Null this unit reference to prevent a leak.
                    endif
                endif
            endif
            
        set u = null
        return false
    endmethod

    //===========================================================================
    
    private static method unitEntersMap takes unit u returns nothing
        local integer index
        local integer n = 0
            if getIndex(u) != 0 then
                return //Don't index a unit that already has an ID.
            endif
            static if LIBRARY_xebasic then
                if GetUnitTypeId(u) == XE_DUMMY_UNITID then
                    return //Don't index xe dummy units.
                endif
            endif
            if not UnitFilter(u) then
                return //Don't index units that fail the unit filter.
            endif
            
            set index = create()
            call setIndex(u, index) //Assign an index to the entering unit.
            
            call UnitAddAbility(u, LeaveDetectAbilityID) //Add the leave detect ability to the entering unit.
            call UnitMakeAbilityPermanent(u, true, LeaveDetectAbilityID) //Prevent it from disappearing on morph.
            
            set dead[index] = IsUnitType(u, UNIT_TYPE_DEAD)         //Reset all of the flags for the entering
            set summoned[index] = IsUnitType(u, UNIT_TYPE_SUMMONED) //unit. These flags are necessary to detect
            set animated[index] = false                             //when the unit leaves the map.
            set nodecay[index] = false
            set removing[index] = false
            debug set altered[index] = false //In debug mode, this flag tracks wheter a unit's index was altered.
            set idunit[index] = u            //Attach the unit that is supposed to have this index to the index.
            
            if duringinit then
                call GroupAddUnit(preplaced, u) //Add units that are created during initialization to the preplaced
                //units group. This ensures that all units are noticed by OnUnitIndexed during initialization.
            endif
            
            loop //Create AutoStructs for the entering unit.
                exitwhen n > autostructs_n
                call creators[n].evaluate(u)
                set n = n + 1
            endloop
            set n = 0
            loop //Run the OnUnitIndexed events.
                exitwhen n > indexfuncs_n
                call indexfuncs[n].evaluate(u)
                set n = n + 1
            endloop
    endmethod
    
    private static method onIssuedOrder takes nothing returns boolean
            if getIndex(GetTriggerUnit()) == 0 then
                call unitEntersMap(GetTriggerUnit())
            endif //If the unit doesn't have an index at this point, assign it one.
            //This is necessary to catch units with default-on autocast abilities
            //when using GetUnitId on a newly created unit within an order event.
            //! runtextmacro optional TransportUnloadCheck()
            //If TransportEvents is in the map, check whether a unit is unloading.
        return GetIssuedOrderId() == 852056 //If the order is Undefend, allow detectStatus to run.
    endmethod
    
    private static method initEnteringUnit takes nothing returns boolean
            call unitEntersMap(GetFilterUnit())
        return false
    endmethod
    
    //===========================================================================
    
    private static method afterInit takes nothing returns nothing
        set duringinit = false //Initialization is over; set a flag.
        call DestroyTimer(GetExpiredTimer()) //Destroy the timer.
        call GroupClear(preplaced)   //The preplaced units group is
        call DestroyGroup(preplaced) //no longer needed, so clean it.
        set preplaced = null
    endmethod
    
    private static method onInit takes nothing returns nothing
        local region maparea = CreateRegion()
        local rect bounds = GetWorldBounds()
        local group g = CreateGroup()
        local integer i = 15
            static if not UseUnitUserData then
                set ht = InitHashtable() //Only create a hashtable if it will be used.
            endif
            loop
                exitwhen i < 0
                call SetPlayerAbilityAvailable(Player(i), LeaveDetectAbilityID, false)
                //Make the LeaveDetect ability unavailable so that it doesn't show up on the command card of every unit.
                call TriggerRegisterPlayerUnitEvent(order, Player(i), EVENT_PLAYER_UNIT_ISSUED_ORDER, null)
                //Register the "EVENT_PLAYER_UNIT_ISSUED_ORDER" event for each player.
                call GroupEnumUnitsOfPlayer(g, Player(i), function AutoIndex.initEnteringUnit)
                //Enum every non-filtered unit on the map during initialization and assign it a unique
                //index. By using GroupEnumUnitsOfPlayer, even units with Locust can be detected.
                set i = i - 1
            endloop
            call TriggerAddCondition(order, And(function AutoIndex.onIssuedOrder, function AutoIndex.detectStatus))
            //The detectStatus method will fire every time a non-filtered unit recieves an undefend order.
            //And() is used here to avoid using a trigger action, which starts a new thread and is slower.
            call TriggerRegisterPlayerUnitEvent(creepdeath, Player(12), EVENT_PLAYER_UNIT_DEATH, null)
            call TriggerAddCondition(creepdeath, function AutoIndex.detectStatus)
            //The detectStatus method must also fire when a neutral hostile creep dies, in case it was
            //sleeping. Sleeping creeps don't fire undefend orders on non-damaging deaths.
            call RegionAddRect(maparea, bounds) //GetWorldBounds() includes the shaded boundry areas.
            call TriggerRegisterEnterRegion(enter, maparea, function AutoIndex.initEnteringUnit)
            //The filter function of an EnterRegion trigger runs instantly when a unit is created.
            call TimerStart(CreateTimer(), 0., false, function AutoIndex.afterInit)
            //After any time elapses, perform after-initialization actions.
        call GroupClear(g)
        call DestroyGroup(g)
        call RemoveRect(bounds)
        set g = null
        set bounds = null
    endmethod
    
endstruct

//===========================================================================
// User functions:
//=================

function GetUnitId takes unit u returns integer
    static if DEBUG_MODE then
        return AutoIndex.getIndexDebug(u)
    else
        return AutoIndex.getIndex(u)
    endif
endfunction

function interface IndexFunc takes unit u returns nothing

function OnUnitIndexed takes IndexFunc func returns nothing
    call AutoIndex.onUnitIndexed(func)
endfunction

function OnUnitDeindexed takes IndexFunc func returns nothing
    call AutoIndex.onUnitDeindexed(func)
endfunction

endlibrary


And more to the problems.
this is 10% mui ^^
i have no clue why the other 90% fails hard..
but it wont allow to take over 2 places at same time (2 diffrent people),
and when the percents reach 0, it wont destroy the texttag.

Thx in advance =]
 
call SetTextTagColor(t, PercentTo255(0), PercentTo255(100), PercentTo255(0), PercentTo255(100.0))

>> call SetTextTagColor(t, 0, 255, 0, 255)

Copying over Table and AutoIndex is a waste of Internet bandwidth. Vexorian's Table is overkill for "unitCaptureCount" because AutoIndex gives an index between 1 and 8190, making it fine for normal arrays. If you use it like you have, you might as well scrap AutoIndex and just use handle id's directly.
 
Level 11
Joined
Sep 12, 2008
Messages
657
hmm so.. should i replace those with integers/integer array?
and what do i do about UnitCaptureCount thingy?
its quite odd, since if i use just the unit id, i cant tell if those are 2 diffrent units,etc
so how do i do it?
 
Level 11
Joined
Sep 12, 2008
Messages
657
Okay, its been a day..
i remade the whole code, made a struct,
made it alot simpler to edit stuff,
and im freaking out,
everything works perfect, untill i get to this part:
JASS:
call GroupEnumUnitsInRange(enum_group2, GetUnitX(b), GetUnitY(b), CapturingNodeRange, function boolexprCheck)
                set unitCaptureCount[GetPlayerId(GetOwningPlayer(u))][GetUnitId(b)] = CountUnitsInGroup(enum_group2)

i've been cracking my mind on this,
it ruins everyhing that was ever mui about the code.. lol..

thanks in advance..
 
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