Newbie vJass Questions

Darius34

New Member
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30
So I just began learning vJass today, about a couple of hours ago. All I had before today was Handle Vars knowledge, for the record.

For practice, I was trying to convert this Game-Cache-heavy set of functions (just the projectile one in particular, the others are included because they're required)...

JASS:
function PolarOffsetX takes real originx, real offset, real angle returns real
    return originx + offset * Cos(angle)
endfunction

function PolarOffsetY takes real originy, real offset, real angle returns real
    return originy + offset * Sin(angle)
endfunction

function AngleBetweenUnits takes unit a, unit b returns real // Values are taken in radians.
    local real dx = GetUnitX(b) - GetUnitX(a)
    local real dy = GetUnitY(b) - GetUnitY(a)
    return Atan2(dy, dx)
endfunction

function DistanceBetweenUnits takes unit a, unit b returns real
    local real dx = GetUnitX(b) - GetUnitX(a)
    local real dy = GetUnitY(b) - GetUnitY(a)
    return SquareRoot(dx * dx + dy * dy)
endfunction

function SafeX takes real x returns real
    local real maparea=GetRectMinX(bj_mapInitialPlayableArea)+50
    if(x<maparea)then
        return maparea
    endif
    set maparea=GetRectMaxX(bj_mapInitialPlayableArea)-50
    if(x>maparea)then
        return maparea
    endif
    return x
endfunction

function SafeY takes real y returns real
    local real maparea=GetRectMinY(bj_mapInitialPlayableArea)+50
    if(y<maparea)then
        return maparea
    endif
    set maparea=GetRectMaxY(bj_mapInitialPlayableArea)-50
    if(y>maparea)then
        return maparea
    endif
    return y
endfunction

function GetHandleUnitString takes string actions, string name returns unit
    return GetStoredInteger(LocalVars(), actions, name)
    return null
endfunction

function FlushHandleString takes string actions returns nothing
    call FlushStoredMission(LocalVars(), actions)
endfunction

function CreateProjectilePeriodic takes nothing returns nothing
    local trigger t = GetTriggeringTrigger()
    local real speed = GetHandleReal(t, "speed")
    local unit source = GetHandleUnit(t, "source")
    local unit target = GetHandleUnit(t, "target")
    local unit projectile = GetHandleUnit(t, "projectile")
    local string actions = GetHandleString(t, "actions")
    local real targetx = GetUnitX(target)
    local real targety = GetUnitY(target)
    local real projectilex = GetUnitX(projectile)
    local real projectiley = GetUnitY(projectile)
    local real angle = AngleBetweenUnits(projectile, target)
    local real dist = DistanceBetweenUnits(projectile, target)
    local real offset = speed * 0.02
    local real x = PolarOffsetX(projectilex, offset, angle)
    local real y = PolarOffsetY(projectiley, offset, angle)

    call SetUnitX(projectile, SafeX(x))
    call SetUnitY(projectile, SafeY(y))
    call SetUnitFacing(projectile, angle * bj_RADTODEG)
    
    if dist <= offset then
        call SetUnitX(projectile, SafeX(targetx))
        call SetUnitY(projectile, SafeY(targety))
        call KillUnit(projectile)
        if actions != null then
            call StoreInteger(LocalVars(), actions, "source", H2I(source))
            call StoreInteger(LocalVars(), actions, "target", H2I(target))
            call ExecuteFunc(actions)
        endif
        call DisposeOfTrigger(t)
    elseif GetUnitState(target, UNIT_STATE_LIFE) < 0. then
        call KillUnit(projectile)
        call DisposeOfTrigger(t)
    endif
    
    set t = null
    set target = null 
    set source = null
    set projectile = null   
endfunction

function CreateProjectile takes unit source, unit target, integer projectileid, real speed, string actions returns unit
    local trigger t = CreateTrigger()
    local unit projectile = CreateUnit(GetOwningPlayer(source), projectileid, GetUnitX(source), GetUnitY(source), bj_RADTODEG * AngleBetweenUnits(source, target))

    call SetHandleHandle(t, "projectile", projectile)
    call SetHandleHandle(t, "source",  source)
    call SetHandleHandle(t, "target", target)
    call SetHandleString(t, "actions", actions)
    call SetHandleReal(t, "speed", speed)

    call TriggerRegisterTimerEvent(t, .02, true)
    call TriggerAddAction(t, function CreateProjectilePeriodic)
    
    set t = null
    return projectile
endfunction


...into vJass ones. I came up with the following:

JASS:
scope CreateProjectile

struct projectile
    unit dummy
    real speed
    string actions
    unit source
    unit target
    real targetx
    real targety
    
    method onDestroy takes nothing returns nothing
        set .dummy = null
        set .source = null
        set .target = null
    endmethod
endstruct

function AngleBetweenUnits takes unit a, unit b returns real
    local real dx = GetUnitX(b) - GetUnitX(a)
    local real dy = GetUnitY(b) - GetUnitY(a)
    return Atan2(dy, dx)
endfunction

function SafeX takes real x returns real
    local real maparea=GetRectMinX(bj_mapInitialPlayableArea)+50
    if(x<maparea)then
        return maparea
    endif
    set maparea=GetRectMaxX(bj_mapInitialPlayableArea)-50
    if(x>maparea)then
        return maparea
    endif
    return x
endfunction

function SafeY takes real y returns real
    local real maparea=GetRectMinY(bj_mapInitialPlayableArea)+50
    if(y<maparea)then
        return maparea
    endif
    set maparea=GetRectMaxY(bj_mapInitialPlayableArea)-50
    if(y>maparea)then
        return maparea
    endif
    return y
endfunction

function DisposeOfTrigger takes trigger t returns nothing
    call DisableTrigger(t)
    call FlushHandleLocals(t)
    call DestroyTrigger(t)
endfunction

function CreateProjectilePeriodic takes nothing returns nothing
    local trigger t = GetTriggeringTrigger()
    local projectile p = projectile(GetHandleInt(t, "p"))
    local real dummyx = GetUnitX(p.dummy)
    local real dummyy = GetUnitY(p.dummy)
    local real dx = p.targetx - dummyx
    local real dy = p.targety - dummyy
    local real angle = Atan2(dy, dx)
    local real dist = SquareRoot(dx * dx + dy * dy)
    local real offset = p.speed * 0.02
    local real x = dummyx + offset * Cos(angle)
    local real y = dummyy + offset * Sin(angle)

    call SetUnitX(p.dummy, SafeX(x))
    call SetUnitY(p.dummy, SafeY(y))
    call SetUnitFacing(p.dummy, angle * bj_RADTODEG)

    if dist <= offset then
        call SetUnitX(p.dummy, SafeX(p.targetx))
        call SetUnitY(p.dummy, SafeY(p.targety))
        call KillUnit(p.dummy)
        if p.actions != null then
            call ExecuteFunc(p.actions)
        endif
        call DisposeOfTrigger(t)
        call p.destroy()
    elseif GetUnitState(p.target, UNIT_STATE_LIFE) < 0. then
        call KillUnit(p.dummy)
        call DisposeOfTrigger(t)
        call p.destroy()
    endif
    
    set t = null
endfunction

function CreateProjectile takes unit source, unit target, integer projectileid, real speed, string actions returns unit
    local trigger t = CreateTrigger()
    local projectile p = projectile.create()
    local unit dummy = CreateUnit(GetOwningPlayer(source), projectileid, GetUnitX(source), GetUnitY(source), bj_RADTODEG * AngleBetweenUnits(source, target))
    
    set p.dummy = dummy
    set p.source = source
    set p.target = target
    set p.targetx = GetUnitX(target)
    set p.targety = GetUnitY(target)
    set p.speed = speed
    set p.actions = actions

    call SetHandleInt(t, "p", p)
    call TriggerRegisterTimerEvent(t, .02, true)
    call TriggerAddAction(t, function CreateProjectilePeriodic)
    
    set t = null
    set dummy = null
    return p.dummy
endfunction

endscope

Questions:

1. Is the code as efficient as could be, and have I missed anything out? Is anything leaking? I ran the trigger in the WE and got exactly the same results, so I was wondering if that was all to using structs.

2. I'm planning to put this function and a lot of others into a library. Thing is, if a library is placed at the top of the *.j file, do the Handle Vars functions (or those of any other attachment system) have to be a part of the library as well? Would I have to create a new library for them? I'd prefer to leave them in the header, if possible, to organise the code better.

3. I've always called the projectile function this way:

JASS:
function Trig_Test_Ability_Actions takes nothing returns nothing
    local unit caster = GetTriggerUnit()
    local unit target = GetSpellTargetUnit()
    
    call CreateProjectile(caster, target, 'e000', 900., "ProjectileActions")
    
    set caster = null
    set target = null
endfunction

I dealt with the actions this way (Game Cache):

JASS:
function ProjectileActions takes nothing returns nothing
    local unit target = GetHandleUnitString("ProjectileActions", "target")
    call RemoveUnit(target)
endfunction

I'm now doing (structs):

JASS:
function ProjectileActions takes nothing returns nothing
    local projectile p = projectile(GetHandleInt(GetTriggeringTrigger(), "p"))
    call RemoveUnit(p.target)
endfunction

Is this okay, and is this the best way? Now that I'm using structs, are there alternative possibilities?

4. Finally, I know the old code (projectile actions) wasn't MUI. I know structs instance, but I'm not exactly sure to what extent. Therefore, my question is: is the new one MUI?

Thanks in advance for the help. :)
 

T.s.e

Wish I was old and a little sentimental
Reaction score
133
Handle Variables are old, slow and outdated. Nobody uses them anymore.
 

Darius34

New Member
Reaction score
30
Yes, I know, which is why I'm learning to use structs. I'm using Handle Vars to attach structs only until I have the time to sit down and learn how to use another more advantageous system.

Anyway, did you read the rest of my post (beyond the first line -_- )?
 

Builder Bob

Live free or don't
Reaction score
249
Most of your questions are too vague for me to answer them. What is best varies from who looks at it. The trigger looks fine to me. What's important is that it gets it's job done. You seem to have a grasp of how to prevent leaks too.

What I can answer more specifically is your second question.
2. I'm planning to put this function and a lot of others into a library. Thing is, if a library is placed at the top of the *.j file, do the Handle Vars functions (or those of any other attachment system) have to be a part of the library as well? Would I have to create a new library for them? I'd prefer to leave them in the header, if possible, to organise the code better.

The easiest thing would be to put everything you have in your header into a separate library in a separate trigger. Let's call this library HelperLibrary. To make sure HelperLibrary is put on top of your CreateProjectile library, just specify which libraries are needed like this:
JASS:
library CreateProjectile needs HelperLibrary



Edit: Why wasn't your old trigger MUI by the way. When using local handle vars and doing it the way you did, I don't see why it shouldn't be...
 

Darius34

New Member
Reaction score
30
Thank you for the comprehensive reply.

Most of your questions are too vague for me to answer them. What is best varies from who looks at it. The trigger looks fine to me. What's important is that it gets it's job done. You seem to have a grasp of how to prevent leaks too.
Okay. I guess my question was really whether I was missing anything out. I guess not then.

I get the bit about libraries, too. Much appreciated.

Edit: Why wasn't your old trigger MUI by the way. When using local handle vars and doing it the way you did, I don't see why it shouldn't be...
Mm, you're right. I had originally assumed it wouldn't be, since I thought a separate instance of the trigger would overwrite the GC key. Haha, never mind.
 
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