System Advanced Indexing & Data Storage

Discussion in 'Systems and Snippets' started by Jesus4Lyf, Jun 29, 2009.

  1. mysteriis

    mysteriis New Member

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    The error happens when I try to save it for the first time. When I delete the "!" it goes okay. I think we should save it first with the "!" and then reopen the map and delete, right?
     
  2. tooltiperror

    tooltiperror Super Moderator Staff Member

    Ratings:
    +233 / 0 / -0
    No. Simply delete the "!" and get it to save, then copy the ability, then scroll down to this line in the script:
    JASS:
            private constant integer LEAVE_DETECTION_ABILITY = 'AIDS'

    And go to the ability in your World Editor, and press CTRL-D to see its rawcode. Replace 'AIDS' with your rawcode.
     
  3. WolfieeifloW

    WolfieeifloW WEHZ Helper

    Ratings:
    +372 / 0 / -0
    So, I've never used one of your systems J4L, because frankly, you confuse me :p
    But it's come to my attention that using Damage will greatly benefit my map, so I'm going to use it.

    But I have a quick question.
    I didn't see it anywhere in the documentation, but I've heard that AIDS 'breaks' GetUnitUserData() and SetUnitUserData()?
    Now, I see GetUnitIndex(), which I assume is the replacement for GetUnitUserData();
    However, I didn't see a SetUnitIndex() function?

    My 'combo point' system in my map uses user data's, so how would I go about fixing that 'system' to work with AIDS so that, ultimately, I can finally use Damage :p ?

    Oh, and also, where's the TESH highlighting for this system ;) ?
     
  4. Laiev

    Laiev Hey Listen!!

    Ratings:
    +187 / 0 / -0
    use the struct Wolfie :p

    AIDS Struct is better then UserData IMO
     
  5. WolfieeifloW

    WolfieeifloW WEHZ Helper

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    +372 / 0 / -0
    Oh God, what :p ?
    I know this system is too advanced for me, at least at this time, but I need it for Damage :eek:
     
  6. tooltiperror

    tooltiperror Super Moderator Staff Member

    Ratings:
    +233 / 0 / -0
    You can't use SetUnitUserData if you use AIDS, or else you break it.

    Instead, you use AIDS structs. You use a textmacro because Jesus4Lyf is a lazy bastard [noparse]<3[/noparse]

    An AIDS struct is a struct which is made every time a unit enters the map, and the unit is then available as this.unit.

    You make an AIDS struct by putting //! runtextmacro AIDS() at the very last line of your struct, right before endstruct. You also have to extend array. Then you get access to a few cool methods:
    1. static method AIDS_filter takes unit u returns boolean --- Every unit that enters the map is passed to this method. If true, it creates a struct of this kind.
    2. method AIDS_onCreate takes nothing returns nothing --- This is run for units that pass the filter. You can now use this.unit.
    3. method AIDS_onDestroy takes nothing returns nothing --- Ran when a unit is killed.
    4. static method AIDS_onInit takes nothing returns nothing --- This is because Jesus4Lyf took your onInit method.
     
  7. WolfieeifloW

    WolfieeifloW WEHZ Helper

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    Hmm..
    Like I said, too advanced I think.

    I have to create a struct for every script that wants to use UserData?

    Maybe you could take a look at my system, and edit it to use AIDS?
    I could probably figure it out once I see my own script changed to use it.
    To avoid posting code unrelated to AIDS here, I'll just link to pastebin.
    I don't like people doing stuff for me (Considering that's not what we're here for), but like I said, seeing my own script modified for AIDS would probably help me get it.
     
  8. tooltiperror

    tooltiperror Super Moderator Staff Member

    Ratings:
    +233 / 0 / -0
    If I understand your script, this should be good.
    Also, I don't see why you would need Damage for this :p
    JASS:
    struct Combo extends array
        integer combo // The number of combo points a unit has
    
        private static method AIDS_onEffect takes nothing returns boolean
            local thistype this
            local boolean spell = GetSpellAbilityId()==mangle or GetSpellAbilityId()==claw // Because hardcoding is bad
    
            if GetUnitTypeId(GetTriggerUnit())==feralDruid and spell then
                set this=thistype[GetTriggerUnit()] // thistype[x] - Return the Combo struct for the unit x
                if this.combo!=5 then
                    call UnitRemoveAbility(this.unit, combo[this.combo]) // Does JASS allow combo and combo[]? I hope so, else you have to rename combo.
                    set this.combo=this.combo+1
                    call UnitAddAbility(u, combo[this.combo])
                endif
            endif
            return false
        endmethod
        private static method AIDS_onCreate takes nothing returns nothing
            set this.combo=0 // in case of revival and such
        endmethod
        private static method AIDS_onInit takes nothing returns nothing
            local trigger trig=CreateTrigger()
            local integer index=0
            
            call TriggerAddCondition(trig, Condition(thistype.onEffect))
            loop
                call TriggerRegisterPlayerUnitEvent(trig, Player(index), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
                set index=index+1
                exitwhen index==bj_MAX_PLAYER_SLOTS
            endloop
        endmethod
        //! runtextmacro AIDS()
    endstruct
     
  9. Ayanami

    Ayanami 칼리

    Ratings:
    +287 / 0 / -0
    Couldn't he do this?

    JASS:
    
    library Combo initializer OnInit uses AIDS, GT
    
    globals
        private constant integer UNIT_ID = 'h000' // raw code of unit feral druid
        private constant integer MANGLE_ID = 'A000' // raw code of ability mangle
        private constant integer CLAW_ID = 'A001' // raw code of ability claw
        private integer array COMBO
        
        public integer array Data
    endglobals
    
    private function OnCast takes nothing returns boolean
        local unit u = GetTriggerUnit()
        local integer id
        
        if GetUnitTypeId(u) == UNIT_ID then
            set id = GetUnitId(u)
            if Data[id] != 5 then
                call UnitRemoveAbility(u, COMBO[Data[id]])
                set Data[id] = Data[id] + 1
                call UnitAddAbility(u, COMBO[Data[id]])
            endif
        endif
    
        set u = null
        return false
    endfunction
    
    private function OnInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        call GT_RegisterStartsEffectEvent(t, MANGLE_ID)
        call GT_RegisterStartsEffectEvent(t, CLAW_ID)
        call TriggerAddCondition(t, Condition(function OnCast))
        set t = null
        
        // set up your COMBO array values
    endfunction
    
    endlibrary


    Then for your Combo system, if you ever need to use GetUnitUserData() or SetUnitUserData() outside of the Combo library, you could just do:

    JASS:
    
    library Example uses Combo
        private function Example takes nothing returns nothing
            local unit u = SomeUnit // just an example, let's say it's a unit
            local integer i
    
            set Combo_Data[GetUnitId(u)] = 1 // use this instead of SetUnitUserData(u, 1)
            
            set i = Combo_Data[GetUnitId(u)] // use this instead of GetUnitUserData(u)
        endfunction
    endlibrary


    This would work, right?
     
  10. tooltiperror

    tooltiperror Super Moderator Staff Member

    Ratings:
    +233 / 0 / -0
    Yeah, that's a good way if you like procedural/functional programming.
     
  11. WolfieeifloW

    WolfieeifloW WEHZ Helper

    Ratings:
    +372 / 0 / -0
    I thought I needed to trigger all damage in my map when using Damage?
    Also, maybe you modifying it won't help :p , still confusing.
     
  12. Laiev

    Laiev Hey Listen!!

    Ratings:
    +187 / 0 / -0
    You need, but in some cases (like mine), I'll trigger damage dealt by units attacks too, so Damage is not like the most perfect as should be, but still my choice to use it (since I use most of resources by Jesus4Lyf)
     
  13. WolfieeifloW

    WolfieeifloW WEHZ Helper

    Ratings:
    +372 / 0 / -0
    Here's the ComboPoints library:
    JASS:
    library ComboPoints initializer onInit uses AIDS, GT
    
        globals
            integer array COMBO
            public integer array Data
        endglobals
    
        private function onCast takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local integer id
            
            if GetUnitTypeId(u) == feralDruid then
                set id = GetUnitId(u)
                if Data[id] != 5 then
                    call UnitRemoveAbility(u, COMBO[Data[id]])
                    set Data[id] = Data[id] + 1
                    call UnitAddAbility(u, COMBO[Data[id]])
                endif
            endif
            set u = null
            return false
        endfunction
        
        private function OnInit takes nothing returns nothing
            call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), mangle), Condition(function onCast))
            call TriggerAddCondition(GT_RegisterStartsEffectEvent(CreateTrigger(), claw), Condition(function onCast))
            
            // set up your COMBO array values
            set COMBO[0] = 'A009'
            set COMBO[1] = 'A00E'
            set COMBO[2] = 'A00F'
            set COMBO[3] = 'A00G'
            set COMBO[4] = 'A00H'
            set COMBO[5] = 'A00I'
        endfunction
    
    endlibrary
    I think that's all good and fine, it compiles with no errors.
    However, my one spell where it uses up combo points has a compile error:
    Undeclared variable COMBO_Data (On the local integer)
    JASS:
    scope FerociousBite initializer init
    
        private function Chance takes integer level returns integer
            return level * 2
        endfunction
    
        private function Damage takes integer level returns real
            return (level * 0.5) + 0.5
        endfunction
        
        private function Conditions takes nothing returns boolean
            local real fbDamage
            local unit u = GetTriggerUnit()
            //local integer ud = GetUnitUserData(u)
            local integer UD = COMBO_Data[GetUnitId(u)]
            
            if (GetSpellAbilityId() == ferociousBite and UD > 0) then
                set fbDamage = (GetHeroAgi(u, true) * Damage(UD))
                call UnitDamageTarget(u, GetSpellTargetUnit(), fbDamage, true, false, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
                call UnitRemoveAbility(u, COMBO[UD])
                if (GetRandomInt(1, 100) <= Chance(GetUnitAbilityLevel(u, ferociousBite)) and UD >= 4) then
                    //call SetUnitUserData(u, ud - 3)
                    set UD = UD - 3
                else
                    //call SetUnitUserData(u, 0)
                    set UD = 0
                endif
                call UnitAddAbility(u, COMBO[UD])
            elseif (GetSpellAbilityId() == ferociousBite and UD <= 0) then
                call IssueImmediateOrder(u, "stop")
                call SimError(GetOwningPlayer(u), "You need at least one combo point!")
            endif
            set u = null
            return false
        endfunction
    
        private function init takes nothing returns nothing
            local trigger t = CreateTrigger()
            local integer index = 0
            
            loop    
                call TriggerRegisterPlayerUnitEvent(t, Player(index), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
                set index = index + 1
                exitwhen index == bj_MAX_PLAYER_SLOTS
            endloop
            call TriggerAddCondition(t, Condition(function Conditions))
            set t = null
        endfunction
    
    endscope
     
  14. Ayanami

    Ayanami 칼리

    Ratings:
    +287 / 0 / -0
    Public global's prefix is basically the library name. So, it should be "ComboPoints_Data".

    JASS:
    library Test
        globals
            public integer MyInt // you would need to refer this as Test_MyInt outside of the Test library
        endglobals
    endlibrary
    
    library Wow
        globals
            public integer MyInt // you would need to refer this as Wow_MyInt outside of the Wow library
        endglobals
    endlibrary
    
    library Combo
        globals
            public integer MyInt // you would need to refer this as Combo_MyInt outside of the Combo library
        endglobals
    endlibrary
     
  15. dudeim

    dudeim New Member

    Ratings:
    +22 / 0 / -0
    As the variables are public you can just use Data[GetUnitId(yourunit)]
     
  16. Laiev

    Laiev Hey Listen!!

    Ratings:
    +187 / 0 / -0
    Public variables need the prefix of the scope/library when using outside the scope/library that was created
     
  17. dudeim

    dudeim New Member

    Ratings:
    +22 / 0 / -0
    Well if you remove the Public before it, it can be used anywhere so it's public right? I don't really get why you should even put public before a variable but whatever.
     
  18. WolfieeifloW

    WolfieeifloW WEHZ Helper

    Ratings:
    +372 / 0 / -0
    Those three little examples were honestly a perfect explanation.

    Thank you!
    Although my ComboPoints library doesn't work, I"ll post in the JASS Help section, instead of spamming the AIDS thread with this.
    Sorry J4L :p
     
  19. Sgqvur

    Sgqvur FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi

    Ratings:
    +62 / 0 / -0
    In the function OnUndefendTimer the line:

    if GetUnitUserData(IndexUnit[UndefendExpiringIndex[0]]) == 0 then

    should be

    if GetUnitUserData(IndexUnit[UndefendExpiringIndex[0]]) != 0 then

    otherwise the user's AIDS_onDestroy is never called.
     
  20. Bribe

    Bribe vJass errors are legion

    Ratings:
    +67 / 0 / -0
    No, because after the timer the unit's user data will already be 0.
     

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