Efficient way to trigger unit regeneration?

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
My map is having some fps drops, well actually, it's not "smooth" so I think this has something to do with periodic trigger and I suspect the unit regeneration trigger.

Here is my code:

JASS:
globals
    constant real tj_REGENERATION_FRAMES = 10.
    constant integer tj_InCombatTime = 30 //3 seconds
endglobals

struct myUnit

    static trigger Trig

    implement LinkedList // Kenny's
    
    static method UnitRegeneration takes nothing returns boolean
        local thistype this = UnitDataList.head
        local real st
        local real stm
        loop
            exitwhen 0==this
            if this.inCombat > 0 then
                set this.inCombat = this.inCombat-1
            endif
            
            if this.lifeRegenTick>0. then
                if this.lifeReserved>0. then
                    set st = GetUnitState(this.SELF,UNIT_STATE_LIFE) + this.lifeRegenTick
                    if st>this.lifeCurReserved then
                        set st=this.lifeCurReserved
                    endif
                    call SetUnitState(this.SELF, UNIT_STATE_LIFE, st)
                else
                    call SetUnitState(this.SELF, UNIT_STATE_LIFE, GetUnitState(this.SELF,UNIT_STATE_LIFE) + this.lifeRegenTick)
                endif
            endif
            if this.manaRegenTick>0. then
                if this.manaReserved>0. then
                    set st = GetUnitState(this.SELF,UNIT_STATE_MANA) + this.manaRegenTick
                    if st>this.manaCurReserved then
                        set st=this.manaCurReserved
                    endif
                    call SetUnitState(this.SELF, UNIT_STATE_MANA, st)
                else
                    call SetUnitState(this.SELF, UNIT_STATE_MANA, GetUnitState(this.SELF,UNIT_STATE_MANA) + this.manaRegenTick)
                endif
            endif
            set this = this.next
        endloop
        return false
    endmethod
    
    static method TimerEx takes nothing returns nothing
        call TriggerEvaluate( thistype.Trig )
    endmethod
    

    //... other members
endstruct

function MapInit takes nothing returns nothing
    set tjunit.Trig = CreateTrigger()
    call TriggerAddCondition( tjunit.Trig, Condition( function myUnit.UnitRegeneration ))
    call TimerStart( CreateTimer(), 1 / tj_REGENERATION_FRAMES , true, function myUnit.TimerEx )
    //...
endfunction


note on members:
  • lifeRegenTick/manaRegenTick: life/mana regenerated every interval (currently: 0.1)
  • lifeReserved/manaReserved: as the name implied, this will reserve life/mana.
    e.g: you have 500 max life and 100 reserved life, normally you can have 500/500 life but now you can only have 400/500 life
  • lifeCurReserved/manaCurReserved: this is the max life/mana that have subtracted the reserved amount (lifeReserved/manaReserved)
  • inCombat: determine whether or not a unit is in-combat
  • SELF: the unit that this struct is attached to

the size of this linked list is about 60 at map start and later 100 (and it increases as the number of creeps increases)

when a unit dies, it will be removed from this list immediately.

so erm... is this efficient enough? is there anyways to improve this?

---
I also have other period trigger to check unit buffs which run every 0.05s but when there is no buffs, I doubt it would affect anything.
 

Dirac

22710180
Reaction score
147
Instead of trigger evaluations use the same interface T32 does

EDIT: i'm sorry if i wasn't more clear, use this:
JASS:
struct A

private unit unit
private thistype next
private thistype prev

static method create takes unit whichUnit returns nothing
local thistype this=thistype.allocate()
//set all your vars in this area
set this.unit=whichUnit
//linked list configuration
set thistype(0).next.prev=this
set this.next=thistype(0).next
set thistype(0).next=this
set this.prev=thistype(0)
endmethod

private static method periodic takes nothing returns nothing
local thistype this=thistype(0).next
loop
extiwhen this==0
//do regeneration stuff here
endloop
endmethod

private static method onInit takes nothing returns nothing
call TimerStart(CreateTimer(),PERIOD,true,function thistype.periodic)
endmethod

endstruct
This works exactly as T32 works and is optimized for even more speed
 

WaterKnight

Member
Reaction score
7
Not sure why you need the evaluation and return false.
Instead of
JASS:
call SetUnitState(<unit>, UNIT_STATE_LIFE, <value>)

you can use
JASS:
native SetWidgetLife takes widget whichWidget, real newLife returns nothing

to save on parameter.
Rather than reading out the same value 3 times from struct, you may consider setting a local variable.
You may split it up and kick out units that do not meet the conditions beforehand. Why do you need to set inCombat here?
If you monitor life/mana completely, you can replace GetUnitState and store the value yourself.
Is applying the regeneration 10 times per second really necessary?
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
@Dirac, thanks, I'm gonna use it.

>Not sure why you need the evaluation and return false.

I'm just imitating Timer32 :(

>Rather than reading out the same value 3 times from struct, you may consider setting a local variable.

hmmm... ok

>You may split it up and kick out units that do not meet the conditions beforehand. Why do you need to set inCombat here?

so you mean: units with both lifeRegenTick and manaRegenTick equal to zero will be kicked out?
I have some stuffs that involve inCombat so I think it's best to put the inCombat check here. Should I set this seperately?
maybe I should set inCombat for heroes only. :)

>If you monitor life/mana completely, you can replace GetUnitState and store the value yourself.

hmm... yea, why didn't I think of this, I did monitor life/mana completely :banghead:

>Is applying the regeneration 10 times per second really necessary?

I don't think I get your point but 10 times per second is okay, right?
 

WaterKnight

Member
Reaction score
7
I do not know if it is faster and it also depends on your exact situation but these are possibilities. Maybe SetState/GetState is faster than this.life=/SetState/this.life after all. Well, decreasing the frequency would of course help greatly. Regeneration is mostly a slow process in gameplay and it does not come down to a split second. Is it not okay to do it every 0.25-0.5 seconds?
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
>I do not know if it is faster and it also depends on your exact situation but these are possibilities. Maybe SetState/GetState is faster than this.life=/SetState/this.life after all.

hmm... I don't know either, can any experienced jass-ers verify this? :p

>Is it not okay to do it every 0.25-0.5 seconds?

I think 0.25-0.5 would be too slow, I will stick with 0.1
 

Dirac

22710180
Reaction score
147
Array lookup is as fast as it gets, its always better to store values inside arrays if possible instead of using a function to get to them
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Monovertex Monovertex:
    How are you all? :D
    +1
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top