New Scripting Language - What would you want?

Nestharus

o-o
Reaction score
84
You asked for an example of grep and clone

Here's a grep example. Clone is the exact same but without the filter ^_-

JASS:

library Test initializer Initialization {
    private struct MyList extends array {
        int data
        implement IterateList
    }
    
    trigger myFilter = CreateTrigger()
    trigger mySet = CreateTrigger()
    MyList myList1
    MyList myList2
    
    bool Filter() {
        if MyList.filter.data >= 4 && MyList.filter.data <= 12 {
            return true
        }
        return false
    }
    
    bool Clone() {
        MyList.cloneList.data = MyList.filter.data
        MyList.filter.remove() //just to show we can remove it if we wanted to
        return false
    }
    
    void Initialization() {
        TriggerAddCondition(myFilter, Condition(function Filter))
        TriggerAddCondition(mySet, Condition(function Clone))
        myList1 = MyList.create()
        myList1.push.data = 13
        myList1.push.data = 13
        myList1.push.data = 9
        myList1.push.data = 4
        myList1.push.data = 12
        myList1.push.data = 1042
        myList1.push.data = 6
        myList1.push.data = 4
        myList1.push.data = 1042
        myList1.push.data = 139
        myList2 = myList1.grep(myFilter, mySet)
    }
}


So yea, something like this being part of the language for generic data and typed data would be nice ; ). Typed wouldn't require a trigger evaluation. Grep could have any sort of filter and I don't control the data inside of the structs in any way, so it has to be a trigger evaluation here : ). This is actually similar to how a lot of AGL-T3 works in the background, except that AGL-T3 can do a lot more ;o.
 

Tru_Power22

You can change this now in User CP.
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144
Thought of some new ones:

Passing variables by reference
Passing arrays by reference
Being able to import another script file into your map and be able to call functions from it. So library support.
 

weaaddar

New Member
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6
I have no idea why you'd remove extening structs. Inheritance is useful. Give me a few hours to prove a point.
 

Nestharus

o-o
Reaction score
84
JASS:

struct Hi {
}

struct Boo extends Hi {
}


is the same as

JASS:

struct Hi {
    private static thistype temp
    int ho
    public static thistype create() {
        temp = thistype.allocate()
        ho = 4
        return temp
    }
}

struct Boo extends array {
    private delegate Hi hi
    private static thistype temp
    int rawr

    public static thistype create() {
        temp = Hi.create()
        temp.hi = temp
        rawr = 5
        return hi
    }
}

void Test() {
    Boo boo = Boo.create()
    boo.ho = ++boo.rawr+++boo.ho
}


There's an example of a struct extending another struct


And what about structs extending multiple structs?

JASS:

struct Hi {
    private static thistype temp
    int ho
    public static thistype create() {
        temp = thistype.allocate()
        ho = 4
        return temp
    }
}

struct Cheese {
    private static thistype temp
    int lie
    public static thistype create() {
        temp = thistype.allocate()
        lie = 9
        return temp
    }
}

struct Boo extends array {
    private delegate Hi hi
    private delegate Cheese cheese
    private static thistype temp
    int rawr

    public static thistype create() {
        temp = Hi.create()
        temp.hi = temp
        temp.cheese = Cheese.create()
        rawr = 5
        return hi
    }
}

void Test() {
    Boo boo = Boo.create()
    boo.ho++
    boo.rawr++
    boo.lie++
}



And if you really wanted to get spiffy, you could use the not yet released LSO (I showed an example of Grep above)

JASS:

struct Rawr : {
}

struct Lie <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown    :(" loading="lazy" data-shortname=":(" />Rawr) {
}

struct Hoho : {
}

struct Nana <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown    :(" loading="lazy" data-shortname=":(" />Lie, Hoho) {
}

struct Nifty <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown    :(" loading="lazy" data-shortname=":(" />Nana) {
}


etc

Now, if there were a way for me to remove the (), I so would, lol.


Multiple inheritance via delegates is the right way to go. Vexorian didn't say he wanted to remove extends on a whim, there was a good reason : ).

Oh, and finally, classes (pardon the syntax from LSO /cry)

JASS:

class(Rawr) {
Integer(data) = 6
}

class(Noob)<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown    :(" loading="lazy" data-shortname=":(" />Rawr) {
}


I'd prefer it be

JASS:

namespace Hello {
class Rawr {
int data = 6;
}

class Noob : Rawr {
}

class Haha {
}

class Lo : Rawr, Haha {
    int i
    public Lo() {
        i = 5;
    }
}
}

namespace Hello {
partial class Test {
    public static void test() {
        Lo lo = new Lo();
    }
}
}

namespace Growl {
    using Hello; //because of JASS

    partial class Test {
    }
}


etc, but w/e ; D.
 

Angelusz

New Member
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2
Oh.. people are going to hate me for saying this, but let us code in LUA instead of JASS at all. If too many people hate LUA, then like Nestharus said earlier, C++ or C# - as long as it's a language that's versatile, not 5 languages for one game.
 
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