Optimising The Code (ANTI - BJ!)

Somatic

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JASS:
function Trig_Emp_Shell_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A02J' ) ) then
        return false
    endif
    return true
endfunction

function Shell_Check takes nothing returns boolean
    return ( IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) != true )
endfunction

function Mechnical_ID takes unit f returns boolean
    if ( not ( IsUnitType(f, UNIT_TYPE_MECHANICAL) == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Emp_Shell_Actions takes nothing returns nothing
    local unit Caster = GetTriggerUnit()
    local location Temp_Point = GetUnitLoc(Caster)
    local location Temp_Point2 = GetSpellTargetLoc()
    local group Temp_Group = CreateGroup()
    local unit f
    set Temp_Group = GetUnitsInRangeOfLocMatching(500.00, Temp_Point2, Condition(function Shell_Check))
    set f = FirstOfGroup(Temp_Group)
        loop
            exitwhen f == null
            if ( Mechnical_ID(f) ) then
              call UnitDamageTargetBJ( Caster, f, 500, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
            else
              call DoNothing(  )
            endif
            call CreateNUnitsAtLoc( 1, 'nvul', GetOwningPlayer(Caster), Temp_Point2, bj_UNIT_FACING )
            call ShowUnitHide( GetLastCreatedUnit() )
            call UnitAddAbilityBJ( 'A02W', GetLastCreatedUnit() )
            call IssueTargetOrderBJ( GetLastCreatedUnit(), "purge", f )
            call UnitApplyTimedLifeBJ( 1.00, 'BTLF', GetLastCreatedUnit() )
            call GroupRemoveUnit(Temp_Group,f)
        endloop
    set Caster = null
    set f = null
    call DestroyGroup (Temp_Group)
    call RemoveLocation(Temp_Point)
    call RemoveLocation(Temp_Point2)
endfunction

//===========================================================================
function InitTrig_Emp_Shell takes nothing returns nothing
    set gg_trg_Emp_Shell = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Emp_Shell, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Emp_Shell, Condition( function Trig_Emp_Shell_Conditions ) )
    call TriggerAddAction( gg_trg_Emp_Shell, function Trig_Emp_Shell_Actions )
endfunction


I have a problem when running this trigger, I get a Massive Lag and then after the purge effect runs off then it recovers from the lag. I wonder if its because of the Code (I am trying to remove the bj but i dunno what natives to use)
Btw Is it possible to lag a game if you set a purge spell wrongly?
 

AceHart

Your Friendly Neighborhood Admin
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It's possible to lag the game with pretty much anything when done wrongly :p

Conditions could be optimized:
return GetSpellAbilityId() == 'A02J'


More importantly though, your "FirstOfGroup" really should be inside the loop, as first action there...


And, please, remove that "DoNothing", it isn't doing anything anyway.


> I get a Massive Lag

That's because it loops until the thread crashes...
 

Somatic

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Thanks Alot. But Im trying to know how do i get Local vars to run in ForGroup? Using Handlers Vars?
 

N-a-z-g-u-l

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Using global variables. As far as I can tell you are only using one local (Caster) inside the loop so it wont be much work to use a global for that.

for caster you can also call GetTriggerUnit() everytime, shoudlnt be a problem...

and the lagg just came from your endless loop, the rest is okay... and imo those who like ForGroup more should use that, those who like looping through groups more should use that... (i personally like the looping one ;) )
 

N-a-z-g-u-l

New Member
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It is also worth noting that ForGroup is much, much faster than a loop.

i dont think that this is right... maybe looping through a group without calling any functions inside is faster... and it also should be faster a lot, but the functions inside have to be executed anyways... and if you have lots of functions in the loop, the performance difference gets quite low...
 

NetherHawk

New Member
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hmmm, you cant use local handle vars becuz even if you attach them to a group, you cant retrieve it like GetTriggeringGroup ... use should use NewGen and then define globals at the start and use globals to help you in the ForGroup bit. Like cohadar taught me, just dont put in waits within the ForGroup actions and it will still be MUI =D

u can go check out the group error thread, he posted it there.

also,
JASS:
function Mechnical_ID takes unit f returns boolean
    if ( not ( IsUnitType(f, UNIT_TYPE_MECHANICAL) == true ) ) then
        return false
    endif
    return true
endfunction


can be

JASS:
function Mechnical_ID takes unit f returns boolean
        return IsUnitType(f, UNIT_TYPE_MECHANICAL) == true 
endfunction
 

SFilip

Gone but not forgotten
Reaction score
634
> i dont think that this is right
It is.
ForGroup runs in constant time (only one function call) while FirstOfGroup runs once for every unit in the group (and also needs a call to remove the unit). So if we say one native call takes X seconds then using ForGroup takes X to run while loop takes 2X*<number of units in the group> which is a huge difference.
Not to mention that it also empties the group which is not always the desired effect.
 

N-a-z-g-u-l

New Member
Reaction score
30
> i dont think that this is right
He is.
ForGroup runs in constant time (only one function call) while FirstOfGroup runs once for every unit in the group (and also needs a call to remove the unit). So if we say one native call takes X seconds then using ForGroup takes X to run while loop takes 2X*<number of units in the group> which is a huge difference.
Not to mention that it also empties the group which is not always the desired effect.

is that proven? well, to me it sounds impossible...
i believe that ForGroup is faster, but what you say a ForGroup-call for 1 unit is as fast as ForGroup for 1,000,000 units... and how can that be? it cant...
are there benchmarks? and is it sure that it was benchmarked correctly?
and if possible, explain it to me how it works...
if you add money to a player in a ForGroup, the player will receive gold*(n units), wont he? he will, thats the way CountUnitsInGroup works (well, only with a variable, but it shows that it will run the script for each unit, and not only once...
this is going offtopic, so you can also send me a PM or whatever, too, if you want to
 
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