Income Calculating

jomik

New Member
Reaction score
17
Hey, I have this code that gives income, and I need a function, I set it up to add the function, I just have no idea how to make it :S
What I want is a script that calculates income based on all units of unit_type Ancient owned by the player. The unit will have the income it gives in their point value.

JASS:
scope Income initializer Init

    private function fTrue takes nothing returns boolean
        return true
    endfunction
    
    private function CalculateIncome takes player p returns integer
        return 1
    endfunction
    
    private function GiveGold takes nothing returns nothing
        local player p = GetEnumPlayer()
        local integer income = 1
        set income = CalculateIncome(p)
        call SetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + income)
    endfunction
    
    private function actions takes nothing returns nothing
        local force f = CreateForce()
        call ForceEnumPlayers(f,Condition(function fTrue)) 
        call ForForce(f, function GiveGold)
        call DestroyForce(f)
        set f = null
    endfunction

    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterTimerEvent(t, 5.00, true)
        call TriggerAddAction(t, function actions)
    endfunction
    
endscope


Thanks in advance :O
 

Komaqtion

You can change this now in User CP.
Reaction score
469
I'd believe that this should work :S

JASS:
    globals
        private group g = CreateGroup()
        private integer income = 0
    endglobals
    
    private function Filters takes nothing returns boolean
        return IsUnitType( GetFilterUnit(), UNIT_TYPE_ANCIENT ) == true
    endfunction
    
    private function EnumGroup takes nothing returns nothing
        local unit u = GetEnumUnit()
        local player p = GetOwningPlayer( u )
        
        set income = income + GetUnitPointValue( u )
        set u = null
        set p = null
    endfunction
    
    private function CalculateIncome takes player p returns integer
        set income = 0
        call GroupEnumUnitsOfPlayer( g, p, Filter( function Filters ) )
        call ForGroup( g, function EnumGroup )
        
        return income
    endfunction


Haven't tested though...
 

jomik

New Member
Reaction score
17
I'll test it :D Thanks! :D

EDIT: Works!! :D
Can you help me optimize this then :O
JASS:
scope Income initializer Init

    globals
        private group g = CreateGroup()
        private integer income = 0
    endglobals
    
    private function fTrue takes nothing returns boolean
        return true
    endfunction
    
    private function Filters takes nothing returns boolean
        return IsUnitType( GetFilterUnit(), UNIT_TYPE_ANCIENT ) == true
    endfunction
    
    private function EnumGroup takes nothing returns nothing
        local unit u = GetEnumUnit()
        local player p = GetOwningPlayer( u )
        
        set income = income + GetUnitPointValue( u )
        set u = null
        set p = null
    endfunction
    
    private function CalculateIncome takes player p returns integer
        set income = 0
        call GroupEnumUnitsOfPlayer( g, p, Filter( function Filters ) )
        call ForGroup( g, function EnumGroup )
        
        return income
    endfunction
    
    private function GiveGold takes nothing returns nothing
        local player p = GetEnumPlayer()
        set income = CalculateIncome(p) + 1
        call SetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + income)
    endfunction
    
    private function actions takes nothing returns nothing
        local force f = CreateForce()
        call ForceEnumPlayers(f, Condition(function fTrue)) 
        call ForForce(f, function GiveGold)
        call DestroyForce(f)
        set f = null
    endfunction

    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterTimerEvent(t, 5.00, true)
        call TriggerAddAction(t, function actions)
    endfunction
    
endscope
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Well, I'd say there's not too much to optimize XD

Maybe something like this:
JASS:
scope Income initializer Init

    globals
        private group g = CreateGroup()
        private force f = CreateForce()
        private integer income = 0
    endglobals
    
    private function fTrue takes nothing returns boolean
        return true
    endfunction
    
    private function Filters takes nothing returns boolean
        return IsUnitType( GetFilterUnit(), UNIT_TYPE_ANCIENT ) == true
    endfunction
    
    private function EnumGroup takes nothing returns nothing
        local unit u = GetEnumUnit()
        local player p = GetOwningPlayer( u )
        
        set income = income + GetUnitPointValue( u )
        set u = null
        set p = null
    endfunction
    
    private function CalculateIncome takes player p returns integer
        set income = 0
        call GroupEnumUnitsOfPlayer( g, p, Filter( function Filters ) )
        call ForGroup( g, function EnumGroup )
        
        return income
    endfunction
    
    private function GiveGold takes nothing returns nothing
        local player p = GetEnumPlayer()
        local integer i = CalculateIncome()
        
        call SetPlayerState( p, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + i )
        
        set p = null
    endfunction
    
    private function actions takes nothing returns nothing        
        call ForceEnumPlayers( f, Filter( function fTrue ) ) 
        call ForForce( f, function GiveGold)
    endfunction

    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        
        call TriggerRegisterTimerEvent( t, 5.00, true )
        call TriggerAddAction( t, function actions )
    endfunction
    
endscope
 

jomik

New Member
Reaction score
17
Okay dude, problem, I still get Income from dead units, which shouldn't happen :O
Code:
JASS:
scope Income initializer Init

    globals
        private group g = CreateGroup()
        private force f = CreateForce()
        private integer income = 0
    endglobals
    
    private function fTrue takes nothing returns boolean
        return true
    endfunction
    
    private function Filters takes nothing returns boolean
        return IsUnitType(GetFilterUnit(), UNIT_TYPE_ANCIENT)  == true and GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 0
    endfunction
    
    private function EnumGroup takes nothing returns nothing
        local unit u = GetEnumUnit()
        local player p = GetOwningPlayer( u )
        
        set income = income + GetUnitPointValue( u )
        set u = null
        set p = null
    endfunction
    
    private function CalculateIncome takes player p returns integer
        set income = 0
        call GroupEnumUnitsOfPlayer( g, p, Filter( function Filters ) )
        call ForGroup( g, function EnumGroup )
        
        return income
    endfunction
    
    private function GiveGold takes nothing returns nothing
        local player p = GetEnumPlayer()
        local integer i = CalculateIncome(p) + 1
        
        call SetPlayerState( p, PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD) + i )
        
        set p = null
    endfunction
    
    private function actions takes nothing returns nothing        
        call ForceEnumPlayers( f, Filter( function fTrue ) ) 
        call ForForce( f, function GiveGold)
    endfunction

    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        
        call TriggerRegisterTimerEvent( t, 5.00, true )
        call TriggerAddAction( t, function actions )
    endfunction
    
endscope


EDIT: BTW, doesn't this leak both a group and a force ? :O
 

Azlier

Old World Ghost
Reaction score
461
I've heard that 0.407 is better.

GetWidgetLife returns a widget's life. Units, destructables, and items are all widgets.

I've heard that it's the fastest native, too.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
JASS:
library UnitSelection initializer Init
    
    globals
        private unit InSelection
    endglobals
    
    private function Cond takes nothing returns boolean
        set InSelection = GetTriggerUnit()
        return false
    endfunction
    
    private function Kill takes nothing returns boolean
        local string s = "0." + SubString(GetEventPlayerChatString(),4,7)
        call SetWidgetLife(InSelection,S2R(s))
        return false
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger trig 
        
        set trig = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(trig,EVENT_PLAYER_UNIT_SELECTED)
        call TriggerAddCondition(trig,Condition(function Cond))
        
        set trig = CreateTrigger()
        call TriggerRegisterPlayerChatEvent(trig,Player(0),"-hp ",false)
        call TriggerAddCondition(trig,Condition(function Kill))
    endfunction
    
endlibrary


Tested. 0.405, the unit still alive. 0.403, it dies.

I have benchmarked GetWidgetLife vs IsUnitType. IsUnitType is faster than GetWidgetLife for 8%.

Why don't you use IsUnitType(whichUnit, UNIT_TYPE_DEAD)?
There are bugs for this function, anyway.

From Vexorian :
This morning I gota mail with a map and a bug report for the optimizer, after wasting my morning trying to find out the reason this trigger was not working , I found out the ugly truth: It was all a DUMB bug from blizzard!

I won't ellaborate on how I found it. But do you remember boolexprs? Let's say a trigger condition

JASS:
function Trig_Lame_Condition takes nothing returns boolean
     return (IsUnitType(GetTriggerUnit() , UNIT_TYPE_TOWNHALL) == true)
endfunction

function Trig_Lame_Condition takes nothing returns boolean
     return IsUnitType(GetTriggerUnit() , UNIT_TYPE_TOWNHALL)
endfunction


You would say both functions would do the same, but in this case, everything is retarded.

We are using them on conditions (so they are boolexprs)

The first one will work correctly, the second one will always be considered as false.

If you use them for anything that is not a boolexpr it will work correctly.
 
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