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Summon Roflcopter v0.3

A lulzy spell i made. The Roflcopter is made of floating text as well as the bombs he drops.

Summon Roflcopter
Call for the aid of a Roflcopter. The Rolfcopter will fly in a line and throw bombs beneath it.
Level 1 - 50 damage per bomb.
Level 2 - 100 damage per bomb.
Level 3 - 150 damage per bomb.
Requires:
-SpellEffectEvent (by Bribe) (Also the libraries that are required by this one: Table and RegisterPlayerUnitEvent)
-TimerUtils (Any, i used Vexorian's though)

JASS:
library Roflcopter initializer Init requires TimerUtils, II, SpellEffectEvent, Z

    //Configurables and whatnot
    globals
        private constant integer SPELL_RAW         = 'A000'
        private constant string EXPLOSION_EFFECT   = "Abilities\\Weapons\\CannonTowerMissile\\CannonTowerMissile.mdl"
        private constant real HEIGHT               = 350.0 //Roflcopter height
        private constant real SPIN_PERIOD          = 0.16 //Period between each propeller change
        private constant attacktype ATTACK_TYPE    = ATTACK_TYPE_NORMAL
        private constant damagetype DAMAGE_TYPE    = DAMAGE_TYPE_NORMAL
        private constant weapontype WEAPON_TYPE    = WEAPON_TYPE_WHOKNOWS
    endglobals
    
    private constant function DAMAGE takes unit caster,integer lvl returns real
        return lvl * 50. //Damage dependency of level.
        //You can also make damage depend on caster's stats by refering to unit variable 'caster'
    endfunction
    
    private constant function TRAVEL_LENGTH takes integer lvl returns real
        return 1400. //How long does roflcopter fly
    endfunction
    
    private constant function BOMB_PERIOD takes integer lvl returns real
        return 0.5 //How often will roflcopter throw bombs
    endfunction
    
    private constant function BOMB_AOE takes integer lvl returns real
        return 200. //Area of effect for bomb explosion
    endfunction
    
    private constant function ROFLCOPTER_SPEED takes integer lvl returns real
        return 7. //Movement speed or roflcopter
    endfunction
    
    private constant function BOMB_SPEED takes integer lvl returns real
        return 7. //Fall speed of bombs
    endfunction
    
    private function FILTER takes unit caster,unit target,integer lvl returns boolean
        //Filters which units will be damaged on explosion
        return IsPlayerEnemy(GetOwningPlayer(caster),GetOwningPlayer(target)) /*
        */ and IsUnitType(target,UNIT_TYPE_GROUND) /*
        */ and not IsUnitType(target,UNIT_TYPE_DEAD)
    endfunction
    
    private function EFFECTS takes unit caster,unit target,real x,real y,real z,integer lvl returns nothing
        //You can add here anything you want to happen on explosion given the above arguments
        //For example, you can set damaged targets on fire with a spell casted by dummy or something
    endfunction
    
    //Don't change stuff below
    //===================================================================
    globals
        private constant string R1 = "ROFL:ROFL:LOL\n                      ^\n             ---------------\\           L\n           / [   ]            =====   O\n         /                  /             L\n        [_________/\n           I            I\n       \\-----------------"
        private constant string R2 = "                   LOL:ROFL:ROFL\n                      ^\n             ---------------\\\n           / [   ]            ===== LOL\n         /                  /\n        [_________/\n           I            I\n       \\-----------------"
        private constant string R3 = "   ROFL:ROFL:LOL\n                        ^\n               /---------------\nLOL =====             [   ] \\\n                  \\                  \\\n                    \\_________]\n                        I            I\n                    -----------------/"
        private constant string R4 = "                      LOL:ROFL:ROFL\n                        ^\n   L          /---------------\n  O   =====             [   ] \\\n   L             \\                  \\\n                    \\_________]\n                        I            I\n                    -----------------/"
        private constant real DEVIATION = 100.0
    endglobals
    
    private keyword roflcopter
    
    private struct instance
        integer n
        unit u
        real bs
        real rs
        real d
        real a
        integer lv
    
        method add takes nothing returns nothing
            set .n = .n + 1
        endmethod
        
        method sub takes nothing returns nothing
            set .n = .n - 1
            if .n == 0 then
                call .destroy()
            endif
        endmethod
    
        static method create takes unit u,real x,real y returns thistype
            local thistype this = thistype.allocate()
            local integer l = GetUnitAbilityLevel(u,SPELL_RAW)
            set .u = u
            set .bs = BOMB_SPEED(l)
            set .rs = ROFLCOPTER_SPEED(l)
            set .d = DAMAGE(u,l)
            set .a = BOMB_AOE(l)
            set .lv = l
            call roflcopter.create(this,x,y,TRAVEL_LENGTH(l),BOMB_PERIOD(l))
            return this
        endmethod
    
    endstruct
    
    private keyword bomb
    
    private struct roflcopter
        texttag t = CreateTextTag()
        instance i
        real x
        real y
        real l
        real a
        timer bp
        timer sp
        integer p
        
        method execute takes nothing returns nothing
            set .x = .x + .i.rs * Cos(.a)
            set .y = .y + .i.rs * Sin(.a)
            call SetTextTagPos(.t,.x - DEVIATION,.y,HEIGHT)
            set .l = .l - .i.rs
            if .l <= 0 then
                call .destroy()
            endif
        endmethod
    
        implement II
        
        static method bombdrop takes nothing returns nothing
            local thistype this = thistype(GetTimerData(GetExpiredTimer()))
            call bomb.create(.i,.x,.y,HEIGHT)
        endmethod
        
        static method spin takes nothing returns nothing
            local thistype this = thistype(GetTimerData(GetExpiredTimer()))
            if .p == 1 then
                call SetTextTagText(.t,R2,0.023)
                set .p = 2
            elseif .p == 2 then
                call SetTextTagText(.t,R1,0.023)
                set .p = 1
            elseif .p == 3 then
                call SetTextTagText(.t,R4,0.023)
                set .p = 4
            else
                call SetTextTagText(.t,R3,0.023)
                set .p = 3
            endif
        endmethod
    
        static method create takes instance i,real x,real y,real l,real p returns thistype
            local thistype this = thistype.allocate()
            local real a = Atan2(y - GetUnitY(i.u),x - GetUnitX(i.u))
            if a < 0 then
                set a = 2 * bj_PI + a
            endif
            set .i = i
            set .l = l
            set .a = a + bj_PI / 2
            set .bp = NewTimer()
            call TimerStart(.bp,p,true,function thistype.bombdrop)
            call SetTimerData(.bp,this)
            set .sp = NewTimer()
            call TimerStart(.sp,SPIN_PERIOD,true,function thistype.spin)
            call SetTimerData(.sp,this)
            call SetTextTagPermanent(.t,false)
            call SetTextTagVisibility(.t,true)
            set .x = x + l / 2 * Cos(a - bj_PI / 2) - DEVIATION
            set .y = y + TRAVEL_LENGTH(i) / 2 * Sin(a - bj_PI / 2)
            call SetTextTagPos(.t,.x,.y,HEIGHT)
            if a < bj_PI then
                set .p = 1
                call SetTextTagText(.t,R1,0.023)
            else
                set .p = 3
                call SetTextTagText(.t,R3,0.023)
            endif
            call .start()
            call .i.add()
            return this
        endmethod
        
        method destroy takes nothing returns nothing
            call DestroyTextTag(.t)
            call ReleaseTimer(.bp)
            call ReleaseTimer(.sp)
            call .end()
            call .i.sub()
            call .deallocate()
        endmethod
    
    endstruct
    
    private struct bomb
        static thistype This
        static group g = CreateGroup()
        texttag t = CreateTextTag()
        instance i
        real x
        real y
        real h
        
        method execute takes nothing returns nothing
            set .h = .h - .i.bs
            call SetTextTagPos(.t,.x,.y,.h)
            if .h <= 3.00 then
                call .destroy()
            endif
        endmethod
        
        implement II
        
        static method create takes instance i,real x,real y,real h returns thistype
            local thistype this = thistype.allocate()
            set .i = i
            set .x = x
            set .y = y
            set .h = h
            call SetTextTagPermanent(.t,false)
            call SetTextTagVisibility(.t,true)
            call SetTextTagPos(.t,x,y,h)
            call SetTextTagText(.t,"*",0.04)
            call .start()
            call .i.add()
            return this
        endmethod
        
        static method explosion takes nothing returns boolean
            local thistype this = .This
            local unit u = GetFilterUnit()
            local real x
            local real y
            local real z
            local real z2
            if FILTER(.i.u,u,.i.lv) then
                set x = GetUnitX(u) - .x
                set y = GetUnitY(u) - .y
                set z2 = GetZ(.x,.y) + .h
                set z = GetUnitZ(u) - z2
                if x*x+y*y+z*z <= .i.a*.i.a then
                    call UnitDamageTarget(.i.u,u,.i.d,false,false,ATTACK_TYPE,DAMAGE_TYPE,WEAPON_TYPE)
                    call EFFECTS(.i.u,u,.x,.y,z2,.i.lv)
                endif
            endif
            set u = null
            return false
        endmethod
        
        method destroy takes nothing returns nothing
            call DestroyTextTag(.t)
            call DestroyEffect(AddSpecialEffect(EXPLOSION_EFFECT,.x,.y))
            set .This = this
            call GroupEnumUnitsInRange(.g,.x,.y,.i.a,Filter(function thistype.explosion))
            call .end()
            call .i.sub()
            call .deallocate()
        endmethod
        
    endstruct
    
    private function Cast takes nothing returns nothing
        call instance.create(GetTriggerUnit(),GetSpellTargetX(),GetSpellTargetY())
    endfunction
    
    private function Init takes nothing returns nothing
        call RegisterSpellEffectEvent(SPELL_RAW, function Cast)
    endfunction

endlibrary
-Copy the triggers from Roflcopter trigger category or the whole category itself
-Copy the spell from object editor
-Configure the spell to your needs with Roflcopter trigger's constants

Note: the roflcopter text gets messed up if you test the spell with JNGP, but it does display properly if you test it by normally starting the game even if the spell is saved under JNGP. It also displays properly if you test it from vanilla WE.

Keywords:
Roflcopter, gyrocopter, flying, machine, copter, bombs, explosion, lmao, rofl, lol, lolz, lulz, funny, derp, obvious, win, awesome, Bob Marley
Contents

Summon Roflcopter (Map)

Reviews
15 Oct 2015 08:41 Bribe: No longer a director's cut resource as this is literally a joke. Bribe: Leakless Very MUI Absolutely no lag Highly entertaining Very creative Looks just about flawless Highly Recommended, I'll ask...
Level 22
Joined
Nov 14, 2008
Messages
3,256
This is ... yeah odd.

First when you register the spell, is it meant that the neutrals should use it even neutral passive? Just change the value 16 into bj_MAX_PLAYERS as instead of registering 16 events it registers those who are needed.

The timer which checks the Roflcopter_Loop_Init function is on for all times, so it enums 50 times every second even if there are no roflcopter instances on? Please make the timer a variable and store in your hash the amount of instances (when cast +1 when end -1). When it reaches 0, pause the timer, and start it when it's on.

The filter, change the getunitstate into getwidgetlife as it's faster. Probably change the value to > 0.405 too but yeah Blizz used 0 so ... also might add another death check? IsUnitType(u, UNIT_TYPE_DEAD) == false

This spell damages structures? (bombs but whatever)

The attacktype and damagetype should be stored into variables.

The special effect should also be stored into a string variable

In the bombs movement you can add a few local reals to get rid of the calculations, just calculate them once instead of approx ~2-4 times per calculations and I think it's 4 calculations. (example 7 + i * 4 could be stored after i has been set to +1)

in the clear function you could set GetTriggerUnit() into a local
 
Level 20
Joined
Jul 6, 2009
Messages
1,885
Yay criticism
For neutral players,why does it matter? I thought it should be avaliable for all players...just in case. Maybe someone wants an NPC to cast it.

Roflcopter_Loop_Init enumerates a unit group and since the actions apply to each unit in group,when the group is empty it should do nothing...
An example would be
  • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
    • Loop - Actions
      • Set Counter = (Counter + 1)
The counter would be 0 if the unit group was empty,so no actions were executed. Is it worth it to disable the timer?

For GetWidgetLife(),what should be the comparison? < 0.405 or == 0?
I don't know about 0.405 because of this and this

I'll add a configurable boolean wheter structures should be damaged or not.

Ok. 4x
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Never seen a npc using a custom spell :O

Yes probably but it calls ForGroup() 50 times per second for no reason, better just pause the timer to get rid of those calls and have one less timer running

pp is great but > 0.405 is standards, usually every single vjass spell has it except for the check for the unittype (most spells has it)
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
SRSLY, Why DC? It's ok and it deserves highly recommended but DC no! Anachrons inventory system hasn't got dc and this have -.-

PM me about it, instead of arbitrarily complaining without even giving a reason why you don't think this deserves it.

I wasn't the one who reviewed Anachron's Inventory System, so I don't know if it deserves a DC or not.
 
Level 4
Joined
Dec 13, 2010
Messages
70
GJ! Nice Spell! Using ur Spell!
I got a problem......
Always, when the roflcopter goes out of the map it lags hard...
After some seconds it stops to lag.
my map is small and the cam-border and the map-border are the same
I dont like to change the borders. then the map would be too small
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
Magtheridon96, for a really crazy, hundreds of allocations/deallocations per second system, allocation speed matters.

But there are way more factors in programming than simply speed. Some relevant things why he should keep it as it is:

- Readability
- Intuitivity
- The safety on the built-in allocate helps to defend against double-frees and leaks
- Learning curve for users to understand what's happening
- Time constraints when writing code

The main advantage here is saving map file size, not saving speed, and for that I think if a mapmaker wants the file size compression he could change the allocators/deallocators of the systems his/herself.

I am the kind of guy who says "no project is ever finished" however I also can respect that there are better uses of time and energy and much better reasons for updating/not updating than doing manual allocation.
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
But there are way more factors in programming than simply speed. Some relevant things why he should keep it as it is:

- Readability
- Intuitivity
- The safety on the built-in allocate helps to defend against double-frees and leaks
- Learning curve for users to understand what's happening
- Time constraints when writing code

The main advantage here is saving map file size, not saving speed, and for that I think if a mapmaker wants the file size compression he could change the allocators/deallocators of the systems his/herself.

I am the kind of guy who says "no project is ever finished" however I also can respect that there are better uses of time and energy and much better reasons for updating/not updating than doing manual allocation.

But as JASS is so slow, speed's equal to better map performance in most cases and is not way too hard to implement (manual allocation can easily be done with the Aloc module by seph as an example). I fully agree with readability, the optimizer removes all the whitespaces and comments anyway and compresses variablesnames. But the double-free protection point I disagree with. No spell that leaks struct instances will ever be approved here anyway and you know that so it's a waste comparison really. And map size? Come on, I think the optimizer does a great job (even when it's destroying UnitAlive native but what a heck).

And is it just me or is the code on the description page not updated? I don't have wc3 installed on this computer nor JNGP so cannot check.
 
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