System Creep Revival System

Furby

Current occupation: News poster
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144
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v1.2

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  • v1.2
    - all use of locations removed, using X and Y now
    - it now destroys group which is not useful after initialization
  • v1.1
    - TimerUtils added to required systems
    - struct base removed, using array group now
    - struct revive removed, it was making nonsense
    - fixed leak in SaveBase function
    - fixed few other errors

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I am making a map, an AoS. I needed a revival system. However all revival systems are bugged or does not work as I wanted it. Even revival system in one of the most famous map is bugged. Meaning that when you come to creep base and go further from it with creeps from the base which attacks your hero and when you wait until the periodic respawn, which is next thing I don't like on revival systems, triggers then new units are spawned even if old ones are still alive. Thah sucked and it still does, so I made my own system!​

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Make new trigger.
Rename it to Creep Revival System or whatever you want.
Edit > Convert to custom text.
Replace the whole trigger with the code.
You don't have to do anything else! Just put creeps on map! You don't have to set any variables or call any functions! It will do all job for you!

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JASS:
//=====================================
//*************************************
//       CREEP REVIVAL SYSTEM
//            by Furby
//              v1.2
//*************************************
//=====================================
scope CreepSystem initializer Init

    globals
        
        // CONFIGURATION
            // Who owns creeps - 12 is player 13 (Neutral Hostile)
            private constant integer CREEP_OWNER = 12
            // Maximum radius of one base
            private constant real BASE_MAXRADIUS = 750.
            // How long time needs camp to respawn
            private constant real RESPAWN_TIME = 30.
        // END OF CONFIGURATION
        
        private boolean tempBoolean = true
        private group SavedUnits = CreateGroup()
        private group array Creeps
        private integer BaseCount = 0
        private integer CreepCount = 0
        
        private unit array Creep
        private integer array CreepType
        private real array CreepX
        private real array CreepY
        private real array CreepAngle
        
    endglobals
    
    private function Unhide takes nothing returns nothing
        call ShowUnit(GetEnumUnit(), true)
    endfunction
    
    private function Revive takes nothing returns nothing
        local timer t = GetExpiredTimer()
        call ForGroup(Creeps[GetTimerData(t)], function Unhide)
        call ReleaseTimer(t)
        set t = null
    endfunction
    
    private function DeadCheck takes nothing returns nothing
        if IsUnitHidden(GetEnumUnit()) == false then
            set tempBoolean = false
        endif
    endfunction
    
    private function Conditions takes nothing returns boolean
        local integer i = 0
        local integer n
        local timer t
        loop
            set i = i + 1
            if IsUnitInGroup(GetTriggerUnit(), Creeps<i>) then
                call GroupRemoveUnit(Creeps<i>, GetTriggerUnit())
                set n = 0
                loop
                    set n = n + 1
                    if GetTriggerUnit() == Creep[n] then
                        set Creep[n] = CreateUnit(Player(CREEP_OWNER), CreepType[n], CreepX[n], CreepY[n], CreepAngle[n])
                        call GroupAddUnit(Creeps<i>, Creep[n])
                        call ShowUnit(Creep[n], false)
                    endif
                    exitwhen n &gt; CreepCount
                endloop
                set tempBoolean = true
                call ForGroup(Creeps<i>, function DeadCheck)
                if tempBoolean == true then 
                    set t = NewTimer()
                    call TimerStart(t, RESPAWN_TIME, false, function Revive)
                    call SetTimerData(t, i)
                endif
            endif
            exitwhen i &gt; BaseCount
        endloop
        set t = null
        return false
    endfunction
    
    private function SaveBase takes nothing returns boolean
        local unit filter = GetFilterUnit()
        local boolean b = GetOwningPlayer(filter) == Player(CREEP_OWNER) and GetWidgetLife(filter) &gt; 0.405 and IsUnitType(filter, UNIT_TYPE_STRUCTURE) == false and IsUnitInGroup(filter, SavedUnits) == false
        set filter = null
        return b
    endfunction
    
    private function InitializeCreeps takes nothing returns boolean
        local unit filter = GetFilterUnit()
        local real x = GetUnitX(filter)
        local real y = GetUnitY(filter)
        local group g = CreateGroup()
        local unit u
        if GetOwningPlayer(filter) == Player(CREEP_OWNER) and GetWidgetLife(filter) &gt; 0.405 and IsUnitType(filter, UNIT_TYPE_STRUCTURE) == false and IsUnitInGroup(filter, SavedUnits) == false then
            call GroupEnumUnitsInRange(g, x, y, BASE_MAXRADIUS, Condition(function SaveBase))
            set BaseCount = BaseCount + 1
            set Creeps[BaseCount] = CreateGroup()
            loop
                set u = FirstOfGroup(g)
                exitwhen u == null
                call GroupRemoveUnit(g, u)
                set CreepCount = CreepCount + 1
                call GroupAddUnit(SavedUnits, u)
                call GroupAddUnit(Creeps[BaseCount], u)
                set Creep[CreepCount] = u
                set CreepType[CreepCount] = GetUnitTypeId(u)
                set CreepX[CreepCount] = GetUnitX(u)
                set CreepY[CreepCount] = GetUnitY(u)
                set CreepAngle[CreepCount] = GetUnitFacing(u)
            endloop
        endif
        call DestroyGroup(g)
        set g = null
        set u = null
        set filter = null
        return false
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        local group g = CreateGroup()
        call GroupEnumUnitsInRect(g, bj_mapInitialPlayableArea, Condition(function InitializeCreeps))
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddCondition(t, Condition( function Conditions))
        set t = null
        call DestroyGroup(SavedUnits)
        set SavedUnits = null
        call DestroyGroup(g)
        set g = null
    endfunction
endscope</i></i></i></i>


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  • Does it respawn the whole camp of creeps at once?
    - Yes, all units of camp at once.

  • Will it also respawn one dead creep of camp?
    - No, it will wait until all units of camp are dead.
 

Romek

Super Moderator
Reaction score
964
I don't see any mentions of this requiring TimerUtils.

[ljass]struct base[/ljass] could just be a group array.

You don't seem to be destroying your 'revive' structs anywhere. However, they could be completely removed. Instead of attaching the revive struct with an integer member, why not directly attach the integer value?

You leak [ljass]unit u[/ljass] in SaveBase.

> [ljass]GetUnitState(u, UNIT_STATE_LIFE)[/ljass]
[ljass]GetWidgetLife(u)[/ljass]
 
Reaction score
456
Your reasoning for "Why you leak groups?" is ridiculous.

+rep for not having horrible ascii art in your header.
 

Furby

Current occupation: News poster
Reaction score
144
Thank you Romek. ^_^

So stupid errors I've made.

Everything fixed, v1.1 released.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
Why not recycle it?
You can include the group stack inside the library.
 

Azlier

Old World Ghost
Reaction score
461
Why are you using locations?!?!

Why are you leaking because of your crappy group usage for no reason?!?!
 

Furby

Current occupation: News poster
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144
Version 1.2 released. Do I really need some recycler for two uses of groups?? I think not.. I use just two groups and that's on map initialization.
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
what if a creep changed owner ? (be targeted by Charm, Possess,.. ) it is gonna be "revived" ?
 

Azlier

Old World Ghost
Reaction score
461
>I think not.. I use just two groups and that's on map initialization.

You use far more than two groups. A single global group could take the place of all of them.
 

GetTriggerUnit-

DogEntrepreneur
Reaction score
129
Why don't you use a struct do this. I'm pretty sure it would take less stuff and would be more efficiant. Just an impression tho.
 

Furby

Current occupation: News poster
Reaction score
144
You use far more than two groups. A single global group could take the place of all of them.

But, those are never destroyed. If I would have all of them in one group how would I check if one camp is all dead.. o_O
 

Jesus4Lyf

Good Idea™
Reaction score
397
JASS:
        loop
            set i = i + 1
            if IsUnitInGroup(GetTriggerUnit(), Creeps<i>)</i>

That's O(n^2) complexity instead of O(1) (IsUnitInGroup is internally O(n) complexity, not that it matters...). Attach what group the unit is from somehow.

I have to say that whenever I see a creep revive system I picture something 30 lines long written in AIDS, but nice that you've made the system internally detect things like group or whatever (it seems). :)
 

Furby

Current occupation: News poster
Reaction score
144
This isn't a double post.

Well, I can make structs instead of groups and then I would attach struct to unit via GetHandleId and save it to array or to hashtable.
 
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