Snippet UnitUtils

kingkingyyk3

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JASS:
//////////////////////////////////////////////////////////////////////////////////////////////
//                             UnitUtils by kingking                                       //
//                                    v1 alpha                                             //
//                                                                                         //
//  Thanks Viikuna for the great dummy trick.                                              //
//                                                                                         //
//  What functions are included?                                                           //
//  GetUnitZ(unit) -> height                                                               //
//  SetUnitZInstant(unit, height)                                                          //
//  SetUnitZTimed(unit,height)                                                             //
//  GetParabolaZ(MaxHeight,Current X pos,Displacement from source to current position )->real//
//  GetParabolaByLoc(MaxHeight,Current Location,Displacement from source to current position)->real//
//  AngleBetweenUnits(unit1, unit2)->real                                                  //
//  DistanceBetweenUnits(unit1, unit2)->real                                               //
//  DummyTargetOrder(player p, integer abil_id, string order, widget target)               //
//  DummyTargetOrderById(player p, integer abil_id, integer id, widget target)             //
//  DummyImmediateOrderXY(player p, integer abil_id, string order, real x, real y)         //
//  DummyImmediateOrderLoc(player p, integer abil_id, string order, location l)            //
//  DummyPointOrderXY(player p, integer abil_id, string order, real sourceX, real sourceY, real targetX, real targetY)//
//  DummyPointOrderLoc(player p, integer abil_id, string order, location source, location target)//
//  DummyPointOrderXYById(player p, integer abil_id, integer id, real sourceX, real sourceY, real targetX, real targetY)//
//  DummyPointOrderLocById(player p, integer abil_id, integer id, location source, location target)//
//  IsUnitDead(unit)->boolean                                                              //
//                                                                                         //
//  You need to configure the variables below before using it!                             //
/////////////////////////////////////////////////////////////////////////////////////////////
library UnitUtils initializer Init

globals
    private constant integer CROW_FORM_ID = 'Arav'
    //Fly Hack ability
    private constant integer CASTER_DUMMY_ID = 'n000'
    //Rawcode of Caster Dummy in your map
    //The caster dummy's animation time should be all 0.000
    private unit array CASTER_DUMMY
    //Caster Dummy for every player
endglobals

function GetUnitZ takes unit u returns real
    local location l = GetUnitLoc(u)
    local real r = GetLocationZ(l)
    call RemoveLocation(l)
    set l = null
    return r
endfunction

function SetUnitZInstant takes unit u, real zOffset returns nothing
    call UnitAddAbility(u,CROW_FORM_ID)
    call UnitRemoveAbility(u,CROW_FORM_ID)
    call SetUnitFlyHeight(u,zOffset,99999.99)
endfunction

function SetUnitZTimed takes unit u, real zOffset, real duration returns nothing
    call UnitAddAbility(u,CROW_FORM_ID)
    call UnitRemoveAbility(u,CROW_FORM_ID)
    call SetUnitFlyHeight(u,zOffset,zOffset/duration)
endfunction

function GetParabolaZ takes real maxheight, real x, real displacement returns real
    return maxheight * x * (displacement-x)/displacement*displacement
endfunction

function GetParabolaZByLoc takes real maxheight, location l, real displacement returns real
    return maxheight * GetLocationX(l) * (displacement-GetLocationX(l))/displacement*displacement
endfunction

function AngleBetweenUnits takes unit u1, unit u2 returns real
    return bj_RADTODEG * Atan2(GetUnitY(u2) - GetUnitY(u1), GetUnitX(u2) - GetUnitX(u1))
endfunction

function DistanceBetweenUnits takes unit u1, unit u2 returns real
    local real x = GetUnitX(u2) - GetUnitX(u1)
    local real y = GetUnitY(u2) - GetUnitY(u1)
    return SquareRoot(x * x + y * y)
endfunction

function DummyTargetOrder takes player p, integer abil_id, string order, widget target returns nothing
    local integer i = GetPlayerId(p)
    local real x = GetWidgetX(target)
    local real y = GetWidgetY(target)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitX(CASTER_DUMMY<i>,x)
    call SetUnitY(CASTER_DUMMY<i>,y)
    call IssueTargetOrder(CASTER_DUMMY<i>,order,target)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyTargetOrderById takes player p, integer abil_id, integer id, widget target returns nothing
    local integer i = GetPlayerId(p)
    local real x = GetWidgetX(target)
    local real y = GetWidgetY(target)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitX(CASTER_DUMMY<i>,x)
    call SetUnitY(CASTER_DUMMY<i>,y)
    call IssueTargetOrderById(CASTER_DUMMY<i>,id,target)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyImmediateOrderXY takes player p, integer abil_id, string order, real x, real y returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitX(CASTER_DUMMY<i>,x)
    call SetUnitY(CASTER_DUMMY<i>,y)
    call IssueImmediateOrder(CASTER_DUMMY<i>,order)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyImmediateOrderLoc takes player p, integer abil_id, string order, location l returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitPositionLoc(CASTER_DUMMY<i>,l)
    call IssueImmediateOrder(CASTER_DUMMY<i>,order)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyPointOrderXY takes player p, integer abil_id, string order, real x, real y, real tX, real tY returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitX(CASTER_DUMMY<i>,x)
    call SetUnitY(CASTER_DUMMY<i>,y)
    call IssuePointOrder(CASTER_DUMMY<i>,order,tX,tY)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyPointOrderLoc takes player p, integer abil_id, string order, location source, location target returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitPositionLoc(CASTER_DUMMY<i>,source)
    call IssuePointOrderLoc(CASTER_DUMMY<i>,order,target)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyPointOrderXYById takes player p, integer abil_id, integer id, real x, real y, real tX, real tY returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitX(CASTER_DUMMY<i>,x)
    call SetUnitY(CASTER_DUMMY<i>,y)
    call IssuePointOrderById(CASTER_DUMMY<i>,id,tX,tY)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function DummyPointOrderLocById takes player p, integer abil_id, integer id, location source, location target returns nothing
    local integer i = GetPlayerId(p)
    call UnitRemoveAbility(CASTER_DUMMY<i>,GetUnitUserData(CASTER_DUMMY<i>))
    call UnitAddAbility(CASTER_DUMMY<i>,abil_id)
    call SetUnitPositionLoc(CASTER_DUMMY<i>,source)
    call IssuePointOrderLoc(CASTER_DUMMY<i>,OrderId2String(id),target)
    call SetUnitUserData(CASTER_DUMMY<i>,abil_id)
endfunction

function IsUnitDead takes unit u returns boolean
    return GetWidgetLife(u) &lt;= .405
endfunction

private function Init takes nothing returns nothing
    local integer i = 0
    
    loop
    exitwhen i == 16
        set CASTER_DUMMY<i> = CreateUnit(Player(i),CASTER_DUMMY_ID,0.,0.,0.)
        set i = i + 1
    endloop
    
endfunction

endlibrary
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This snippet contains many functions commonly used by spell makers. Hope these can help you to make your spell easier. :D

PS : Anymore functions you would like to add, feel free to tell me. :p
 

wraithseeker

Tired.
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Writing a bunch of lol code that can be wrote within 1 minutes is really worth it hmmm?

+Graveyard Vote. You don't even recycle them properly what the heck?
 

Romek

Super Moderator
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This makes everything'Utils' look bad.
GY'ed.
 

Jesus4Lyf

Good Idea™
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>call SetUnitFlyHeight(u,zOffset,99999.99)
Rofl. >_<
>call SetUnitFlyHeight(u,zOffset,0)

By the way, can we PLEASE stop calling everything Utils?

It's really freaking annoying! =[
(And probably decreases the time between your system being released and hitting the graveyard by 50%, which is probably around 3 hours. :()
 

Darthfett

Aerospace/Cybersecurity Software Engineer
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615
That's actually really quite good, I hear. <_<

It is. GetWidgetLife is the fastest native (or so I've heard). However, it is a BJ function that would not get inlined. Why have such simple bj functions when they're so easy to just write inline anyways.

The coding is fine. There's just no one that would actually NEED a system like this. It's a bunch of random functions that aren't even related.
 
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