Will this lag??

ertaboy356b

Old School Gamer
Reaction score
86
JASS:
library unitpath uses KT, ExplodeString, RealXY
    
    struct Path
    //! runtextmacro PUI()
        string pathway // the pathway.. works in this format = "1%2%3%4" where % is a seperator that will be used for Exploding the string later in the script.
        integer currentpath
        integer numofstr
        unit target
    endstruct

    private function CheckPath takes nothing returns boolean
        local Path wp = Path(KT_GetData())
        local ExpString a
        
        set a = ExplodeString(wp.pathway,"%",wp.numofstr) // Explodes the string.. gets a[0] = "1", a[1] = "2" etc.
        
        // Check Distance
        if DistanceBetweenXY(GetUnitX(wp.target),GetUnitY(wp.target),PointsX[S2I(a[wp.currentpath])],PointsY[S2I(a[wp.currentpath])]) <= 100 then // checks if unit is near the destination.. 
            set wp.currentpath = wp.currentpath+1 // If it is, then set the next path
        endif
            if IsUnitUncommandable(wp.target) == true then // The conditions are incomplete yet.. This checks if unit is Uncommandable by player.. If it does, the unit will be issued an order.
                call IssuePointOrder(wp.target,"attack",PointsX[S2I(a[wp.currentpath])],PointsY[S2I(a[wp.currentpath])]) // Order unit to move to destination...
                call PingMinimap(PointsX[S2I(a[wp.currentpath])],PointsY[S2I(a[wp.currentpath])],5) // This is for debugging purposes.. use to determine the current path the unit is issued upon
            endif
        
        call a.destroy()
        if GetUnitState(wp.target,UNIT_STATE_LIFE) <= 0 then // Check if unit is dead.. If it is, end this function
            return true
        else
            return false
        endif
    endfunction
    
    function AttachPath takes unit u, integer w returns nothing
        local Path wp = Path<u>
        local ExpString a
        if wp == 0 then
            set wp = Path.create() 
            set Path<u> = wp
        endif
        set wp.pathway = Waypoints[w]
        set wp.currentpath = 0
        set wp.target = u
        set wp.numofstr = NumberOfWays[w]
        set a = ExplodeString(wp.pathway,&quot;%&quot;,wp.numofstr) 
        call IssuePointOrder(wp.target,&quot;attack&quot;,PointsX[S2I(a[wp.currentpath])],PointsY[S2I(a[wp.currentpath])]) // Move target to the first point of the path
        call a.destroy()
        call KT_Add(function CheckPath, wp, 1) // Timer system.. 
    endfunction

endlibrary</u></u>


I have this library.. I tested it with one unit.. and it works!!
I want to know if this system will lag with 100 units at least..

This unit is a waypoint system designed for my map..

I added some comments in the script just in case.. If you want, I can upload the map..

Please let me know if you can't understand the comments..
 

Jesus4Lyf

Good Idea™
Reaction score
397
I'll admit. I skimmed your code and I think I wrote something similar for a map of mine.

You can use a rect to detect when the unit reaches the waypoint. Then it will definitely not lag.
(But I think you do more in your timer callback than just detect that.)

I'm not sure how ExplodeString works, but I imagine it is more efficient not to use strings.

I highly doubt anything will lag. :p
 
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