Snippet IsPathable

Nestharus

o-o
Reaction score
83
Is Point Pathable

Not to be confused with IsTerrainPathable, this script will check to see if a point is currently pathable given a pathing type. For example, it will be able to detect if a building is at that point, unlike IsTerrainPathable, which only checks the terrains pathability (including doodads and what not).

This takes advantage of SetUnitPosition in order to determine whether a point is pathable or not. However, SetUnitPosition may bug in cases where the closest pathable point is at least 1024 units away (in which case the unit is just placed at the original point regardless as to whether it was pathable or not). This avoid that bug with a special algorithm that no other is pathable resource has.

Installation Script
JASS:

//! externalblock extension=lua ObjectMerger $FILENAME$
    //! runtextmacro LUA_FILE_HEADER()
    //! i dofile("GetVarObject")
    
    //! i local function create(id,pt)
        //! i createobject("hwtw", id)
        //! i makechange(current, "unsf", "( " .. pt .. " )")
        //! i makechange(current, "upat", "")
        //! i makechange(current, "ushb", "")
        //! i makechange(current, "uubs", "")
        //! i makechange(current, "uabr", "0")
        //! i makechange(current, "uabt", "")
        //! i makechange(current, "ucol", "16")
        //! i makechange(current, "usid", "")
        //! i makechange(current, "usin", "")
        //! i if (pt~="blighted") then
            //! i makechange(current, "upap", pt)
        //! i else
            //! i makechange(current, "upar", pt)
            //! i makechange(current, "upap", "")
        //! i end
        //! i if (pt=="unflyable") then
            //! i makechange(current, "umvt", "fly")
        //! i elseif (pt=="unamph") then
            //! i makechange(current, "umvt", "amph")
        //! i elseif (pt=="unfloat") then
            //! i makechange(current, "umvt", "float")
        //! i else
            //! i makechange(current, "umvt", "foot")
        //! i end
    //! i end
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "unflyable", true),"unflyable")
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "unamph", true),"unamph")
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "unbuildable", true),"unbuildable")
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "unwalkable", true),"unwalkable")
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "unfloat", true),"unfloat")
    //! i create(getvarobject("hwtw", "units", "UNITS_PATH_" .. "blighted", true),"blighted")
    
    //! i updateobjects()
//! endexternalblock


Script
JASS:

library IsPathable /* v1.0.1.2
*************************************************************************************
*
*   The IsTerrainPathable native does not work.
*
*   This library will also check if a point is currently pathable. Will even be
*   able to detect buildings and large clusters of units (avoids the 1024 warcraft
*   limit to pathing by checking via a loop).
*
************************************************************************************
*
*   */uses/*
*
*       */ WorldBounds /*       hiveworkshop.com/forums/jass-functions-413/snippet-worldbounds-180494/
*
************************************************************************************
*
*   constant integer PATH_TYPE_AMPHIBIOUS
*   constant integer PATH_TYPE_BLIGHT
*   constant integer PATH_TYPE_BUILDABILITY
*   constant integer PATH_TYPE_FLOATABILITY
*   constant integer PATH_TYPE_FLYABILITY
*   constant integer PATH_TYPE_WALKABILITY
*
*   function IsPathable takes integer x, integer y, integer pathingType returns boolean
*       -   i.e. call IsPathable(0,0,PATH_TYPE_AMPHIBIOUS)
*
************************************************************************************/
    globals
        //pathing types
        constant integer PATH_TYPE_AMPHIBIOUS=0
        constant integer PATH_TYPE_BLIGHT=1
        constant integer PATH_TYPE_BUILDABILITY=2
        constant integer PATH_TYPE_FLOATABILITY=3
        constant integer PATH_TYPE_FLYABILITY=4
        constant integer PATH_TYPE_WALKABILITY=5
        
        private pathingtype array pt
        private unit array u                                //unit pathability checkers array
    endglobals
    function IsPathable takes integer x, integer y, integer p returns boolean
        local boolean b                                     //was point pathable?
        
        if (not IsTerrainPathable(x,y,pt[p])) then
            call SetUnitPosition(u[p],x,y)                      //use SetUnitPosition to determine if point is pathable
            set b=GetWidgetX(u[p])==x and GetWidgetY(u[p])==y   //if coordinates are identical, coordinate *may* be
                                                                //pathable
            if (b) then
                //if the point was found as pathable, it may not be pathable
                //units are placed at the original coordinates if the closest pathable point is
                //at least 1024 units out
                set x=x+64                      //go out by 64
                call SetUnitPosition(u[p],x,y)  //set unit to new position
                set b=GetWidgetX(u[p])<x        //check to see if unit shifted towards original position
                //if unit didn't shift towards original position, check second position with another unit
                
                //where all points are not pathable, place a unit at an arbitrary point
                //it will stay at that point even though it isn't pathable
                /*
                    *   *   *   *
                    *   *   *   *
                    *   U   *   *
                    *   *   *   *
                */
                
                //shift the unit over by 1 and see if it doesn't shift
                //if it did shift, then the original position was pathable
                //if it didn't shift, then both positions may or may not be pathable
                /*
                    *   *   *   *
                    *   *   *   *
                    *   *   U   *
                    *   *   *   *
                */
                
                //place a second unit on top of the first unit
                //if it didn't shift left, then the first position was not pathable
                /*
                    *   *   *   *
                    *   *   *   *
                    *   *   <-UU   *
                    *   *   *   *
                    
                    --------------------------
                    *   *   *   *
                    *   *   *   *
                    *   U   U   *
                    *   *   *   *
                */
                //the reason it will shift left is because 64 is only half a square, meaning it
                //will still be closest to the first position
                
                //the reason why two units are required
                /*
                    *   *   *   *
                    *   *   *   *
                    *           *
                    *   *   *   *
                */
                //in this case, both positions are pathable, meaning the unit will not shift
                //it would be identical to this case
                /*
                    *   *   *   *
                    *   *   *   *
                    *   *   *   *
                    *   *   *   *
                */
                //and the reason for moving right is due to this case
                /*
                    *   *   *   *
                    *   *   *   *
                    *       *   *
                    *   *   *   *
                */
                //in this case, a unit placed on top of the original unit will not shift anywhere
                //and nothing is known
                if (not b) then
                    call SetUnitPosition(u[p+6],x-32,y)
                    set b=GetWidgetX(u[p+6])<x
                    call SetUnitX(u[p+6],WorldBounds.minX)
                    call SetUnitY(u[p+6],WorldBounds.minY)
                endif
            endif
            call SetUnitX(u[p],WorldBounds.minX)
            call SetUnitY(u[p],WorldBounds.minY)
            return b
        endif
        return false
    endfunction
    private module N
        private static method onInit takes nothing returns nothing
            local player p=Player(15)
            
            set pt[PATH_TYPE_FLYABILITY]=PATHING_TYPE_FLYABILITY
            set pt[PATH_TYPE_AMPHIBIOUS]=PATHING_TYPE_AMPHIBIOUSPATHING
            set pt[PATH_TYPE_BUILDABILITY]=PATHING_TYPE_BUILDABILITY
            set pt[PATH_TYPE_WALKABILITY]=PATHING_TYPE_WALKABILITY
            set pt[PATH_TYPE_FLOATABILITY]=PATHING_TYPE_FLOATABILITY
            set pt[PATH_TYPE_BLIGHT]=PATHING_TYPE_BLIGHTPATHING
            
            set u[PATH_TYPE_FLYABILITY]=CreateUnit(p,UNITS_PATH_unflyable,0,0,0)
            set u[PATH_TYPE_AMPHIBIOUS]=CreateUnit(p,UNITS_PATH_unamph,0,0,0)
            set u[PATH_TYPE_BUILDABILITY]=CreateUnit(p,UNITS_PATH_unbuildable,0,0,0)
            set u[PATH_TYPE_WALKABILITY]=CreateUnit(p,UNITS_PATH_unwalkable,0,0,0)
            set u[PATH_TYPE_FLOATABILITY]=CreateUnit(p,UNITS_PATH_unfloat,0,0,0)
            set u[PATH_TYPE_BLIGHT]=CreateUnit(p,UNITS_PATH_blighted,0,0,0)
            
            set u[PATH_TYPE_FLYABILITY+6]=CreateUnit(p,UNITS_PATH_unflyable,0,0,0)
            set u[PATH_TYPE_AMPHIBIOUS+6]=CreateUnit(p,UNITS_PATH_unamph,0,0,0)
            set u[PATH_TYPE_BUILDABILITY+6]=CreateUnit(p,UNITS_PATH_unbuildable,0,0,0)
            set u[PATH_TYPE_WALKABILITY+6]=CreateUnit(p,UNITS_PATH_unwalkable,0,0,0)
            set u[PATH_TYPE_FLOATABILITY+6]=CreateUnit(p,UNITS_PATH_unfloat,0,0,0)
            set u[PATH_TYPE_BLIGHT+6]=CreateUnit(p,UNITS_PATH_blighted,0,0,0)
            
            call SetUnitX(u[PATH_TYPE_FLYABILITY],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_FLYABILITY],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_AMPHIBIOUS],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_AMPHIBIOUS],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_BUILDABILITY],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_BUILDABILITY],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_WALKABILITY],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_WALKABILITY],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_FLOATABILITY],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_FLOATABILITY],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_BLIGHT],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_BLIGHT],WorldBounds.minY)
            
            call SetUnitX(u[PATH_TYPE_FLYABILITY+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_FLYABILITY+6],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_AMPHIBIOUS+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_AMPHIBIOUS+6],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_BUILDABILITY+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_BUILDABILITY+6],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_WALKABILITY+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_WALKABILITY+6],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_FLOATABILITY+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_FLOATABILITY+6],WorldBounds.minY)
            call SetUnitX(u[PATH_TYPE_BLIGHT+6],WorldBounds.minX)
            call SetUnitY(u[PATH_TYPE_BLIGHT+6],WorldBounds.minY)
            
            set p=null
        endmethod
    endmodule
    private struct I extends array
        implement N
    endstruct
endlibrary
 

Nestharus

o-o
Reaction score
83
That one's not nearly as good as mine..

plus mine's apparently the only one that doesn't bug up with wc3 pathing limits =).
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • jonas jonas:
    That sounds like fun!
    +1
  • The Helper The Helper:
    it was a blast!
  • The Helper The Helper:
    I am going to post the Youtube of the investigation in the forums when it is ready
    +1
  • jonas jonas:
    cool!
  • vypur85 vypur85:
    Sounds cool TH.
  • tom_mai78101 tom_mai78101:
    I was on a Legend of Zelda marathon...
  • tom_mai78101 tom_mai78101:
    Am still doing it now
    +1
  • jonas jonas:
    which one(s) are you playing?
  • jonas jonas:
    I played a little bit of the switch title two weeks ago and found it quite boring
  • The Helper The Helper:
    just got back from San Antonio this weekend had the best Buffalo Chicken Cheesesteak sandwhich in Universal City, TX - place was called Yous Guys freaking awesome! Hope everyone had a fantastic weekend!
    +1
  • The Helper The Helper:
    Happy Tuesday!
  • The Helper The Helper:
    We have been getting crazy numbers reported by the forum of people online the bots are going crazy on us I think it is AI training bots going at it at least that is what it looks like to me.
  • The Helper The Helper:
    Most legit traffic is tracked on multiple Analytics and we have Cloud Flare setup to block a ton of stuff but still there is large amount of bots that seem to escape detection and show up in the user list of the forum. I have been watching this bullshit for a year and still cannot figure it out it is drving me crazy lol.
    +1
  • Ghan Ghan:
    Beep boop
    +1
  • The Helper The Helper:
    hears robot sounds while 250 bots are on the forum lol
  • The Helper The Helper:
    Happy Saturday!
    +1
  • The Helper The Helper:
    and then it was Thursday...
    +2
  • tom_mai78101 tom_mai78101:
    And then Monday
    +1
  • The Helper The Helper:
    I got the day off today!
    +1
  • tom_mai78101 tom_mai78101:
    How...? (T-T)
  • The Helper The Helper:
    I took the day off. I work for myself so I can do that.
    +1
  • Varine Varine:
    Well I'm already over summer
  • jonas jonas:
    varine! good to see you
  • jonas jonas:
    what's going on, what's got you going
  • The Helper The Helper:
    good to see you varine hope you are well my friend

    The Helper Discord

    Members online

    No members online now.

    Affiliates

    Hive Workshop NUON Dome World Editor Tutorials

    Network Sponsors

    Apex Steel Pipe - Buys and sells Steel Pipe.
    Top