2 questions simple (or not)

Laiev

Hey Listen!!
Reaction score
188
1 - what is more fast to check some unit (or more safe/better): array, group or hashtable (or anything else)
JASS:
if IsUnitInGroup(g, u) then //~
if Unit[1] == u then //~
//hashtable ~ don't know how use it..


2 - a struct can extand 2 or more other structs?
JASS:
struct a
endstruct

struct b
endstruct

struct c extends a, b //??
endstruct
 

luorax

Invasion in Duskwood
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67
1, Arrays are faster than hashtables as i know.
2, Ehh, i never tried to do it, but i think you can. But you could simple test it.
 

Tamisrah

Active Member
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16
2. You can't do that. But look at the delegate feature or maybe interfaces. I'm not too sure what you actually want to achieve.
 

Laiev

Hey Listen!!
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188
I just want to know if i can extend 2 things at the same time |:

can you explain a bit how do that with interfaces?

also anyone else know about the group/array part?

and thx both @luorax and @tamisrah for the answer :p
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
hashtables are usually pretty slow. the array is alot faster for sure, arrays are meant to be effective and fast. that was the very reason for their conception.
 

Laiev

Hey Listen!!
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188
i'm asking about array and group because i made a system which check something for the unit...

so i made it in 2 ways...

1 - group (add unit to group - is unit in group)
2 - array (array[GetUnidId(unit)] == true/false)

group is a good way to do it too?
 

Accname

2D-Graphics enthusiast
Reaction score
1,463
i think, but dont take this for granted, that checking whether a unit is in a unit group is pretty slow because it will iterate through the whole group until it finds the specific unit and if it doesnt find it it will return false.
 

tooltiperror

Super Moderator
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231
The problem is that arrays are not a type in JASS.

You're best bet is to make Arrays a type, so that they can be taken as arguments.

JASS:
struct UnitArray
unit array arr[8190]
endstruct

//function:
local UnitArray array=UnitArray.create()
set array.arr=GetTriggerUnit()


This becomes useful when you want to take an integer.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
The problem is that arrays are not a type in JASS.

You're best bet is to make Arrays a type, so that they can be taken as arguments.

JASS:
struct UnitArray
unit array arr[8190]
endstruct

//function:
local UnitArray array=UnitArray.create()
set array.arr=GetTriggerUnit()


This becomes useful when you want to take an integer.

Does not work, apparently.
And slower.

JASS:
2 - a struct can extand 2 or more other structs?

No, If you wanted to do this, you have to DIY.
 

Tamisrah

Active Member
Reaction score
16
This is the closest I can think of for double extension.

To see the effect in-game give the unit an immediate order. (ie 'stop')

JASS:
library DelegateTest
    private struct A
        private effect fx = null
        method attach takes unit u returns boolean
            set .fx = AddSpecialEffectTarget("units\\undead\\Abomination\\Abomination.mdl",u,"overhead")
            if .fx!=null then
                return true
            endif
            return false
        endmethod
        method remove takes nothing returns boolean
            if .fx!=null then
                call DestroyEffect(.fx)
                set .fx = null
                return true
            endif
            return false
        endmethod
    endstruct

    private struct B
        private unit u = null
        method colorize takes unit u returns boolean
            if u!=null then
                set .u = u
                call SetUnitVertexColor(u,0xFF,0x66,0xDD,0xFF)
                return true
            endif
            return false
        endmethod
        method uncolor takes nothing returns boolean
            if .u!=null then
                call SetUnitVertexColor(u,0xFF,0xFF,0xFF,0xFF)
                set .u = null
                return true
            endif
            return false
        endmethod
    endstruct

    private struct C
        private delegate A dA
        private delegate B dB
        
        static method create takes nothing returns thistype
         local thistype this = thistype.allocate()
            set .dA = A.create()
            set .dB = B.create()
            return this
        endmethod
    endstruct

    struct AB extends C
        static thistype CURRENT = 0
        static boolean FLAG = true
        static method onEvent takes nothing returns nothing
         local unit u = GetTriggerUnit()
            if thistype.FLAG then
                call CURRENT.attach(u)
                call CURRENT.colorize(u)
            else
                call CURRENT.remove()
                call CURRENT.uncolor()
            endif
            set thistype.FLAG = not thistype.FLAG
        endmethod
        
        static method onInit takes nothing returns nothing
         local trigger t = CreateTrigger()
            call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_ISSUED_ORDER)
            call TriggerAddAction(t,function thistype.onEvent)
            set thistype.CURRENT = thistype.create()
        endmethod
    endstruct
endlibrary
 

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