Charge Trigger

Naga'sShadow

Ultra Cool Member
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This is a half advice half help request thread. I recently made a simple charge spell. It works, but its not really the best. Omitting things that I know to fix, like the animation or lack of one, I don't think I've coded it the best. Could someone take a look at it and let me know what you think?

Here's the code.

JASS:
scope Charge initializer Init

globals
    private constant integer SPELLID = 'A00L'
    private constant real INTERVAL = .03
    private constant real STEP = 15
    private constant real TRAMPLE_DIST = 200
    private constant string EFFECT = "Abilities\\Weapons\\GlaiveMissile\\GlaiveMissileTarget.mdl"
    private constant string SFX = "Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl"
    private unit CASTER
endglobals

struct data

    unit caster
    group targets
    real x
    real y
    real dx
    real dy
    real dist
    real angle
    group hit
    real moved = 0
    
endstruct

private function Trample takes nothing returns boolean
    return IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(CASTER)) == true and GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= .9 and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == false
endfunction

//Controls damage dealt
private function SetDamage takes integer level returns real
    return I2R(100 * level)
endfunction
    
private function Effects takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local data d = GetCSData(t)
    local group targets = CreateGroup()
    local real damage = SetDamage(GetUnitAbilityLevel(d.caster, SPELLID))
    
    if GetUnitState(d.caster, UNIT_STATE_LIFE) <= .9 or d.moved >= d.dist then
        call PauseTimer(t)
        call DestroyTimer(t)
        call PauseUnit(d.caster, false)
        call SetUnitPathing(d.caster, true)
        set CASTER = null
        set d.caster = null
        call DestroyGroup(d.hit)
        call DestroyGroup(targets)
    endif
    
    set d.x = d.x + STEP * Cos(d.angle * bj_DEGTORAD)
    set d.y = d.y + STEP * Sin(d.angle * bj_DEGTORAD)
    
    call SetUnitX(d.caster, d.x)
    call SetUnitY(d.caster, d.y)
    
    call GroupEnumUnitsInRange(targets, d.x, d.y, TRAMPLE_DIST, Filter( function Trample))
    
    loop
        exitwhen FirstOfGroup(targets) == null
            if IsUnitInGroup(FirstOfGroup(targets), d.hit) == false then
                call UnitDamageTarget(d.caster, FirstOfGroup(targets), damage, false, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
                call DestroyEffect(AddSpecialEffectLoc(SFX, GetUnitLoc(FirstOfGroup(targets))))
                call GroupAddUnit(d.hit, FirstOfGroup(targets))
            endif
        call GroupRemoveUnit(targets, FirstOfGroup(targets))
    endloop
    
    call DestroyEffect(AddSpecialEffect(EFFECT,d.x,d.y))
    call DestroyGroup(targets)
    
    set d.moved = d.moved + STEP
    
endfunction    
    
private function Go takes nothing returns nothing    
    local data d = data.create()
    local unit caster = GetTriggerUnit()
    local real x = GetUnitX(caster)
    local real y = GetUnitY(caster)
    local real dx = GetLocationX(GetSpellTargetLoc())
    local real dy = GetLocationY(GetSpellTargetLoc())
    local real dist = SquareRoot((Pow(dx-x,2) + Pow(dy-y,2)))
    local real angle = bj_RADTODEG * Atan2( dy-y, dx-x)
    local timer t = CreateTimer()
    
    set d.caster = caster
    set d.x = x
    set d.y = y
    set d.dx = dx
    set d.dy = dy
    set d.dist = dist
    set d.angle = angle
    set CASTER = caster
    
    call PauseUnit(caster, true)
    call SetUnitPathing(caster, false)
    
    call SetCSData(t, d)
    call TimerStart(t, INTERVAL, true, function Effects)

endfunction    
    
    

private function conditions takes nothing returns boolean
    if GetSpellAbilityId()== SPELLID then
        call Go()
    endif
    return false
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t, Condition( function conditions))
endfunction
endscope


One of my biggest questions is the filter function. Is there a way to check if a unit is an enemy of the caster without using a global to store the caster? I only need it there but it seems like it would make the spell non MUI.

Another question is that the way I'm damaging units right now doesn't seem to be working, as I only want the caster to hit a given unit once but in testing he just vaporizes anything he comes into contact with. Thanks for any input you can give.
 

saw792

Is known to say things. That is all.
Reaction score
280
Right now your filter function may cause problems because you save the caster to the global too early. Set the CASTER global to d.caster just before you call GroupEnum...() so it is renewed each time the callback is run.
 
Reaction score
341
JASS:
private function conditions takes nothing returns boolean
    if GetSpellAbilityId()== SPELLID then
        call Go()
    endif
    return false
endfunction


Any reason for that....?

JASS:
private function conditions takes nothing returns boolean
    return GetSpellAbilityId()== SPELLID
endfunction


Then in your init

JASS:
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t, Condition( function conditions))
    call TriggerAddAction(t, function Go())
endfunction
 

Viikuna

No Marlo no game.
Reaction score
265
Because using only condition looks better and trigger actions are pretty slow. ( conditions are faster )

Since you are using a pretty fast period ( .03 ) , you could make this with struct arrays and one timer instead of CSData.

Filters are MUI when used with globals, because grouping units takes no time.

JASS:
scope Charge initializer Init

struct data
//...
    static filterfunc F
    static data temp
    static group G=CreateGroup()
    
endstruct

private function Trample takes nothing returns boolean
    local data d=data.temp
    set target=GetFilterUnit()
    // notice that I changed you IsUnitAlive check to better one
    // edit. added is unit in group check
    if IsUnitEnemy(target, GetOwningPlayer(d.caster)) == true and GetWidgetLife(target) > .405 and IsUnitType(target, UNIT_TYPE_MAGIC_IMMUNE)==false and not IsUnitInGroup(target,d.hit) then
        call UnitDamageTarget(d.caster, target, damage, false, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
        call DestroyEffect(AddSpecialEffectLoc(SFX, GetUnitLoc(target)))
        call GroupAddUnit(d.hit, target)
    endif
    set target=null
    return false // return false, so no units is ever added to G, and it stays empty forever
endfunction

private function Effects takes nothing returns nothing
    //..
    set data.temp=d
    call GroupEnumUnitsInRange(data.G, d.x, d.y, TRAMPLE_DIST, data.F)
     //...
endfunction

private function Init takes nothing returns nothing
    //...
    set data.F=Filter(function Trample)
endfunction
    
endscope


edit. also you might wanna recycle your hit groups, so you dont have to destroy them:

JASS:
struct data
//...
    group hit
    static integer last=0 // This is the highest struct value we have seen
    
    static method create takes nothing returns data // custom create method
        local data d=data.allocate()
        if .last < integer(d) then // if d is used at the first time
           set d.hit=CreateGroup()  // we need to create our group member
           set .last=integer(d)  // and save the id of the last struct
        else
           call GroupClear(d.hit) // if struct is recycled, we just clear our group
        endif
        return d
    endmethod
    
endstruct


edit2.
JASS:
    set d.x = d.x + STEP * d.cos //Cos(d.angle * bj_DEGTORAD) and Sin(d.angle * bj_DEGTORAD) are  useless
set d.y = d.y + STEP * d.sin // You dont have to recalculate sin and cos every .03 seconds


JASS:

local real angle= Atan2( dy-y, dx-x)
set d.cos= Cos(angle) // only calculate sin and cos once, and have the values saved in your struct
set d.sin=Sin(angle)
 
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