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EGUI problem

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Level 12
Joined
Apr 16, 2010
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584
Hi everyone!
I installed EGUI, today, when i imported the required code map wont load. I'll get thrown back into WarCraft III main menu, what's the problem?
Edit: unchecked this: Grimoire > "Don't let WE disable triggers" and "Always allow trigger enable" and now i know why map wont load - get few thousands errors when disabling and enabling any of these triggers below:

[JASS=Knockback]
//******************************************************************************
//* *
//* K N O C K B A C K *
//* Actual Code *
//* v1.06 *
//* *
//* By: Rising_Dusk *
//* *
//******************************************************************************

library Knockback initializer Init needs TerrainPathability, GroupUtils, UnitIndexingUtils, LastOrder
globals
//*********************************************************
//* These are the configuration constants for the system
//*
//* EFFECT_ATTACH_POINT: Where on the unit the effect attaches
//* EFFECT_PATH_WATER: What special effect to attach over water
//* EFFECT_PATH_GROUND: What special effect to attach over ground
//* DEST_RADIUS: Radius around which destructs die
//* DEST_RADIUS_SQUARED: Radius squared around which destructs die
//* ADJACENT_RADIUS: Radius for knocking back adjacent units
//* ADJACENT_FACTOR: Factor for collision speed transfers
//* TIMER_INTERVAL: The interval for the timer that gets run
//* ISSUE_LAST_ORDER: A boolean to issue last orders or not
//*
private constant string EFFECT_ATTACH_POINT = "origin"
private constant string EFFECT_PATH_WATER = "MDX\\KnockbackWater.mdx"
private constant string EFFECT_PATH_GROUND = "MDX\\KnockbackDust.mdx"
private constant real DEST_RADIUS = 180.
private constant real DEST_RADIUS_SQUARED = DEST_RADIUS*DEST_RADIUS
private constant real ADJACENT_RADIUS = 180.
private constant real ADJACENT_FACTOR = 0.75
private constant real TIMER_INTERVAL = 0.05
private constant boolean ISSUE_LAST_ORDER = true

//*********************************************************
//* These are static constants used by the system and shouldn't be changed
//*
//* Timer: The timer that runs all of the effects for the spell
//* Counter: The counter for how many KB instances exist
//* HitIndex: Indexes for a given unit's knockback
//* Knockers: The array of all struct instances that exist
//* Entries: Counters for specific unit instances in system
//* ToClear: How many instances to remove on next run
//* DesBoolexpr: The check used for finding destructables
//* AdjBoolexpr: The check for picking adjacent units to knockback
//* DestRect: The rect used to check for destructables
//*
private timer Timer = CreateTimer()
private integer Counter = 0
private integer array HitIndex
private integer array Knockers
private integer array Entries
private integer array ToClear
private boolexpr DesBoolexpr = null
private boolexpr AdjBoolexpr = null
private rect DestRect = Rect(0,0,1,1)

//* Temporary variables used by the system
private real TempX = 0.
private real TempY = 0.
private unit TempUnit1 = null
private unit TempUnit2 = null
endglobals

//* Functions for the destructable destruction
private function KillDests_Check takes nothing returns boolean
local real x = GetDestructableX(GetFilterDestructable())
local real y = GetDestructableY(GetFilterDestructable())
return (TempX-x)*(TempX-x) + (TempY-y)*(TempY-y) <= DEST_RADIUS_SQUARED
endfunction

private function KillDests takes nothing returns nothing
call KillDestructable(GetEnumDestructable())
endfunction

//* Functions for knocking back adjacent units
private function KnockAdj_Check takes nothing returns boolean
return TempUnit2 != GetFilterUnit() and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(TempUnit1)) and IsUnitType(GetFilterUnit(), UNIT_TYPE_GROUND) and not IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) and GetWidgetLife(GetFilterUnit()) > 0.405 and GetUnitAbilityLevel(GetFilterUnit(), 'Avul') <= 0
endfunction

//******************************************************************************
//* Some additional functions that can be used
function KnockbackStop takes unit targ returns boolean
local integer id = GetUnitId(targ)
set ToClear[id] = Entries[id]
return ToClear[id] > 0
endfunction
function IsKnockedBack takes unit targ returns boolean
return Entries[GetUnitId(targ)] > 0
endfunction

//* Struct for the system, I recommend leaving it alone
private struct knocker
unit Source = null
unit Target = null
group HitGroup = null
effect KBEffect = null
integer FXMode = 0
boolean KillDest = false
boolean KnockAdj = false
boolean ChainAdj = false
real Decrement = 0.
real Displace = 0.
real CosA = 0.
real SinA = 0.

public method checkterrain takes knocker n returns integer
local real x = GetUnitX(n.Target)
local real y = GetUnitY(n.Target)
if IsTerrainPathingType(x, y, TERRAIN_PATHING_LAND) then
return 1
endif
if IsTerrainPathingType(x, y, TERRAIN_PATHING_SHALLOW) then
return 2
endif
return 0
endmethod
static method create takes unit source, unit targ, real angle, real disp, real dec, boolean killDestructables, boolean knockAdjacent, boolean chainAdjacent returns knocker
local knocker n = knocker.allocate()
set n.Target = targ
set n.Source = source
set n.FXMode = n.checkterrain(n)
set n.HitGroup = NewGroup()
set n.KillDest = killDestructables
set n.KnockAdj = knockAdjacent
set n.ChainAdj = chainAdjacent
set n.Decrement = dec
set n.Displace = disp
set n.CosA = Cos(angle)
set n.SinA = Sin(angle)

if n.FXMode == 1 then
set n.KBEffect = AddSpecialEffectTarget(EFFECT_PATH_GROUND, n.Target, EFFECT_ATTACH_POINT)
elseif n.FXMode == 2 then
set n.KBEffect = AddSpecialEffectTarget(EFFECT_PATH_WATER, n.Target, EFFECT_ATTACH_POINT)
debug else
debug call BJDebugMsg(SCOPE_PREFIX+" Error (On Create): Unknown Terrain Type")
endif

return n
endmethod
private method onDestroy takes nothing returns nothing
local integer id = GetUnitId(this.Target)
set Entries[id] = Entries[id] - 1
if GetWidgetLife(this.Target) > 0.405 and Entries[id] <= 0 and ISSUE_LAST_ORDER then
call IssueLastOrder(this.Target)
endif
call DestroyEffect(this.KBEffect)
call ReleaseGroup(this.HitGroup)
endmethod
endstruct

private function Update takes nothing returns nothing
local unit u = null
local unit s = null
local rect r = null
local knocker n = 0
local knocker m = 0
local integer i = Counter - 1
local integer j = 0
local integer mode = 0
local integer id = 0
local real xi = 0.
local real yi = 0.
local real xf = 0.
local real yf = 0.

loop
exitwhen i < 0
set n = Knockers
set u = n.Target
set mode = n.FXMode
set id = GetUnitId(u)

set xi = GetUnitX(u)
set yi = GetUnitY(u)

if n.Displace <= 0 or ToClear[id] > 0 then
//* Clean up the knockback when it is over
if ToClear[id] > 0 then
set ToClear[id] = ToClear[id] - 1
endif
call n.destroy()
set Counter = Counter - 1
if Counter < 0 then
call PauseTimer(Timer)
set Counter = 0
else
set Knockers = Knockers[Counter]
endif
else
//* Propagate the knockback in space and time
set xf = xi + n.Displace*n.CosA
set yf = yi + n.Displace*n.SinA
call SetUnitPosition(u, xf, yf)
set n.FXMode = n.checkterrain(n)

//* Modify the special effect if necessary
if n.FXMode == 1 and mode == 2 then
call DestroyEffect(n.KBEffect)
set n.KBEffect = AddSpecialEffectTarget(EFFECT_PATH_GROUND, n.Target, EFFECT_ATTACH_POINT)
elseif n.FXMode == 2 and mode == 1 then
call DestroyEffect(n.KBEffect)
set n.KBEffect = AddSpecialEffectTarget(EFFECT_PATH_WATER, n.Target, EFFECT_ATTACH_POINT)
debug elseif n.FXMode == 0 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error (In Update): Unknown Terrain Type")
endif
set n.Displace = n.Displace - n.Decrement

//* Destroy destructables if desired
if n.KillDest then
set TempX = GetUnitX(u)
set TempY = GetUnitY(u)
call MoveRectTo(DestRect, TempX, TempY)
call EnumDestructablesInRect(DestRect, DesBoolexpr, function KillDests)
endif

//* Knockback nearby units if desired
if n.KnockAdj then
set xi = GetUnitX(u)
set yi = GetUnitY(u)
set TempUnit1 = n.Source
set TempUnit2 = u
call GroupEnumUnitsInRange(ENUM_GROUP, xi, yi, ADJACENT_RADIUS, AdjBoolexpr)
loop
set s = FirstOfGroup(ENUM_GROUP)
exitwhen s == null
if not IsUnitInGroup(s, n.HitGroup) then
set xf = GetUnitX(s)
set yf = GetUnitY(s)
call GroupAddUnit(n.HitGroup, s)
set m = knocker.create(n.Source, s, Atan2(yf-yi, xf-xi), n.Displace*ADJACENT_FACTOR, n.Decrement, n.KillDest, n.ChainAdj, n.ChainAdj)
call GroupAddUnit(m.HitGroup, u)
set Knockers[Counter] = m
set Counter = Counter + 1
endif
call GroupRemoveUnit(ENUM_GROUP, s)
endloop
endif
endif
set i = i - 1
endloop

set u = null
set s = null
endfunction

//******************************************************************************
//* How to knockback a unit
function KnockbackTarget takes unit source, unit targ, real angle, real startspeed, real decrement, boolean killDestructables, boolean knockAdjacent, boolean chainAdjacent returns boolean
local knocker n = 0
local integer id = GetUnitId(targ)

//* Protect users from themselves
if decrement <= 0. or startspeed <= 0. or targ == null then
debug call BJDebugMsg(SCOPE_PREFIX+" Error (On Call): Invalid Starting Conditions")
return false
endif
//* Can't chain if you don't knockback adjacent units
if not knockAdjacent and chainAdjacent then
set chainAdjacent = false
endif
set n = knocker.create(source, targ, angle*bj_DEGTORAD, startspeed*TIMER_INTERVAL, decrement*TIMER_INTERVAL*TIMER_INTERVAL, killDestructables, knockAdjacent, chainAdjacent)
if Counter == 0 then
call TimerStart(Timer, TIMER_INTERVAL, true, function Update)
endif

set Entries[id] = Entries[id] + 1
set HitIndex[id] = Counter + 1
set Knockers[Counter] = n
set Counter = Counter + 1
return true
endfunction

private function Init takes nothing returns nothing
call SetRect(DestRect, -DEST_RADIUS, -DEST_RADIUS, DEST_RADIUS, DEST_RADIUS)
set DesBoolexpr = Condition(function KillDests_Check)
set AdjBoolexpr = Condition(function KnockAdj_Check)
endfunction
endlibrary

library LastOrder initializer Init needs UnitIndexingUtils
//******************************************************************************
//* BY: Rising_Dusk
//*
//* This library has a lot of usefulness for when you want to interface with the
//* last order a unit was given. This can be useful for simulating spell errors
//* and where you'd want to give them back the order they had prior to the spell
//* cast (whereas without this library, they'd just forget their orders).
//*
//* There are some handy interfacing options for your use here --
//* function GetLastOrderId takes unit u returns integer
//* function GetLastOrderString takes unit u returns string
//* function GetLastOrderType takes unit u returns integer
//* function GetLastOrderX takes unit u returns real
//* function GetLastOrderY takes unit u returns real
//* function GetLastOrderTarget takes unit u returns widget
//* function AbortOrder takes unit u returns boolean
//*
//* There are also some order commands that can be useful --
//* function IssueLastOrder takes unit u returns boolean
//* function IssueSecondLastOrder takes unit u returns boolean
//* function IsLastOrderFinished takes unit u returns boolean
//*
//* You can access any information you'd like about the orders for your own
//* order handling needs.
//*
globals
//* Storage for last order
private integer array Order
private integer array Type
private widget array Targ
private boolean array Flag
private real array X
private real array Y

//* Storage for second last order
private integer array P_Order
private integer array P_Type
private widget array P_Targ
private boolean array P_Flag
private real array P_X
private real array P_Y

//* Order type variables
constant integer ORDER_TYPE_TARGET = 1
constant integer ORDER_TYPE_POINT = 2
constant integer ORDER_TYPE_IMMEDIATE = 3

//* Trigger for the order catching
private trigger OrderTrg = CreateTrigger()
endglobals

function GetUnitId takes handle h returns integer
return GetHandleId(h)
endfunction

//**********************************************************
function GetLastOrderId takes unit u returns integer
return Order[GetUnitId(u)]
endfunction
function GetLastOrderString takes unit u returns string
return OrderId2String(Order[GetUnitId(u)])
endfunction
function GetLastOrderType takes unit u returns integer
return Type[GetUnitId(u)]
endfunction
function GetLastOrderX takes unit u returns real
return X[GetUnitId(u)]
endfunction
function GetLastOrderY takes unit u returns real
return Y[GetUnitId(u)]
endfunction
function GetLastOrderTarget takes unit u returns widget
return Targ[GetUnitId(u)]
endfunction
//**********************************************************
private function OrderExclusions takes unit u, integer id returns boolean
//* Excludes specific orders or unit types from registering with the system
//*
//* 851972: stop
//* Stop is excluded from the system, but you can change it by
//* adding a check for it below. id == 851972
//*
//* 851971: smart
//* 851986: move
//* 851983: attack
//* 851984: attackground
//* 851990: patrol
//* 851993: holdposition
//* These are the UI orders that are passed to the system.
//*
//* >= 852055, <= 852762
//* These are all spell IDs from defend to incineratearrowoff with
//* a bit of leeway at the ends for orders with no strings.
//*
return id == 851971 or id == 851986 or id == 851983 or id == 851984 or id == 851990 or id == 851993 or (id >= 852055 and id <= 852762)
endfunction
private function LastOrderFilter takes unit u returns boolean
//* Some criteria for whether or not a unit's last order should be given
//*
//* INSTANT type orders are excluded because generally, reissuing an instant
//* order doesn't make sense. You can remove that check below if you'd like,
//* though.
//*
//* The Type check is really just to ensure that no spell recursion can
//* occur with IssueLastOrder. The problem with intercepting the spell cast
//* event is that it happens after the order is 'caught' and registered to
//* this system. Therefore, to just IssueLastOrder tells it to recast the
//* spell! That's a problem, so we need a method to eliminate it.
//*
local integer id = GetUnitId(u)
return u != null and GetWidgetLife(u) > 0.405 and Type[id] != ORDER_TYPE_IMMEDIATE
endfunction
private function SecondLastOrderFilter takes unit u returns boolean
//* Same as above but with regard to the second last order issued
local integer id = GetUnitId(u)
return u != null and GetWidgetLife(u) > 0.405 and P_Type[id] != ORDER_TYPE_IMMEDIATE and P_Order[id] != Order[id]
endfunction
//**********************************************************

function IsLastOrderFinished takes unit u returns boolean
return (GetUnitCurrentOrder(u) == 0 and Order[GetUnitId(u)] != 851972) or Flag[GetUnitId(u)]
endfunction

function IssueLastOrder takes unit u returns boolean
local integer id = GetUnitId(u)
if LastOrderFilter(u) and Order[id] != 0 and not Flag[id] then
if Type[id] == ORDER_TYPE_TARGET then
return IssueTargetOrderById(u, Order[id], Targ[id])
endif
if Type[id] == ORDER_TYPE_POINT then
return IssuePointOrderById(u, Order[id], X[id], Y[id])
endif
if Type[id] == ORDER_TYPE_IMMEDIATE then
return IssueImmediateOrderById(u, Order[id])
endif
endif
return false
endfunction

function IssueSecondLastOrder takes unit u returns boolean
//* This function has to exist because of spell recursion
local integer id = GetUnitId(u)
if SecondLastOrderFilter(u) and P_Order[id] != 0 and not P_Flag[id] then
if P_Type[id] == ORDER_TYPE_TARGET then
return IssueTargetOrderById(u, P_Order[id], P_Targ[id])
endif
if P_Type[id] == ORDER_TYPE_POINT then
return IssuePointOrderById(u, P_Order[id], P_X[id], P_Y[id])
endif
if P_Type[id] == ORDER_TYPE_IMMEDIATE then
return IssueImmediateOrderById(u, P_Order[id])
endif
endif
return false
endfunction

function AbortOrder takes unit u returns boolean
if IsUnitPaused(u) then
return false
endif
if not IsUnitPaused(u) then
call PauseUnit(u, true)
call IssueImmediateOrder(u, "stop")
call PauseUnit(u, false)
endif
return true
endfunction
//**********************************************************

private function Conditions takes nothing returns boolean
return OrderExclusions(GetTriggerUnit(), GetIssuedOrderId())
endfunction

private function Actions takes nothing returns nothing
local unit u = GetTriggerUnit()
local integer id = GetUnitId(u)

//* Store second to last order to eliminate spell recursion
set P_Order[id] = Order[id]
set P_Targ[id] = Targ[id]
set P_Type[id] = Type[id]
set P_Flag[id] = Flag[id]
set P_X[id] = X[id]
set P_Y[id] = Y[id]

set Flag[id] = false
set Order[id] = GetIssuedOrderId()
if GetTriggerEventId() == EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER then
set Targ[id] = GetOrderTarget()
set Type[id] = ORDER_TYPE_TARGET
set X[id] = GetWidgetX(GetOrderTarget())
set Y[id] = GetWidgetY(GetOrderTarget())
elseif GetTriggerEventId() == EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER then
set Targ[id] = null
set Type[id] = ORDER_TYPE_POINT
set X[id] = GetOrderPointX()
set Y[id] = GetOrderPointY()
elseif GetTriggerEventId() == EVENT_PLAYER_UNIT_ISSUED_ORDER then
set Targ[id] = null
set Type[id] = ORDER_TYPE_IMMEDIATE
set X[id] = GetUnitX(u)
set Y[id] = GetUnitY(u)
debug else
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Order Doesn't Exist")
endif

set u = null
endfunction
//**********************************************************

private function SpellActions takes nothing returns nothing
set Flag[GetUnitId(GetTriggerUnit())] = true
endfunction
//**********************************************************

private function Init takes nothing returns nothing
local trigger trg = CreateTrigger()
call TriggerAddAction(OrderTrg, function Actions)
call TriggerAddCondition(OrderTrg, Condition(function Conditions))
call TriggerRegisterAnyUnitEventBJ(OrderTrg, EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER)
call TriggerRegisterAnyUnitEventBJ(OrderTrg, EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER)
call TriggerRegisterAnyUnitEventBJ(OrderTrg, EVENT_PLAYER_UNIT_ISSUED_ORDER)

call TriggerAddAction(trg, function SpellActions)
call TriggerRegisterAnyUnitEventBJ(trg, EVENT_PLAYER_UNIT_SPELL_EFFECT)

set trg = null
endfunction
endlibrary

library UnitIndexingUtils initializer Init
//******************************************************************************
//* BY: Rising_Dusk
//*
//* -: BLUE FLAVOR :-
//*
//* This can be used to index units with a unique integer for use with arrays
//* and things like that. This has a limit of 8191 indexes allocated at once in
//* terms of actually being usable in arrays. It won't give you an error if you
//* exceed 8191, but that is an unrealistic limit anyways.
//*
//* The blue flavor uses a trigger that fires on death of a unit to release the
//* indexes of units. This is useful for maps where ressurection is not an issue
//* and doesn't require an O(n) search inside of a timer callback, making it
//* potentially less taxing on the game.
//*
//* To use, call GetUnitId on a unit to retrieve its unique integer id. This
//* library allocates a unique index to a unit the instant it is created, which
//* means you can call GetUnitId immediately after creating the unit with no
//* worry.
//*
//* Function Listing --
//* function GetUnitId takes unit u returns integer
//*
private struct unitindex
endstruct

//Function to get the unit's unique integer id, inlines to getting its userdata
private function GetUnitId takes unit u returns integer
return GetUnitUserData(u)
endfunction

//Filter for units to index
private function UnitFilter takes nothing returns boolean
return true
endfunction

//Filter for what units to remove indexes for on death
private function Check takes nothing returns boolean
return not IsUnitType(GetTriggerUnit(), UNIT_TYPE_HERO)
endfunction

private function Clear takes nothing returns nothing
local unit u = GetTriggerUnit()
call unitindex(GetUnitId(u)).destroy()
call SetUnitUserData(u,-1)
set u = null
endfunction

private function Add takes nothing returns boolean
call SetUnitUserData(GetFilterUnit(),unitindex.create())
return true
endfunction

private function GroupAdd takes nothing returns nothing
call SetUnitUserData(GetEnumUnit(),unitindex.create())
endfunction

private function Init takes nothing returns nothing
local trigger t = CreateTrigger()
local region r = CreateRegion()
local group g = CreateGroup()
local integer i = 0

//Use a filterfunc so units are indexed immediately
call RegionAddRect(r, bj_mapInitialPlayableArea)
call TriggerRegisterEnterRegion(t, r, And(Condition(function UnitFilter), Condition(function Add)))

//Loop and group per player to grab all units, including those with locust
loop
exitwhen i > 15
call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function UnitFilter))
call ForGroup(g, function GroupAdd)
set i = i + 1
endloop

//Set up the on-death trigger to clear custom values
set t = CreateTrigger()
call TriggerAddAction(t, function Clear)
call TriggerAddCondition(t, Condition(function Check))
call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DEATH)

call DestroyGroup(g)
set r = null
set t = null
set g = null
endfunction
endlibrary

library TerrainPathability initializer Initialization
//******************************************************************************
//* BY: Rising_Dusk
//*
//* This can be used to detect the type of pathing a specific point of terrain
//* is, whether land, shallow water, or deep water. This type of detection
//* should have been easy to do using natives, but the IsTerrainPathable(...)
//* native is very counterintuitive and does not permit easy detection in one
//* call. For that reason, this library was developed.
//*
//* The system requires a dummy unit of some sort. There are no real
//* requirements upon the dummy unit, but it needs a non-zero movement speed.
//* More importantly than the dummy unit, though, it needs a custom windwalk
//* based unit ability with a 0.00 duration and no fade time. Both of those
//* raw id's (for the unit and windwalk dummy) need to be configured below.
//*
//* There is an objectmerger call available for those of you too lazy to build
//* your own windwalk based ability. Simply uncomment it below and save once,
//* then close and reopen your map and recomment the line.
//*
globals
constant integer TERRAIN_PATHING_DEEP = 1
constant integer TERRAIN_PATHING_SHALLOW = 2
constant integer TERRAIN_PATHING_LAND = 3
constant integer TERRAIN_PATHING_WALKABLE = 4

private unit Dummy = null
private constant integer DUMMY_UNIT_ID = 'hfoo'
private constant integer DUMMY_WINDWALK_ID = 'win&'
private constant player OWNING_PLAYER = Player(15)

//* These variables shouldn't be adjusted
private real WorldMinX = 0.
private real WorldMinY = 0.
endglobals

////! external ObjectMerger w3a ANwk win& anam "Collision Ability" ansf "" Owk3 1 0.0 Owk4 1 0 Owk2 1 0.0 Owk1 1 0.0 acdn 1 0.0 ahdu 1 0.0 adur 1 0. aher 0 amcs 1 0

function IsTerrainPathingType takes real x, real y, integer terrainPathingType returns boolean
local boolean b = false
if terrainPathingType == TERRAIN_PATHING_DEEP then
return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endif
if terrainPathingType == TERRAIN_PATHING_SHALLOW then
return not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
endif
if terrainPathingType == TERRAIN_PATHING_LAND then
return IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY)
endif
if terrainPathingType == TERRAIN_PATHING_WALKABLE then
call SetUnitPosition(Dummy, x, y)
set b = GetUnitX(Dummy) == x and GetUnitY(Dummy) == y and not (not IsTerrainPathable(x, y, PATHING_TYPE_FLOATABILITY) and IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY))
call SetUnitX(Dummy, WorldMinX)
call SetUnitY(Dummy, WorldMinY)
endif
return b
endfunction

private function Initialization takes nothing returns nothing
local rect r = GetWorldBounds()

set WorldMinX = GetRectMinX(r)
set WorldMinY = GetRectMinY(r)
set Dummy = CreateUnit(OWNING_PLAYER, DUMMY_UNIT_ID, 0., 0., 0.)
call UnitAddAbility(Dummy, DUMMY_WINDWALK_ID)
call UnitAddAbility(Dummy, 'Avul')
call IssueImmediateOrderById(Dummy, 852129)
call SetUnitX(Dummy, WorldMinX)
call SetUnitY(Dummy, WorldMinY)

call RemoveRect(r)
set r = null
endfunction
endlibrary

library GroupUtils
//******************************************************************************
//* BY: Rising_Dusk
//*
//* This library is a simple implementation of a stack for groups that need to
//* be in the user's control for greater than an instant of time. Additionally,
//* this library provides a single, global group variable for use with user-end
//* enumerations. It is important to note that users should not be calling
//* DestroyGroup() on the global group, since then it may not exist for when it
//* it is next needed.
//*
//* The group stack removes the need for destroying groups and replaces it with
//* a recycling method.
//* function NewGroup takes nothing returns group
//* function ReleaseGroup takes group g returns boolean
//* function GroupRefresh takes group g returns nothing
//*
//* NewGroup grabs a currently unused group from the stack or creates one if the
//* stack is empty. You can use this group however you'd like, but always
//* remember to call ReleaseGroup on it when you are done with it. If you don't
//* release it, it will 'leak' and your stack may eventually overflow if you
//* keep doing that.
//*
//* GroupRefresh cleans a group of any shadow references which may be clogging
//* its hash table. If you remove a unit from the game who is a member of a unit
//* group, it will 'effectively' remove the unit from the group, but leave a
//* shadow in its place. Calling GroupRefresh on a group will clean up any
//* shadow references that may exist within it.
//*
globals
//* Group for use with all instant enumerations
group ENUM_GROUP = CreateGroup()

//* Temporary references for GroupRefresh
private boolean Flag = false
private group Refr = null

//* Assorted constants
private constant integer MAX_HANDLE_COUNT = 408000
private constant integer MIN_HANDLE_ID = 0x100000

//* Arrays and counter for the group stack
private group array Groups
private integer array Status[MAX_HANDLE_COUNT]
private integer Count = 0
endglobals

private function H2I takes handle h returns integer
return GetHandleId(h)
endfunction

private function AddEx takes nothing returns nothing
if Flag then
call GroupClear(Refr)
set Flag = false
endif
call GroupAddUnit(Refr, GetEnumUnit())
endfunction

function GroupRefresh takes group g returns nothing
set Flag = true
set Refr = g
call ForGroup(Refr, function AddEx)
if Flag then
call GroupClear(g)
endif
endfunction

function NewGroup takes nothing returns group
if Count == 0 then
set Groups[0] = CreateGroup()
else
set Count = Count - 1
endif
set Status[H2I(Groups[Count])-MIN_HANDLE_ID] = 1
return Groups[Count]
endfunction

function ReleaseGroup takes group g returns boolean
local integer stat = Status[H2I(g)-MIN_HANDLE_ID]
if g == null then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Null groups cannot be released")
return false
endif
if stat == 0 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Group not part of stack")
return false
endif
if stat == 2 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Groups cannot be multiply released")
return false
endif
if Count == 8191 then
debug call BJDebugMsg(SCOPE_PREFIX+" Error: Max groups achieved, destroying group")
call DestroyGroup(g)
return false
endif
if Count != 8191 then
call GroupClear(g)
set Groups[Count] = g
set Count = Count + 1
set Status[H2I(g)-MIN_HANDLE_ID] = 2
endif
return true
endfunction
endlibrary
[/code]
 
Last edited:
Level 5
Joined
Dec 4, 2006
Messages
110
I have a lot of things going on right now. I have to prepare three speeches and in one of them I'm playing the guitar. So I've been practicing that the past week and am planning to do so in all of my free time in the weeks following (Playing Grenade - Bruno Mars)

I haven't even played any SC2 or really worked on my game (not modding, but with a game engine) D:

Plus I have my job whenever I'm not in school. That doesn't leave me a whole lot of time to work on it.

And truthfully, I don't really want to continue EGUI. It's a lot of work managing which systems need to be updated and trying to update my own scripts in it to make them efficient. I think the last time I really had time for it was last year some time.
 
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