JASS dash spell Inifinite Loops?

wraithseeker

Tired.
Reaction score
122
Now the problem is , when the caster is charging to the target , units don't get knocked back but the rest of the spell is fine.

EDIT: Code Indented

JASS:
scope Dash initializer Init

globals
    private constant integer SPELL = 'A003'
    private constant real TIME = 0.03
    private constant real SPEED = 800
    private constant real KnockDistance = 400
    private boolexpr Check
endglobals

private function DISTANCE takes integer level returns integer
    return level * 250
endfunction

private struct data
    unit caster
    unit target
    real cos
    real sin
    real angle
    real distance
    timer t
    timer h
    group g
    real CreepDistance

static method create takes nothing returns data
    local data d = data.allocate()
    set d.caster = GetTriggerUnit()
    set d.target = GetSpellTargetUnit()
    set d.t = NewTimer()
    set d.h = NewTimer()
    set d.distance = DISTANCE(GetUnitAbilityLevel(d.caster,SPELL))
    set d.g = CreateGroup()
    set d.CreepDistance = KnockDistance
    return d
endmethod

method onDestroy takes nothing returns nothing
    call ReleaseTimer(.h)
endmethod
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SPELL
endfunction

private function KnockCheck takes nothing returns boolean
local data d
    return GetFilterUnit() != d.caster and GetFilterUnit() != d.target
endfunction

private function Knock takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    set tx = tx + cos * TIME * SPEED
    set ty = ty + sin * TIME * SPEED
    call SetUnitX(d.target,tx)
    call SetUnitY(d.target,ty)
    set d.distance = d.distance - TIME * SPEED
    if d.distance <= 0 then
        call d.destroy()
    endif
endfunction

private function Move takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    local unit u
    local real x
    local real y
    local real angles
    local real sins
    local real coss
    set cx = cx + cos * TIME * SPEED
    set cy = cy + sin * TIME * SPEED
    call SetUnitX(d.caster,cx)
    call SetUnitY(d.caster,cy)
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
        set u = FirstOfGroup(d.g)
    exitwhen u == null
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        set angles = Atan2(y-cy,x-cx)
        set sins = Sin(angles)
        set coss = Cos(angles)
        set x = x + coss * TIME * SPEED
        set y = y + sins * TIME * SPEED
        call SetUnitX(u,x)
        call SetUnitY(u,y)
        set d.CreepDistance = d.CreepDistance - TIME * SPEED
        if d.CreepDistance <= 0 then
            call GroupRemoveUnit(d.g,u)
            call BJDebugMsg("Removing Unit....")
        endif
    endloop
    if SquareRoot((cx - tx) * (cx - tx) + (cy - ty) * (cy - ty)) <= 128 then
        call SetUnitAnimation(d.caster, "attack slam alternate")
        call SetUnitAnimation(d.target, "DEATH")
        call ReleaseTimer(d.t)
        call SetTimerData(d.h,integer (d))
        call TimerStart(d.h,0.03,true,function Knock)
    endif
endfunction

private function Actions takes nothing returns nothing
        local data d = data.create()
    call SetTimerData(d.t,integer (d))
    call TimerStart(d.t,0.03,true,function Move)
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddAction( t, function Actions)
    call TriggerAddCondition(t,Condition(function Conditions))
    set Check = Condition(function KnockCheck)
endfunction

endscope
 

wraithseeker

Tired.
Reaction score
122
Ok, it works fine now , but can you explain to me actually how does the whole thing work? I don't really get what you are doing.

Right now I added a speed limit for the ajacent unit that get knocked back which is 400 but right now.. they seem to be teleporting instantly after 400 distance instead of "knocked backed" there.

Spell Code

JASS:
scope Dash initializer Init

globals
    private constant integer SPELL = 'A003'
    private constant real TIME = 0.03
    private constant real SPEED = 800
    private constant real KnockDistance = 400
    private boolexpr Check
    #private data Var#
endglobals

private function DISTANCE takes integer level returns integer
    return level * 250
endfunction

private struct data
    unit caster
    unit target
    real cos
    real sin
    real angle
    real distance
    timer t
    timer h
    group g
    real Distance

static method create takes nothing returns data
    local data d = data.allocate()
    set d.caster = GetTriggerUnit()
    set d.target = GetSpellTargetUnit()
    set d.t = NewTimer()
    set d.h = NewTimer()
    set d.distance = DISTANCE(GetUnitAbilityLevel(d.caster,SPELL))
    set d.g = CreateGroup()
    set d.Distance = 400
    return d
endmethod

method onDestroy takes nothing returns nothing
    call ReleaseTimer(.h)
endmethod
endstruct

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == SPELL
endfunction

private function KnockCheck takes nothing returns boolean
local data d = Var
    return GetFilterUnit() != d.caster and GetFilterUnit() != d.target
endfunction

private function Knock takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    set tx = tx + cos * TIME * SPEED
    set ty = ty + sin * TIME * SPEED
    call SetUnitX(d.target,tx)
    call SetUnitY(d.target,ty)
    set d.distance = d.distance - TIME * SPEED
    if d.distance <= 0 then
        call d.destroy()
    endif
endfunction

private function Move takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    local unit u
    local real x
    local real y
    local real angles
    local real sins
    local real coss
    set cx = cx + cos * TIME * SPEED
    set cy = cy + sin * TIME * SPEED
    call SetUnitPosition(d.caster,cx,cy)
    set Var = d
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
        set u = FirstOfGroup(d.g)
    exitwhen u == null
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        set angles = Atan2(y-cy,x-cx)
        set sins = Sin(angles)
        set coss = Cos(angles)
        set x = x + coss * TIME * SPEED
        set y = y + sins * TIME * SPEED
        call SetUnitX(u,x)
        call SetUnitY(u,y)
      #  set d.Distance = d.Distance - TIME * SPEED#
      #  if d.Distance <= 0 then
        call BJDebugMsg("removing!")
        call GroupRemoveUnit(d.g,u)
        endif#
    endloop
    if SquareRoot((cx - tx) * (cx - tx) + (cy - ty) * (cy - ty)) <= 128 then
        call SetUnitAnimation(d.caster, "attack slam alternate")
        call SetUnitAnimation(d.target, "DEATH")
        call ReleaseTimer(d.t)
        call SetTimerData(d.h,integer (d))
        call TimerStart(d.h,0.03,true,function Knock)
    endif
endfunction

private function Actions takes nothing returns nothing
        local data d = data.create()
    call SetTimerData(d.t,integer (d))
    call TimerStart(d.t,0.03,true,function Move)
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddAction( t, function Actions)
    call TriggerAddCondition(t,Condition(function Conditions))
    set Check = Condition(function KnockCheck)
endfunction

endscope
 
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