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Ayanami

칼리
Reaction score
288
Need help finding out why this happens. So basically, I have a spell where it forms a straight path. Then after 1 second, the path explodes, stunning and damaging all enemies within the area of the path. Note that damage is dealt during the stun duration, so over time. Note that I used firebolt with 99999 stun seconds for the stun. I manually remove the stun buff when the stun duration is up.

What I've been wondering is that sometimes, very rarely, the enemies do get stunned, however, they don't receive damage and they're stunned forever. Can't seem to figure out where I went wrong. Thanks in advance!

JASS:
scope AquaField // uses T32, TimerUtils, GroupUtils 
                // optional Damage

native UnitAlive takes unit id returns boolean

//===========================================================================
//                           CONFIGURABLES                        
//===========================================================================

globals
    private constant integer ABILID = 'ABAF' // raw code of ability "Aqua Field"
    private constant integer DUMABILID = 'AAF0' // raw code of ability "Aqua Field (Stun)"
    private constant integer BUFFID = 'BAF0' // raw code of buff "Aqua Field"
    private constant integer DUMMYID = 'duAF' // raw code of unit "Aqua Field Dummy"
    private constant integer CASTERID = 'cAST' // raw code of unit "Caster Dummy"
    
    private constant real DINTERVAL = 50.0 // every distance interval where an effect will be created
                                           // smaller value is more accurate, but might cause framerate to drop
    private constant string EFFECT = "Objects\\Spawnmodels\\Naga\\NagaDeath\\NagaDeath.mdl" // effect used for explosion
    
    private constant boolean USE_DAMAGE = true // true if you want to this spell to support the Damage library
    
    private constant attacktype ATK = ATTACK_TYPE_NORMAL // attack type of damage dealt
    private constant damagetype DMG = DAMAGE_TYPE_NORMAL // damage type of damage dealt
    private constant weapontype WEP = WEAPON_TYPE_WHOKNOWS // weapon type of damage dealt
endglobals

private function TargetFilter takes unit caster, unit target returns boolean
    return IsUnitEnemy(target, GetOwningPlayer(caster)) /* target is an enemy
           */ and UnitAlive(target) /* target is alive
           */ and not IsUnitType(target, UNIT_TYPE_STRUCTURE) /* target is not a structure
           */
endfunction

private function GetArea takes integer level returns real
    return 200.0 // radius of field
endfunction

private function GetDamage takes integer level returns real
    return 100.0 // damage dealt per second
endfunction

private function GetDelay takes integer level returns real
    return 1.0 // delay time before aqua field explodes
endfunction

private function GetDistance takes integer level returns real
    return 1000.0 // distance of the field
endfunction

private function GetDuration takes integer level returns real
    return 0.6 + (0.4 * level) // duration of stun
endfunction

//===========================================================================
//                          END CONFIGURABLES                        
//===========================================================================

private struct Data
    unit caster
    group dummyGroup
    group targetGroup
    real area
    real damage
    real duration
    static thistype tempData
    static hashtable dataHash = InitHashtable()
    static unit tempCaster
    
    private static method groupFlush takes nothing returns nothing
        local unit u = GetEnumUnit()
        
        call UnitRemoveAbility(u, BUFFID)
        call FlushChildHashtable(dataHash, GetHandleId(u))
        
        set u = null
    endmethod
    
    private static method periodicFunc takes nothing returns nothing
        local thistype this = tempData
        local unit u = GetEnumUnit()
        
        if not UnitAlive(u) or GetUnitAbilityLevel(u, BUFFID) == 0 then
            call GroupRemoveUnit(this.targetGroup, u)
            call FlushChildHashtable(dataHash, GetHandleId(u))
        else
            static if USE_DAMAGE then
                call UnitDamageTargetEx(this.caster, u, this.damage, true, false, ATK, DMG, WEP)
            else
                call UnitDamageTarget(this.caster, u, this.damage, true, false, ATK, DMG, WEP)
            endif
        endif
        
        set u = null
    endmethod
    
    private method periodic takes nothing returns nothing
        if this.duration <= 0 then
            call ForGroup(this.targetGroup, function thistype.groupFlush)
            call ReleaseGroup(this.targetGroup)
            call this.stopPeriodic()
            call this.deallocate()
        else
            set tempData = this
            call ForGroup(this.targetGroup, function thistype.periodicFunc)
            set this.duration = this.duration - T32_PERIOD
        endif
    endmethod
    implement T32x
    
    private static method filterFunc takes nothing returns boolean
        local thistype this = tempData
        local thistype that
        local unit u = GetFilterUnit()
        local integer id = GetHandleId(u)
        
        if TargetFilter(this.caster, u) and not IsUnitInGroup(u, this.targetGroup) then
            if HaveSavedInteger(dataHash, id, 0) then
                set that = LoadInteger(dataHash, id, 0)
                call GroupRemoveUnit(that.targetGroup, u)
            endif
            
            call SaveInteger(dataHash, id, 0, this)
            call GroupAddUnit(this.targetGroup, u)
            call IssueTargetOrder(tempCaster, "firebolt", u)
        endif
        
        set u = null
        return false
    endmethod
    
    private static method groupFunc takes nothing returns nothing
        local thistype this = tempData
        local unit u = GetEnumUnit()
        local real x = GetUnitX(u)
        local real y = GetUnitY(u)
        
        call DestroyEffect(AddSpecialEffect(EFFECT, x, y))
        call GroupEnumUnitsInArea(ENUM_GROUP, x, y, this.area, Filter(function thistype.filterFunc))
        
        call GroupRemoveUnit(this.dummyGroup, u)
        call RemoveUnit(u)
        set u = null
    endmethod
    
    private static method timeOut takes nothing returns nothing
        local timer t = GetExpiredTimer()
        local thistype this = GetTimerData(t)
        
        set tempData = this
        call ForGroup(this.dummyGroup, function thistype.groupFunc)
        call this.startPeriodic()
        
        call ReleaseGroup(this.dummyGroup)
        call ReleaseTimer(t)
        set t = null
    endmethod

    private static method actions takes nothing returns boolean
        local thistype this
        local timer t
        local player p
        local integer i
        local real a
        local real x
        local real y
        local real r
    
        if GetSpellAbilityId() == ABILID then
            set this = thistype.allocate()
            set this.caster = GetTriggerUnit()
            set i = GetUnitAbilityLevel(this.caster, ABILID)
            set this.area = GetArea(i)
            set this.damage = GetDamage(i) * T32_PERIOD
            set this.duration = GetDuration(i)
            set this.dummyGroup = NewGroup()
            set this.targetGroup = NewGroup()
            set p = GetOwningPlayer(this.caster)
            set x = GetUnitX(this.caster)
            set y = GetUnitY(this.caster)
            set a = Atan2(GetSpellTargetY() - y, GetSpellTargetX() - x)
            
            set t = NewTimer()
            call SetTimerData(t, this)
            call TimerStart(t, GetDelay(i), false, function thistype.timeOut)
            
            set i = R2I(GetDistance(i) / DINTERVAL)
            loop
                exitwhen i == 0
                set r = DINTERVAL * i
                call GroupAddUnit(this.dummyGroup, CreateUnit(p, DUMMYID, x + r * Cos(a), y + r * Sin(a), 0))
                set i = i - 1
            endloop
        endif
        
        set t = null
        set p = null
        return false
    endmethod

    private static method onInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition(function thistype.actions))
        set tempCaster = CreateUnit(Player(13), CASTERID, 0, 0, 0)
        call UnitAddAbility(tempCaster, DUMABILID)
        set t = null
    endmethod
endstruct

endscope
 

Sevion

The DIY Ninja
Reaction score
413
A little advice, instead of using a constant boolean for Damage, use [ljass]static if LIBRARY_DAMAGE[/ljass].

Also, there are a few things that can be made more efficient.

I.E. In filterFunc:

JASS:
// blah blah
            if HaveSavedInteger(dataHash, id, 0) then
                //set that = LoadInteger(dataHash, id, 0)
                //call GroupRemoveUnit(that.targetGroup, u) These two lines can be turned into:
                call GroupRemoveUnit(thistype(LoadInteger(dataHash,id,0)).targetGroup, u)
                // Which also removes the need for that extra "that" variable
            endif
// blah blah


As for the original problem, we can tell that the reason the stun is not being removed is because something happened with the timer or a variable (probably the unit variable).

Try finding all the points in which you destroy timers or remove units from groups etc. and displaying some data like the unit's name or type id etc.

See what's going down in the code.
 
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