Spell behaves weirdly, help needed!

LurkerAspect

Now officially a Super Lurker
Reaction score
118
Hi there :D I've just made a long and complex (by my standards) JASS trigger for a custom spell. Basically, I have a spell that jumps between a group of units, starting at the target unit, and finishing with the caster. However, the function behaves quite weirdly;
  • First Cast: always goes to the same unit (preplaced on the map) despite which unit I target
  • First cast: does not hit all units in group, returns prematurely
  • First cast (and possible more) dummy unit does not return to caster, but returns to caster's location when ability was used
  • Second cast and beyond: Dummy ignores distances between target completely, damages them almost immediately or at a random point. Also "returns" to caster from any distance.
To make this clear, I am not concerned about the damage function at all. Please don't interfere with it. Currently, I'm looking at a total rewrite, but I'd like to see what's wrong with it right now, so I can learn for future. I can sense it has something to do with the group/s involved. I'm using TimerUtils.

Here is the whole wack of code, enjoy :D
JASS:
scope MurderBolt initializer init

globals
    private integer ABILCODE = 'A00M'
    private integer DUMMYID = 'n004'
    private integer HIT_LIMIT = 10
    private real SPEED = 600
    private real RANGE = 2000
    private real IMPACTSIZE = SPEED*INTERVAL+10
    private string SFX = "Abilities\\Spells\\Undead\\DeathCoil\\DeathCoilSpecialArt.mdl"
    real INTERVAL = 0.02 //Not actually here, INTERVAL is a global stated at the beginning of the map, and is used in almost every spell struct
endglobals

private struct MB

    unit caster = null
    unit target = null
    unit dummy = null
    group targetlist = null
    real damage = 0
    real charge = 0
    integer hits = 1
    integer hitlimit = 0
    
    method onDestroy takes nothing returns nothing
        set .caster = null
        set .target = null
        set .dummy = null
        call DestroyGroup(.targetlist)
        set .damage = 0
        set .charge = 0
        set .hits = 1
        set .hitlimit = 0
    endmethod
    
    method Move takes nothing returns nothing
        local real angle = Atan2(GetUnitY(.target)-GetUnitY(.dummy),GetUnitX(.target)-GetUnitX(.dummy))
        local real x = GetUnitX(.dummy)+SPEED*INTERVAL*Cos(angle)
        local real y = GetUnitY(.dummy)+SPEED*INTERVAL*Sin(angle)
        call SetUnitPosition(.dummy,x,y)
        call SetUnitFacingTimed(.dummy,angle*bj_RADTODEG,0.00)
    endmethod
    
    method Hit takes nothing returns nothing
        local real r = 1-(GetUnitState(.target,UNIT_STATE_LIFE)/GetUnitState(.target,UNIT_STATE_MAX_LIFE))
        local real d = .damage*GetUnitState(.target,UNIT_STATE_MAX_LIFE)
        set .charge = .charge+d
        call DestroyEffect(AddSpecialEffect(SFX,GetUnitX(.target),GetUnitY(.target)))
        call UnitDamageTarget(.caster,.target,.damage*GetUnitState(.target,UNIT_STATE_MAX_LIFE),true,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_DEATH,WEAPON_TYPE_WHOKNOWS)
        set .damage = r
        //call GroupRemoveUnit(.group,.target)
        //set .target = FirstOfGroup(.group)
        //set .hit = .hit +1
    endmethod
    
    method HitFirst takes nothing returns nothing
        local real r = 1-(GetUnitState(.target,UNIT_STATE_LIFE)/GetUnitState(.target,UNIT_STATE_MAX_LIFE))
        local real d = r*GetUnitState(.target,UNIT_STATE_MAX_LIFE)
        call DebugMessage("first dealt damage was: "+R2S(d)+" to "+GetUnitName(.target))
        set .damage = r
        set .charge = .charge+d
        call DestroyEffect(AddSpecialEffect(SFX,GetUnitX(.target),GetUnitY(.target)))
        call UnitDamageTarget(.caster,.target,d,true,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_DEATH,WEAPON_TYPE_WHOKNOWS)
    endmethod
endstruct
        
private function GC takes nothing returns boolean
    return not IsUnitAlly(GetFilterUnit(),GetOwningPlayer(bj_lastCreatedUnit)) and (GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE) > 0) and not IsUnit(GetFilterUnit(),bj_lastCreatedUnit) and GetUnitTypeId(GetFilterUnit()) != DUMMYID and GetOwningPlayer(GetFilterUnit()) != Player(15) and GetUnitAbilityLevel(GetFilterUnit(),'Aloc') == 0 and not IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE)
endfunction

private function Callback takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local MB a = GetTimerData(t)
    local real d = SquareRoot((GetUnitX(a.dummy)-GetUnitX(a.target))*(GetUnitX(a.dummy)-GetUnitX(a.target))-(GetUnitY(a.dummy)-GetUnitY(a.target))*(GetUnitY(a.dummy)-GetUnitY(a.target)))
    
    if GetUnitState(a.dummy,UNIT_STATE_LIFE) <= 0 then
        call DestroyGroup(a.targetlist)
        call a.destroy()
        call ReleaseTimer(t)
        call PauseTimer(t)
        call DestroyTimer(t)
    elseif d <= IMPACTSIZE and a.hits == 1 then
        call a.HitFirst()
        call GroupRemoveUnit(a.targetlist,a.target)
        set a.target = FirstOfGroup(a.targetlist)
        set a.hits = a.hits +1
        call DebugMessage("first hit successful, next target proof: "+GetUnitName(a.target))
        call PingMinimap(GetUnitX(a.target),GetUnitY(a.target),1)
    elseif d <= IMPACTSIZE and a.hits != 1 and a.hits < a.hitlimit then
        call a.Hit()
        call GroupRemoveUnit(a.targetlist,a.target)
        set a.target = FirstOfGroup(a.targetlist)
        set a.hits = a.hits +1
        call DebugMessage("hit registered")
    elseif d <= IMPACTSIZE and a.hits == a.hitlimit then
        call a.Hit()
        set a.target = a.caster
        call DebugMessage("final hit accomplished")
        set a.hits = a.hits +1
    elseif d <= IMPACTSIZE and a.hits >= a.hitlimit and a.caster == a.target then
        call DestroyGroup(a.targetlist)
        call KillUnit(a.dummy)
        call SetUnitState(a.caster,UNIT_STATE_LIFE,GetUnitState(a.caster,UNIT_STATE_LIFE)+a.charge)
        call SetUnitState(a.caster,UNIT_STATE_MANA,GetUnitState(a.caster,UNIT_STATE_MANA)+a.charge)
        call DestroyGroup(a.targetlist)
        call a.destroy()
        call ReleaseTimer(t)
        call PauseTimer(t)
        call DestroyTimer(t)
        call DebugMessage("dummy returned succesfully")
    else
        call a.Move()
    endif
    
    set d = 0
    set t = null
endfunction

private function Actions takes nothing returns nothing
    local MB a = MB.create()
    local timer t = CreateTimer()
    local integer i

    set a.dummy = null
    set a.target = null
    set a.caster = GetSpellAbilityUnit()
    set a.target = GetSpellTargetUnit()
    set a.targetlist = CreateGroup()
    set a.hits = 1
    set a.dummy = CreateUnit(Player(bj_PLAYER_NEUTRAL_EXTRA),DUMMYID,GetUnitX(a.caster),GetUnitY(a.caster),0)
    set bj_lastCreatedUnit = a.caster
    call DebugMessage("before groupenum")
    call GroupEnumUnitsInRange(a.targetlist,GetUnitX(a.caster),GetUnitY(a.caster),RANGE,Filter(function GC))
    call DebugMessage("after groupenum")
    set bj_lastCreatedUnit = null
    call GroupRemoveUnit(a.targetlist,a.target)
    set i = CountUnitsInGroup(a.targetlist)
    if i < 10 then
        set a.hitlimit = i
    else
        set a.hitlimit = 10
    endif
    call DebugMessage("group count: "+I2S(i))
    call DebugMessage("hit limit: "+I2S(a.hitlimit))
    call SetTimerData(t,a)
    call TimerStart(t,INTERVAL,true,function Callback)
    
    set t = null
endfunction
    

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == ABILCODE
endfunction

private function init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t,Condition(function Conditions))
    call TriggerAddAction(t,function Actions)
    set t = null
endfunction

endscope
Feel free to ask for any more information you may need

Any useful help is greatly appreciated and will be handsomely rewarded :)

EDIT: Other coding tips are also appreciated, if you have anything to say about my coding :) criticism is welcome
 

NeuroToxin

New Member
Reaction score
46
JASS:

GetUnitState(.target,UNIT_STATE_LIFE)
//Can be
GetWidgetLife(.target)

JASS:

private function GC takes nothing returns boolean
    return not IsUnitAlly(GetFilterUnit(),GetOwningPlayer(bj_lastCreatedUnit))
 and (GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE) > 0)// Can be, IsUnitType(GetFilterUnit(), UNIT_TYPE_ALIVE)
and not IsUnit(GetFilterUnit(),bj_lastCreatedUnit)
 and GetUnitTypeId(GetFilterUnit()) != DUMMYID and GetOwningPlayer(GetFilterUnit()) != Player(15) and GetUnitAbilityLevel(GetFilterUnit(),'Aloc') == 0//Group Enum functions do not pick up locusted units anyways.
 and not IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE)
endfunction


Also, make a local unit f, and replace all those filter units with f.
 

emjlr3

Change can be a good thing
Reaction score
395
First Cast: always goes to the same unit (preplaced on the map) despite which unit I target

[ljass]FirstOfGroup[/ljass] will do that with a fixed random seed. Use [ljass]GroupPickRandomUnit[/ljass] instead

*will update later
 

LurkerAspect

Now officially a Super Lurker
Reaction score
118
Re-wrote spell, now works perfectly, even after I had some problems with functions not completing themselves, but thanks to a thread I made last year I was able to fix it. Always remember kids, initialize those variables!

@NeuroToxin: Thanks for the GetWidgetLife tip, but I think that your f idea leaks that unit variable, because you can't set it to null before you return the variable. I might be wrong, I read in a post somewhere that units leak a long time ago :S please correct me if I'm wrong!
 

Laiev

Hey Listen!!
Reaction score
188
@da1nOnlyEd

You're right, if you use an unit variable to pass the FilterUnit, you'll leak that variable because you can't do something after the return.
 

Rllulium

New Member
Reaction score
10
@da1nOnlyEd

You're right, if you use an unit variable to pass the FilterUnit, you'll leak that variable because you can't do something after the return.

Now, I don't know what the his new trigger looks like, but if he followed that tutorial I linked, there should be no need for that.
Just move any group actions into the filter and always return false.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top