if conditions mess up weirdly

wellwish3r

wishes wells.
Reaction score
52
JASS:

set index = i
if D<i>.mult == false then
       call GroupAddUnit(D<i>.multgrp,D<i>.targ)
else
    set multiple = true
endif</i></i></i>


D.mult is false here, so the unit D.targ should get added to the D.multgrp group right?

So then later there is a GroupEnumUnitsInRangeOfLoc() Which has this as a condition (index is a global integer):
JASS:
if (IsUnitInGroup(u,D[index].multgrp) == D[index].mult == true) or (IsUnitInGroup(u,D[index].multgrp) == false) then


This if statement however seems to allways be true. I don't understand why...

Here is the whole thing if that helps (kinda lengthy)

JASS:
scope HealWave

    struct HealingWave
        unit caster
        unit targ
        real aoe
        real amount
        real bounce
        real reducer
        player owner
        boolean healmech
        boolean end
        boolean mult
        group multgrp
    endstruct

    globals
        private integer Total = 0
        private HealingWave array D
        private timer T=CreateTimer()
        private boolean mechanical
        private player owningPlayer
        private integer index = 0
        private boolean multiple
    endglobals
    
    private function MatchPlayerType takes nothing returns boolean
        local unit u = GetFilterUnit()
        if (IsUnitInGroup(u,D[index].multgrp) == D[index].mult == true) or (IsUnitInGroup(u,D[index].multgrp) == false) then
            if IsUnitAlly(u,owningPlayer) == true and IsUnitType(u,UNIT_TYPE_STRUCTURE) == false and GetFilterUnit() != D[index].caster and GetPlayerController(GetOwningPlayer(u)) == MAP_CONTROL_USER then
                if mechanical == false and IsUnitType(u,UNIT_TYPE_MECHANICAL) then
                    set u = null
                    return false
                endif
                set u =null
                return true
            endif
        endif
        return false
    endfunction
    
    private function LoopActions takes nothing returns nothing
        local integer i = 0
        local location array loc2
        local group array grp
        local texttag array txt
        local effect array sfx
        loop
            exitwhen i&gt;=Total
            if D<i>.end then
                call D<i>.destroy()
                set Total=Total-1
                if Total &gt; 0 then
                    set D<i>=D[Total]
                    set i=i-1
                else
                    call PauseTimer(T)
                endif
            else
                set grp<i> = CreateGroup()
                set txt<i> = CreateTextTag()
                set loc2<i> = GetUnitLoc(D<i>.targ)
                call TL_Unit (&quot;HWPB&quot;, D<i>.caster, D<i>.targ,.7, true, 1, 0)
                set sfx<i> = AddSpecialEffectTarget(&quot;Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl&quot;,D<i>.targ,&quot;origin&quot;)
                call SetUnitState(D<i>.targ,UNIT_STATE_LIFE,(GetUnitState(D<i>.targ,UNIT_STATE_LIFE)+D<i>.amount))
                call SetTextTagText(txt<i>,I2S(R2I(D<i>.amount)),TextTagSize2Height(8.00))
                call SetTextTagPos(txt<i>,GetLocationX(loc2<i>),GetLocationY(loc2<i>),150)
                call SetTextTagColor(txt<i>,51,255,0,255)
                call SetTextTagPermanent(txt<i>,false)
                call SetTextTagLifespan(txt<i>, .67)
                call SetTextTagFadepoint(txt<i>, 0.47)
                call SetTextTagVelocityBJ( txt<i>, 250.00, 90 )
                set D<i>.amount = (D<i>.amount)*(1-D<i>.reducer)
                set D<i>.caster = D<i>.targ
                set mechanical  = D<i>.healmech
                set owningPlayer = D<i>.owner
                set index = i
                if D<i>.mult == false then
                    call GroupAddUnit(D<i>.multgrp,D<i>.targ)
                else
                    set multiple = true
                endif
                call GroupEnumUnitsInRangeOfLoc(grp<i>,loc2<i>,D<i>.aoe,Condition(function MatchPlayerType))
                call RemoveLocation(loc2<i>)
                set D<i>.targ = GroupPickRandomUnit(grp<i>)
                call DestroyGroup(grp<i>)
                set D<i>.bounce = (D<i>.bounce) - 1
                if D<i>.bounce == 0 then
                    set D<i>.end = true
                endif
            endif
            set i = i+1
        endloop
    endfunction
    
    function HealWave takes unit c, unit t, real ae, real am, real bo, real red, player own, boolean mech, boolean m returns nothing
        local HealingWave LWave = HealingWave.create()
        set LWave.caster = c
        set LWave.targ = t
        set LWave.aoe = ae
        set LWave.amount = am
        set LWave.bounce = bo
        set LWave.reducer = red
        set LWave.owner = own
        set LWave.healmech = mech
        set LWave.end = false
        set LWave.mult = m
        if Total == 0 then
            call TimerStart(T,0.3,true,function LoopActions)
        endif
        set D[Total] = LWave
        set Total = Total+1
        call LWave.destroy()
    endfunction
    
endscope
</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>
 

Rainther

I guess I should write something of value here...
Reaction score
61
I'm just guessing that the function executed from GroupEnum etc. doesn't have this group passed through the other function. My suggestion would be to remove that string and after GroupEnum etc. do:
JASS:
GroupRemoveGroup(D<i>.multgrp,grp<i> // Change <i> if needed</i></i></i>
 

wellwish3r

wishes wells.
Reaction score
52
I'm just guessing that the function executed from GroupEnum etc. doesn't have this group passed through the other function. My suggestion would be to remove that string and after GroupEnum etc. do:
JASS:
GroupRemoveGroup(D<i>.multgrp,grp<i> // Change <i> if needed</i></i></i>


i honestly don't get what you said :S. What am i supposed to remove?

EDIT: Found a solution:

JASS:
scope HealWave

    struct HealingWave
        unit caster
        unit targ
        real aoe
        real amount
        real bounce
        real reducer
        player owner
        boolean healmech
        boolean end
        boolean mult
        group multgrp = CreateGroup()
    endstruct

    globals
        private integer Total = 0
        private HealingWave array D
        private timer T=CreateTimer()
        private boolean mechanical
        private player owningPlayer
        private integer index = 0
        private boolean multiple
    endglobals
    
    private function MatchPlayerType takes nothing returns boolean
        local unit u = GetFilterUnit()
        call BJDebugMsg(&quot;Units in Multgroup: &quot;+I2S(CountUnitsInGroup(D[index].multgrp)))
        if (IsUnitInGroup(u,D[index].multgrp) == D[index].mult == true) or (IsUnitInGroup(u,D[index].multgrp) == false) then
            if IsUnitAlly(u,owningPlayer) == true and IsUnitType(u,UNIT_TYPE_STRUCTURE) == false and GetFilterUnit() != D[index].caster and GetPlayerController(GetOwningPlayer(u)) == MAP_CONTROL_USER then
                if mechanical == false and IsUnitType(u,UNIT_TYPE_MECHANICAL) then
                    set u = null
                    return false
                endif
                set u =null
                return true
            endif
        endif
        return false
    endfunction
    
    private function LoopActions takes nothing returns nothing
        local integer i = 0
        local location array loc2
        local group array grp
        local texttag array txt
        local effect array sfx
        local unit u
        loop
            exitwhen i&gt;=Total
            if D<i>.end then
                call D<i>.destroy()
                set Total=Total-1
                if Total &gt; 0 then
                    set D<i>=D[Total]
                    set i=i-1
                else
                    call PauseTimer(T)
                endif
            else
                set grp<i> = CreateGroup()
                set txt<i> = CreateTextTag()
                set loc2<i> = GetUnitLoc(D<i>.targ)
                call TL_Unit (&quot;HWPB&quot;, D<i>.caster, D<i>.targ,.7, true, 1, 0)
                set sfx<i> = AddSpecialEffectTarget(&quot;Abilities\\Spells\\Orc\\HealingWave\\HealingWaveTarget.mdl&quot;,D<i>.targ,&quot;origin&quot;)
                call SetUnitState(D<i>.targ,UNIT_STATE_LIFE,(GetUnitState(D<i>.targ,UNIT_STATE_LIFE)+D<i>.amount))
                call SetTextTagText(txt<i>,I2S(R2I(D<i>.amount)),TextTagSize2Height(8.00))
                call SetTextTagPos(txt<i>,GetLocationX(loc2<i>),GetLocationY(loc2<i>),150)
                call SetTextTagColor(txt<i>,51,255,0,255)
                call SetTextTagPermanent(txt<i>,false)
                call SetTextTagLifespan(txt<i>, .67)
                call SetTextTagFadepoint(txt<i>, 0.47)
                call SetTextTagVelocityBJ( txt<i>, 250.00, 90 )
                set u = D<i>.targ
                set D<i>.amount = (D<i>.amount)*(1-D<i>.reducer)
                set D<i>.caster = D<i>.targ
                set mechanical  = D<i>.healmech
                set owningPlayer = D<i>.owner
                set index = i
                if D<i>.mult == false then
                    call GroupAddUnit(D<i>.multgrp,u)
                    set u =null
                else
                    set multiple = true
                endif
                call GroupEnumUnitsInRangeOfLoc(grp<i>,loc2<i>,D<i>.aoe,Condition(function MatchPlayerType))
                //call GroupRemoveGroup(D<i>.multgrp,grp<i>)
                call RemoveLocation(loc2<i>)
                set D<i>.targ = GroupPickRandomUnit(grp<i>)
                call DestroyGroup(grp<i>)
                set D<i>.bounce = (D<i>.bounce) - 1
                if D<i>.bounce == 0 then
                    set D<i>.end = true
                endif
            endif
            set i = i+1
        endloop
    endfunction
    
    function HealWave takes unit c, unit t, real ae, real am, real bo, real red, player own, boolean mech, boolean m returns nothing
        local HealingWave LWave = HealingWave.create()
        set LWave.caster = c
        set LWave.targ = t
        set LWave.aoe = ae
        set LWave.amount = am
        set LWave.bounce = bo
        set LWave.reducer = red
        set LWave.owner = own
        set LWave.healmech = mech
        set LWave.end = false
        set LWave.mult = m
        if Total == 0 then
            call TimerStart(T,0.3,true,function LoopActions)
        endif
        set D[Total] = LWave
        set Total = Total+1
        call LWave.destroy()
    endfunction
    
endscope
</i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i></i>
 

Rainther

I guess I should write something of value here...
Reaction score
61
I just suggested to create the group without the isunitingroup condition and them remove everyone that's in the special group from the grp.
Anyhow good it works now. Just wanted to explain.
 

wellwish3r

wishes wells.
Reaction score
52
I just suggested to create the group without the isunitingroup condition and them remove everyone that's in the special group from the grp.
Anyhow good it works now. Just wanted to explain.


ahh okay, anyways, the problem was just that the group was never created :D
 
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