I wonder if this is ok

Tom_Kazansky

--- wraith it ! ---
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JASS:
interface CustomProjectileInfc
    method CheckReflect takes nothing returns boolean defaults false
    method onProjectileHit takes nothing returns nothing defaults nothing
endinterface

struct CustomProjectile extends CustomProjectileInfc

    //..... other struct members

    string nameFunc = ""
    boolean malfunc = false
    boolean p_evaded = false
    integer indexOfProjectile

    static method EvadeProjectiles takes unit u returns nothing
        local integer inx = GetUnitId(u)
        local integer i = 1
        local thistype this
        loop
            exitwhen i > UnitData[inx].projectilesCount
            set this = UnitData[inx].data[StringHash("ProjectileNumber"+I2S(i))]
            set .p_evaded = true
            set .malfunc = true

            call BJDebugMsg(.nameFunc)

            call UnitData[inx].data.flush(StringHash("ProjectileNumber"+I2S(i)))
            set i = i + 1
        endloop
        set UnitData[inx].projectilesCount = 0
    endmethod
    
    private method IncomingProjectileRegister takes nothing returns nothing
        local integer inx=GetUnitId(.target)
        set UnitData[inx].projectilesCount = UnitData[inx].projectilesCount+1
        set .indexOfProjectile=UnitData[inx].projectilesCount
        set UnitData[inx].data[StringHash("ProjectileNumber"+I2S(UnitData[inx].projectilesCount))]=this
    endmethod   
    
    private method IncomingProjectileUnRegister takes nothing returns nothing
        local integer inx=GetUnitId(.target)
        local thistype d = UnitData[inx].data[StringHash("ProjectileNumber"+I2S(UnitData[inx].projectilesCount))]
        set d.indexOfProjectile=.indexOfProjectile
        set UnitData[inx].data[StringHash("ProjectileNumber"+I2S(.indexOfProjectile))]=UnitData[inx].data[StringHash("ProjectileNumber"+I2S(UnitData[inx].projectilesCount))]
        call UnitData[inx].data.flush(StringHash("ProjectileNumber"+I2S(UnitData[inx].projectilesCount)))
        set UnitData[inx].projectilesCount=UnitData[inx].projectilesCount-1
    endmethod

    // other methods....

endstruct

struct StormBolt extends CustomProjectile
    unit c
    unit a
    real dmg
    real stun
    boolean canblock=true
    boolean canreflect=true
    
    method CheckReflect takes nothing returns boolean
        local boolean ok = false
        if .canreflect and CanUnitReflectSpell(.c,.a,0) then
            set ok = true
            set TEMPUNIT = .c
            set .c = .a
            set .a = TEMPUNIT
            set .canreflect=false
        endif
        return ok
    endmethod
    
    method onProjectileHit takes nothing returns nothing
        
        if .canblock and CanUnitResistSpell(.c,.a,0) then
            return
        endif
        call UnitDamageUnit(.c,.a,.dmg,4,false,true)
        call UnitBuff.Add( .c, .a, tj_BuffId_Stun, 1, "" , .stun )
    endmethod

    static method Cast takes unit c, unit a, integer lvl returns nothing
        local integer inx1 = GetUnitId(c)
        local integer inx2 = GetUnitId(a)
        local thistype this
        if IsSpellMissed(c,a,0,0,0) then
            call .UnitToPoint( c, GetUnitX(a), GetUnitY(a), "Abilities\\Spells\\Human\\StormBolt\\StormBoltMissile.mdx", 0., 1000.,UnitData[inx1].unitConst.scale, 160 )
            return
        endif
        set this = StormBolt.create()
        set .c = c
        set .a = a
        set .dmg = 50 * lvl + (0.75+0.25*lvl) * GetHeroAttribute(inx1,0)
        set .stun = 2.
        set .nameFunc = "Storm Bolt"
        call .UnitToUnitEx( c, a, "Abilities\\Spells\\Human\\StormBolt\\StormBoltMissile.mdx", "", 0., 1000. ,UnitData[inx1].unitConst.scale, 160 )
    endmethod

endstruct


UnitData[inx].data is a Table (Vex's)

so, the thing is: I have the CustomProjectile struct, and some of my spell and even Attack have structs that extend it.

the IncomingProjectileRegister and IncomingProjectileUnRegister functions "save" the projectile's data to unit's table for later use, like EvadeProjectiles function

when a unit uses teleport or other projectile-evading skills, the EvadeProjectiles is called, even though the debug displayed the right .nameFunc ( "Storm Bolt" the spell Storm Bolt - see the Storm Bolt struct above - and "Attack" for attack's projectile) I still feel uneasy... :banghead:

I wonder if it's ok to call EvadeProjectiles like that, because, you know, the projectile's data type could be different (Storm Bolt projectile, Attack projectile,...) and I use
JASS:
local thistype this
so thistype is just "CustomProjectile", right?

p.s: my first time using interface :)
 

Nestharus

o-o
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thistype refers to the struct it is used in.


If it is used in struct BlehBleh, thistype is BlehBleh. If it is used in struct hoho, it is hoho.


I see you using thistype in multiple structs, so it is different in each of those structs = ).


In the case of interfaces, using thistype will still call the correct interface method. Each struct has a specific interface type id, which is stored into the instance of the struct. This means that when the instance is called, the id is retrieved so that the correct interface method is called.

Interfaces do use a combination of triggers and functions, so they are very slow and should rarely be used = ).
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
by calling EvadeProjectiles I mean CustomProjectile.EvadeProjectiles :(
-----
I have spells that use projectile: when the spell is cast, projectile function is called and when the projectile hits its target, the "onProjectileHit" function of the spell is called, if I don't use interface, I have to use many ifs, right?

if it's slow, is there other way for me to do the above thing?
 

Nestharus

o-o
Reaction score
84
Well, you could do manual triggers as that would remove the extra function call and make it a little more dynamic.

Do you understand what an interface is and what thistype refers to now? : P
 
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