How to use/declare structs extend array?

youkaiz

New Member
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1
Hi, in my map i trying to initialize only picked heros trigerred abilities.
(my map have over 300 trigerred abilities, i think it can decrease loading time and map initial handles significatively.)

but the 2 major problens is:

How i can declare this structs?(i don't know sintax)
ex:
struct Heros extends array
integer id
string icon
endstruct

and how to use?
ex:
local Heros h = Heros.create()
set h.id = "AAAA"
Heros[1] = h

and, how to enable each hero spells init functions?

ex:
code spell1
code spell2

or

method init takes nothing returns nothing
call spell1()
cal spell2()
endmethod

ps: sorry if have english mistakes, my english isen't good, but i trying to improve, and thanks for any help.
 

Romek

Super Moderator
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964
Please use [noparse]
JASS:
[/noparse] tags when possible.

When a struct extends an array, you cannot use .create(), .allocate() or .destroy(). You simply use:
JASS:
 StructName[index].Member = Value

Like an ordinary array.
 

youkaiz

New Member
Reaction score
1
very thanks man :),
But you know how i can declare the initialize functions of heros?
is a code variable? or string?

i think i can't use method of this type of structs.
if can use methos of this structs how to use?

can i do something like this?
JASS:
struct Heros extends array
    integer id
    string icon
    code spell1
    code spell2
    code spell3
    code spell4
    method init takes nothing returns nothing
        call .spell1
        call .spell2
        call .spell3
        call .spell4
    endmethod
endstruct


lol only 3 mim to answer XD the fastest XD
 

Romek

Super Moderator
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964
You can't use code variables like that.
They're used for things such as trigger actions and boolexprs.

You could use a function interface though.

JASS:
function interface HeroInit takes nothing returns nothing

struct SomeStruct extends array
   HeroInit something
   method Blah takes nothing returns nothing
      call something.execute()
   endmethod
endstruct

// Somewhere else
function Init takes nothing returns nothing
   call Preload("SomeEffect.mdl")
  // some other stuff
endfunction

set SomeStruct[index].something = HeroInit.Init
 

youkaiz

New Member
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1
i don't know how to load hero abilities with this =/
(i never see this "function interface" hehe, new things)

is something like this i want.
JASS:
library SetHeros initializer Init

struct Heros extends array
    integer id
    boolean pic
    string icon
    string spell1
    string spell2
    string spell3
    string spell4
endstruct

private function  takes nothing returns nothing

endfunction

private function Init takes nothing returns nothing
    set Hero.id[0] = 'EC73'
    set Hero.pic[0] = false
    set Hero.icon[0] = "ReplaceableTextures\\CommandButtons\\BTNVoidWalker.tga"
    set Hero.spell1[0] = "Avalon_init"
endfunction

endlibrary


and when hero is picked
JASS:
call ExecuteFunc(Hero.spell1<i>)</i>

but i think the "ExecuteFunc" can crash game too easy, because it i search for alternates.
 

Romek

Super Moderator
Reaction score
964
Why are you even using 'extends array' in that situation?
Normal structs would work fine.

> but i think the "ExecuteFunc" can crash game too easy, because it i search for alternates.
function interfaces are the alternative you're looking for.
 
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