Struct/Method Help; Getting A Unit From One Method To Another

WolfieeifloW

WEHZ Helper
Reaction score
372
Hey there.
Recently I've got more into structs and methods, but I'm having a bit of trouble.

I've semi-learned about static and non-static structs.
But uhm, I'm wondering how I carry a unit from one method to another:
JASS:
struct HowlingBlast
    unit Caster
    unit Target
    integer Level
    
    static method Damage takes integer level returns real
        return level * 5.
    endmethod
    
    static method Radius takes nothing returns real
        return 150.
    endmethod
    
    static method Conditions takes nothing returns boolean
        if (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(.Caster))) then
            call Damage_Spell(.Caster, GetFilterUnit(), Damage(.Level) / 2)
        endif
        return false
    endmethod

    static method onCast takes nothing returns boolean
        local thistype this = thistype.create()
        set .Caster = GetTriggerUnit()
        set .Target = GetSpellTargetUnit()
        set .Level = GetUnitAbilityLevel(.Caster, HOWLING_BLAST)
        
        call Damage_Spell(.Caster, .Target, thistype.Damage(.Level))
        call GroupEnumUnitsInRange(GROUP, GetUnitX(.Target), GetUnitY(.Target), thistype.Radius, Filter(function thistype.Conditions))
        return false
    endmethod
    
    static method onInit takes nothing returns nothing
        call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), HOWLING_BLAST), Condition(function thistype.onCast))
    endmethod
    
endstruct

The whole Conditions method errors:
Undeclared variable this

So, I'm wondering.
How do I get a unit from one method to another?
 

Solmyr

Ultra Cool Member
Reaction score
30
Static methods do not use an instance ([ljass]this[/ljass]), so instead, you have to pass the current instance through the use of a static variable.
JASS:
struct HowlingBlast
    unit Caster
    unit Target
    integer Level
    static thistype currentInstance /* We will use this static member to pass the current instance to the filter function. */
    
    static method Damage takes integer level returns real
        return level * 5.
    endmethod
    
    static method Radius takes nothing returns real
        return 150.
    endmethod
    
    static method Conditions takes nothing returns boolean
        local thistype this = thistype.currentInstance /* Look here! */
        if (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(.Caster))) then
            call Damage_Spell(.Caster, GetFilterUnit(), Damage(.Level) / 2)
        endif
        return false
    endmethod

    static method onCast takes nothing returns boolean
        local thistype this = thistype.create()
        set .Caster = GetTriggerUnit()
        set .Target = GetSpellTargetUnit()
        set .Level = GetUnitAbilityLevel(.Caster, HOWLING_BLAST)
        
        call Damage_Spell(.Caster, .Target, thistype.Damage(.Level))
        set thistype.currentInstance = this /* Look here! */
        call GroupEnumUnitsInRange(GROUP, GetUnitX(.Target), GetUnitY(.Target), thistype.Radius, Filter(function thistype.Conditions))
        return false
    endmethod
    
    static method onInit takes nothing returns nothing
        call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), HOWLING_BLAST), Condition(function thistype.onCast))
    endmethod
    
endstruct
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Sounds good.
Is that the easiest/most efficient way to do so?

And, (I know I'm not supposed to ask another thing) but;
1) Is using this struct+methods better then using normal scope/library+functions?
2) What's the difference?
3) If it's better to use the latter sometimes, how do I know when to use S&M :)P) over S/L+F?


/EDIT: Does CurrentInstance have to be static?
 

Solmyr

Ultra Cool Member
Reaction score
30
It totally depends on what you're trying to achieve. You can store lots of data in a struct and later retrieve it simply by having the struct's index. Structs also provide you with other OOP concepts (interfaces, pseudo-inheritance, polymorphism ...). In your current example, you could get away using both ways.

/EDIT: Does CurrentInstance have to be static?
Oh, silly me, yes, it needs to be static. I even said it in my post (pass the current instance through the use of a static variable).

EDIT: How come you aren't deallocating the struct? You should do that, or you could run out of indices.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Okay, it's damaging the initial target, but not targets in the AoE.
JASS:
struct HowlingBlast
    unit caster
    unit target
    integer level
    static thistype currentInstance
    
    static method Damage takes integer level returns real
        return level * 5.
    endmethod
    
    static method Radius takes nothing returns real
        return 250.
    endmethod
    
    static method Conditions takes nothing returns boolean
        local thistype this = thistype.currentInstance
        if (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(.caster)) and GetFilterUnit() != .target) then
            call Damage_Spell(.caster, GetFilterUnit(), Damage(.level) / 2)
        endif
        return false
    endmethod

    static method onCast takes nothing returns boolean
        local thistype this = thistype.create()
        set .caster = GetTriggerUnit()
        set .target = GetSpellTargetUnit()
        set .level = GetUnitAbilityLevel(.caster, HOWLING_BLAST)
        
        call Damage_Spell(.caster, .target, thistype.Damage(.level))
        set thistype.currentInstance = this
        call GroupEnumUnitsInRange(GROUP, GetUnitX(.target), GetUnitY(.target), thistype.Radius, Filter(function thistype.Conditions))
        return false
    endmethod
    
    static method onInit takes nothing returns nothing
        call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), HOWLING_BLAST), Condition(function thistype.onCast))
    endmethod
    
endstruct
 

Solmyr

Ultra Cool Member
Reaction score
30
[ljass]call GroupEnumUnitsInRange(GROUP, GetUnitX(.target), GetUnitY(.target), thistype.Radius, Filter(function thistype.Conditions))[/ljass]

[ljass]thistype.Radius[/ljass] should be [ljass]thistype.Radius()[/ljass].

You should also deallocate the struct by putting [ljass]this.destroy()[/ljass] right above the [ljass]return false[/ljass].
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Wow.. Something that simple, sorry, lol.
Final working code, for future references:
JASS:
struct HowlingBlast
    unit caster
    unit target
    integer level
    static thistype currentInstance
    
    static method Damage takes integer level returns real
        return level * 5.
    endmethod
    
    static method Radius takes nothing returns real
        return 250.
    endmethod
    
    static method Conditions takes nothing returns boolean
        local thistype this = thistype.currentInstance
        if (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(.caster)) and GetFilterUnit() != .target) then
            call Damage_Spell(.caster, GetFilterUnit(), Damage(.level) / 2)
        endif
        return false
    endmethod

    static method onCast takes nothing returns boolean
        local thistype this = thistype.create()
        set .caster = GetTriggerUnit()
        set .target = GetSpellTargetUnit()
        set .level = GetUnitAbilityLevel(.caster, HOWLING_BLAST)
        
        call Damage_Spell(.caster, .target, thistype.Damage(.level))
        set thistype.currentInstance = this
        call GroupEnumUnitsInRange(GROUP, GetUnitX(.target), GetUnitY(.target), thistype.Radius(), Filter(function thistype.Conditions))
        call .destroy()
        return false
    endmethod
    
    static method onInit takes nothing returns nothing
        call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), HOWLING_BLAST), Condition(function thistype.onCast))
    endmethod
    
endstruct
 
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

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top