System Advanced Indexing & Data Storage

Jesus4Lyf

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Advanced Indexing and Data Storage​
Version 1.1.0​

Requirements:
- Jass NewGen

JASS:
//  
//        _   ___ ___  ___    _______________________________________________
//       /_\ |_ _|   \/ __|   ||     A D V A N C E D   I N D E X I N G     ||
//      / _ \ | || |) \__ \   ||                  A N D                    ||
//     /_/ \_\___|___/|___/   ||         D A T A   S T O R A G E           ||
//            By Jesus4Lyf    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//                                                                    v 1.1.0
//      What is AIDS?
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          AIDS assigns unique integers between 1 and 8191 to units which enter
//          the map. These can be used for arrays and data attaching.
//          
//          AIDS also allows you to define structs which are created automatically
//          when units enter the map, and filtering which units should be indexed
//          as well as for which units these structs should be created.
//          
//      How to implement?
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          Simply create a new trigger object called AIDS, go to 'Edit -> Convert
//          to Custom Text', and replace everything that's there with this script.
//
//          Save the map, close it, reopen it, and then delete the "!" from the
//          FAR left side of the next lines (so "external" will line up with this line):
//!          external ObjectMerger w3a Adef AIDS anam "State Detection" ansf "(AIDS)" aart "" arac 0
//
//          At the top of the script, there is a 'UnitIndexingFilter' constant
//          function. If the function returns true for the unit, then that unit
//          will be automatically indexed. Setting this to true will automatically
//          index all units. Setting it to false will disable automatic indexing.
//
//      Functions:
//     ¯¯¯¯¯¯¯¯¯¯¯¯
//          function GetUnitId takes unit u returns integer
//              - This returns the index of an indexed unit. This will return 0
//                if the unit has not been indexed.
//              - This function inlines. It does not check if the unit needs an
//                index. This function is for the speed freaks.
//              - Always use this if 'UnitIndexingFilter' simply returns true.
//
//          function GetUnitIndex takes unit u returns integer
//              - This will return the index of a unit if it has one, or assign
//                an index if the unit doesn't have one (and return the new index).
//              - Use this if 'UnitIndexingFilter' doesn't return true.
//
//          function GetIndexUnit takes integer index returns unit
//              - This returns the unit which has been assigned the 'index'.
//
//      AIDS Structs:
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          - Insert: //! runtextmacro AIDS() at the top of a struct to make it
//            an AIDS struct.
//          - AIDS structs cannot be created or destroyed manually. Instead, they
//            are automatically created when an appropriate unit enters the map.
//          - You cannot give members default values in their declaration.
//            (eg: private integer i=5 is not allowed)
//          - You cannot use array members.
//          - AIDS structs must "extend array". This will remove some unused
//            functions and enforce the above so there will be no mistakes.
//          - There are four optional methods you can use in AIDS structs:
//              - AIDS_onCreate takes nothing returns nothing
//                  - This is called when the struct is 'created' for the unit.
//                  - In here you can assign members their default values, which
//                    you would usually assign in their declarations.
//                    (eg: set this.i=5)
//              - AIDS_onDestroy takes nothing returns nothing
//                  - This is called when the struct is 'destroyed' for the unit.
//                  - This is your substitute to the normal onDestroy method.
//              - AIDS_filter takes unit u returns boolean
//                  - This is similar to the constant filter in the main system.
//                  - Each unit that enters the map will be tested by each AIDS
//                    struct filter. If it returns true for that unit, that unit
//                    will be indexed if it was not already, the AIDS struct will
//                    have its AIDS_onCreate method called, and later have its
//                    AIDS_onDestroy method called when the index is recycled.
//                  - Not declaring this will use the default AIDS filter instead.
//              - AIDS_onInit takes nothing returns nothing
//                  - This is because I stole your onInit function with my textmacro.
//          - You can use '.unit' from any AIDS struct to get the unit for which
//            the struct is for.
//          - The structs id will be the units index, so getting the struct for
//            a unit inlines to a single native call, and you can typecast between
//            different AIDS structs. This is the premise of AIDS.
//          - Never create or destroy AIDS structs directly.
//          - You can call .AIDS_addLock() and AIDS_removeLock() to increase or
//            decrease the lock level on the struct. If a struct's lock level is
//            not 0, it will not be destroyed until it is reduced to 0. Locks just
//            put off AIDS struct destruction in case you wish to attach to a timer
//            or something which must expire before the struct data disappears.
//            Hence, not freeing all locks will leak the struct (and index).
//
//      PUI and AutoIndex:
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          - AIDS includes the PUI textmacros and the AutoIndex module, because
//            these systems are not compatible with AIDS but have valid and distinct
//            uses.
//          - The PUI textmacros are better to use for spells than AIDS structs,
//            because they are not created for all units, just those targetted by
//            the spell (or whatever else is necessary).
//          - The AutoData module is good for very simple array syntax for data
//            attachment (although I don't recommend that people actually use it,
//            it's here mostly for compatability). Note that unlike the PUI textmacros,
//            units must pass the AIDS filter in order for this module to work with
//            them. This is exactly as the same as in AutoIndex itself (AutoIndex
//            has a filter too).
//          
//      Thanks:
//     ¯¯¯¯¯¯¯¯¯
//          - Romek, for writing 90% of this user documentation, challenging my
//            interface, doing some testing, suggesting improvements and inspiring
//            me to re-do my code to include GetUnitIndex as non-inlining.
//          - grim001, for writing the AutoData module, and AutoIndex. I used the
//            on-enter-map method that he used. Full credits for the AutoData module.
//          - Cohadar, for writing his PUI textmacros. Full credits to him for these,
//            except for my slight optimisations for this system.
//            Also, I have used an optimised version of his PeriodicRecycler from
//            PUI in this system to avoid needing a RemoveUnitEx function.
//          - Vexorian, for helping Cohadar on the PUI textmacro.
//          - Larcenist, for suggesting the AIDS acronym. Originally he suggested
//            'Alternative Index Detection System', but obviously I came up with
//            something better. In fact, I'd say it looks like the acronym was
//            an accident. Kinda neat, don&#039;t you think? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick Out Tongue    :p" loading="lazy" data-shortname=":p" />
//
//      Final Notes:
//     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//          - With most systems, I wouldn&#039;t usually add substitutes for alternative
//            systems. However, UnitData systems are an exception, because they
//            are incompatible with eachother. Since using this system forbids
//            people from using the real PUI or AutoIndex, and a lot of resources
//            use either of these, it made sense not to break them all.
//
//          - If this documentation confused you as to how to use the system, just
//            leave everything as default and use GetUnitId everywhere.
//
//          - To use this like PUI (if you don&#039;t like spamming indices) simply
//            make the AIDS filter return false, and use GetUnitIndex.
//
library AIDS initializer InitAIDS
    //==============================================================================
    // Configurables
    //
    globals
        private constant boolean USE_PERIODIC_RECYCLER = false
        private constant real PERIOD = 0.03125 // Recycles 32 units/second max.
                                               // Lower to be able to recycle faster.
                                               // Only used if USE_PERIODIC_RECYCLER
                                               // is set to true.
        
        private constant integer LEAVE_DETECTION_ABILITY = &#039;AIDS&#039;
    endglobals
    
    private function UnitIndexingFilter takes unit u returns boolean
        return true
    endfunction
    
    //==============================================================================
    // System code
    //
    globals
        // The unit stored at an index.
        private unit array IndexUnit
        private integer array LockLevel
    endglobals
    
    //==============================================================================
    globals
        // Recycle stack
        private integer array RecycledIndex
        private integer MaxRecycledIndex = 0
        
        // Previous highest index
        private integer MaxIndex = 0
    endglobals
    
    //==============================================================================
    globals
        private integer array DecayingIndex
        private integer MaxDecayingIndex=0
        private integer DecayChecker=0
    endglobals
    
    globals
        private timer UndefendTimer=CreateTimer()
        private integer array UndefendIndex
        private integer UndefendStackIndex=0
    endglobals
    globals
        private integer array UndefendExpiringIndex
        private integer UndefendExpiringIndexLevel=0
    endglobals
    
    //==============================================================================
    globals
        // The Add/Remove stack (or assign/recycle stack).
        // 
        // Indexing can become recusive since units can be created on index
        // assignment or deallocation.
        // To support this, a stack is used to store the event response results.
        private integer ARStackLevel=0
        private integer array ARStackIndex
        private unit    array ARStackUnit
        
        // A later discovery revealed that the Add/Remove stack did not need to be
        // used for deallocation. The alternative used works fine...
    endglobals
    
    public constant function GetEnteringIndexUnit takes nothing returns unit
        return ARStackUnit[ARStackLevel]
    endfunction
    
    public function GetIndexOfEnteringUnit takes nothing returns integer
        // Called in AIDS structs when units do not pass the initial AIDS filter.
        
        if ARStackIndex[ARStackLevel]==0 then
            // Get new index, from recycler first, else new.
            // Store the current index on the (new) top level of the AR stack.
            if MaxRecycledIndex==0 then // Get new.
                set MaxIndex=MaxIndex+1
                set ARStackIndex[ARStackLevel]=MaxIndex
            else // Get from recycle stack.
                set ARStackIndex[ARStackLevel]=RecycledIndex[MaxRecycledIndex]
                set MaxRecycledIndex=MaxRecycledIndex-1
            endif
            
            // Store index on unit.
            call SetUnitUserData(ARStackUnit[ARStackLevel],ARStackIndex[ARStackLevel])
            set IndexUnit[ARStackIndex[ARStackLevel]]=ARStackUnit[ARStackLevel]
            
            // Add index to recycle list.
            set MaxDecayingIndex=MaxDecayingIndex+1
            set DecayingIndex[MaxDecayingIndex]=ARStackIndex[ARStackLevel]
        endif
        
        return ARStackIndex[ARStackLevel]
    endfunction
    
    public constant function GetIndexOfEnteringUnitAllocated takes nothing returns integer
        // Called in AIDS structs when units have passed the initial AIDS filter.
        return ARStackIndex[ARStackLevel]
    endfunction
    public constant function GetDecayingIndex takes nothing returns integer
        static if USE_PERIODIC_RECYCLER then
            return DecayingIndex[DecayChecker]
        else
            return UndefendExpiringIndex[UndefendExpiringIndexLevel]
        endif
    endfunction
    
    //==============================================================================
    globals
        // For structs and such which need to do things on unit index assignment.
        private trigger OnEnter=CreateTrigger()
        // The same, but for when units pass the initial filter anyway.
        private trigger OnEnterAllocated=CreateTrigger()
        // For structs and such which need to do things on unit index deallocation.
        private trigger OnDeallocate=CreateTrigger()
    endglobals
    
    public function RegisterOnEnter takes boolexpr b returns triggercondition
        return TriggerAddCondition(OnEnter,b)
    endfunction
    public function RegisterOnEnterAllocated takes boolexpr b returns triggercondition
        return TriggerAddCondition(OnEnterAllocated,b)
    endfunction
    public function RegisterOnDeallocate takes boolexpr b returns triggercondition
        return TriggerAddCondition(OnDeallocate,b)
    endfunction
    
    //==============================================================================
    function GetIndexUnit takes integer index returns unit
        debug if index==0 then
        debug   call BJDebugMsg(&quot;|cFFFF0000Error using AIDS:|r Trying to get the unit of index 0.&quot;)
        debug elseif IndexUnit[index]==null then
        debug   call BJDebugMsg(&quot;|cFFFF0000Error using AIDS:|r Trying to get the unit of unassigned index.&quot;)
        debug endif
        
        return IndexUnit[index]
    endfunction
    
    function GetUnitId takes unit u returns integer
        debug if u==null then
        debug   call BJDebugMsg(&quot;|cFFFF0000Error using AIDS:|r Trying to get the id (inlines) of null unit.&quot;)
        debug elseif GetUnitUserData(u)==0 then
        debug   call BJDebugMsg(&quot;|cFFFF0000Error using AIDS:|r Trying to use GetUnitId (inlines) when you should be using GetUnitIndex (unit didn&#039;t pass filter).&quot;)
        debug endif
        
        return GetUnitUserData(u)
    endfunction
    
    globals//locals
        private integer getindex
    endglobals
    function GetUnitIndex takes unit u returns integer // Cannot be recursive.
        debug if u==null then
        debug   call BJDebugMsg(&quot;|cFFFF0000Error using AIDS:|r Trying to get the index of null unit.&quot;)
        debug endif
        
        set getindex=GetUnitUserData(u)
        
        if getindex==0 then
            // Get new index, from recycler first, else new.
            // Store the current index in getindex.
            if MaxRecycledIndex==0 then // Get new.
                set MaxIndex=MaxIndex+1
                set getindex=MaxIndex
            else // Get from recycle stack.
                set getindex=RecycledIndex[MaxRecycledIndex]
                set MaxRecycledIndex=MaxRecycledIndex-1
            endif
            
            // Store index on unit.
            call SetUnitUserData(u,getindex)
            set IndexUnit[getindex]=u
            
            static if USE_PERIODIC_RECYCLER then
                
                // Add index to recycle list.
                set MaxDecayingIndex=MaxDecayingIndex+1
                set DecayingIndex[MaxDecayingIndex]=getindex
                
            else
            
                // Add leave detection ability.
                call UnitAddAbility(ARStackUnit[ARStackLevel],LEAVE_DETECTION_ABILITY)
                call UnitMakeAbilityPermanent(ARStackUnit[ARStackLevel],true,LEAVE_DETECTION_ABILITY)
                
            endif
            
            // Do not fire things here. No AIDS structs will be made at this point.
        endif
        
        return getindex
    endfunction
    
    //==============================================================================
    public function AddLock takes integer index returns nothing
        set LockLevel[index]=LockLevel[index]+1
    endfunction
    public function RemoveLock takes integer index returns nothing
        set LockLevel[index]=LockLevel[index]-1
        
        static if not USE_PERIODIC_RECYCLER then
            if GetUnitUserData(IndexUnit[index])==0 and LockLevel[index]==0 then
                
                // Increment stack for recursion.
                set UndefendExpiringIndexLevel=UndefendExpiringIndexLevel+1
                set UndefendExpiringIndex[UndefendExpiringIndexLevel]=index
                
                // Fire things.
                call TriggerEvaluate(OnDeallocate)
                
                // Decrement stack for recursion.
                set UndefendExpiringIndexLevel=UndefendExpiringIndexLevel-1
                
                // Add the index to the recycler stack.
                set MaxRecycledIndex=MaxRecycledIndex+1
                set RecycledIndex[MaxRecycledIndex]=index
                
                // Null the unit.
                set IndexUnit[index]=null
                
            endif
        endif
    endfunction
    
    //==============================================================================
    static if USE_PERIODIC_RECYCLER then
        
        private function PeriodicRecycler takes nothing returns nothing
            if MaxDecayingIndex&gt;0 then
                set DecayChecker=DecayChecker+1
                if DecayChecker&gt;MaxDecayingIndex then
                    set DecayChecker=1
                endif
                if GetUnitUserData(IndexUnit[DecayingIndex[DecayChecker]])==0 then
                if LockLevel[DecayingIndex[DecayChecker]]==0 then
                    
                    // Fire things.
                    call TriggerEvaluate(OnDeallocate)
                    
                    // Add the index to the recycler stack.
                    set MaxRecycledIndex=MaxRecycledIndex+1
                    set RecycledIndex[MaxRecycledIndex]=DecayingIndex[DecayChecker]
                    
                    // Null the unit.
                    set IndexUnit[DecayingIndex[DecayChecker]]=null
                    
                    // Remove index from decay list.
                    set DecayingIndex[DecayChecker]=DecayingIndex[MaxDecayingIndex]
                    set MaxDecayingIndex=MaxDecayingIndex-1
                    
                endif
                endif
            endif
        endfunction
        
    else
        
        private function UndefendFilter takes nothing returns boolean
            return IsUnitType(GetFilterUnit(),UNIT_TYPE_DEAD)
        endfunction
        
        private function OnUndefendTimer takes nothing returns nothing
            loop
                exitwhen UndefendStackIndex==0
                
                set UndefendStackIndex=UndefendStackIndex-1
                set UndefendExpiringIndex[0]=UndefendIndex[UndefendStackIndex]
                
                if IndexUnit[UndefendExpiringIndex[0]]!=null then
                if GetUnitUserData(IndexUnit[UndefendExpiringIndex[0]])==0 then
                if LockLevel[UndefendExpiringIndex[0]]==0 then
                    
                    // Fire things.
                    call TriggerEvaluate(OnDeallocate)
                    
                    // Add the index to the recycler stack.
                    set MaxRecycledIndex=MaxRecycledIndex+1
                    set RecycledIndex[MaxRecycledIndex]=UndefendExpiringIndex[0]
                    
                    // Null the unit.
                    set IndexUnit[UndefendExpiringIndex[0]]=null
                    
                endif
                endif
                endif
                
            endloop
        endfunction
        
        globals//locals
            private integer UndefendFilterIndex
        endglobals
        private function OnUndefend takes nothing returns boolean
            if GetIssuedOrderId()==852056 then // If undefend then...
                set UndefendFilterIndex=GetUnitUserData(GetOrderedUnit())
                
                if UndefendIndex[UndefendStackIndex-1]!=UndefendFilterIndex then // Efficiency perk.
                    set UndefendIndex[UndefendStackIndex]=UndefendFilterIndex
                    set UndefendStackIndex=UndefendStackIndex+1
                    
                    call TimerStart(UndefendTimer,0,false,function OnUndefendTimer)
                endif
            endif
            
            return false
        endfunction
        
    endif
    
    //==============================================================================
    public function IndexEnum takes nothing returns boolean // Can be recursive...
        // Start by adding another level on the AR stack (for recursion&#039;s sake).
        set ARStackLevel=ARStackLevel+1
        
        // Store the current unit on the (new) top level of the AR stack.
        set ARStackUnit[ARStackLevel]=GetFilterUnit()
        
        if GetUnitUserData(ARStackUnit[ARStackLevel])==0 then // Has not been indexed.
            
            if UnitIndexingFilter(ARStackUnit[ARStackLevel]) then
                
                // Get new index, from recycler first, else new.
                // Store the current index on the (new) top level of the AR stack.
                if MaxRecycledIndex==0 then // Get new.
                    set MaxIndex=MaxIndex+1
                    set ARStackIndex[ARStackLevel]=MaxIndex
                else // Get from recycle stack.
                    set ARStackIndex[ARStackLevel]=RecycledIndex[MaxRecycledIndex]
                    set MaxRecycledIndex=MaxRecycledIndex-1
                endif
                
                // Store index on unit.
                call SetUnitUserData(ARStackUnit[ARStackLevel],ARStackIndex[ARStackLevel])
                set IndexUnit[ARStackIndex[ARStackLevel]]=ARStackUnit[ARStackLevel]
                
                static if USE_PERIODIC_RECYCLER then
                    
                    // Add index to recycle list.
                    set MaxDecayingIndex=MaxDecayingIndex+1
                    set DecayingIndex[MaxDecayingIndex]=ARStackIndex[ARStackLevel]
                    
                else
                    
                    // Add leave detection ability.
                    call UnitAddAbility(ARStackUnit[ARStackLevel],LEAVE_DETECTION_ABILITY)
                    call UnitMakeAbilityPermanent(ARStackUnit[ARStackLevel],true,LEAVE_DETECTION_ABILITY)
                    
                endif
                
                // Fire things.
                call TriggerEvaluate(OnEnter)
                
            else
                
                // The unit did not pass the filters, so does not need to be auto indexed.
                // However, for certain AIDS structs, it may still require indexing.
                // These structs may index the unit on their creation.
                // We flag that an index must be assigned by setting the current index to 0.
                set ARStackIndex[ARStackLevel]=0
                
                // Fire things.
                call TriggerEvaluate(OnEnter)
                
            endif
            
        endif
        
        // Decrement the stack.
        set ARStackLevel=ARStackLevel-1
        
        return false
    endfunction
    
    //==============================================================================
    private function InitAIDS takes nothing returns nothing
        local region r=CreateRegion()
        
        local group g=CreateGroup()
        local integer n=15
        
        static if USE_PERIODIC_RECYCLER then
            
            call TimerStart(UndefendTimer,PERIOD,true,function PeriodicRecycler)
            
        else
            
            local trigger t=CreateTrigger()
            
            loop
                call TriggerRegisterPlayerUnitEvent(t,Player(n),EVENT_PLAYER_UNIT_ISSUED_ORDER,Filter(function UndefendFilter))
                call SetPlayerAbilityAvailable(Player(n),LEAVE_DETECTION_ABILITY,false)
                // Capture &quot;undefend&quot; orders.
                exitwhen n==0
                set n=n-1
            endloop
            set n=15
            
            call TriggerAddCondition(t,Filter(function OnUndefend))
            set t=null
            
        endif
        
        // This must be done first, due to recursion. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" />
        call RegionAddRect(r,GetWorldBounds())
        call TriggerRegisterEnterRegion(CreateTrigger(),r,Filter(function IndexEnum))
        set r=null
        
        loop
            call GroupEnumUnitsOfPlayer(g,Player(n),Filter(function IndexEnum))
            //Enum every non-filtered unit on the map during initialization and assign it a unique
            //index. By using GroupEnumUnitsOfPlayer, even units with Locust can be detected.
            exitwhen n==0
            set n=n-1
        endloop
        call DestroyGroup(g)
        set g=null
    endfunction
    
    //==============================================================================
    public struct DEFAULT extends array
        method AIDS_onCreate takes nothing returns nothing
        endmethod
        method AIDS_onDestroy takes nothing returns nothing
        endmethod
        
        static method AIDS_filter takes unit u returns boolean
            return UnitIndexingFilter(u)
        endmethod
        
        static method AIDS_onInit takes nothing returns nothing
        endmethod
    endstruct
    
    //===========================================================================
    //  Never create or destroy AIDS structs directly.
    //  Also, do not initialise members except by using the AIDS_onCreate method.
    //===========================================================================
    //! textmacro AIDS
        // This magic line makes default methods get called which do nothing
        // if the methods are otherwise undefined.
        private static delegate AIDS_DEFAULT AIDS_DELEGATE=0
        
        //-----------------------------------------------------------------------
        // Gotta know whether or not to destroy on deallocation...
        private boolean AIDS_instanciated
        
        //-----------------------------------------------------------------------
        static method operator[] takes unit whichUnit returns thistype
            return GetUnitId(whichUnit)
        endmethod
        
        method operator unit takes nothing returns unit
            // Allows structVar.unit to return the unit.
            return GetIndexUnit(this)
        endmethod
        
        //-----------------------------------------------------------------------
        method AIDS_addLock takes nothing returns nothing
            call AIDS_AddLock(this)
        endmethod
        method AIDS_removeLock takes nothing returns nothing
            call AIDS_RemoveLock(this)
        endmethod
        
        //-----------------------------------------------------------------------
        private static method AIDS_onEnter takes nothing returns boolean
            // At this point, the unit might not have been assigned an index.
            if thistype.AIDS_filter(AIDS_GetEnteringIndexUnit()) then
                // Flag it for destruction on deallocation.
                set thistype(AIDS_GetIndexOfEnteringUnit()).AIDS_instanciated=true
                // Can use inlining &quot;Assigned&quot; function now, as it must be assigned.
                call thistype(AIDS_GetIndexOfEnteringUnitAllocated()).AIDS_onCreate()
            endif
            
            return false
        endmethod
        
        private static method AIDS_onEnterAllocated takes nothing returns boolean
            // At this point, the unit must have been assigned an index.
            if thistype.AIDS_filter(AIDS_GetEnteringIndexUnit()) then
                // Flag it for destruction on deallocation. Slightly faster!
                set thistype(AIDS_GetIndexOfEnteringUnitAllocated()).AIDS_instanciated=true
                // Can use inlining &quot;Assigned&quot; function now, as it must be assigned.
                call thistype(AIDS_GetIndexOfEnteringUnitAllocated()).AIDS_onCreate()
            endif
            
            return false
        endmethod
        
        private static method AIDS_onDeallocate takes nothing returns boolean
            if thistype(AIDS_GetDecayingIndex()).AIDS_instanciated then
                call thistype(AIDS_GetDecayingIndex()).AIDS_onDestroy()
                // Unflag destruction on deallocation.
                set thistype(AIDS_GetDecayingIndex()).AIDS_instanciated=false
            endif
            
            return false
        endmethod
        
        //-----------------------------------------------------------------------
        private static method onInit takes nothing returns nothing
            call AIDS_RegisterOnEnter(Filter(function thistype.AIDS_onEnter))
            call AIDS_RegisterOnEnterAllocated(Filter(function thistype.AIDS_onEnterAllocated))
            call AIDS_RegisterOnDeallocate(Filter(function thistype.AIDS_onDeallocate))
            
            // Because I robbed you of your struct&#039;s onInit method.
            call thistype.AIDS_onInit()
        endmethod
    //! endtextmacro
endlibrary

library PUI uses AIDS
    //===========================================================================
    //  Allowed PUI_PROPERTY TYPES are: unit, integer, real, boolean, string
    //  Do NOT put handles that need to be destroyed here (timer, trigger, ...)
    //  Instead put them in a struct and use PUI textmacro
    //===========================================================================
    //! textmacro PUI_PROPERTY takes VISIBILITY, TYPE, NAME, DEFAULT
    $VISIBILITY$ struct $NAME$
        private static unit   array pui_unit
        private static $TYPE$ array pui_data
        
        //-----------------------------------------------------------------------
        //  Returns default value when first time used
        //-----------------------------------------------------------------------
        static method operator[] takes unit whichUnit returns $TYPE$
            local integer pui = GetUnitId(whichUnit) // Changed from GetUnitIndex.
            if .pui_unit[pui] != whichUnit then
                set .pui_unit[pui] = whichUnit
                set .pui_data[pui] = $DEFAULT$
            endif
            return .pui_data[pui]
        endmethod
        
        //-----------------------------------------------------------------------
        static method operator[]= takes unit whichUnit, $TYPE$ whichData returns nothing
            local integer pui = GetUnitIndex(whichUnit)
            set .pui_unit[pui] = whichUnit
            set .pui_data[pui] = whichData
        endmethod
    endstruct
    //! endtextmacro

    //===========================================================================
    //  Never destroy PUI structs directly.
    //  Use .release() instead, will call .destroy()
    //===========================================================================
    //! textmacro PUI
        private static unit    array pui_unit
        private static integer array pui_data
        private static integer array pui_id
        
        //-----------------------------------------------------------------------
        //  Returns zero if no struct is attached to unit
        //-----------------------------------------------------------------------
        static method operator[] takes unit whichUnit returns integer
            local integer pui = GetUnitId(whichUnit) // Changed from GetUnitIndex.
            // Switched the next two lines for optimisation.
            if .pui_unit[pui] != whichUnit then
                if .pui_data[pui] != 0 then
                    // recycled index detected
                    call .destroy(.pui_data[pui])
                    set .pui_unit[pui] = null
                    set .pui_data[pui] = 0            
                endif
            endif
            return .pui_data[pui]
        endmethod
        
        //-----------------------------------------------------------------------
        //  This will overwrite already attached struct if any
        //-----------------------------------------------------------------------
        static method operator[]= takes unit whichUnit, integer whichData returns nothing
            local integer pui = GetUnitIndex(whichUnit)
            if .pui_data[pui] != 0 then
                call .destroy(.pui_data[pui])
            endif
            set .pui_unit[pui] = whichUnit
            set .pui_data[pui] = whichData
            set .pui_id[whichData] = pui
        endmethod

        //-----------------------------------------------------------------------
        //  If you do not call release struct will be destroyed when unit handle gets recycled
        //-----------------------------------------------------------------------
        method release takes nothing returns nothing
            local integer pui= .pui_id[integer(this)]
            call .destroy()
            set .pui_unit[pui] = null
            set .pui_data[pui] = 0
        endmethod
    //! endtextmacro
endlibrary

library AutoIndex uses AIDS
    module AutoData
        private static thistype array data
        
        // Fixed up the below to use thsitype instead of integer.
        static method operator []= takes unit u, thistype i returns nothing
            set .data[GetUnitId(u)] = i //Just attaching a struct to the unit
        endmethod                       //using the module&#039;s thistype array.
        
        static method operator [] takes unit u returns thistype
            return .data[GetUnitId(u)] //Just returning the attached struct.
        endmethod
    endmodule
endlibrary

The documentation should explain everything (thanks to Romek for his help writing it). Feel free to ask any questions. This is basically another indexing system, but with the neat feature of being able to make unit structs (AIDS structs).

These structs are created for all units that pass the struct's filter. So, for example, in an RPG where NPC's have a disposition to the player, you could use this to make a struct to store that. Even when the unit dies, if the unit is resurrected it will retain its data. These structs are automatically destroyed when the unit's index is freed up (not when it is recycled like PUI). Also, getting the struct for a unit is a single native call, and you can typecast between AIDS structs.

Example (the one in the example map below):
This gives every unit (except footmen) in your map two footman guardians, who additionally take all damage taken by the unit they're for...
JASS:
struct FootmanGuardians extends array
    //! runtextmacro AIDS()
    // Footmen
    private unit a
    private unit b
    private trigger t
    
    private static method OnDamage takes nothing returns boolean
        // Forwards damage as pure damage.
        local thistype d=thistype[GetTriggerUnit()]
        call UnitDamageTargetBJ( GetEventDamageSource(), d.a, GetEventDamage(), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL )
        call UnitDamageTargetBJ( GetEventDamageSource(), d.b, GetEventDamage(), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL )
        return false
    endmethod
    
    private static method AIDS_filter takes unit u returns boolean
        return GetUnitTypeId(u)!=&#039;hfoo&#039; // Don&#039;t make this struct for footmen.
    endmethod
    private method AIDS_onCreate takes nothing returns nothing
        set this.a=CreateUnit(Player(0),&#039;hfoo&#039;,GetUnitX(this.unit),GetUnitY(this.unit),0)
        set this.b=CreateUnit(Player(0),&#039;hfoo&#039;,GetUnitX(this.unit),GetUnitY(this.unit),0)
        
        set this.t=CreateTrigger()
        call TriggerAddCondition(this.t,Condition(function thistype.OnDamage))
        call TriggerRegisterUnitEvent(this.t,this.unit, EVENT_UNIT_DAMAGED )
    endmethod
    private method AIDS_onDestroy takes nothing returns nothing
        call DestroyTrigger(this.t)
        set this.t=null
        call RemoveUnit(this.a)
        call RemoveUnit(this.b)
        set this.a=null
        set this.b=null
    endmethod
endstruct

Aside from that, you have classic unit userdata indexing - the mapper's choice of index spamming (default configuration) or only indexing when used, or whatever compromise of the two that advanced mappers may prefer. See the documentation for more details.

Happy mapping. :thup:

Updates:
- Version 1.1.0: Added support for undefend unit leaves map detection. A constant boolean can be used to determine whether or not the system runs on undefend removal detection or a periodic timer. Made the AIDS filter function non-constant.
- Version 1.0.4: Fixed potential bug that could occur when a unit re-entered the playable map area.
- Version 1.0.3: Added debug messages (to GetUnitId, GetUnitIndex and GetIndexUnit).
- Version 1.0.2: Changed GetUnitIndex in AIDS structs' static array operator to GetUnitId. This was a mistake, just did a fragment more processing than necessary.
- Version 1.0.1: Added struct locking.
- Version 1.0.0: Release.

(Yay for this being my 777th post?)

GUI AIDS​
Version 1.1.1​
Not recommended. Only here for Mac users who need an indexing system.
Trigger:
  • AIDS Assign
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Matching unit)) Equal to 0
        • Then - Actions
          • -------- New slot for review list for timer. --------
          • Set AIDS_ReviewMax = (AIDS_ReviewMax + 1)
          • -------- Pull off recycle stack, else assign new. Put it in the last slot for review from timer. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AIDS_RecycleMax Equal to 0
            • Then - Actions
              • Set AIDS_MaxIndex = (AIDS_MaxIndex + 1)
              • Set AIDS_Review[AIDS_ReviewMax] = AIDS_MaxIndex
            • Else - Actions
              • Set AIDS_Review[AIDS_ReviewMax] = AIDS_Recycle[AIDS_RecycleMax]
              • Set AIDS_RecycleMax = (AIDS_RecycleMax - 1)
          • -------- Associate index and unit. --------
          • Set AIDS_IndexUnit[AIDS_Review[AIDS_ReviewMax]] = (Matching unit)
          • Unit - Set the custom value of (Matching unit) to AIDS_Review[AIDS_ReviewMax]
        • Else - Actions

Trigger Title: AIDS Assign Event
JASS:
function AIDS_FireAssign takes nothing returns boolean
    call TriggerExecute(gg_trg_AIDS_Assign)
    return false
endfunction

//===========================================================================
function InitTrig_AIDS_Assign_Event takes nothing returns nothing
    local region r=CreateRegion()
    call RegionAddRect(r,GetWorldBounds())
    call TriggerRegisterEnterRegion(CreateTrigger(),r,Filter(function AIDS_FireAssign))
endfunction

Trigger:
  • AIDS Review
    • Events
      • Time - Every (3125.00 / 100000.00) seconds of game time
    • Conditions
    • Actions
      • -------- There are no units on the map? --------
      • If (AIDS_ReviewMax Equal to 0) then do (Skip remaining actions) else do (Do nothing)
      • -------- Get index to review. --------
      • Set AIDS_ReviewCurrent = (AIDS_ReviewCurrent - 1)
      • If (AIDS_ReviewCurrent Less than or equal to 0) then do (Set AIDS_ReviewCurrent = AIDS_ReviewMax) else do (Do nothing)
      • -------- Check if unit has been removed. --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of AIDS_IndexUnit[AIDS_Review[AIDS_ReviewCurrent]]) Equal to 0
        • Then - Actions
          • -------- If it has been removed, add its index to the recycle stack. --------
          • Set AIDS_RecycleMax = (AIDS_RecycleMax + 1)
          • Set AIDS_Recycle[AIDS_RecycleMax] = AIDS_Review[AIDS_ReviewCurrent]
          • -------- Remove from review list. First move top entry to here, then decrement. --------
          • Set AIDS_Review[AIDS_ReviewCurrent] = AIDS_Review[AIDS_ReviewMax]
          • Set AIDS_ReviewMax = (AIDS_ReviewMax - 1)
        • Else - Actions

Trigger:
  • AIDS Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 16, do (Actions)
        • Loop - Actions
          • -------- Looping through each player this way means locusted units are indexed. --------
          • Custom script: set bj_wantDestroyGroup=true
          • Unit Group - Pick every unit in (Units owned by (Player((Integer A)))) and do (Actions)
            • Loop - Actions
              • -------- New slot for review list for timer. --------
              • Set AIDS_ReviewMax = (AIDS_ReviewMax + 1)
              • -------- Assign a new index new. Put it in the last slot for review from timer. --------
              • Set AIDS_MaxIndex = (AIDS_MaxIndex + 1)
              • Set AIDS_Review[AIDS_ReviewMax] = AIDS_MaxIndex
              • -------- Associate index and unit. --------
              • Set AIDS_IndexUnit[AIDS_MaxIndex] = (Picked unit)
              • Unit - Set the custom value of (Picked unit) to AIDS_MaxIndex

This has some limitations - Units may not be indexed by the time they enter a region (but should be), and obviously you can't use AIDS structs and other features.

Download:
View attachment GUI AIDS.w3x
 

Attachments

  • AIDS.w3m
    40.4 KB · Views: 1,036

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Thought I'd see one of these from you, but why not post the example here?
 

Jesus4Lyf

Good Idea™
Reaction score
397
Thought I'd see one of these from you, but why not post the example here?
I didn't. But then I realised no systems support that AIDS style struct.
And there is an example there... I'll put the code in the post though, if that's what you mean.

I lol'd AIDS is a disease!
In the first version of the documentation, that's pretty much all Romek wrote... o.o

is this any better then autoindex 2.8 or wtever it's at now that grim made? If so in what way?
Firstly, this supports the AIDS struct, which no other system does. If you use your imagination a little, you'll find it quite useful for map-specific system creation. It's actually... Really nice for that.

Now, aside from that, I can't speak to better or worse. But I can give you a comparison of some sort. AutoIndex has a much bigger trigger for leave detection which takes more processing, and requires mappers to use RemoveUnitEx (which it doesn't state on the AutoIndex page as far as I saw, only within the system documentation). This has a limit to how many units it can recycle each second.

Of course, AutoIndex also supports revive and transport events, which are kind of neat. If people like, I may be able to incorporate these (crediting, of course) because I assume they're not compatible with this system otherwise.
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Off: I haven't used any indexing systems as of yet, would you reccomend any for creep revival? (ie, saving x, y, and unit type)
 

Jesus4Lyf

Good Idea™
Reaction score
397
Off: I haven't used any indexing systems as of yet, would you reccomend any for creep revival? (ie, saving x, y, and unit type)
You mean...
JASS:
struct CreepRevival extends array
    //! runtextmacro AIDS()
    private trigger t
    private real x
    private real y
    private integer utype
    
    private static method OnDeath takes nothing returns nothing
        local thistype d=thistype[GetTriggerUnit()]
        
        // Because the struct may be destroyed before the wait finishes.
        local trigger t=d.t
        local real x=d.x
        local real y=d.y
        local integer utype=d.utype
        set d.t=null
        
        call TriggerSleepAction(3.0)
        call CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE),utype,x,y,0)
        call DestroyTrigger(t)
        set t=null
    endmethod
    
    private static method AIDS_filter takes unit u returns boolean
        return GetOwningPlayer(u)==Player(PLAYER_NEUTRAL_AGGRESSIVE)
    endmethod
    private method AIDS_onCreate takes nothing returns nothing
        set this.utype=GetUnitTypeId(this.unit)
        set this.x=GetUnitX(this.unit)
        set this.y=GetUnitY(this.unit)
        
        set this.t=CreateTrigger()
        call TriggerAddAction(this.t,function thistype.OnDeath)
        call TriggerRegisterUnitEvent(this.t,this.unit, EVENT_UNIT_DEATH )
    endmethod
endstruct
? :D

I kinda had to. For each unit owned by neutral hostile, that will store its x/y/type, and on death wait 3.0 seconds and then spawn a new unit of that type at that original x and y, regardless where it died. Change 3.0 to your liking. This is why I made AIDS... It makes map-wide unit data systems sooo easy to code. <_<

Edit: I may add something called Locks (which won't break anything currently made) which will stop an index from being freed (and hence all AIDS structs on it) until the same number of Unlocks have been called. :)

... So, you'd be able to attach the struct to a timer, and not worry about it getting destroyed, because it won't be until the timer unlocks it after its callback... (Which is what I should've done here, not that it matters.)

Edit again:
In answer to your question, I'd recommend you give your map AIDS.
 

Jesus4Lyf

Good Idea™
Reaction score
397
Can you make it no need to use UserData()?
I could probably do a version using Table, but it just seems a bit miserable to me... What did you have in mind?

Well, released v1.0.1, added struct locking (really quite useful :D).
So for Renendaru, here's a AIDS/KT version of a simple creep respawn system. You could even add an AIDS_onDestroy so if creeps were REMOVED from the game, they'd STILL respawn. XD
JASS:
struct CreepRevival extends array
    //! runtextmacro AIDS()
    private trigger t
    private real x
    private real y
    private integer utype
    
    private static method Callback takes nothing returns boolean
        local thistype this=KT_GetData()
        call CreateUnit(Player(PLAYER_NEUTRAL_AGGRESSIVE),this.utype,this.x,this.y,0)
        call this.AIDS_removeLock()
        return true
    endmethod
    
    private static method OnDeath takes nothing returns boolean
        local thistype this=thistype[GetTriggerUnit()]
        call this.AIDS_addLock() // So the struct can&#039;t disappear before the timer ticks.
        call KT_Add(function thistype.Callback,this,3.0)
        call DestroyTrigger(this.t)
        set this.t=null
        return false
    endmethod
    
    private static method AIDS_filter takes unit u returns boolean
        return GetOwningPlayer(u)==Player(PLAYER_NEUTRAL_AGGRESSIVE)
    endmethod
    private method AIDS_onCreate takes nothing returns nothing
        set this.utype=GetUnitTypeId(this.unit)
        set this.x=GetUnitX(this.unit)
        set this.y=GetUnitY(this.unit)
        
        set this.t=CreateTrigger()
        call TriggerAddCondition(this.t,Condition(function thistype.OnDeath))
        call TriggerRegisterUnitEvent(this.t,this.unit, EVENT_UNIT_DEATH )
    endmethod
endstruct
PS. The previous version leaked trigger actions, I forgot. lol.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
I could probably do a version using Table, but it just seems a bit miserable to me... What did you have in mind?

:p Just want to try some new stuffs..
 

BlackRose

Forum User
Reaction score
239
I lol'd AIDS is a disease!

On a more serious note, is this any better then autoindex 2.8 or wtever it's at now that grim made? If so in what way?
LOL. I thought that first as well. AIDS = Disease
What is AIDS?
Acquired-Immune-Deficiency-Syndrome.

Eh, I guess I just made a spam post ultimately.
 

wraithseeker

Tired.
Reaction score
122
I don't really get why you implemented the PUI textmacro and AutoData which to me you only need 1 forever for your map, I don't see much difference in my spells.
 

Jesus4Lyf

Good Idea™
Reaction score
397
If you don't know the difference, just use AutoData and destroy your structs, or PUI and don't. As said, it's mostly compatability, because this otherwise breaks everything that uses one of those systems.

Yoo nawb make it use models, text macros are fugly.
I would if they compiled right on the latest version of NewGen's JassHelper. I don't feel inclined to tell everyone to upgrade each time they say it doesn't compile. But, I probably will do this in the future, and make the textmacro implement the module. That's easy to change at any time without breaking anything, heh. :thup:
 
Reaction score
91
Awesomeee, you just copied PUI's textmacros without even editing them. If that's not a great ripoff then I don't know what it is. ^^
Seriously, why combine two systems into one when you'd need only one of them at a time (even forever)? They work perfectly fine.
 

Viikuna

No Marlo no game.
Reaction score
265
Just make some system that recycles units instead of index´s and it would be awesome.
 

Jesus4Lyf

Good Idea™
Reaction score
397
@Tyrande_ma3x
Read the doc. You realise the main point of this system is the AIDS structs...? <_<

Excerpts:
JASS:
//          AIDS also allows you to define structs which are created automatically
//          when units enter the map, and filtering which units should be indexed
//          as well as for which units these structs should be created.
...
//          - AIDS includes the PUI textmacros and the AutoIndex module, because
//            these systems are not compatible with AIDS but have valid and distinct
//            uses.
//          - The PUI textmacros are better to use for spells than AIDS structs,
//            because they are not created for all units, just those targetted by
//            the spell (or whatever else is necessary).
//          - The AutoData module is good for very simple array syntax for data
//            attachment (although I don&#039;t recommend that people actually use it,
//            it&#039;s here mostly for compatability). Note that unlike the PUI textmacros,
//            units must pass the AIDS filter in order for this module to work with
//            them. This is exactly as the same as in AutoIndex itself (AutoIndex
//            has a filter too).
//          
//      Thanks:
//     ¯¯¯¯¯¯¯¯¯
...
//          - grim001, for writing the AutoData module, and AutoIndex. I used the
//            on-enter-map method that he used. Full credits for the AutoData module.
//          - Cohadar, for writing his PUI textmacros. Full credits to him for these,
//            except for my slight optimisations for this system.
//            Also, I have used an optimised version of his PeriodicRecycler from
//            PUI in this system to avoid needing a RemoveUnitEx function.
...
//          - With most systems, I wouldn&#039;t usually add substitutes for alternative
//            systems. However, UnitData systems are an exception, because they
//            are incompatible with eachother. Since using this system forbids
//            people from using the real PUI or AutoIndex, and a lot of resources
//            use either of these, it made sense not to break them all.
>without even editing them
Actually, I did edit PUI's macro. I even commented the edits. Just some optimisation (so it actually should run faster in AIDS than PUI lol).

>why combine two systems into one
Compatability. AIDS is actually different.

>Just make some system that recycles units instead of index´s and it would be awesome.
Not always viable. What if you have 200 of a unit type at once, and then never again? lol...

Anyway, why would you? This doesn't need to be mad efficient... You'd need to code your own exp systems and stuff, gold assignment for kills... What's laggier? Yuck.
 
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