unit evades condition?

Faust

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NEVERMIND



JASS:
scope AutoCastSystem initializer I



private struct ACS
    timer clock = CreateTimer()
    integer array orderid [5] 
    integer maxspells
    unit caster
    
    
    method onDestroy takes nothing returns nothing
        call PauseTimer(.clock)
        call ClearTimerStructA(.clock)
        call DestroyTimer(.clock)
    endmethod
endstruct

private function C1 takes nothing returns boolean
    if GetUnitTypeId(GetTriggerUnit()) == 'H029' then
     return true
    elseif GetUnitTypeId(GetTriggerUnit()) == 'H02B' then
     return true
    endif
    return false
endfunction

private function H takes nothing returns nothing
    local ACS dat = GetTimerStructA(GetExpiredTimer())
    local region r = CreateRegion()
    local group g = CreateGroup()
    local unit u 
    call RegionAddRect(r, bj_mapInitialPlayableArea)
    if IsUnitInRegion(r, dat.caster) == false then
     call dat.destroy()
    endif
    set udg_Player = GetOwningPlayer(dat.caster)
    call GroupEnumUnitsInRange(g, GetUnitX(dat.caster), GetUnitY(dat.caster), 500, Condition(function IsUnitAnEnemy))
    set u = FirstOfGroup(g)
    if IssueTargetOrderById(dat.caster, dat.orderid[0], u) == false then
     call BJDebugMsg("lolfalse")
     if IssuePointOrderById(dat.caster, dat.orderid[1], GetUnitX(u), GetUnitY(u)) == false then
      call IssueTargetOrder(dat.caster, "attack", u)
     endif
    endif
    call RemoveRegion(r)
    set r = null
    call DestroyGroup(g)
    set g = null
    set u = null
endfunction

private function A takes nothing returns nothing
    local ACS dat = ACS.create()
    set dat.caster = GetTriggerUnit()
    call BJDebugMsg(GetUnitName(dat.caster) + " is yay")
    if GetUnitTypeId(GetTriggerUnit()) == 'H029' then
     set dat.maxspells = 2
     set dat.orderid[0] = 852600
     set dat.orderid[1] = 852223
     call SetTimerStructA(dat.clock, dat)
     call TimerStart(dat.clock, 1.5, true, function H)
    endif
endfunction

private function CC takes nothing returns boolean
    return GetSpellAbilityId() == 'Awrs' 
endfunction

//===========================================================================
private function I takes nothing returns nothing
    local trigger t = CreateTrigger()
    local region r = CreateRegion()
    call RegionAddRect(r, bj_mapInitialPlayableArea)
    call TriggerRegisterEnterRegion(t, r, Condition(function C1))
    call TriggerAddAction(t, function A)
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddCondition(t, Condition(function CC))
    call TriggerAddAction(t, function A)
endfunction

endscope


I'm trying to create a small casting system for my map (far from being finished), and I'm testing it with a preplaced unit.

The problem is, when I set the timer frequency to 0.5 it started lagging a minute later and exiting was difficult.
Of course 1.5 is fine and I'm not going back to 0.5, but I have a problem.
To create and attach the struct to the prelaced unit I click it to use warstomp.
And that works, the unit then starts casting by itself.

However, there is a spell (the point targeted one) that uses another spell (it is triggered), which is casted by a Dummy, and, well, the message says...

Dummy is yay
The dummy is not supposed to receive a struct...

Even if it has short lifespan, and if he is not on the map, his struct is removed.
EDIT: I fixed half the problem: C1 condition should have used filter unit, not trigger unit.

However it still lags like HELL.

I tried it with 4 units, and the lag was so heavy my pc almost blew up.

I am 100% certain that it's not the spells (I disabled them, I also disabled the special line damage attack, and still).
 
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