Soul Counting

NeuroToxin

New Member
Reaction score
46
Okay, so first off, heres my code
JASS:

scope SoulsCreate initializer Init
//==========================================================================================
//=======================================SETUP=============================================
//==========================================================================================
    globals
//The ability Code for the Spell
        private constant integer ABILITY_CODE = 'A003'

//The Dummy ID For the spell
        private constant integer DUMMY_CODE = 'n000'
        
//The speed of the circling (Note that 4 is actually a pretty average speed)
        private constant real SPEED = 8
        
//The effect to be played on the corpses that are getting they're souls taken.
        private constant string EFFECT_ON_CORPSE = "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdx"
    endglobals
//==========================================================================================
//=====================================ENDSETUP===========================================
//==========================================================================================
    private function CIRCLE_RADIUS takes integer lvl returns real
        return 150 + (lvl * 0.)
    endfunction
//==========================================================================================
//Just an FYI, RADIUS, is the radius at which a soul can be acquired, CIRCLE_RADIUS, is the radius
//at which the souls will circle the caster.
//==========================================================================================
    private function RADIUS takes integer lvl returns real
        return 500 + (lvl * 100.)
    endfunction
//==========================================================================================
    private function MAXSOULS takes integer lvl returns real
        return 15 + (lvl * 5.)
    endfunction
//==========================================================================================
    globals
        private group array CirclingUnits[30]
        private integer CustomValue = 0
        private group Casters = CreateGroup()
    endglobals
//==========================================================================================
    private function DeadUnits takes nothing returns boolean
        if IsUnitType(GetFilterUnit(), UNIT_TYPE_DEAD) then
            call DestroyEffect( AddSpecialEffect( EFFECT_ON_CORPSE, GetUnitX(GetFilterUnit()), GetUnitY(GetFilterUnit())))
            return true
        endif
        return false
    endfunction
//==========================================================================================   
    private function GroupEnum takes group g, unit u, real x, real y, real radius returns group
        call GroupEnumUnitsInRange(g, x, y, radius, Condition(function DeadUnits))
        return g
    endfunction
//==========================================================================================
    private function AddtoCircle takes unit u, unit c returns nothing
        if IsUnitInGroup(u, CirclingUnits[GetUnitUserData(c)]) == false then
            call GroupAddUnit(CirclingUnits[GetUnitUserData(c)], u)
        endif
    endfunction
//==========================================================================================
    struct Souls
        unit Caster
        unit Dummy
        real angle
        integer Unittype
    endstruct    
//==========================================================================================
    private function MovingSouls takes nothing returns boolean
        local Souls s = KT_GetData()
        local real dummyx   = GetUnitX(s.Dummy)
        local real dummyy   = GetUnitY(s.Dummy)
        local real casterx  = GetUnitX(s.Caster)
        local real castery  = GetUnitY(s.Caster)
        local real offsetx
        local real offsety
        local real dx       = dummyx - casterx
        local real dy       = dummyy - castery
        local real distance = SquareRoot(dx * dx + dy * dy)
        local integer level = GetUnitAbilityLevel(s.Caster, ABILITY_CODE)
        local real maxsouls = MAXSOULS(level)
        local real circleradius = CIRCLE_RADIUS(level)
        local boolean outsidecircle = (distance > circleradius)
        local real angle
        if outsidecircle and IsUnitInGroup(s.Dummy, CirclingUnits[GetUnitUserData(s.Caster)]) == false then
            set angle = Atan2(castery - dummyy, casterx - dummyx)
            set offsetx = dummyx + 20 * Cos(angle)
            set offsety = dummyy + 20 * Sin(angle)
            call SetUnitX(s.Dummy, offsetx)
            call SetUnitY(s.Dummy, offsety)
            call SetUnitFacing(s.Dummy, angle)
        elseif not outsidecircle or IsUnitInGroup(s.Dummy, CirclingUnits[GetUnitUserData(s.Caster)]) == true then
            set s.angle = s.angle + (SPEED * bj_DEGTORAD)
            set offsetx = casterx + circleradius * Cos(s.angle)
            set offsety = castery + circleradius * Sin(s.angle)
            call SetUnitX(s.Dummy, offsetx)
            call SetUnitY(s.Dummy, offsety)
            call SetUnitFacing(s.Dummy, s.angle + 10)
            call AddtoCircle(s.Dummy, s.Caster)
        endif
        if CountUnitsInGroup(CirclingUnits[GetUnitUserData(s.Caster)]) > maxsouls then
            call RemoveUnit(s.Dummy)
            call s.destroy()
            return true
        endif
        return false
    endfunction
//==========================================================================================
    private function UnitInGroup takes unit u returns nothing
    if IsUnitInGroup(u, Casters) == false then
        call GroupAddUnit(Casters, u)
    endif
    endfunction
//==========================================================================================
    private function CreateStructs takes nothing returns nothing
        local Souls s
        local unit TUnit = GetTriggerUnit()
        local unit DUnit = GetEnumUnit()
        local real x1 = GetUnitX(TUnit)
        local real x2 = GetUnitX(DUnit)
        local real y1 = GetUnitY(TUnit)
        local real y2 = GetUnitY(DUnit)
        local real maxsouls = MAXSOULS(GetUnitAbilityLevel(TUnit, ABILITY_CODE))
        if CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) < maxsouls then
            set s = Souls.create()
            set s.Caster = TUnit
            set s.Unittype = GetUnitTypeId(DUnit)
            set s.angle = bj_RADTODEG * Atan2(y2 - y1, x2 - x1)
            set s.Dummy = CreateUnit(GetTriggerPlayer(), DUMMY_CODE, GetUnitX(DUnit), GetUnitY(DUnit), s.angle)
            call SetUnitFacing(s.Dummy, s.angle)
            call SetUnitFlyHeight(s.Dummy, GetRandomReal(50, 300), 50)
            call RemoveUnit(DUnit)
            set DUnit = null
            set TUnit = null
            call KT_Add(function MovingSouls, s, .035)
        endif
    endfunction
//==========================================================================================
    private function SetCustomValue takes unit u returns nothing
        if IsUnitInGroup(GetTriggerUnit(), Casters) == false then
            call SetUnitUserData(u, CustomValue)
            set CustomValue = CustomValue + 1
        endif
    endfunction
//==========================================================================================
    private function OnCast takes nothing returns boolean
        local group   tempgroup
        local integer level
        local unit    caster
        local real maxsouls = MAXSOULS(GetUnitAbilityLevel(GetTriggerUnit(), ABILITY_CODE))
        if GetSpellAbilityId() == ABILITY_CODE and CountUnitsInGroup(CirclingUnits[GetUnitUserData(GetTriggerUnit())]) < maxsouls then
            set caster    = GetTriggerUnit()
            set tempgroup = CreateGroup()
            set level     = GetUnitAbilityLevel(caster, ABILITY_CODE)
            call SetCustomValue(caster)
            call UnitInGroup(caster)
            set tempgroup = GroupEnum(tempgroup, caster, GetUnitX(caster), GetUnitY(caster), RADIUS(level))
            call ForGroup(tempgroup, function CreateStructs)
            call DestroyGroup(tempgroup)
        endif
        set tempgroup = null
        set caster    = null
        return false
    endfunction
//==========================================================================================
    private function Init takes nothing returns nothing
        local integer index = 0
        local trigger t = CreateTrigger(  )
        call TriggerAddCondition( t, Condition( function OnCast ) )
        call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )   
        loop
            exitwhen index == 30
            set CirclingUnits[index] = CreateGroup()
            set index = index + 1
        endloop
    endfunction
endscope

And basically, what I'm asking, is there a more efficient way to count the number of units "Attached" to another unit? For this purpose, I'm using Custom Value, but if someone can explain AIDS and how it would be more efficient I'd happily use that instead.
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
JASS:
private struct Data extends array
    integer count
    private method AIDS_onDestroy takes nothing returns nothing
        set this.count=0
    endmethod
    //! runtextmacro AIDS()
endstruct

private function Example takes nothing returns nothing
    set Data[MyUnit].count=123
endfunction

- Since AIDS uses UnitUserData, you no longer can set it customly as it will screw up the indexing. Just use the index that AIDS allocates to it.
- The index allocated from AIDS is 1-8191, so it can be used as array index.
 
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