| 04-24-2009, 07:23 PM | #1 |
Optional add-on library: AutoEvents AutoIndex is a very simple script to utilize. Just call GetUnitId(unit) to get get the unique value assigned to a particular unit. The GetUnitId function is extremely fast because it inlines directly to a GetUnitUserData call. AutoIndex automatically assigns an ID to each unit as it enters the map, and instantly frees that ID as the unit leaves the map. Detection of leaving units is accomplished in constant time without a periodic scan. AutoIndex uses UnitUserData by default. If something else in your map would conflict with that, you can set the UseUnitUserData configuration constant to false, and a hashtable will be used instead. Note that hashtables are about 60% slower. If you turn on debug mode, AutoIndex will be able to display several helpful error messages. The following issues will be detected:
AutoIndex provides events upon indexing or deindexing units. This effectively allows you to notice when units enter or leave the game. Also included are the AutoData, AutoCreate, and AutoDestroy modules, which allow you to fully utilize AutoIndex's enter/leave detection capabilities in conjunction with your structs. JASS:library AutoIndex //=========================================================================== // Information: //============== // // AutoIndex is a very simple script to utilize. Just call GetUnitId(unit) // to get get the unique value assigned to a particular unit. The GetUnitId // function is extremely fast because it inlines directly to a GetUnitUserData // call. AutoIndex automatically assigns an ID to each unit as it enters the // map, and instantly frees that ID as the unit leaves the map. Detection of // leaving units is accomplished in constant time without a periodic scan. // // AutoIndex uses UnitUserData by default. If something else in your map // would conflict with that, you can set the UseUnitUserData configuration // constant to false, and a hashtable will be used instead. Note that hash- // tables are about 60% slower. // // If you turn on debug mode, AutoIndex will be able to display several // helpful error messages. The following issues will be detected: // -Passing a removed or decayed unit to GetUnitId // -Code outside of AutoIndex has overwritten a unit's UserData value. // -GetUnitId was used on a filtered unit (a unit you don't want indexed). // // AutoIndex provides events upon indexing or deindexing units. This // effectively allows you to notice when units enter or leave the game. Also // included are the AutoData, AutoCreate, and AutoDestroy modules, which allow // you to fully utilize AutoIndex's enter/leave detection capabilities in // conjunction with your structs. // //=========================================================================== // How to install AutoIndex: //=========================== // // 1.) Copy and paste this script into your map. // 2.) Save it to allow the ObjectMerger macro to generate the "Leave Detect" // ability for you. Close and re-open the map. After that, disable the macro // to prevent the delay while saving. // //=========================================================================== // How to use AutoIndex: //======================= // // So you can get a unique integer for each unit, but how do you use that to // attach data to a unit? GetUnitId will always return a number in the range of // 1-8190. This means it can be used as an array index, as demonstrated below: /* globals integer array IntegerData real array RealData SomeStruct array SomeStructData englobals function Example takes nothing returns nothing local unit u = CreateUnit(Player(0), 'hpea', 0., 0., 0.) local integer id = GetUnitId(u) //You now have a unique index for the unit, so you can //attach or retrieve data about the unit using arrays. set IntegerData[id] = 5 set RealData[id] = 25.0 set SomeStructData[id] = SomeStruct.create() //If you have access to the same unit in another function, you can //retrieve the data by using GetUnitId() and reading the arrays. endfunction */ // The UnitFilter function in the configuration section is provided so that // you can make AutoIndex completely ignore certain unit-types. Ignored units // won't be indexed or fire indexed/deindexed events. You may want to filter out // dummy casters or system-private units, especially ones that use UnitUserData // internally. xe dummy units are automatically filtered. // //=========================================================================== // How to use OnUnitIndexed / OnUnitDeindexed: //============================================= // // AutoIndex will fire the OnUnitIndexed event when a unit enters the map, // and the OnUnitDeindexed event when a unit leaves the map. Functions used // as events must take a unit and return nothing. An example is given below: /* function UnitEntersMap takes unit u returns nothing call BJDebugMsg(GetUnitName(u)+" with ID "+I2S(GetUnitId(u))+" entered the map.") endfunction //Using GetUnitId() during Indexed events works fine... function UnitLeavesMap takes unit u returns nothing call BJDebugMsg(GetUnitName(u)+" with ID "+I2S(GetUnitId(u))+" left the map.") endfunction //So does using GetUnitId() during Deindexed events. function Init takes nothing returns nothing call OnUnitIndexed(UnitEntersMap) call OnUnitDeindexed(UnitLeavesMap) endfunction */ // If you call OnUnitIndexed during map initialization, every existing // unit will be considered as entering the map. This saves you from the need // to manually enumerate preplaced units (or units created by initialization // code that ran before OnUnitIndexed was called). // // OnUnitDeindexed runs while a unit still exists, which means you can // still do things such as destroy special effects attached to the unit. // The unit will cease to exist immediately after the event is over. // //=========================================================================== // AutoIndex API: //================ // // GetUnitId(unit) -> integer // This function returns a unique ID in the range of 1-8190 for the // specified unit. Returns 0 if a null unit was passed. This function // inlines directly to GetUnitUserData or LoadInteger if debug mode // is disabled. If debug mode is enabled, this function will print // an error message when passed a decayed or filtered unit. // // IsUnitIndexed(unit) -> boolean // This function returns a boolean indicating whether the specified // unit has been indexed. The only time this will return false is // for units you have filtered using the UnitFilter function, or // for xe dummy units. You can use this function to easily detect // dummy units and avoid performing certain actions on them. // // OnUnitIndexed(IndexFunc) // This function accepts an IndexFunc, which must take a unit and // return nothing. The IndexFunc will be fired instantly whenever // a unit enters the map. You may use GetUnitId on the unit. When // you call this function during map initialization, every existing // unit will be considered as entering the map. // // OnUnitDeindexed(IndexFunc) // Same as above, but runs whenever a unit is leaving the map. When // this event runs, the unit still exists, but it will cease to exist // as soon as the event ends. You may use GetUnitId on the unit. // //=========================================================================== // How to use AutoData: //====================== // // The AutoData module allows you to associate one or more instances // of the implementing struct with units, as well as iterate through all // of the instances associated with each unit. // // This association is accomplished through the "me" instance member, // which the module will place in the implementing struct. Whichever unit // you assign to "me" becomes the owner of that instance. You may change // ownership by reassigning "me" to another unit at any time, or you may // make the instance unowned by assigning "me" to null. // // AutoData implements the static method operator [] in your struct // to allow you to access instances from their owning units. For example, // you may type: local StructName s = StructName[u]. If u has been set // to own an instance of StructName, s will be set to that instance. // // So, what happens if you assign the same owning unit to multiple // instances? You may use 2D array syntax to access instances assigned to // the same unit: local StructName s = StructName[u][n], where u is the // owning unit, and n is the index beginning with 0 for each unit. You // can access the size of a unit's instance list (i.e. the number of // instances belonging to the unit) by using the .size instance member. /* struct Example implement AutoData static method create takes unit u returns Example local Example this = allocate() set me = u //Assigning the "me" member from AutoData. return this endmethod endstruct function Test takes nothing returns nothing local unit u = CreateUnit(Player(0), 'hpea', 0., 0., 0.) local Example e1 = Example.create(u) local Example e2 = Example.create(u) local Example e3 = Example.create(u) local Example e call BJDebugMsg(I2S(Example[u].size)) //Prints 3 because u owns e1, e2, and e3. set e = Example[u][GetRandomInt(0, Example[u].size - 1)] //Random instance belonging to u. set e = Example[u] //This is the fastest way to iterate the instances belonging loop //to a specific unit, starting with the first instance. exitwhen e == 0 //e will be assigned to 0 when no instances remain. call BJDebugMsg(I2S(e)) //Prints the values of e1, e2, e3. set e = e[e.index + 1] //"e.index" refers to the e's position in u's instance list. endloop //Thus, index + 1 is next, and index - 1 is previous. endfunction //This trick allows you to avoid a local counter. */ // AutoData restrictions: // -You may not implement AutoData in any struct which has already // declared static or non-static method operator []. // -AutoData will conflict with anything named "me", "size", or // "index" in the implementing struct. // -AutoData may not be implemented in structs that extend array. // -You may not declare your own destroy method. (This restriction // can be dropped as soon as JassHelper supports module onDestroy). // // AutoData information: // -You do not need to null the "me" member when destroying an // instance. That is done for you automatically during destroy(). // (But if you use deallocate(), you must null "me" manually.) // -StructName[u] and StructName[u][0] refer to the same instance, // which is the first instance that was associated with unit u. // -StructName[u][StructName[u].size - 1] refers to the instance that // was most recently associated with unit u. // -Instances keep their relative order in the list when one is removed. // //=========================================================================== // How to use AutoCreate: //======================= // // The AutoCreate module allows you to automatically create instances // of the implementing struct for units as they enter the game. AutoCreate // automatically implements AutoData into your struct. Any time an instance // is automatically created for a unit, that instance's "me" member will be // assigned to the entering unit. // // AutoCreate restrictions: // -All of the same restrictions as AutoData. // -If your struct's allocate() method takes parameters (i.e. the parent // type's create method takes parameters), you must declare a create // method and pass those extra parameters to allocate yourself. // // AutoCreate information: // -You may optionally declare the createFilter method, which specifies // which units should recieve an instance as they enter the game. If // you do not declare it, all entering units will recieve an instance. // -You may optionally declare the onCreate method, which will run when // AutoCreate automatically creates an instance. (This is just a stand- // in until JassHelper supports the onCreate method.) // -You may declare your own create method, but it must take a single // unit parameter (the entering unit) if you do so. /* struct Example private static method createFilter takes unit u returns boolean return GetUnitTypeId(u) == 'hfoo' //Created only for Footmen. endmethod private method onCreate takes nothing returns nothing call BJDebugMsg(GetUnitName(me)+" entered the game!") endmethod implement AutoCreate endstruct */ //=========================================================================== // How to use AutoDestroy: //========================= // // The AutoDestroy module allows you to automatically destroy instances // of the implementing struct when their "me" unit leaves the game. AutoDestroy // automatically implements AutoData into your struct. You must assign a unit // to the "me" member of an instance for this module to have any effect. // // AutoDestroy restrictions: // -All of the same restrictions as AutoData. // // AutoDestroy information: // -If you also implement AutoCreate in the same struct, remember that it // assigns the "me" unit automatically. That means you can have fully // automatic creation and destruction. /* struct Example static method create takes unit u returns Example local Example this = allocate() set me = u //You should assign a unit to "me", return this //otherwise AutoDestroy does nothing. endmethod //Not necessary if using AutoCreate. private method onDestroy takes nothing returns nothing call BJDebugMsg(GetUnitName(me)+" left the game!") endmethod implement AutoDestroy endstruct */ //=========================================================================== // Configuration: //================ //! external ObjectMerger w3a Adef lvdt anam "Leave Detect" aart "" arac 0 //Save your map with this Object Merger call enabled, then close and reopen your //map. Disable it by removing the exclamation to remove the delay while saving. globals private constant integer LeaveDetectAbilityID = 'lvdt' //This rawcode must match the parameter after "Adef" in the //ObjectMerger macro above. You may change both if you want. private constant boolean UseUnitUserData = true //If this is set to true, UnitUserData will be used. You should only set //this to false if something else in your map already uses UnitUserData. //A hashtable will be used instead, but it is about 60% slower. private constant boolean SafeMode = true //This is set to true by default so that GetUnitId() will ALWAYS work. //If if this is set to false, GetUnitId() may fail to work in a very //rare circumstance: creating a unit that has a default-on autocast //ability, and using GetUnitId() on that unit as it enters the game, //within a trigger that detects any order. Set this to false for a //performance boost only if you think you can avoid this issue. private constant boolean AutoDataFastMode = true //If this is set to true, AutoData will utilize one hashtable per time //it is implemented. If this is set to false, all AutoDatas will share //a single hashtable, but iterating through the instances belonging to //a unit will become about 12.5% slower. Your map will break if you //use more than 255 hashtables simultaneously. Only set this to false //if you suspect you will run out of hashtable instances. endglobals private function UnitFilter takes unit u returns boolean return true endfunction //Make this function return false for any unit-types you want to ignore. //Ignored units won't be indexed or fire OnUnitIndexed/OnUnitDeindexed //events. The unit parameter "u" to refers to the unit being filtered. //Do not filter out xe dummy units; they are automatically filtered. //=========================================================================== // AutoData / AutoCreate / AutoDestroy modules: //============================================== function interface AutoCreator takes unit u returns nothing function interface AutoDestroyer takes unit u returns nothing globals hashtable AutoData = null //If AutoDataFastMode is disabled, this hashtable will be endglobals //initialized and shared between all AutoData implementations. module AutoData private static hashtable ht private static thistype array data private static integer array listsize private static key typeid //Good thing keys exist to identify each implementing struct. private unit meunit private integer id readonly integer index //The user can avoid using a local counter because this is accessable. static method operator [] takes unit u returns thistype return data[GetUnitId(u)] endmethod //This is as fast as retrieving an instance from a unit gets. method operator [] takes integer index returns thistype static if AutoDataFastMode then //If fast mode is enabled... return LoadInteger(ht, id, index) else //Each instance has its own hashtable to associate unit and index. return LoadInteger(AutoData, id, index*8190+typeid) endif //Otherwise, simulate a 3D array associating unit, struct-type ID, and index. endmethod //Somehow, this version is 12.5% slower just because of the math. private method setIndex takes integer index, thistype data returns nothing static if AutoDataFastMode then //Too bad you can't have a module-private operator []=. call SaveInteger(ht, id, index, data) else call SaveInteger(AutoData, id, index*8190+typeid, data) endif endmethod private method remove takes nothing returns nothing if meunit == null then //If the struct doesn't have an owner... return //Nothing needs to be done. endif loop exitwhen index == listsize[id] //The last value gets overwritten by 0. call setIndex(index, this[index + 1]) //Shift each element down by one. set this[index].index = index //Update the shifted instance's index. set index = index + 1 endloop set listsize[id] = listsize[id] - 1 set data[id] = this[0] //Ensure thistype[u] returns the same value as thistype[u][0]. set meunit = null endmethod private method add takes unit u returns nothing if meunit != null then //If the struct has an owner... call remove() //remove it first. endif set meunit = u set id = GetUnitId(u) //Cache GetUnitId for slight performance boost. if data[id] == 0 then //If this is the first instance for this unit... set data[id] = this //Update the value that thistype[u] returns. endif set index = listsize[id] //Remember the index for removal. call setIndex(index, this) //Add to the array. set listsize[id] = index + 1 endmethod method operator me takes nothing returns unit return meunit endmethod method operator me= takes unit u returns nothing if u != null then //If assigning "me" a non-null value... call add(u) //Add this instance to that unit's array. else //If assigning "me" a null value... call remove() //Remove this instance from that unit's array. endif endmethod method operator size takes nothing returns integer return listsize[id] endmethod method destroy takes nothing returns nothing call deallocate() call remove() //This makes removal automatic when an instance is destroyed. endmethod private static method onInit takes nothing returns nothing static if AutoDataFastMode then //If fast mode is enabled... set ht = InitHashtable() //Initialize one hashtable per instance. else //If fast mode is disabled... if AutoData == null then //If the hashtable hasn't been initialized yet... set AutoData = InitHashtable() //Initialize the shared hashtable. endif endif endmethod endmodule module AutoCreate implement AutoData //AutoData is necessary for AutoCreate. private static method creator takes unit u returns nothing local thistype this local boolean b = true //Assume that the instance will be created. static if thistype.createFilter.exists then //If createFilter exists... set b = createFilter(u) //evaluate it and update b. endif if b then //If the instance should be created... static if thistype.create.exists then //If the create method exists... set this = create(u) //Create the instance, passing the entering unit. else //If the create method doesn't exist... set this = allocate() //Just allocate the instance. endif set me = u //Assign the instance's owner as the entering unit. static if thistype.onCreate.exists then //If onCreate exists... call onCreate() //Call it, because JassHelper should do this anyway. endif endif endmethod private static method onInit takes nothing returns nothing call AutoIndex.addAutoCreate(thistype.creator) endmethod //During module initialization, pass the creator function to AutoIndex. endmodule module AutoDestroy implement AutoData //AutoData is necessary for AutoDestroy. static method destroyer takes unit u returns nothing loop exitwhen thistype[u] == 0 call thistype[u].destroy() endloop endmethod //Destroy each instance owned by the unit until none are left. private static method onInit takes nothing returns nothing call AutoIndex.addAutoDestroy(thistype.destroyer) endmethod //During module initialization, pass the destroyer function to AutoIndex. endmodule //=========================================================================== // AutoIndex struct: //=================== function interface IndexFunc takes unit u returns nothing hook RemoveUnit AutoIndex.hook_RemoveUnit hook ReplaceUnitBJ AutoIndex.hook_ReplaceUnitBJ debug hook SetUnitUserData AutoIndex.hook_SetUnitUserData private keyword getIndex private keyword getIndexDebug private keyword isUnitIndexed private keyword onUnitIndexed private keyword onUnitDeindexed struct AutoIndex private static trigger enter = CreateTrigger() private static trigger order = CreateTrigger() private static trigger creepdeath = CreateTrigger() private static group preplaced = CreateGroup() private static timer allowdecay = CreateTimer() private static hashtable ht private static boolean array dead private static boolean array summoned private static boolean array animated private static boolean array nodecay private static boolean array removing private static IndexFunc array indexfuncs private static integer indexfuncs_n = -1 private static IndexFunc array deindexfuncs private static integer deindexfuncs_n = -1 private static IndexFunc indexfunc private static AutoCreator array creators private static integer creators_n = -1 private static AutoDestroyer array destroyers private static integer destroyers_n = -1 private static unit array allowdecayunit private static integer allowdecay_n = -1 private static boolean duringinit = true private static boolean array altered private static unit array idunit //=========================================================================== static method getIndex takes unit u returns integer static if UseUnitUserData then return GetUnitUserData(u) else return LoadInteger(ht, 0, GetHandleId(u)) endif endmethod //Resolves to an inlinable one-liner after the static if. static method getIndexDebug takes unit u returns integer if u == null then return 0 elseif GetUnitTypeId(u) == 0 then call BJDebugMsg("AutoIndex error: Removed or decayed unit passed to GetUnitId.") elseif idunit[getIndex(u)] != u and GetIssuedOrderId() != 852056 then call BJDebugMsg("AutoIndex error: "+GetUnitName(u)+" is a filtered unit.") endif return getIndex(u) endmethod //If debug mode is enabled, use the getIndex method that shows errors. private static method setIndex takes unit u, integer index returns nothing static if UseUnitUserData then call SetUnitUserData(u, index) else call SaveInteger(ht, 0, GetHandleId(u), index) endif endmethod //Resolves to an inlinable one-liner after the static if. static method isUnitIndexed takes unit u returns boolean return u != null and idunit[getIndex(u)] == u endmethod static method isUnitAnimateDead takes unit u returns boolean return animated[getIndex(u)] endmethod //Don't use this; use IsUnitAnimateDead from AutoEvents instead. //=========================================================================== private static method onUnitIndexed_sub takes nothing returns nothing call indexfunc.evaluate(GetEnumUnit()) endmethod static method onUnitIndexed takes IndexFunc func returns nothing set indexfuncs_n = indexfuncs_n + 1 set indexfuncs[indexfuncs_n] = func if duringinit then //During initialization, evaluate the indexfunc for every preplaced unit. set indexfunc = func call ForGroup(preplaced, function AutoIndex.onUnitIndexed_sub) endif endmethod static method onUnitDeindexed takes IndexFunc func returns nothing set deindexfuncs_n = deindexfuncs_n + 1 set deindexfuncs[deindexfuncs_n] = func endmethod static method addAutoCreate takes AutoCreator func returns nothing set creators_n = creators_n + 1 set creators[creators_n] = func endmethod static method addAutoDestroy takes AutoDestroyer func returns nothing set destroyers_n = destroyers_n + 1 set destroyers[destroyers_n] = func endmethod //=========================================================================== private static method hook_RemoveUnit takes unit whichUnit returns nothing set removing[getIndex(whichUnit)] = true endmethod //Intercepts whenever RemoveUnit is called and sets a flag. private static method hook_ReplaceUnitBJ takes unit whichUnit, integer newUnitId, integer unitStateMethod returns nothing set removing[getIndex(whichUnit)] = true endmethod //Intercepts whenever ReplaceUnitBJ is called and sets a flag. private static method hook_SetUnitUserData takes unit whichUnit, integer data returns nothing static if UseUnitUserData then if idunit[getIndex(whichUnit)] == whichUnit then if getIndex(whichUnit) == data then call BJDebugMsg("AutoIndex error: Code outside AutoIndex attempted to alter "+GetUnitName(whichUnit)+"'s index.") else call BJDebugMsg("AutoIndex error: Code outside AutoIndex altered "+GetUnitName(whichUnit)+"'s index.") if idunit[data] != null then call BJDebugMsg("AutoIndex error: "+GetUnitName(whichUnit)+" and "+GetUnitName(idunit[data])+" now have the same index.") endif set altered[data] = true endif endif endif //In debug mode, intercepts whenever SetUnitUserData is used on an indexed unit. endmethod //Displays an error message if outside code tries to alter a unit's index. //=========================================================================== private static method allowDecay takes nothing returns nothing local integer n = allowdecay_n loop exitwhen n < 0 set nodecay[getIndex(allowdecayunit[n])] = false set allowdecayunit[n] = null set n = n - 1 endloop set allowdecay_n = -1 endmethod //Iterate through all the units in the stack and allow them to decay again. private static method detectStatus takes nothing returns boolean local unit u = GetTriggerUnit() local integer index = getIndex(u) local integer n if idunit[index] == u then //Ignore non-indexed units. if not IsUnitType(u, UNIT_TYPE_DEAD) then if dead[index] then //The unit was dead, but now it's alive. set dead[index] = false //The unit has been resurrected. //! runtextmacro optional RunAutoEvent("Resurrect") //If AutoEvents is in the map, run the resurrection events. if IsUnitType(u, UNIT_TYPE_SUMMONED) and not summoned[index] then set summoned[index] = true //If the unit gained the summoned flag, set animated[index] = true //it's been raised with Animate Dead. //! runtextmacro optional RunAutoEvent("AnimateDead") //If AutoEvents is in the map, run the Animate Dead events. endif endif else if not removing[index] and not dead[index] and not animated[index] then set dead[index] = true //The unit was alive, but now it's dead. set nodecay[index] = true //A dead unit can't decay for at least 0. seconds. set allowdecay_n = allowdecay_n + 1 //Add the unit to a stack. After the timer set allowdecayunit[allowdecay_n] = u //expires, allow the unit to decay again. call TimerStart(allowdecay, 0., false, function AutoIndex.allowDecay) //! runtextmacro optional RunAutoEvent("Death") //If AutoEvents is in the map, run the Death events. elseif removing[index] or (dead[index] and not nodecay[index]) or (not dead[index] and animated[index]) then //If .nodecay was false and the unit is dead and was previously dead, the unit decayed. //If .animated was true and the unit is dead, the unit died and exploded. //If .removing was true, the unit is being removed or replaced. set n = deindexfuncs_n loop //Run the OnUnitDeindexed events. exitwhen n < 0 call deindexfuncs[n].evaluate(u) set n = n - 1 endloop set n = destroyers_n loop //Destroy AutoDestroy structs for the leaving unit. exitwhen n < 0 call destroyers[n].evaluate(u) set n = n - 1 endloop call AutoIndex(index).destroy() //Free the index by destroying the AutoIndex struct. set idunit[index] = null //Null this unit reference to prevent a leak. endif endif endif set u = null return false endmethod //=========================================================================== private static method unitEntersMap takes unit u returns nothing local integer index local integer n = 0 if getIndex(u) != 0 then return //Don't index a unit that already has an ID. endif static if LIBRARY_xebasic then if GetUnitTypeId(u) == XE_DUMMY_UNITID then return //Don't index xe dummy units. endif endif if not UnitFilter(u) then return //Don't index units that fail the unit filter. endif set index = create() call setIndex(u, index) //Assign an index to the entering unit. call UnitAddAbility(u, LeaveDetectAbilityID) //Add the leave detect ability to the entering unit. call UnitMakeAbilityPermanent(u, true, LeaveDetectAbilityID) //Prevent it from disappearing on morph. set dead[index] = IsUnitType(u, UNIT_TYPE_DEAD) //Reset all of the flags for the entering unit. set summoned[index] = IsUnitType(u, UNIT_TYPE_SUMMONED) //Each of these flags are necessary to detect set animated[index] = false //when a unit leaves the map. set nodecay[index] = false set removing[index] = false debug set altered[index] = false //In debug mode, this flag tracks wheter a unit's index was altered. set idunit[index] = u //Attach the unit that is supposed to have this index to the index. if duringinit then //If a unit enters the map during initialization... call GroupAddUnit(preplaced, u) //Add the unit to the preplaced units group. This ensures that endif //all units are noticed by OnUnitIndexed during initialization. loop //Create AutoCreate structs for the entering unit. exitwhen n > creators_n call creators[n].evaluate(u) set n = n + 1 endloop set n = 0 loop //Run the OnUnitIndexed events. exitwhen n > indexfuncs_n call indexfuncs[n].evaluate(u) set n = n + 1 endloop endmethod private static method onIssuedOrder takes nothing returns boolean static if SafeMode then //If SafeMode is enabled, perform this extra check. if getIndex(GetTriggerUnit()) == 0 then //If the unit doesn't already have call unitEntersMap(GetTriggerUnit()) //an index, then assign it one. endif endif return GetIssuedOrderId() == 852056 //If the order is Undefend, allow detectStatus to run. endmethod private static method initEnteringUnit takes nothing returns boolean call unitEntersMap(GetFilterUnit()) return false endmethod //=========================================================================== private static method afterInit takes nothing returns nothing set duringinit = false //Initialization is over; set a flag. call DestroyTimer(GetExpiredTimer()) //Destroy the timer. call GroupClear(preplaced) //The preplaced units group is call DestroyGroup(preplaced) //no longer needed, so clean it. set preplaced = null endmethod private static method onInit takes nothing returns nothing local region maparea = CreateRegion() local rect bounds = GetWorldBounds() local group g = CreateGroup() local integer i = 15 static if not UseUnitUserData then set ht = InitHashtable() //Only create a hashtable if it will be used. endif loop exitwhen i < 0 call SetPlayerAbilityAvailable(Player(i), LeaveDetectAbilityID, false) //Make the LeaveDetect ability unavailable so that it doesn't show up on the command card of every unit. call TriggerRegisterPlayerUnitEvent(order, Player(i), EVENT_PLAYER_UNIT_ISSUED_ORDER, null) //Register the "EVENT_PLAYER_UNIT_ISSUED_ORDER" event for each player. call GroupEnumUnitsOfPlayer(g, Player(i), function AutoIndex.initEnteringUnit) //Enum every non-filtered unit on the map during initialization and assign it a unique //index. By using GroupEnumUnitsOfPlayer, even units with Locust can be detected. set i = i - 1 endloop call TriggerAddCondition(order, And(function AutoIndex.onIssuedOrder, function AutoIndex.detectStatus)) //The detectStatus method will fire every time a non-filtered unit recieves an undefend order. //And() is used here to avoid using a trigger action, which starts a new thread and is slower. call TriggerRegisterPlayerUnitEvent(creepdeath, Player(12), EVENT_PLAYER_UNIT_DEATH, null) call TriggerAddCondition(creepdeath, function AutoIndex.detectStatus) //The detectStatus method must also fire when a neutral hostile creep dies, in case it was //sleeping. Sleeping creeps don't fire undefend orders on non-damaging deaths. call RegionAddRect(maparea, bounds) //GetWorldBounds() includes the shaded boundry areas. call TriggerRegisterEnterRegion(enter, maparea, function AutoIndex.initEnteringUnit) //The filter function of an EnterRegion trigger runs instantly when a unit is created. call TimerStart(CreateTimer(), 0., false, function AutoIndex.afterInit) //After any time elapses, perform after-initialization actions. call GroupClear(g) call DestroyGroup(g) call RemoveRect(bounds) set g = null set bounds = null endmethod endstruct //=========================================================================== // User functions: //================= function GetUnitId takes unit u returns integer static if DEBUG_MODE then //If debug mode is enabled... return AutoIndex.getIndexDebug(u) //call the debug version of GetUnitId. else //If debug mode is disabled... return AutoIndex.getIndex(u) //call the normal, inlinable version. endif endfunction function IsUnitIndexed takes unit u returns boolean return AutoIndex.isUnitIndexed(u) endfunction function OnUnitIndexed takes IndexFunc func returns nothing call AutoIndex.onUnitIndexed(func) endfunction function OnUnitDeindexed takes IndexFunc func returns nothing call AutoIndex.onUnitDeindexed(func) endfunction endlibrary |
| 04-24-2009, 07:41 PM | #2 |
Lol, your comments are longer that the code itself.... that's what I call a good code. Seriously. :) |
| 04-24-2009, 07:59 PM | #3 |
CON: you can only have 8190 units totally in your map, with regular unit-indexing, you can have 8190 indexed units in your map. This will for example index dummy units aswell, and if you got really many triggered spells in a 12 player map with lots of units/heros/whatsoever this might hit the limit... maybe this system shouldnt index dummy units (+= one dummy unitid constant ..), dunno... I would add this as an optional condition ... |
| 04-24-2009, 08:00 PM | #4 |
CON: Warcraft 3 crashed a long time before you had 8000 units in your map. |
| 04-25-2009, 02:32 AM | #5 |
In this map (look attachments) A trigger spawn 8000 footmans, my computer don't crashed, just had some strange polys' that go away So the game don't crash before 8000 units please |
| 04-25-2009, 03:08 AM | #6 |
no problem to have 8000 dummy units ... |
| 04-25-2009, 03:13 AM | #7 |
The answer is: no. |
| 04-25-2009, 03:14 AM | #8 | |
^ His point was that most maps don't reach the limit so easily. In any case, couldn't struct storage space simply be increased to handle more than 8190 units? (Edit: Oops, posted a bit late. I was responding to Magissia.) Amazingly concise for something so elaborate - great job. Quote:
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| 04-25-2009, 03:35 AM | #9 |
Increasing storage space would have no effect on performance except when allocating or freeing an ID. All you would have to do is add [size] next to the AutoIndex struct declaration. So it would be a great idea, except that no real map has ever, or will ever, be created that uses more than 8000 units at the same time. I'm not going to respond to any more stuff about that since it is so outlandish that it doesn't warrant discussion. dead_or_alivex, before this I used H2I(u)-0x100000 all the time, so I think it is the next best option. But here are the downsides compared to automatic unit indexing: 1.) It is slower. 2.) It is possible to break it if handles get too high (rarely a problem in practice) 3.) It forces you to type a lot of code in every system (arrays, set/get functions, MaxHandles constant). 4.) It generates even mode code once compiled because of bigarrays. 5.) You are obligated to include a note explaining how the user should deal with the MaxHandles constant in every system. |
| 04-25-2009, 11:45 AM | #10 |
If you're using 8000 units in a map, you're doing it wrong. Anyway...I think you should have a GetUnitId function. It'll get inlined, but it'll make it far more implementation independant, and make systems much more interoperable (which, given you can only have one unit indexing system in a map using GetUnitUserData...is incredibly important). Not using a wrapper function because you think it's cooler really doesn't cut it now that they have no performance hit and provide potentially important forward/backward compatability. |
| 04-25-2009, 03:05 PM | #11 | ||
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It requires a very messed up map, but for some reason those maps are not rare. Like Griffen said, Make a GetUnit**** function thingy. Guys wanting speed can make it dependent on the UserData implementation (Err, not really, it'll get inlined) but if there was a GetUnit*** function you wouldn't have to make it dependent. You can make an AutoIndex that uses handle table, Table's only problem was the lack of auto destruction, this effectively fixes it . People that already use UserData in one of those zillion other systems could just use the Table version if they had to implement a system/spell requiring it. The rest, would still see the UserData native inlined anyway. Sounds like win-win to me... Quote:
Could just have an exceptions list/hash for typeids - assuming this problem is actually important. |
| 04-25-2009, 04:59 PM | #12 |
I think it could make some maps really slower. In my map for example, I've got a spell which creates 45 units per second. If you implement this library, that spell would lag, wouldn't it. Also if you don't use this a lot, it could be slower than other systems. Anyways, I am gonna do speed tests with this. |
| 04-25-2009, 05:21 PM | #13 | ||
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??? |
| 04-25-2009, 05:49 PM | #14 |
Ok. Then I'll test this. This seems great. |
| 04-25-2009, 07:04 PM | #15 | |||
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So I'll make it as soon as you make Table initialize its gamecache in a struct init, otherwise it would fail on every unit entering the map or created from a a unitEntersMap method. Quote:
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