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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
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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.
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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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