Weird issue with door system

black.sheep

Active Member
Reaction score
24
I got this door system in my map. It works perfectly except for a weird issue with its setup. It doesnt seem to create to create the rects for opening/closing doors in the right places. Could someone please figure out why it is doing this?
JASS:
library DoorSys initializer int

globals
    private integer array HorizontalDoorID
    private integer array VerticalDoorID
    
    private group g = CreateGroup()
    private hashtable hash
    
    private constant integer DoorMax = 2
    private constant integer HorizontalDoorBlocker ='B00A'
    private constant integer VerticalDoorBlocker ='B009'
    private constant boolean SetupDoorsOnInt=true
    private constant real    SetupDoorsWait=2
    private constant real    SetupDoorsRectSize=230
    
    private constant string LockMessage="|cFF804000Door is now locked|r"
    private constant string UnlockMessage="|cFF804000Door is now unlocked|r"
    private constant string HitMessage="|cFF804000Door is locked|r"
    private constant string LockSound="Doodads\\Cinematic\\DungeonLever\\Lever.wav"
    private constant string HitSound="Sound\\Ambient\\DoodadEffects\\Switch.wav"
endglobals

private function setvars takes nothing returns nothing
    //Set teh door id's
    set HorizontalDoorID[0] = 'DTg5'
    set VerticalDoorID[0] = 'DTg7'
    
    set HorizontalDoorID[1] = 'LTe1'
    set HorizontalDoorID[1] = 'LTe3'
endfunction

private function UnitFilter takes nothing returns boolean
    if UnitAlive(GetFilterUnit()) == true and IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE) == false and IsUnitType(GetFilterUnit(),UNIT_TYPE_SUMMONED) == false and IsUnitType(GetFilterUnit(),UNIT_TYPE_TAUREN) == false then
        return true
    endif
    return true
endfunction

private function DoorOpen takes nothing returns nothing
    local trigger t=GetTriggeringTrigger()
    local destructable door = LoadDestructableHandle(hash, GetHandleId(t), StringHash("door"))
    local destructable doorpath
    local trigger destroytrigger
    local sound hit
    local boolean locked = LoadBoolean(hash, GetHandleId(door), StringHash("locked"))
        debug call BJDebugMsg("opening door")
    if GetDestructableLife(door) <= 0 then 
        debug call BJDebugMsg("Door r dead lol")
        return
    endif
    if locked == true then
        call DisplayTextToPlayer(GetOwningPlayer(GetTriggerUnit()),0,0,HitMessage)
        set hit = CreateSoundFromLabel(HitSound,false,false,false,10,10)
        if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
            call StartSound(hit)
        endif
        call KillSoundWhenDone(hit)
    else
        debug call BJDebugMsg("Door opened")
        set doorpath=LoadDestructableHandle(hash, GetHandleId(t), StringHash("doorpath"))
        set destroytrigger = LoadTriggerHandle(hash, GetHandleId(t), StringHash("destroytrigger"))
        call SaveReal(hash, GetHandleId(door), StringHash("life"), GetDestructableLife(door))
        call SaveBoolean(hash, GetHandleId(door), StringHash("isopen"), true)
        call DisableTrigger(destroytrigger)
        call KillDestructable(door)
        call KillDestructable(doorpath)
        call SetDestructableAnimation(door, "death alternate")
        call EnableTrigger(destroytrigger)
    endif
    set hit = null
    set t = null
    set door = null
    set doorpath = null
    set destroytrigger = null
endfunction

private function DoorClose takes nothing returns nothing
    local trigger t=GetTriggeringTrigger()
    local rect r=LoadRectHandle(hash, GetHandleId(t), StringHash("rect"))
    local destructable door = LoadDestructableHandle(hash, GetHandleId(t), StringHash("door"))
    local destructable doorpath = LoadDestructableHandle(hash, GetHandleId(t), StringHash("doorpath"))
    local trigger destroytrigger=LoadTriggerHandle(hash, GetHandleId(t), StringHash("destroytrigger"))
    local boolean isopen=LoadBoolean(hash, GetHandleId(door), StringHash("isopen"))
    local boolean locked=LoadBoolean(hash,GetHandleId(door),StringHash("locked"))
    debug call BJDebugMsg("door closed")
    call GroupEnumUnitsInRect(g,r,Condition(function UnitFilter))
    if CountUnitsInGroup(g) == 0 and isopen then
        call SaveBoolean(hash, GetHandleId(door), StringHash("isopen"), false)
        call DestructableRestoreLife(door, GetDestructableMaxLife(door), true)
        call DestructableRestoreLife(doorpath, GetDestructableMaxLife(doorpath), true)
        call SetDestructableLife(door,LoadReal(hash, GetHandleId(door),StringHash("life")))
        call SetDestructableAnimation(door, "stand")
    endif
    call GroupClear(g)
    set t = null
    set door = null
    set doorpath = null
    set destroytrigger = null
    set r = null
endfunction

private function DoorBustDown takes nothing returns nothing
    local trigger t=GetTriggeringTrigger()
    local destructable door = LoadDestructableHandle(hash, GetHandleId(t), StringHash("door"))
    local destructable doorpath = LoadDestructableHandle(hash, GetHandleId(t), StringHash("doorpath"))
    local trigger dooropen=LoadTriggerHandle(hash, GetHandleId(t), StringHash("t1"))
    local trigger doorclose=LoadTriggerHandle(hash, GetHandleId(t), StringHash("t2"))
    call DestroyTrigger(GetTriggeringTrigger())
    call KillDestructable(doorpath)
    call DestroyTrigger(dooropen)
    call DestroyTrigger(doorclose)
    debug call BJDebugMsg("Door killed")
    set t = null
    set door = null
    set doorpath = null
    set dooropen = null
    set doorclose = null
endfunction

function LockDoor takes destructable door, boolean lock, player locker returns nothing
    local destructable doorpath = LoadDestructableHandle(hash,GetHandleId(door), StringHash("doorpath"))
    local trigger destroytrigger
    local rect r
    local sound s
    debug call BJDebugMsg("door locked")
    if lock == true then
        if locker != null then
            call DisplayTextToPlayer(locker,0,0,LockMessage)
            set s = CreateSoundFromLabel(LockSound,false,false,false,10,10)
            if GetLocalPlayer() == locker then
                call StartSound(s)
            endif
            call KillSoundWhenDone(s)
        endif
        call SaveBoolean(hash, GetHandleId(door), StringHash("locked"), true)
    else
        if locker != null then
            call DisplayTextToPlayer(locker,0,0,UnlockMessage)
            set s = CreateSoundFromLabel(LockSound,false,false,false,10,10)
            if GetLocalPlayer() == locker then
                call StartSound(s)
            endif
            call KillSoundWhenDone(s)
        endif
        call GroupEnumUnitsInRect(g,r,Condition(function UnitFilter))
        set destroytrigger = LoadTriggerHandle(hash, GetHandleId(door), StringHash("destroytrigger"))
        if CountUnitsInGroup(g) != 0 then
            call SaveReal(hash, GetHandleId(door), StringHash("life"), GetDestructableLife(door))
            call SaveBoolean(hash, GetHandleId(door), StringHash("isopen"), true)
            call DisableTrigger(destroytrigger)
            call KillDestructable(door)
            call EnableTrigger(destroytrigger)
            call KillDestructable(doorpath)
            call SetDestructableAnimation(door, "death alternate")
        endif
        call SaveBoolean(hash, GetHandleId(door), StringHash("locked"), false)
    endif
    set s = null    
    set destroytrigger = null
    set doorpath = null
    set r = null
endfunction

function ToggleLockDoor takes destructable door, player locker returns nothing
    if LoadBoolean(hash,GetHandleId(door),StringHash("locked")) == true then
        call LockDoor(door,false,locker)
    else
        call LockDoor(door,true,locker)
    endif
endfunction

function RegisterDoor takes destructable door, rect where returns nothing
    local integer i = 0
    local trigger t=CreateTrigger()
    local trigger k=CreateTrigger()
    local trigger m=CreateTrigger()
    local destructable doorpath
    loop
        exitwhen i == DoorMax
        if GetDestructableTypeId(door) == HorizontalDoorID<i> then 
            set doorpath = CreateDestructable(HorizontalDoorBlocker, GetDestructableX(door), GetDestructableY(door), 0, 1.0, 1) 
        endif
        if GetDestructableTypeId(door) == VerticalDoorID<i> then
            set doorpath = CreateDestructable(VerticalDoorBlocker, GetDestructableX(door), GetDestructableY(door), 0, 1.0, 1) 
        endif
        set i = i + 1
    endloop
    call TriggerRegisterEnterRectSimple( t, where)
    call TriggerAddAction( t, function DoorOpen )
    call TriggerRegisterLeaveRectSimple(k, where)
    call TriggerAddAction(k, function DoorClose)
    call TriggerAddCondition(t,Condition(function UnitFilter))
    call TriggerAddCondition(k,Condition(function UnitFilter))
    call TriggerRegisterDeathEvent(m,door)
    call TriggerAddAction(m,function DoorBustDown)
    call SaveDestructableHandle(hash, GetHandleId(t), StringHash(&quot;door&quot;), door)
    call SaveDestructableHandle(hash, GetHandleId(t), StringHash(&quot;doorpath&quot;), doorpath)
    call SaveRectHandle(hash, GetHandleId(t), StringHash(&quot;rect&quot;), where)
    call SaveDestructableHandle(hash, GetHandleId(k), StringHash(&quot;door&quot;), door)
    call SaveDestructableHandle(hash, GetHandleId(k), StringHash(&quot;doorpath&quot;), doorpath)
    call SaveRectHandle(hash, GetHandleId(k), StringHash(&quot;rect&quot;), where)
    call SaveDestructableHandle(hash, GetHandleId(m), StringHash(&quot;door&quot;), door)
    call SaveDestructableHandle(hash, GetHandleId(m), StringHash(&quot;doorpath&quot;), doorpath)
    call SaveRectHandle(hash, GetHandleId(m), StringHash(&quot;rect&quot;), where)
    call SaveTriggerHandle(hash, GetHandleId(m), StringHash(&quot;t1&quot;), t)
    call SaveTriggerHandle(hash, GetHandleId(m), StringHash(&quot;t2&quot;), k)
    debug call BJDebugMsg(&quot;Setting doors&quot;)
    call SaveTriggerHandle(hash, GetHandleId(door), StringHash(&quot;t1&quot;), t)
    call SaveTriggerHandle(hash, GetHandleId(door), StringHash(&quot;t2&quot;), k)
    call SaveBoolean(hash, GetHandleId(door), StringHash(&quot;locked&quot;), false)
    call SaveTriggerHandle(hash, GetHandleId(t), StringHash(&quot;destroytrigger&quot;), m)
    call SaveTriggerHandle(hash, GetHandleId(k), StringHash(&quot;destroytrigger&quot;), m)
    debug call BJDebugMsg(&quot;door added&quot;)
    set doorpath = null
endfunction

private function doorfilter takes nothing returns boolean
    local integer i = 0
    loop
        exitwhen i == DoorMax
        if GetDestructableTypeId(GetFilterDestructable()) == HorizontalDoorID<i> or GetDestructableTypeId(GetFilterDestructable()) == VerticalDoorID<i> then 
           return true
        endif
        set i = i + 1
    endloop
    return false
endfunction

private function intregister takes nothing returns nothing
    local real x = GetDestructableX(GetEnumDestructable())
    local real y = GetDestructableX(GetEnumDestructable())
    local rect r = Rect(x - SetupDoorsRectSize, y - SetupDoorsRectSize, x + SetupDoorsRectSize, y + SetupDoorsRectSize)
    call RegisterDoor(GetEnumDestructable(),r)
endfunction

private function int takes nothing returns nothing
    call setvars()
    call TriggerSleepAction(0)
    set hash=InitHashtable()
    if SetupDoorsOnInt == true then
        call TriggerSleepAction(SetupDoorsWait)
        debug call BJDebugMsg(&quot;Setting up doors&quot;)
        call EnumDestructablesInRect(GetPlayableMapRect(),Condition( function doorfilter),function intregister)
    endif
endfunction

endlibrary</i></i></i></i>
 

black.sheep

Active Member
Reaction score
24
Hang on did some testing and I think I've found the problem.
JASS:
private function intregister takes nothing returns nothing
    local real x = GetDestructableX(GetEnumDestructable())
    local real y = GetDestructableX(GetEnumDestructable())
    local rect r = Rect(x - SetupDoorsRectSize, y - SetupDoorsRectSize, x + SetupDoorsRectSize, y + SetupDoorsRectSize)
    call RegisterDoor(GetEnumDestructable(),r)
    debug call AddSpecialEffect(&quot;Abilities\\Spells\\NightElf\\Barkskin\\BarkSkinTarget.mdl&quot;,x+SetupDoorsRectSize,y+SetupDoorsRectSize)
    debug call AddSpecialEffect(&quot;Abilities\\Spells\\NightElf\\Barkskin\\BarkSkinTarget.mdl&quot;,x-SetupDoorsRectSize,y-SetupDoorsRectSize)
endfunction

private function int takes nothing returns nothing
    call setvars()
    call TriggerSleepAction(0)
    set hash=InitHashtable()
    if SetupDoorsOnInt == true then
        call TriggerSleepAction(SetupDoorsWait)
        debug call BJDebugMsg(&quot;Setting up doors&quot;)
        call EnumDestructablesInRect(GetPlayableMapRect(),Condition( function doorfilter),function intregister)
    endif
endfunction


The special effects created aren't anywhere near doors, what am I doing wrong?
 
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