Pulse Beam, a multi-proj spell

Karst

Member
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4
Hello everyone. I posted about this a couple days ago but I'm still having trouble and I simply don't think I can figure this out without outside help.

I'm working on a spell which creates a stream of projectiles (10 IIRC).
These are released in rapid succession in the facing direction of the casting unit. They travel in a straight line until they come within 120 range of a valid target (organic, alive, enemy, ground), are then killed and cause AOE damage.
The damage is not triggered; instead the projectiles have AOE damage upon death - I figured this is simpler and it works quite well.

I started learning JASS to create this ability, and got it to do what I want it to.
However, I have since learned that Kattana's handle vars are outdated, the spell also leaks horribly, so I decided I'll probably start from scratch.

The way I understand it, I will have to use structs. So far I haven't been able to really grasp the concept, and also all struct tutorials I've read so far are used for very different things than what I need and I simply don't know how to do this.

Basically, I need a timer that creates the projectiles and another that moves them, and kills them when a target is in range.
I also plan on adding AOE knockback which pushes units away from the (dead) projectile's location, but that's not high priority. First I need the ability to work leak-free, MUI.

This is what it looks like now. Well, a pretty bad screenshot actually, I hope you get the idea.

PulseBeam.jpg
 

Karst

Member
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4
I need one timer that creates them and one that moves and kills them. But what is the best way to attach them to the timer?
This is how they are spawned and moved at the time.

JASS:
function Trig_PulseBeam_Conditions takes nothing returns boolean
    return ( GetSpellAbilityId() == 'A082')
endfunction

function targetcond takes nothing returns boolean
    if ( IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) == true ) then
        return false
    endif
    if ( IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true ) then
        return false
    endif
    if ( IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == false ) then
        return false
    endif
    if ( IsUnitAliveBJ(GetFilterUnit()) == false) then
        return false
    endif
    return true
endfunction


function flight takes nothing returns nothing
    local timer t = GetExpiredTimer ()
    local unit u = GetHandleUnit(t,"v")
    local group g
    call SetUnitPositionLoc (u, PolarProjectionBJ ( GetUnitLoc (u), 20, GetUnitFacing (u)))
    set g = GetUnitsInRangeOfLocMatching(120, GetUnitLoc(u), Condition(function targetcond))
    if (CountUnitsInGroup (g) != 0) then
    call KillUnit (u)
    call RemoveUnit (u)
    call DestroyGroup (g)
    call PauseTimer (t)
    call DestroyTimer (t)
    set g = null
    set u = null
    set t = null
    endif
endfunction

function create takes nothing returns nothing
    local timer ti = GetExpiredTimer ()
    local timer t = CreateTimer ()
    local unit proj
    local unit c = GetHandleUnit(ti, "c")
    call CreateNUnitsAtLoc( 1, 'u00O', GetOwningPlayer(c), GetUnitLoc(c), GetUnitFacing(c))
    set proj = GetLastCreatedUnit()
    call UnitApplyTimedLifeBJ( 1.70, 'BTLF', proj )
    call SetHandleHandle(t,"v",proj)
    call TimerStart (t, 0.035, true, function flight)
    call TriggerSleepAction (1.70)
    call RemoveUnit(proj)
    call PauseTimer (t)
    call FlushHandleLocals (t)
    call DestroyTimer (t)
    set proj = null
    set c = null
    set ti = null
    set t = null    
endfunction

function Trig_PulseBeam_Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit ()
    local timer ti = CreateTimer ()
    call SetHandleHandle (ti, "c", cast)
    call TimerStart (ti, 0.16, true, function create)
    call TriggerSleepAction (1.60)
    call PauseTimer (ti)
    call DestroyTimer (ti)
    set ti = null
    set cast = null
endfunction

//===========================================================================
function InitTrig_PulseBeam takes nothing returns nothing
    set gg_trg_PulseBeam = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_PulseBeam, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_PulseBeam, Condition( function Trig_PulseBeam_Conditions ) )
    call TriggerAddAction( gg_trg_PulseBeam, function Trig_PulseBeam_Actions )
endfunction
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
This should have a better efficient.

JASS:

function Trig_PulseBeam_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A082'
endfunction

function targetcond takes nothing returns boolean
   return IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) == false and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true and IsUnitAliveBJ(GetFilterUnit()) == true
endfunction


function flight takes nothing returns nothing
    local timer t = GetExpiredTimer ()
    local unit u = GetHandleUnit(t,"v")
    local group g
    call SetUnitPositionLoc (u, PolarProjectionBJ ( GetUnitLoc (u), 20, GetUnitFacing (u))) // Use X and Y for faster processing and leakless
    set g = GetUnitsInRangeOfLocMatching(120, GetUnitLoc(u), Condition(function targetcond))
    if CountUnitsInGroup (g) != 0 then
    call KillUnit (u)
    call RemoveUnit (u)
    call DestroyGroup (g)
    call PauseTimer (t)
    call DestroyTimer (t)
    set g = null
    set u = null
    set t = null
    endif
endfunction

function create takes nothing returns nothing
    local timer ti = GetExpiredTimer ()
    local timer t = CreateTimer ()
    local unit proj
    local unit c = GetHandleUnit(ti, "c")
    set proj = CreateUnitAtLoc( GetOwningPlayer(c), 'u00O', GetUnitLoc(c), GetUnitFacing(c))
    call UnitApplyTimedLife( proj, 'BTLF', 1.7 )
    call SetHandleHandle(t,"v",proj)
    call TimerStart (t, 0.035, true, function flight)
    call TriggerSleepAction (1.70)
    call RemoveUnit(proj)
    call PauseTimer (t)
    call FlushHandleLocals (t)
    call DestroyTimer (t)
    set proj = null
    set c = null
    set ti = null
    set t = null    
endfunction

function Trig_PulseBeam_Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit ()
    local timer ti = CreateTimer ()
    call SetHandleHandle (ti, "c", cast)
    call TimerStart (ti, 0.16, true, function create)
    call TriggerSleepAction (1.60)
    call PauseTimer (ti)
    call DestroyTimer (ti)
    set ti = null
    set cast = null
endfunction

//===========================================================================
function InitTrig_PulseBeam takes nothing returns nothing
    local trigger PulseBeam = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ(PulseBeam, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition(PulseBeam, Condition( function Trig_PulseBeam_Conditions ) )
    call TriggerAddAction(PulseBeam, function Trig_PulseBeam_Actions )
    set PulseBeam = null
endfunction
 

Karst

Member
Reaction score
4
This should have a better efficient.

JASS:
function Trig_PulseBeam_Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A082'
endfunction

function targetcond takes nothing returns boolean
   return IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) == false and IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true and IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit())) == true and IsUnitAliveBJ(GetFilterUnit()) == true
endfunction


function flight takes nothing returns nothing
    local timer t = GetExpiredTimer ()
    local unit u = GetHandleUnit(t,"v")
    local group g
    call SetUnitPositionLoc (u, PolarProjectionBJ ( GetUnitLoc (u), 20, GetUnitFacing (u))) // Use X and Y for faster processing and leakless
    set g = GetUnitsInRangeOfLocMatching(120, GetUnitLoc(u), Condition(function targetcond))
    if CountUnitsInGroup (g) != 0 then
    call KillUnit (u)
    call RemoveUnit (u)
    call DestroyGroup (g)
    call PauseTimer (t)
    call DestroyTimer (t)
    set g = null
    set u = null
    set t = null
    endif
endfunction

function create takes nothing returns nothing
    local timer ti = GetExpiredTimer ()
    local timer t = CreateTimer ()
    local unit proj
    local unit c = GetHandleUnit(ti, "c")
    set proj = CreateUnitAtLoc( GetOwningPlayer(c), 'u00O', GetUnitLoc(c), GetUnitFacing(c))
    call UnitApplyTimedLife( proj, 'BTLF', 1.7 )
    call SetHandleHandle(t,"v",proj)
    call TimerStart (t, 0.035, true, function flight)
    call TriggerSleepAction (1.70)
    call RemoveUnit(proj)
    call PauseTimer (t)
    call FlushHandleLocals (t)
    call DestroyTimer (t)
    set proj = null
    set c = null
    set ti = null
    set t = null    
endfunction

function Trig_PulseBeam_Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit ()
    local timer ti = CreateTimer ()
    call SetHandleHandle (ti, "c", cast)
    call TimerStart (ti, 0.16, true, function create)
    call TriggerSleepAction (1.60)
    call PauseTimer (ti)
    call DestroyTimer (ti)
    set ti = null
    set cast = null
endfunction

//===========================================================================
function InitTrig_PulseBeam takes nothing returns nothing
    local trigger PulseBeam = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ(PulseBeam, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition(PulseBeam, Condition( function Trig_PulseBeam_Conditions ) )
    call TriggerAddAction(PulseBeam, function Trig_PulseBeam_Actions )
    set PulseBeam = null
endfunction

Thanks a lot, framerate drop is now considerably lower :)
Unfortunately it still starts to lag after about ~35 executions.

call TriggerSleepAction (1.70)


waits are not possible in timer callbacks.

Is this a source of leakage? If so, what can I do about it?

Edit: Here's the trigger that fires when a projectile dies. Is it responsible for leaks?
Thanks for the responses, I'd never be able to figure this out on my own.

JASS:
function Trig_PulseBeamEffect_Conditions takes nothing returns boolean
    return (GetUnitTypeId(GetDyingUnit()) == 'u00O')
endfunction

function Trig_PulseBeamEffect_Func001001003 takes nothing returns boolean
    return ( IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) == true )
endfunction

function Trig_PulseBeamEffect_Actions takes nothing returns nothing
    local unit d = GetDyingUnit ()
    local group g = GetUnitsInRangeOfLocMatching(120.00, GetUnitLoc(d), Condition(function targetcond))
    local effect e = AddSpecialEffectLocBJ( GetUnitLoc(GetDyingUnit()), "Units\\NightElf\\Wisp\\WispExplode.mdl" )
    call DestroyEffectBJ( e )    
    call TriggerSleepAction (0.24)
    call RemoveUnit (d)
    set g = null
    set d = null
endfunction

//===========================================================================
function InitTrig_PulseBeamEffect takes nothing returns nothing
    set gg_trg_PulseBeamEffect = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_PulseBeamEffect, EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddCondition( gg_trg_PulseBeamEffect, Condition( function Trig_PulseBeamEffect_Conditions ) )
    call TriggerAddAction( gg_trg_PulseBeamEffect, function Trig_PulseBeamEffect_Actions )
endfunction
 

emjlr3

Change can be a good thing
Reaction score
395
the group leaks yea

and you create two locs that are not destroyed
 

emjlr3

Change can be a good thing
Reaction score
395

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
JASS:
	
    
    local unit d = GetTriggerUnit()
    local real x = GetUnitX(d)
    local real y = GetUnitY(d)
    local group g = CreateGroup()
	
    call GroupEnumUnitsInRange(g,x,y,120.,Condition(function targetcond))
    call DestroyEffect(AddSpecialEffect("Units\\NightElf\\Wisp\\WispExplode.mdl",x,y))
	
    call TriggerSleepAction (.25)	
    call RemoveUnit (d)
	
    call DestroyGroup(g)
    set g = null
    set d = null


try that out (not syntax checked)

Dun forget to add GroupClear(g) above the DestroyGroup(g):p
 
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