Spell Lightning Blast Ball

emjlr3

Change can be a good thing
Reaction score
395
I am simply commenting on the spells code in the thread:

  • nova radius/amount should likewise be configurable as is damage
  • use a global loc in place of tl, in which case you don't need to remove or null it
  • timer interval should be configurable
  • i guess an internal attachment system isn't all that aweful, but y not just use an array and loop through your instances?
  • as a matter of fact, creating/destroying timers is so pre-vJass, there are many better alternatives - Stacks being one, 1 global timer being the optimal, seriously now ^^
  • LightningBlastBall.SPEED * l.cos (and sin) could be stored to save the math process
  • do not groupenum dynamic groups, likewise, looping through it after having already done so in your filter func is uneeded
  • don't use null as a filter in groupenums
  • you do not need to null your struct members

config., timers, group issues are a must
 

Gwypaas

hook DoNothing MakeGUIUsersCrash
Reaction score
50
> nova radius/amount should likewise be configurable as is damage

They are. And, you can edit the constant damage method also if you want constant damage or something like that.

> use a global loc in place of tl, in which case you don't need to remove or null it

Adding it.

> timer interval should be configurable

It is in the updated version, but I never got any more feedback so I never posted it.

> i guess an internal attachment system isn't all that aweful, but y not just use an array and loop through your instances?


Because my way is faster, the way I use is pretty much an internal CSData.

> as a matter of fact, creating/destroying timers is so pre-vJass, there are many better alternatives - Stacks being one, 1 global timer being the optimal, seriously now ^^


I didn't add timer recyclying because then this spell would require TimerUtils and I wanted this spell to don't require anything more then itself :p

> LightningBlastBall.SPEED * l.cos (and sin) could be stored to save the math process

What do you mean? Should I store SPEED * l.cos/sin instead of the cos/sin values?

> do not groupenum dynamic groups, likewise, looping through it after having already done so in your filter func is uneeded

Eh, how would I do it then?

> don't use null as a filter in groupenums

Then I would require a system :(

> you do not need to null your struct members

I have a habit of nulling all handles after use.
 

emjlr3

Change can be a good thing
Reaction score
395
in order of appearance:

your way is not faster then a struct array, and looping through it on each timer callback

use 1 timer for every instance

why merely store the cos value, and do the same math each time, when you can store the whole thing

pass your data to your groupenum function and complete your actions there

create your own custom true function within the scope of the spell, its not hard

its just a waste of time (coding and execution) to do so
 

Gwypaas

hook DoNothing MakeGUIUsersCrash
Reaction score
50
> your way is not faster then a struct array, and looping through it on each timer callback

By saying that you say that, HSAS, HAILS and CSDatas method of attachments sucks.

> use 1 timer for every instance

I'm only running 1 timer at the time :)

> The rest

ok I will.
 

Artificial

Without Intelligence
Reaction score
326
> By saying that you say that, HSAS, HAILS and CSDatas method of attachments sucks.
He says you don't need to have any kind of attaching.

> I'm only running 1 timer at the time
Not one timer per instance, but one timer in total is what he meant.

An example to make this easier for you (it also happens to be the best sliding system ever made):
Before:
JASS:
library Slide

private struct data
    unit u
    real a
    timer t
    integer ticks
endstruct

globals
    private data array DATS
endglobals

private function H2I takes handle h returns integer
    return h
    return 0
endfunction

private function Handle takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local data d = DATS[H2I(t) - 0x100000]
    call SetUnitX(d.u, GetUnitX(u) + 25 * Cos(angle))
    call SetUnitY(d.u, GetUnitY(u) + 25 * Sin(angle))
    if d.ticks = 0 then
        call PauseTimer(t)
        call DestroyTimer(t)
        call d.destroy()
    endif
    set d.ticks = d.ticks - 1
    set t = null
endfunction

public function Start takes unit u, real angle returns nothing
    local data d = data.create()
    local timer t = CreateTimer()
    set d.u = u
    set d.a = angle
    set d.ticks = 50
    call TimerStart(t, 0.025, true, function Handle)
    set DATS[H2I(t) - 0x100000] = d
endfunction

endlibrary

After:
JASS:
library Slide

private struct data
    unit u
    real a
    timer t
    integer ticks
endstruct

globals
    private data array DATS
    private integer COUNT = 0
    private timer T = CreateTimer()
endglobals

private function Handle takes nothing returns nothing
    local data d
    local integer i = COUNT - 1
    
    loop
        set d = DATS<i>
        
        call SetUnitX(d.u, GetUnitX(u) + 25 * Cos(angle))
        call SetUnitY(d.u, GetUnitY(u) + 25 * Sin(angle))
        if d.ticks = 0 then
            call d.destroy()
            set COUNT = COUNT - 1
            set DATS<i> = DATS[COUNT]
        endif
        set d.ticks = d.ticks - 1
        
        set i = i - 1
        exitwhen i &lt; 0
    endloop
    
    if COUNT == 0 then
        call PauseTimer(T)
    endif
endfunction

public function Start takes unit u, real angle returns nothing
    local data d = data.create()
    set d.u = u
    set d.a = angle
    set d.ticks = 50
    
    if COUNT == 0 then
        call TimerStart(T, 0.025, true, function Handle)
    endif
    
    set DATS[COUNT] = d
    set COUNT = COUNT + 1
endfunction

endlibrary</i></i>

See? No attaching of any kind, but looping through the array. :p
 

emjlr3

Change can be a good thing
Reaction score
395
you are still destroying/using dynamic groups - and I really dont see why you need a new timer for each movement, use the same one, just pause and restart it
 

Sim

Forum Administrator
Staff member
Reaction score
534
I like how the spell works.

Nice!

Approved. :)
 

Sim

Forum Administrator
Staff member
Reaction score
534
Thanks!

Naturally, if the author is to update these spells accordingly, re-approving them shouldn't be a problem!
 

Gwypaas

hook DoNothing MakeGUIUsersCrash
Reaction score
50
Ugh I forgot that I had made this spell... I'll update it sometime when I have time.
 
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