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Rllulium

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I've been coding away trying to improve most of the JASS that I have written in my map, but I feel like I have some to a point where I the code I am writing almost has gotten out of hand; that I do not fully hold a grasp of how to improve it further. So, I figured I'd stop by my favorite helpdesk :D and ask for some pointers on the latest iteration of my everchanging Projectile library:
JASS:
//=============================================================================================================================
//          Projectile Struct
//
//          local projectile StructName = projectile.create()
//          set StructName.variable = value
//          call StructName.go()
//
//          For Usage in "impact" function:
//          PJ_last.variable
//=============================================================================================================================
library PJ uses Damage, ParabolicMovement, T32, Angle

globals
    public projectile last
endglobals

struct projectile
    unit caster = GetSpellAbilityUnit()         //Owner of dummy
    unit target                                 //The unit struck by the projectile. Do not touch!
    unit proj                                   //Dummy
    integer projId                              //Dummy Id
    real speed = 1000                           //Units traveled per second
    real range = 600                            //Max range
    real dist = 0                               //Do not touch!
    real angle = .pointAngle()                  //Traveling angle
    real radius = 100                           //HitBox
    real finalRadius = 100                      //NYI        
    real height = 50                            //Initial height or dummy
    real maxHeight = 50                         //Max height. If not defined, this will be set to .height automaticlly
    boolean pierce = false                      //Line missile or not
    boolean end = false                         //Do not touch!
    group struck = CreateGroup()                //Do not touch!
    string impact                               //Fires on impact.
    
    method targetCheck takes unit target returns boolean //TO DO: Add "Allowed Targets" functionality
        return IsUnitEnemy(target,GetOwningPlayer(.caster)) == true and GetUnitState(target,UNIT_STATE_LIFE) > 0
    endmethod
    
    static method getTargets takes nothing returns boolean
        if last.targetCheck(GetFilterUnit()) then
            if IsUnitInGroup(GetFilterUnit(),last.struck) == false then
                set last.target = GetFilterUnit()
                call ExecuteFunc(last.impact)
                call GroupAddUnit(last.struck,GetFilterUnit())
            endif
            if last.pierce == false then
                set last.end = true
            endif
        endif
        return false
    endmethod
    
    method move takes nothing returns nothing
        call SetUnitX(.proj,GetUnitX(.proj)+.speed*Sin(.angle))
        call SetUnitY(.proj,GetUnitY(.proj)+.speed*Cos(.angle))
        if .maxHeight != 0 then
            call SetUnitFlyHeight(.proj,.height+ParabolaZ(.maxHeight,.range,.dist),0)
        endif
        set .dist = .dist + .speed
    endmethod
    
    private method periodic takes nothing returns nothing
        set last = this
        call GroupEnumUnitsInRange(FilterGroup,GetUnitX(.proj),GetUnitY(.proj),.radius,Filter(function projectile.getTargets))
        if .dist >= .range or .end then
            call KillUnit(.proj)
            call GroupRemoveGroup(.struck,.struck)
            call .stopPeriodic()
            call .destroy()
        else
            call .move()
        endif
    endmethod
    
    method go takes nothing returns nothing
        if .maxHeight == 50 then
            set .maxHeight = .height
        endif
        set maxHeight = .maxHeight - .height
        set .speed = .speed /32.00
        set .proj = CreateUnit(GetOwningPlayer(.caster),.projId,GetUnitX(.caster),GetUnitY(.caster),.angle)
        call SetUnitFlyHeight(.proj,.height,0)
        call .startPeriodic()
    endmethod
    
    implement T32x
    implement angleMethods
endstruct

endlibrary


And No, we don't celebrate on Christmas Day in Sweden.
 

Rllulium

New Member
Reaction score
10
change vars like ".maxHeight" (constants) to "static constant .maxHeight".

.maxHeight and others are supposed to be changable to whatever I want; between calling .create() and .go(). I do not see why they should be constant.
 

s3rius

Linux is only free if your time is worthless.
Reaction score
130
Might be a nice idea to make the filterfunc a variable instead of creating a new one with every check.

JASS:
call GroupEnumUnitsInRange(FilterGroup,GetUnitX(.proj),GetUnitY(.proj),.radius,Filter(function projectile.getTargets))

to
JASS:

filterfunc targetFilter=Filter(function projectile.getTargets)
..
..
call GroupEnumUnitsInRange(FilterGroup,GetUnitX(.proj),GetUnitY(.proj),.radius, .targetFilter)


Might also be a bad idea as I'm not sure whether this'll actually work. I'm a bit unexperienced in this respect.
 
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