• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[vJASS] Could someone explain how to use this system?

Status
Not open for further replies.
Level 19
Joined
Oct 12, 2007
Messages
1,821
Hey there.

I was wondering if there's anyone here that could take a look at this system made by Anachron and tell me how to get what I want, because it's all pretty complicated for me.

I'm talking about the Movement System: http://www.thehelper.net/threads/anachrons-move-spawn-systems.129519/

JASS:
//:******************************************************************************
//: Anachrons Move System
//: by dhk_undead_lord / aka Anachron
//: version 1.05
//:
//:
//: ABOUT:
//: This system has been thought to be able to easily
//: create and manage spawn ways of troops.
//: Top priority is the automatic movement control,
//: such as high customizeability for users.
//:
//: WHAT YOU NEED:
//: You need JassNewGenPack to use this vJASS system.
//: (Download it here: [url]http://www.wc3c.net/showthread.php?goto=newpost&t=90999[/url])
//:
//: STEPS TO IMPORT:
//: I.) Copy this code.
//: II.) Paste it into the head of your map.
//: (Therefor go to the Trigger Editor, select the mapname and paste
//: into the area on the right)
//: III.) Save your map!
//: (With File - Save Map (S) or control + S. DO NOT SAVE WITH SAVE AS!)
//: IV.) You got it! You imported the system.
//:
//: To make sure this system works, you should try a few tests!
//:
//: METHODS
//:
//: >WayPoint.create takes real baseX, real baseY, real targX, real targY, real targRadius
//: Constructor of WayPoints.
//:
//: >WayPoint.moveUnit takes unit u
//: Move any unit to the target of this waypoint!
//:
//: >Way.create takes boolean scCon, boolean stCon, boolean hdCon returns Way
//: Create a new Way, say whether orders should recast attack/move or not.
//:
//: >Way.addWayPoint takes WayPoint wp returns nothing
//: Add a waypoint to the system! Horray, another patrol point.
//:
//: >Way.addUnit takes unit u returns nothing
//: Adds an unit to the way. Automaticly moves to the first waypoint.
//:
//: >Way.removeUnit takes unit u returns nothing
//: Remove a unit from the way system.
//:
//: >Way.moveUnit takes unit u, integer curPos returns nothing
//: Move the unit u to the waypoint curPos's position
//:
//: >Way.moveNext takes unit u, integer curPos returns nothing
//: Sets the new wayPoint for the unit u
//:
//: >Way.getNearestWP takes unit u returns integer
//: A very nice function to find the nearest waypoint of an unit.
//: Is perfect for Revive spells were you need to reregister,
//: because with this function its pretty easy to get the correct waypoint.
//:
//: Thanks for downloading and using my system!
//:
//: Please don't forget to give credits to me (dhk_undead_lord / Aka Anachron)
//:
//:******************************************************************************
library AnaMoveSys initializer init
    //==========================================================================
    // %CUSTOMIZATION AREA%: Feel free to change anything to what you need!
    //==========================================================================
    globals
        //: %Default Values%
        //: Basicly the radius the unit has to be to
        //: get ordered to the next waypoint.
        private constant real TARGET_TOLERANCE = 192.
        //: Sets whether the unit should move again
        //: after it casted a spell.
        private constant boolean SPELLCAST_CONTINUE = true
        //: Sets whether the unit should move again
        //: after it used stop command.
        private constant boolean STOP_CONTINUE = true
        //: Sets whether the unit should move again
        //: after it used the hold position command.
        private constant boolean HOLDPOSITION_CONTINUE = false
        //: Sets whether death units will automaticly
        //: removed by the system.
        //: WARNING: THIS IS HIGLY RECOMMENDED!
        //: TO ADD UNITS (LIKE REVIVE) USE THE addUnit()
        //: METHOD!
        private constant boolean DEATH_REMOVES = true

        //: %Hashtable Storage%
        //: Sets which key is for the unit ID
        private constant integer KEY_UNIT = 0
        //: Sets which key is for the way ID
        private constant integer KEY_WAY = 1
        //: Sets which key is for the current
        //: waypoint ID.
        private constant integer KEY_CURPOS = 2

        //: %Order Ids%
        private constant string ORDER_STOP = "stop"
        private constant string ORDER_HOLDPOSITION = "position"
        private constant string ORDER_ATTACKMOVE = "attack"

        //: %Timers%
        private constant timer MOVE_TIMER = CreateTimer()
        private constant real MOVE_INT = 0.75

        //: %Saving%
        private hashtable UNIT_DATA = InitHashtable()
        private group MOVING_UNITS = CreateGroup()
    endglobals

    //: %Conditions of reordering the units
    //: Here you can define the conditions,
    //: such as owner controlling and other
    //: useful filters.
    public function globalCheck takes nothing returns boolean
        return LoadWidgetHandle(UNIT_DATA, GetHandleId(GetTriggerUnit()), KEY_UNIT) != null
    endfunction

    public function checkSpellcast takes nothing returns boolean
        return globalCheck()
    endfunction

    public function checkStopOrder takes nothing returns boolean
        return globalCheck() and GetIssuedOrderId() == OrderId(ORDER_STOP)
    endfunction

    public function checkHoldOrder takes nothing returns boolean
        return globalCheck() and GetIssuedOrderId() == OrderId(ORDER_HOLDPOSITION)
    endfunction

    //==========================================================================
    //: %DO NOT CHANGE THIS UNLIKE YOU KNOW WHAT YOU ARE DOING%
    //==========================================================================

    public function reOrderUnit takes nothing returns nothing
        local integer unitID = 0
        local integer wayID = 0
        local integer curPos = 0

        if IsUnitInGroup(GetTriggerUnit(), MOVING_UNITS) then
            set unitID = GetHandleId(GetTriggerUnit())
            set wayID = LoadInteger(UNIT_DATA, unitID, KEY_WAY)
            set curPos = LoadInteger(UNIT_DATA, unitID, KEY_CURPOS)
            debug call BJDebugMsg("!AoSMoveSys] |NOTICE| <Way[" + I2S(wayID) + "]> <Reorder unit " + I2S(unitID) + ">")
            call Way.instances[wayID].moveUnit(GetTriggerUnit(), curPos)
        endif
    endfunction

    public function checkUnregister takes nothing returns boolean
        return GetOwningPlayer(GetTriggerUnit()) == Player(0)
    endfunction

    public function unregisterUnit takes nothing returns nothing
        local integer wayID = LoadInteger(UNIT_DATA, GetHandleId(GetTriggerUnit()), KEY_WAY)

        call Way.instances[wayID].removeUnit(GetTriggerUnit())
    endfunction

    struct WayPoint
        real baseX = 0.
        real baseY = 0.

        real targX = 0.
        real targY = 0.
        real targRadius = 0.

        integer ID = 0

        //: =================================
        //: CREATE NEW INSTANCES
        //: =================================
        public static method create takes real bX, real bY, real tX, real tY, real tR returns WayPoint
            local thistype wp = thistype.allocate()
                set wp.baseX = bX
                set wp.baseY = bY
                set wp.targX = tX
                set wp.targY = tY
                set wp.targRadius = tR
            return wp
        endmethod
        //: =================================

        //: =================================
        //: Move the unit to the target loc
        //: =================================
        public method moveUnit takes unit u returns nothing
            call IssuePointOrder(u, ORDER_ATTACKMOVE, .targX, .targY)
        endmethod
        //: =================================
    endstruct

    struct Way
        group units = CreateGroup()

        integer ID = 0
        static Way array instances[8191]
        static integer index = 0

        integer curwpID = 0
        WayPoint array wayPoints[128]

        //: Saves the triggers for the
        //: auto remove functions.
        //: -> spellcast?
        static trigger scTrig = CreateTrigger()
        //: -> stop?
        static trigger stTrig = CreateTrigger()
        //: -> hold position?
        static trigger hpTrig = CreateTrigger()

        //: This unregisters unit which die
        static trigger deathTrig = CreateTrigger()

        //: =================================
        //: CREATE NEW INSTANCES
        //: =================================
        public static method create takes nothing returns thistype
            local thistype wy = thistype.allocate()
                call thistype.addWay(wy)
            return wy
        endmethod
        //: =================================

        //: =================================
        //: Add and remove ways to the system
        //: =================================
        private static method addWay takes thistype wy returns nothing
            set wy.ID = thistype.index
            set thistype.instances[thistype.index] = wy
            set thistype.index = thistype.index + 1
        endmethod

        private static method removeWay takes thistype wy returns nothing
            set thistype.instances[wy.ID] = thistype.instances[thistype.index]
            set thistype.index = thistype.index - 1
        endmethod
        //: =================================

        //: ====================================
        //: Add and remove Way Point to the way
        //: ====================================
        public method addWayPoint takes WayPoint wp returns nothing
            set wp.ID = .curwpID
            set .wayPoints[.curwpID] = wp
            set .curwpID = .curwpID + 1
        endmethod

        public method removeWayPoint takes WayPoint wp returns nothing
            set .wayPoints[wp.ID] = .wayPoints[.curwpID]
            set .curwpID = .curwpID - 1
        endmethod
        //: ====================================

        //: ====================================
        //: Add and remove units to the way
        //: ====================================
        public method addUnit takes unit u, integer curPos returns nothing
            if not(IsUnitInGroup(u, .units)) then
                call SaveWidgetHandle(UNIT_DATA, GetHandleId(u), KEY_UNIT, u)
                call SaveInteger(UNIT_DATA, GetHandleId(u), KEY_WAY, .ID)
                call SaveInteger(UNIT_DATA, GetHandleId(u), KEY_CURPOS, curPos)

                call GroupAddUnit(.units, u)
                call GroupAddUnit(MOVING_UNITS, u)

                call .moveUnit(u, curPos)
            else
                debug call BJDebugMsg("!AoSMoveSys] |ERROR| <Way[" + I2S(.ID) + "]> <addUnit: UNIT ALREADY REGISTERED!>")
            endif
        endmethod

        public method removeUnit takes unit u returns nothing
            call FlushChildHashtable(UNIT_DATA, GetHandleId(u))
            call GroupRemoveUnit(.units, u)
            call GroupRemoveUnit(MOVING_UNITS, u)
            debug call BJDebugMsg("!AoSMoveSys] |NOTICE| <Way[" + I2S(.ID) + "]> <removeUnit: UNIT HAS BEEN REMOVED!>")
        endmethod
        //: ====================================

        //: ====================================
        //: Move an unit to the target
        //: ====================================
        public method moveUnit takes unit u, integer curPos returns nothing
            call .wayPoints[curPos].moveUnit(u)
        endmethod

        public method moveNext takes unit u, integer curPos returns nothing
            set curPos = curPos + 1
            if curPos < .curwpID then
                //: %Save data and move unit%
                call SaveInteger(UNIT_DATA, GetHandleId(u), KEY_CURPOS, curPos)
                call .moveUnit(u, curPos)
            else
                call .removeUnit(u)
            endif
        endmethod
        //: ====================================

        //: ====================================
        //: Additional Methods for users
        //: ====================================
        public method getNearestWP takes unit u returns integer
            local integer foundWP = -1
            local WayPoint wp = 0
            local integer i = 0
            local real tmpDist = 0.
            //: !Do NOT change this
            local real dist = 100000000.

            loop
                exitwhen i >= .curwpID

                // %Compare the distances%
                set tmpDist = SquareRoot(GetUnitX(u) * wp.targX + GetUnitY(u) * wp.targY)
                if tmpDist <= dist then
                    set foundWP = i
                    set dist = tmpDist
                endif

                set i = i + 1
            endloop

            return foundWP
        endmethod
        //: ====================================

        //: ====================================
        //: Desctrutor Method
        //: ====================================
        private method onDestroy takes nothing returns nothing
            local integer i = 0

            loop
                exitwhen i >= .curwpID

                call .wayPoints[i].destroy()

                set i = i + 1
            endloop

            call thistype.removeWay(this)
        endmethod
        //: ====================================
    endstruct

    private struct MoveOrders

        //: =================================
        //: CHECK ALL WAYS FOR SPAWNING
        //: =================================
        static method checkWays takes nothing returns nothing
            local Way wy = 0
            local WayPoint wp = 0
            local integer i = 0

            local unit u = null
            local group g = CreateGroup()
            local integer unitID = 0
            local integer wpID = 0

            local real dx = 0.
            local real dy = 0.
            local real dist = 0.

            loop
                exitwhen i >= Way.index

                //----------------
                //: %Reset Data%
                //----------------
                set u = null
                call GroupClear(g)
                set wy = 0
                set wp = 0
                set unitID = 0
                //----------------

                set wy = Way.instances[i]
                call GroupAddGroup(wy.units, g)

                loop
                    set u = FirstOfGroup(g)
                    exitwhen u == null

                    //-----------------------
                    // %Get unit data%
                    //-----------------------
                    set unitID = GetHandleId(u)
                    set wpID = LoadInteger(UNIT_DATA, unitID, KEY_CURPOS)
                    set wp = wy.wayPoints[wpID]

                    //: Check whether the unit is in the range of
                    //: her checkpoint
                    set dx = GetUnitX(u) - wp.targX
                    set dy = GetUnitY(u) - wp.targY
                    set dist = SquareRoot(dx * dx + dy * dy)
                    if dist <= wp.targRadius then
                        call wy.moveNext(u, wpID)
                        debug call BJDebugMsg("!AoSMoveSys] |NOTICE| <Way[" + I2S(wy.ID) + "]> <Unit " + I2S(GetHandleId(u)) + " reached target>")
                    endif

                    call GroupRemoveUnit(g, u)
                endloop

                set i = i + 1
            endloop

            call GroupClear(g)
            set u = null
            set g = null
        endmethod
        //: =================================
    endstruct

    private function init takes nothing returns nothing
        local integer i = 0
        call TimerStart(MOVE_TIMER, MOVE_INT, true, function MoveOrders.checkWays)

        if SPELLCAST_CONTINUE then
            call TriggerAddAction(Way.scTrig, function reOrderUnit)
            call TriggerAddCondition(Way.scTrig, Condition(function checkSpellcast))
            set i = 0
            loop
                exitwhen i > 15
                call TriggerRegisterPlayerUnitEvent(Way.scTrig, Player(i), EVENT_PLAYER_UNIT_SPELL_ENDCAST, null)
                set i = i + 1
            endloop
        endif

        if STOP_CONTINUE then
            call TriggerAddAction(Way.stTrig, function reOrderUnit)
            call TriggerAddCondition(Way.stTrig, Condition(function checkStopOrder))
            set i = 0
            loop
                exitwhen i > 15
                call TriggerRegisterPlayerUnitEvent(Way.scTrig, Player(i), EVENT_PLAYER_UNIT_ISSUED_ORDER, null)
                set i = i + 1
            endloop
        endif

        if HOLDPOSITION_CONTINUE then
            call TriggerAddAction(Way.hpTrig, function reOrderUnit)
            call TriggerAddCondition(Way.hpTrig, Condition(function checkHoldOrder))
            set i = 0
            loop
                exitwhen i > 15
                call TriggerRegisterPlayerUnitEvent(Way.hpTrig, Player(i), EVENT_PLAYER_UNIT_ISSUED_ORDER, null)
                set i = i + 1
            endloop
        endif

        if DEATH_REMOVES then
            call TriggerAddAction(Way.deathTrig, function unregisterUnit)
            call TriggerAddCondition(Way.deathTrig, Condition(function checkUnregister))
            set i = 0
            loop
                exitwhen i > 15
                call TriggerRegisterPlayerUnitEvent(Way.deathTrig, Player(i), EVENT_PLAYER_UNIT_DEATH, null)
                set i = i + 1
            endloop
        endif
    endfunction

endlibrary

JASS:
scope example initializer init

    private function init takes nothing returns nothing
        local WayPoint wp = 0
        local Way wy = 0
        local unit u = CreateUnit(Player(0), 'hmpr', 800., -1200., 270.)

        call FogModifierStart(CreateFogModifierRect(Player(0), FOG_OF_WAR_VISIBLE, bj_mapInitialPlayableArea , false, false))

        //: Instaciate a new way
        set wy = Way.create()
        //: Add a new waypoint
        call wy.addWayPoint(WayPoint.create(800., -1200., -900., -1125., 192.))
        call wy.addWayPoint(WayPoint.create(-900., -1125., -860., -110., 192.))
        call wy.addWayPoint(WayPoint.create(-860., -110., 0., 0., 192.))
        //: Add a unit to the way, starting at waypoint 0.
        call wy.addUnit(u, 0)
    endfunction

endscope

I want to do the following, but I'm not sure how to use the Way.create functions and all for that, because I don't want to keep creating something when I can also reuse it for the same route.
- Every X seconds I create 3 orc grunts at a location that will be ordered to move a certain route towards a point.
- At the same time I create 3 humans at an other location that will also be ordered to move somewere.

So there will be 2 different routes that have to be reused for the created units everytime the Timer ticks.


Is there anyone that could tell me how I should the functions. Because the example isn't good enough for me.:)
 
Level 16
Joined
Oct 12, 2008
Messages
1,570
JASS:
scope example initializer init
    globals
        Way orcs
        Way footmen
    endglobals

    private function onLoop takes nothing returns nothing
        local integer i = 3
        loop
            exitwhen 0 == i
            orcs.addUnit(CreateUnit(...), 0)
            footmen.addUnit(CreateUnit(...), 0)
            set i = i - 1
        endloop
    endfunction

    private function init takes nothing returns nothing
        set orcs = Way.create()
        set footmen = Way.create()
        
        call orcs.addWayPoint(WayPoint.create(...))
        // more additions
        call footmen.addWayPoint(WayPoint.create(...))
        // more of those as well

        call TimerStart(CreateTimer(), 3.0, true, function onLoop)
    endfunction

endscope

That is about how I would do it, I guess...

Note: I have been out of WC3 and JASS for way too long, so syntax errors, incorrect function names and incorrect argument lists could be imminent :p
 
Level 19
Joined
Oct 12, 2007
Messages
1,821
Ah, I think I understand how it all works now!
I'm going to try something out.

Thanks for your help!

EDIT: It worked perfectly!
 
Last edited:
Status
Not open for further replies.
Top