System HealCraft (Add-On for Heal)

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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216
JASS:
////////////////////////////////////////////////////////
//
//      -----------------
//      |   HealCraft   |   ~ v1.0.2 ~
//      -----------------
//                                       by kingking
//  ==================
//  What's HealCraft?
//  ==================
//  HealCraft simulates normal unit regeneration
//  and provides some handy functions like 
//  firing triggers when units' hp are gained.
//
//  ==================
//  Why use it?
//  ==================
//  Some users tried to use some kinds of snippet to 
//  block units' normal regeneration but it is not the
//  best solution. HealCraft is aimed to solve that.
//
//  =====================
//  Functions provided :
//  =====================
//  SetUnitTypeRegeneration(integer unitid,real amount)
//  -> unitid - Type of unit, like 'hfoo' for footmen
//  -> amount - Amount of regeneration per second
//
//  HealCraft_RegisterEvent(trigger)
//  HealCraft_UnregisterEvent(trigger)
//  -> Wrapper for unit hp regeneration event.
//  -> You can use Heal_RegisterEvent + NORMAL_HP_REGEN
//     constants too, they are same.
//  -> This is just for better readability.
//
//  HealCraft_EnableCallback(unit whichUnit, boolean flag)
//  -> Activate/Deactivate the regen event for unit.
//  -> It uses stack, you must decrease it 
//     to 0 if you want to disable the callback.
//  -> The event is disabled by default.
//
//  --------------------------------------
//  ~ Useful functions for callbacks.
//  --------------------------------------
//  Heal_GetTarget() -> unit
//  -> Simulates GetTriggerUnit for the event.
//
//  Heal_GetAmount() -> real
//  -> Return the amount of hp regenerated.
//
//  Heal_Block(real amount)
//  -> Block certain amount of regenerated hp.
//
//  Heal_BlockAll()
//  -> Block the hp regeneration of unit for
//     current instance.
//
//  ============
//  Constants :
//  ============
//  HEALS_PER_SECOND
//  -> How fast the unit will get hp regeneration.
//  -> Too high( >32 ) will cripple the performance if you 
//     have too many units on map.
//  
//  NORMAL_HP_REGEN
//  -> Heal type for healing event.
//
//  =============
//  Extra Info :
//  =============
//  ~ You must set the unit regeneration for all units
//    to 0.000 in Object Editor. (Apply this for unit
//    types that are used in your map, just leave
//    those are not used in your map. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" /> )
//  ~ You must set Hero Attributes - HP Regen. Bonus
//    per Strength Point to 0.00
//  ~ You must set the value of unit regeneration in
//    this library if you want hp regeneration for the 
//    unit.
//
//  ===========
//  Requires :
//  ===========
//  AIDS by Jesus4Lyf
//  Heal by kingking
//  Event by Jesus4Lyf
//  Jasshelper 0.A.2.B or newer
/////////////////////////////////////////////////////////
library HealCraft requires AIDS, Heal, Event
    
    globals
        public constant real HEALS_PER_SECOND = 32
    endglobals
    
    globals
        HealType NORMAL_HP_REGEN
        private Event OnHeal
        private hashtable hasht = InitHashtable()
    endglobals
    
    public function RegisterEvent takes trigger whichTrigger returns EventReg
        return OnHeal.register(whichTrigger)
    endfunction
    
    public function UnregisterEvent takes trigger whichTrigger returns nothing
        call OnHeal.unregister(whichTrigger)
    endfunction
    
    private keyword Data
    
    public function EnableCallback takes unit whichUnit, boolean flag returns nothing
        if flag == true then
            set Data[whichUnit].stackLevel = Data[whichUnit].stackLevel + 1
        elseif Data[whichUnit].stackLevel &gt; 0 then
            set Data[whichUnit].stackLevel = Data[whichUnit].stackLevel - 1
        endif
    endfunction
    
    function SetUnitTypeRegeneration takes integer whichId,real amount returns nothing
        call SaveReal(hasht,whichId,0,amount / HEALS_PER_SECOND)
    endfunction
    
    private struct EventWrapper extends array
        private static method Cond takes nothing returns boolean
            if Heal_GetType() == NORMAL_HP_REGEN then
                call OnHeal.fire()
            endif
            return false
        endmethod
        private static method onInit takes nothing returns nothing
            local trigger trig = CreateTrigger()
            set OnHeal = Event.create()
            call Heal_RegisterEvent(trig)
            call TriggerAddCondition(trig,Condition(function thistype.Cond))
        endmethod
    endstruct
    
    private struct Data extends array
        private thistype next
        private thistype prev
        integer stackLevel
        
        private method AIDS_onCreate takes nothing returns nothing
            set this.prev = thistype(0).prev
            set this.next = thistype(0)
            set thistype(0).prev.next = this
            set thistype(0).prev = this
            //Link
        endmethod
        
        private method AIDS_onDestroy takes nothing returns nothing
            set this.next.prev = this.prev
            set this.prev.next = this.next
            set this.stackLevel = 0
            //Unlink
        endmethod
        
        private static method periodicHandler takes nothing returns nothing
            local thistype this = 0
            loop
                set this = this.prev//Should be faster than array stack.
            exitwhen this == 0
                if this.stackLevel &gt; 0 then
                    call HealUnit(this.unit,this.unit,LoadReal(hasht,GetUnitTypeId(this.unit),0),NORMAL_HP_REGEN)
                else
                    if GetWidgetLife(this.unit) &gt; .405 then
                        call SetWidgetLife(this.unit,GetWidgetLife(this.unit) + LoadReal(hasht,GetUnitTypeId(this.unit),0))
                    endif
                endif
            endloop
        endmethod
        
        private static method AIDS_onInit takes nothing returns nothing
            set NORMAL_HP_REGEN = HealType.new()
            call TimerStart(CreateTimer(),1. / HEALS_PER_SECOND,true,function thistype.periodicHandler)
        endmethod
        //! runtextmacro AIDS()
    endstruct
    
endlibrary


HealCraft requires Event | Heal | AIDS


HealCraft
v1.0.0 - Release
v1.0.1 - Changed Jesus4Lyf's Hash to Table + My Hash algorithm, efficiency increased.
v1.0.2 - Does not use hash anymore, use hashtable attachment instead. Regen event is disabled by default. New function is added to let users to enable/disable regen event.
 

Jesus4Lyf

Good Idea™
Reaction score
397
I really think firing an event on every regeneration tick for every unit is a terrible idea.

Think about the complexity. Let's say you have 2 triggers that fire on unit regen, and 10 units on the map. 32x2x10 gives you 640 trigger execs/evals per second. The value added? Minimal... Imagine the lag if you had more than 10 units (that's not uncommon) or more than 2 triggers. That's the reason I wanted this pulled from the Heal system thread - because this cannot be approved in its current state. It is detrimental to mappers. :)

You need to think more carefully about what you want achieved with this. Personally, I recommend enabling/disabling unit hp regeneration, and you could do this with a stack like the status effects in Status. But Status already also handles unit regen, so I'm not sure what the point of this system is.

What exactly are you trying to achieve?

PS. Your attaching to unit type ids can be drastically optimised by using either removing Table or removing Hash. If you remove both and use a hashtable directly to load/save a real, even better. :)
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
I really think firing an event on every regeneration tick for every unit is a terrible idea
Lower HEALS_PER_SECOND. You can get less lag. :)

v1.0.2 is released. I found a workaround to fix this issue. :p
 
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