Need help with Creep Revival System

muzzel

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I created a creep revivel system for an orpg which revives dying creeps at the spot where they originally were placed, but im not sure whether its performant and doesnt cause laggs or something else.
The Idea: Save the positions of the creeps in an array and save the index as customvalue. After death, create a new unit at the same spot.
I also thought about attaching the position as a struct, but I dont know which way is faster/better.

My Code:
JASS:

scope creeprevive initializer Init
    globals
        real array creepX[2000]
        real array creepY[2000]
        real array creepFace[2000]
    endglobals
    
    private function ReviveTime takes unit creep returns real
        return 20.00
    endfunction
    
    private function SetCV takes unit creep, integer i returns nothing
            call SetUnitUserData(creep, i)
    endfunction
    
    private function GetCV takes unit creep returns integer
            return GetUnitUserData(creep)
    endfunction
    
    private function Conditions takes nothing returns boolean
        return ((GetOwningPlayer(GetFilterUnit()) == Player(9)) and (IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) == false))
    endfunction
    
    private function SetupConditions takes nothing returns boolean
        return true
    endfunction
    
    private function Actions takes nothing returns nothing
        local unit creep = GetDyingUnit()
        local unit newCreep
        local integer creepType = GetUnitTypeId(creep)
        local real posX = creepX[GetCV(creep)]
        local real posY = creepY[GetCV(creep)]
        local real face = creepFace[GetCV(creep)]
        local integer cv = GetCV(creep)
        call TriggerSleepAction(ReviveTime(creep))
        set newCreep = CreateUnit(Player(0), creepType, posX, posY, face)
        call SetCV(newCreep, cv)
        set creep = null
    endfunction
    
    private function SetupActions takes nothing returns nothing
        local group all
        local integer i = 0
        local unit tempunit
        set all = GetUnitsInRectAll(GetPlayableMapRect())
        loop
            set tempunit = FirstOfGroup(all)
            exitwhen tempunit == null
            call SetCV(tempunit, i)
            set creepX<i> = GetLocationX(GetUnitLoc(tempunit))
            set creepY<i> = GetLocationY(GetUnitLoc(tempunit))
            set creepFace<i> = GetUnitFacing(tempunit)
            set i = i + 1
            call GroupRemoveUnit(all, tempunit)
        endloop
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        local trigger setup = CreateTrigger()
        
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddCondition(t, Condition(function Conditions))
        call TriggerAddAction(t, function Actions)
        
        call TriggerRegisterTimerEventSingle(setup, 3.00)
        call TriggerAddCondition(setup, Condition(function SetupConditions))
        call TriggerAddAction(setup, function SetupActions)
    endfunction
endscope
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Please comment ;)
 
There is a tiny issue with your condition/creation:

JASS:
 private function Conditions takes nothing returns boolean
        return ((GetOwningPlayer(GetFilterUnit()) == Player(9)) and (IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO) == false))
    endfunction


JASS:
set newCreep = CreateUnit(Player(0), creepType, posX, posY, face)


You create them for Player 1, but your conditions check for Player 10

Other than that it should work.

*On a note here your conditions are rather inflexible, the mapper is not able to exclude/include certain units.

//=======================

And then I'm just wondering why are you using X and Y coordinates, and not just the Location? That would save you 1 variable and this:

JASS:
local real posX = creepX[GetCV(creep)] 
local real posY = creepY[GetCV(creep)]


//=======================

Using custom values is an good method, but it might not appeal to people, if they want to use custom values for something else. You might want to think of a different way for that.

Lastly, you leak one group and two locations in your SetupActions.
 
May be better solutions, but you can always use the one I helped wellwish3r to skip custom values. It saves global variables of all units and a location for each unit where they respawnat the start of the map, place them into a unit group and uses a Unit Dies trigger with the condition that the unit is in the group.

Link here
 
May be better solutions, but you can always use the one I helped wellwish3r to skip custom values. It saves global variables of all units and a location for each unit where they respawnat the start of the map, place them into a unit group and uses a Unit Dies trigger with the condition that the unit is in the group.

Link here

one thing that has to be noted though is that the custom value way is more efficient as it does not loop through the entire unit group (or however far it has to get to reach the dying unit). That might come in handy when there are several hundred units on the map.
 
JASS:
set newCreep = CreateUnit(Player(0), creepType, posX, posY, face)

that of course should be dynamic, im sry I used player 1 for debugging ;)

*On a note here your conditions are rather inflexible, the mapper is not able to exclude/include certain units.
Well, he can write his stuff into the conditions function^^

And then I'm just wondering why are you using X and Y coordinates, and not just the Location? That would save you 1 variable and this:
Done, thx

Using custom values is an good method, but it might not appeal to people, if they want to use custom values for something else. You might want to think of a different way for that.
Well I do store different stuff in the custom value of units. Thats why I made the functions GetCV and SetCV, there u can implement a conversion like an array lookup. (Example: When u use a unit indexing system you could convert the unit index to the revival index and dont use custon values)

Lastly, you leak one group and two locations in your SetupActions.
Thats not what I worried about, anyway thx.
 
True. :) It only triggers however if a related unit dies and maps where you multislaughter units often have a specific respawn point then origin start location, I'd say.
 
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