Snippet Regrowing Trees

AceHart

Your Friendly Neighborhood Admin
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Regrowing trees... who wouldn't want that?
I tend to add it even to maps that can't even kill any :p

Anyway, given it's simple but still annoying to recreate it for every map, I made a library out of that thing.
Copy&paste to your map, map header for example, done.


Required edits:
- "RegrowAfter" is simply the time in seconds it takes a tree until it regrows.


JASS:
library REGROWTREES initializer Init
globals
    private constant real RegrowAfter = 23.0 // seconds to wait until tree regrows
    private unit u
endglobals
private function IsTree takes nothing returns boolean
    local boolean b
    call SetUnitX(u, GetWidgetX(GetFilterDestructable()))
    call SetUnitY(u, GetWidgetY(GetFilterDestructable()))
    set b = IssueTargetOrder(u, "harvest", GetFilterDestructable())
    call IssueImmediateOrder(u, "stop")
    return b
endfunction
private function Regrow takes nothing returns nothing
    call TriggerSleepAction(RegrowAfter)
    call DestructableRestoreLife(GetDyingDestructable(), GetDestructableMaxLife(GetDyingDestructable()), true)
endfunction
private function Register takes nothing returns nothing
    call TriggerRegisterDeathEvent(bj_destInRegionDiesTrig, GetEnumDestructable())
endfunction
private function Init takes nothing returns nothing
    set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), 'nmpe', 0, 0, 0) // Mur'gul Slave...
    call SetUnitInvulnerable(u, true)
    call ShowUnit(u, false)
    call UnitAddAbility(u, 'Aloc') // Locust
    call UnitAddAbility(u, 'Ahrl') // Harvest Lumber
    set bj_destInRegionDiesTrig = CreateTrigger()
    call EnumDestructablesInRect(bj_mapInitialPlayableArea, Condition(function IsTree), function Register)
    call TriggerAddAction(bj_destInRegionDiesTrig, function Regrow)
    call RemoveUnit(u)
    set u = null
endfunction
endlibrary



Thanks to a brilliant idea by PitzerMike, no tree types or related input is required.
A tree is any destructible that can be harvested for Lumber.
Works on custom trees too.


By popular request, here's a version that waits for all units within a given range of the dead tree to first leave before it attempts to regrow:
JASS:
library REGROWTREES initializer Init
globals
    private constant real RegrowAfter = 23.0 // seconds to wait until tree regrows
    private constant real Range = 250.0      // distance around tree that needs to be free of units before regrowing
    private unit u
    private group g = CreateGroup()
    private boolexpr b
    private boolean ok
endglobals
private function IsTree takes nothing returns boolean
    local boolean b
    call SetUnitX(u, GetWidgetX(GetFilterDestructable()))
    call SetUnitY(u, GetWidgetY(GetFilterDestructable()))
    set b = IssueTargetOrder(u, "harvest", GetFilterDestructable())
    call IssueImmediateOrder(u, "stop")
    return b
endfunction
private function W2D takes widget w returns destructable
    return w // do not inline
    return null
endfunction
private function IsUnitNear takes nothing returns boolean
    if GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0.5 then
        set ok = false
    endif
    return false
endfunction
private function Regrow takes nothing returns nothing
    local widget t = GetTriggerWidget()
    call TriggerSleepAction(RegrowAfter)
    loop
        set ok = true
        call GroupClear(g)
        call GroupEnumUnitsInRange(g, GetWidgetX(t), GetWidgetY(t), Range, b)
        exitwhen ok
        call TriggerSleepAction(3.0)
    endloop
    call DestructableRestoreLife(W2D(t), GetDestructableMaxLife(W2D(t)), true)
    set t = null
endfunction
private function Register takes nothing returns nothing
    call TriggerRegisterDeathEvent(bj_destInRegionDiesTrig, GetEnumDestructable())
endfunction
private function Init takes nothing returns nothing
    set u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), 'nmpe', 0, 0, 0) // Mur'gul Slave...
    call SetUnitInvulnerable(u, true)
    call ShowUnit(u, false)
    call UnitAddAbility(u, 'Aloc') // Locust
    call UnitAddAbility(u, 'Ahrl') // Harvest Lumber
    set bj_destInRegionDiesTrig = CreateTrigger()
    call EnumDestructablesInRect(bj_mapInitialPlayableArea, Condition(function IsTree), function Register)
    call TriggerAddAction(bj_destInRegionDiesTrig, function Regrow)
    set b = Condition(function IsUnitNear)
    call RemoveUnit(u)
    set u = null
endfunction
endlibrary


Usage is still as simple:
Copy&paste to your map, done.
 

Prometheus

Everything is mutable; nothing is sacred
Staff member
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JASS:
    return t == 'VTlt' or t == 'CTtr' or t == 'Cttc' // Edit tree-types as needed


Shove into the globals block?
 

Prometheus

Everything is mutable; nothing is sacred
Staff member
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589
JASS:
globals
    private constant real RegrowAfter = 23.0 // seconds to wait until tree regrows
    private constant integer TREE1 = 'VTlt'
    private constant integer TREE2 = 'CTtr'
    private constant integer TREE3 = 'Cttc'
    private constant integer TREE4-10 = blah
endglobals
private function TreeTypeFilter takes nothing returns boolean
    local integer t = GetDestructableTypeId(GetFilterDestructable())
    return t == TREE1 or t == TREE2 or t == TREE3 or t == TREE4-10
endfunction


It'll make it more newbie friendly. And you can do up to 10 and throw in instructions on how to go over 10.
 

Prometheus

Everything is mutable; nothing is sacred
Staff member
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You can do the
JASS:
return t == TREE1 or t == TREE2 or t == TREE3 or t == TREE4 or t == TREE5 or t == TREE6 or t == TREE7 or t == TREE8 or t == TREE9 or t == TREE10

Just make it so that users can easily change them.
 

Larcenist

REP: Respect, Envy, Prosperity?
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Considering this is a 21 line snippet, I'm pretty confident people can locate the 7:th line with the comment "//Edit tree-types as needed".
 

ReVolver

Mega Super Ultra Cool Member
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Nice script :thup: I was just wondering if a unit is in the way does it get moved out of the area or does the tree not grow?
 

AceHart

Your Friendly Neighborhood Admin
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The trees ALWAYS grow back :p
In theory, it's possible to end up with a configuration that traps a unit in the middle of a forest.
Though that's dark theory only, and not "limited" to this script.
 

ReVolver

Mega Super Ultra Cool Member
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The trees ALWAYS grow back :p
In theory, it's possible to end up with a configuration that traps a unit in the middle of a forest.
Though that's dark theory only, and not "limited" to this script.
Oh :p I didn't know because usually I play melee games and the trees never grow back to know what will happen.
 

Romek

Super Moderator
Staff member
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You could use this:

JASS:
t == 'ATtr' or t=='BTtw'or t=='KTtw' or t=='YTft' or t=='JTct' or t=='YTst' or t=='YTct' or t=='YTwt' or t=='JTwt' or t=='DTsh' or t=='FTtw' or t=='CTtr' or t=='ITtw' or t=='NTtw' or t=='OTtw' or t=='ZTtw' or t=='WTst' or t=='LTlt' or t=='GTsh' or t=='Xtlt' or t=='WTtw' or t=='Attc' or t=='BTtc' or t=='CTtc' or t=='ITtc' or t=='NTtc' or t=='ZTtc'


And maybe make another function where the user can put in their own trees:
JASS:
private function TreeFilterCustom takes nothing returns boolean
    local integer t = GetDestructableTypeId(GetFilterDestructable())
    return false // Remove "false" and put in the Raw codes of custom trees here
endfunction

private function TreeTypeFilter takes nothing returns boolean
    local integer t = GetDestructableTypeId(GetFilterDestructable())
    return t == 'ATtr' or t=='BTtw'or t=='KTtw' or t=='YTft' or t=='JTct' or t=='YTst' or t=='YTct' or t=='YTwt' or t=='JTwt' or t=='DTsh' or t=='FTtw' or t=='CTtr' or t=='ITtw' or t=='NTtw' or t=='OTtw' or t=='ZTtw' or t=='WTst' or t=='LTlt' or t=='GTsh' or t=='Xtlt' or t=='WTtw' or t=='Attc' or t=='BTtc' or t=='CTtc' or t=='ITtc' or t=='NTtc' or t=='ZTtc' or TreeFilterCustom() 
endfunction
 

Matrix

New Member
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I remember that there is a IsDestTree function, try to search on wc3jass.com or hive
 

Matrix

New Member
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JASS:
//=======================================//
//Credits to PitzerMike for this function//
//=======================================//

globals
    private constant integer DUMMY_ID = 'h000'
endglobals

private function TreeFilter takes nothing returns boolean
    local destructable d = GetFilterDestructable()
    local boolean i = IsDestructableInvulnerable(d)
    local unit u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), DUMMY_ID, GetWidgetX(d), GetWidgetY(d), 0)
    local boolean result = false

    call UnitAddAbility(u, 'Ahrl')

    if i then
        call SetDestructableInvulnerable(d, false)
    endif

    set result = IssueTargetOrder(u, "harvest", d)
    call RemoveUnit(u)

    if i then
      call SetDestructableInvulnerable(d, true)
    endif

    set u = null
    set d = null
    return result
endfunction
 

Charapanga

New Member
Reaction score
46
Quick noob question:
How do i copy and paste it to my map?
And is this for all types of trees?

(i'm a noob at jass, i know what some mean, not all)
 
E

eraserboy

Guest
i'm very noob

sory but... can u explain how to copy to the map? i'm very very noob TT

in my map.... copy to..... where?

maybe i should open anything else first ?
after i opened the map...
then paste it....

thx..
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Make a new trigger.
Go to "Edit -> Convert to Custom Text".
Erase what's there and paste the script into it.
Save the map.
GG!

Oh, and nice snippet AceHart!
Might use this in my AoS.
 
E

eraserboy

Guest
error =C

i just did what u told me to do to paste the config wolf... but there's an error when i saved the map...

it said "script error"
all script are error....

how's that?

maybe there is another editor?

i only use editor that i got from the frozen throne cd

the error is like this

47 compile error
...
Note: rest edited out
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Put all that in a quote tag please :eek: .
And you need Jass NewGen WE (i think?)

EDIT: @AceHart: Could you make the unit "holdposition" instead of "stop"?
I know it's easily configured, but for people who don't know how it's nice.
 
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