Frozenhelfir
set Gwypaas = Guhveepaws
- Reaction score
- 56
I'm making a spell for a contest with a theme of randomness, but the point of my spell isn't to randomly crash threads in random places! I've been working on this for quite some time, and every time I fix one crash, another one or two seem to crawl out of the floor.
The thread seems to crash either before the FirstOfGroup loop on the second or third time around (never the first), after:
The second crash appears when the distance between units is calculated to take the closest unit from the last chained unit.
Here's a quick summary of how this trigger works. When the dummy spell is used, a struct containing some basic data is created and attached to a timer of random duration. When it expires it calls one of three functions and passes the attached struct into them for use. I'm currently working on getting the chain lightning to work, which is the first effect. When called, another struct is created based around needed variables for a jumping spell.
The first loop runs until the max number of bounces have been reached. In this loop a group gets all units in range, and runs them through a FirstOfGroup loop. The target of the spell is used as the center of this, and the loop will find the closest unit, or randomly exit on a further one. Then the caster deals damage to the target unit, and Flare's Timed Lightning system creates the effect.
This isn't the WHOLE whole trigger, but the map is included if you want to test this or take a look at all of the code. The problem is easier seen when the ability level is higher, since higher levels have more bounces.
The function and all related parts are here:
And here are the two structs used:
The thread seems to crash either before the FirstOfGroup loop on the second or third time around (never the first), after:
JASS:
call BJDebugMsg("CL.dist2 == " + R2S(CL.dist2))
The second crash appears when the distance between units is calculated to take the closest unit from the last chained unit.
JASS:
call BJDebugMsg("Dist1 == " + R2S(CL.dist1))
Here's a quick summary of how this trigger works. When the dummy spell is used, a struct containing some basic data is created and attached to a timer of random duration. When it expires it calls one of three functions and passes the attached struct into them for use. I'm currently working on getting the chain lightning to work, which is the first effect. When called, another struct is created based around needed variables for a jumping spell.
The first loop runs until the max number of bounces have been reached. In this loop a group gets all units in range, and runs them through a FirstOfGroup loop. The target of the spell is used as the center of this, and the loop will find the closest unit, or randomly exit on a further one. Then the caster deals damage to the target unit, and Flare's Timed Lightning system creates the effect.
This isn't the WHOLE whole trigger, but the map is included if you want to test this or take a look at all of the code. The problem is easier seen when the ability level is higher, since higher levels have more bounces.
The function and all related parts are here:
JASS:
private function NotDummy takes nothing returns boolean
return GetUnitTypeId(GetFilterUnit()) != DUMMY_ID and GetWidgetLife(GetFilterUnit()) > .405
endfunction
private function ChainLightning takes Data D returns nothing
local Chain CL = Chain.create(D.target)
call BJDebugMsg("ChainLightning called")
set D.i = GetRandomInt(2,3) * D.level
call TL_Unit ("CLPB", D.caster,CL.u, 1, false, 1, 0)
call UnitDamageTarget(D.caster,CL.u,CHAIN_BASE_DMG + CHAIN_INC_DMG * D.level +GetRandomInt(-CHAIN_RDM_DMG * D.level,CHAIN_RDM_DMG * D.level) ,false,false,ATTACK_TYPE_MAGIC, DAMAGE_TYPE_UNIVERSAL,null)
loop
call GroupEnumUnitsInRange(CL.g,GetUnitX(CL.u),GetUnitY(CL.u), 400, Condition(function NotDummy))
call BJDebugMsg("Creating new group")
call GroupAddUnit(CL.immune,CL.u)
call BJDebugMsg("Group created")
set CL.dist2 = CHAIN_JUMP_RADIUS
call BJDebugMsg("CL.dist2 == " + R2S(CL.dist2))
loop
set CL.v = FirstOfGroup(CL.g)
if IsUnitInGroup(CL.v,CL.immune) == false then
//set CL.v = FirstOfGroup(CL.g)
call BJDebugMsg("IsUnitInGroup(CL.immune) == false")
call BJDebugMsg("FirstOfGroup == " + I2S(GetUnitTypeId(CL.v)))
exitwhen CL.v == null
call BJDebugMsg("Calculating distance")
call BJDebugMsg("CL.u == " + I2S(GetUnitTypeId(CL.u)))
set CL.dx = GetUnitX(CL.v) - GetUnitX(CL.u)
set CL.dy = GetUnitY(CL.v) - GetUnitY(CL.u)
set CL.dist1 = SquareRoot(CL.dx*CL.dx+CL.dy*CL.dy)
call BJDebugMsg("Dist1 == " + R2S(CL.dist1))
if CL.dist1 < CL.dist2 then
call BJDebugMsg(R2S(CL.dist1) + "<" + R2S(CL.dist2))
set CL.w = CL.v
set CL.dist2 = CL.dist1
if GetRandomInt(0,3) == 3 then
call BJDebugMsg("Random int == 3, exiting loop")
exitwhen true
endif
endif
//else
call GroupRemoveUnit(CL.g,CL.v)
// if FirstOfGroup(CL.g) == null then
// exitwhen true
//endif
endif
endloop
call BJDebugMsg("Loop exited, dealing damage and creating lightning")
call UnitDamageTarget(D.caster,CL.w,CHAIN_BASE_DMG + CHAIN_INC_DMG * D.level +GetRandomInt(-CHAIN_RDM_DMG * D.level,CHAIN_RDM_DMG * D.level) ,false,false,ATTACK_TYPE_MAGIC, DAMAGE_TYPE_UNIVERSAL,null)
call TL_Unit ("CLPB", CL.u,CL.w, 1, false, 1, 0)
set CL.u = CL.w
call GroupClear(CL.g)
exitwhen CL.i >= D.i
set CL.i = CL.i+1
//CALL TIMED LIGHTNING SYSTEM TO CREATE SOME LIGHTNING ><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
endloop
call D.destroy()
call CL.destroy()
endfunction
JASS:
private function Callback takes nothing returns nothing
local Data D = GetTimerData(GetExpiredTimer())
local integer rand = GetRandomInt(0,4)
call BJDebugMsg("Callback called")
set D.x = GetUnitX(D.target)
set D.y = GetUnitY(D.target)
if rand == 0 or rand == 3 then
call BJDebugMsg("calling ChainLightning")
call ChainLightning(D)
elseif rand == 1 or rand == 4 then
call BJDebugMsg("calling RandomBuffs")
call RandomBuffs(D)
elseif rand == 2 then
call BJDebugMsg("calling Possession")
call Possession(D)
endif
endfunction
private function Act takes nothing returns nothing
local Data D = Data.create(GetTriggerUnit(),GetSpellTargetUnit(),GetRandomInt(0,6),GetUnitAbilityLevel(GetTriggerUnit(),SPELL_ID))
call SetTimerData(D.t,D)
call BJDebugMsg("TimerData attached")
call TimerStart(D.t,D.time,false,function Callback)
call BJDebugMsg("Timer started, will finish in" + I2S(D.time))
endfunction
And here are the two structs used:
JASS:
private struct Data
timer t
unit target
unit caster
real x
real y
integer i
integer time
integer level
static method create takes unit u, unit v, integer i, integer level returns Data
local Data D = Data.allocate()
set D.target = v
set D.caster = u
set D.t = NewTimer()
set D.level = level
set D.time = i
return D
endmethod
private method onDestroy takes nothing returns nothing
set .caster = null
call ReleaseTimer(.t)
//call DestroyTimer(.t)
set .target = null
endmethod
endstruct
private struct Chain
real dx
real dy
real dist1
real dist2
unit u
unit v
unit w
group g
group immune
integer i
static method create takes unit u returns Chain
local Chain CL = Chain.allocate()
set CL.i = 1
set CL.g = CreateGroup()
set CL.immune = CreateGroup()
set CL.u = u
return CL
endmethod
private method onDestroy takes nothing returns nothing
set .u = null
set .v = null
set .w = null
call DestroyGroup(.g)
call DestroyGroup(.immune)
set .immune = null
set .g = null
endmethod
endstruct