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Dash spell not knocking ajacent units

03-05-2009, 07:36 AM#1
wraithseeker
I have a dash spell here which dashes to the target and knocks the target away well fine. I tried to use SetUnitPosition and then knock units near the caster when he is charging to the target but alas , the unit doesn't get knocked back. Can anybody tell me how do I knock units near my caster during the period where he is charging to the target?

Collapse JASS:
Spell Code

scope Dash initializer Init

globals
    private constant integer SPELL = 'A003'
    private constant real TIME = 0.03
    private constant real SPEED = 800
    private constant real KnockDistance = 400
    private boolexpr Check
endglobals

private function DISTANCE takes integer level returns integer
    return level * 250
endfunction

private struct data
    unit caster
    unit target
    real cos
    real sin
    real angle
    real distance
    timer t
    timer h
    group g
    real Distance

static method create takes nothing returns data
    local data d = data.allocate()
    set d.caster = GetTriggerUnit()
    set d.target = GetSpellTargetUnit()
    set d.t = NewTimer()
    set d.h = NewTimer()
    set d.distance = DISTANCE(GetUnitAbilityLevel(d.caster,SPELL))
    set d.g = CreateGroup()
    return d
endmethod

method onDestroy takes nothing returns nothing
    call ReleaseTimer(.h)
endmethod
endstruct

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

private function KnockCheck takes nothing returns boolean
    local data d
    return GetFilterUnit() != d.caster and GetFilterUnit() != d.target
endfunction

private function Knock takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    set tx = tx + cos * TIME * SPEED
    set ty = ty + sin * TIME * SPEED
    call SetUnitX(d.target,tx)
    call SetUnitY(d.target,ty)
    set d.distance = d.distance - TIME * SPEED
    if d.distance <= 0 then
        call d.destroy()
    endif
endfunction

private function Move takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    local unit u
    local real x
    local real y
    local real angles
    local real sins
    local real coss
    set cx = cx + cos * TIME * SPEED
    set cy = cy + sin * TIME * SPEED
    call SetUnitPosition(d.caster,cx,cy)
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
        set u = FirstOfGroup(d.g)
    exitwhen u == null
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        set angles = Atan2(y-cy,x-cx)
        set sins = Sin(angles)
        set coss = Cos(angles)
        set x = x + coss * TIME * SPEED
        set y = y + sins * TIME * SPEED
        call SetUnitX(u,x)
        call SetUnitY(u,y)
        call GroupRemoveUnit(d.g,u)
    endloop
    if SquareRoot((cx - tx) * (cx - tx) + (cy - ty) * (cy - ty)) <= 128 then
        call SetUnitAnimation(d.caster, "attack slam alternate")
        call SetUnitAnimation(d.target, "DEATH")
        call ReleaseTimer(d.t)
        call SetTimerData(d.h,integer (d))
        call TimerStart(d.h,0.03,true,function Knock)
    endif
endfunction

private function Actions takes nothing returns nothing
        local data d = data.create()
    call SetTimerData(d.t,integer (d))
    call TimerStart(d.t,0.03,true,function Move)
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddAction( t, function Actions)
    call TriggerAddCondition(t,Condition(function Conditions))
    set Check = Condition(function KnockCheck)
endfunction

endscope

Things that are related to knocking the units away are highlighted in red.
03-05-2009, 09:50 AM#2
xombie
You aren't defining the struct you are trying to use:

Quote:
Originally Posted by wraithseeker
Collapse JASS:
private function KnockCheck takes nothing returns boolean
    local data d = ???
    return GetFilterUnit() != d.caster and GetFilterUnit() != d.target
endfunction

You could try to do something like this:

Collapse JASS:
globals
    ...
    private data dataVar // <-- add this to your global declarations
endglobals

    local data d = dataVar // <-- this is within the KnockCheck boolexpr func
...
    call SetUnitPosition(d.caster,cx,cy)
    set dataVar = d // <-- insert this in between these two lines of code, in the Move function
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
...

Try that out.
03-05-2009, 10:17 AM#3
wraithseeker
Ok, it works fine now , but can you explain to me actually how does the whole thing work? I don't really get what you are doing.

Right now I added a speed limit for the ajacent unit that get knocked back which is 400 but right now.. they seem to be teleporting instantly after 400 distance instead of "knocked backed" there.

Spell Code

Collapse JASS:
scope Dash initializer Init

globals
    private constant integer SPELL = 'A003'
    private constant real TIME = 0.03
    private constant real SPEED = 800
    private constant real KnockDistance = 400
    private boolexpr Check
    private data Var
endglobals

private function DISTANCE takes integer level returns integer
    return level * 250
endfunction

private struct data
    unit caster
    unit target
    real cos
    real sin
    real angle
    real distance
    timer t
    timer h
    group g
    real Distance

static method create takes nothing returns data
    local data d = data.allocate()
    set d.caster = GetTriggerUnit()
    set d.target = GetSpellTargetUnit()
    set d.t = NewTimer()
    set d.h = NewTimer()
    set d.distance = DISTANCE(GetUnitAbilityLevel(d.caster,SPELL))
    set d.g = CreateGroup()
    set d.Distance = 400
    return d
endmethod

method onDestroy takes nothing returns nothing
    call ReleaseTimer(.h)
endmethod
endstruct

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

private function KnockCheck takes nothing returns boolean
local data d = Var
    return GetFilterUnit() != d.caster and GetFilterUnit() != d.target
endfunction

private function Knock takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    set tx = tx + cos * TIME * SPEED
    set ty = ty + sin * TIME * SPEED
    call SetUnitX(d.target,tx)
    call SetUnitY(d.target,ty)
    set d.distance = d.distance - TIME * SPEED
    if d.distance <= 0 then
        call d.destroy()
    endif
endfunction

private function Move takes nothing returns nothing
    local data d = data(GetTimerData(GetExpiredTimer()))
    local real cx = GetUnitX(d.caster)
    local real cy = GetUnitY(d.caster)
    local real tx = GetUnitX(d.target)
    local real ty = GetUnitY(d.target)
    local real angle = Atan2(ty-cy,tx-cx)
    local real sin = Sin(angle)
    local real cos = Cos(angle)
    local unit u
    local real x
    local real y
    local real angles
    local real sins
    local real coss
    set cx = cx + cos * TIME * SPEED
    set cy = cy + sin * TIME * SPEED
    call SetUnitPosition(d.caster,cx,cy)
    set Var = d
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
        set u = FirstOfGroup(d.g)
    exitwhen u == null
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        set angles = Atan2(y-cy,x-cx)
        set sins = Sin(angles)
        set coss = Cos(angles)
        set x = x + coss * TIME * SPEED
        set y = y + sins * TIME * SPEED
        call SetUnitX(u,x)
        call SetUnitY(u,y)
        set d.Distance = d.Distance - TIME * SPEED
        if d.Distance <= 0 then
        call BJDebugMsg("removing!")
        call GroupRemoveUnit(d.g,u)
        endif
    endloop
    if SquareRoot((cx - tx) * (cx - tx) + (cy - ty) * (cy - ty)) <= 128 then
        call SetUnitAnimation(d.caster, "attack slam alternate")
        call SetUnitAnimation(d.target, "DEATH")
        call ReleaseTimer(d.t)
        call SetTimerData(d.h,integer (d))
        call TimerStart(d.h,0.03,true,function Knock)
    endif
endfunction

private function Actions takes nothing returns nothing
        local data d = data.create()
    call SetTimerData(d.t,integer (d))
    call TimerStart(d.t,0.03,true,function Move)
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
    call TriggerAddAction( t, function Actions)
    call TriggerAddCondition(t,Condition(function Conditions))
    set Check = Condition(function KnockCheck)
endfunction

endscope

The highlighted lines are the ones I added.
03-05-2009, 10:32 AM#4
xombie
All I did was make it so that your referencing was correct - I didn't really change much of how the code works. Let me read it over a bit and I'll see what if I can help you out somehow.

Okay, what exactly do you mean by "Adjacent Unit" ? Do you mean the unit you're referencing in function Knock ?
03-05-2009, 01:00 PM#5
wraithseeker
It meant that units within the caster who is charging towards the target will get knocked back away meaning , units who obstructed the caster towards his desintination which is the target.
03-06-2009, 04:10 AM#6
wraithseeker
bump
03-06-2009, 02:33 PM#7
xombie
Sorry wraith, I've been a little sick.

Collapse JASS:
        set d.Distance = d.Distance - TIME * SPEED

From what I see here you are reducing d.Distance for every unit that is in the unit-group. This means that if you have 6 units you are going to be doing:

Collapse JASS:
        set d.Distance = d.Distance - (TIME * SPEED) * 6.

Ah. Found your problem. Here, this is what it should read, and I will explain:

Collapse JASS:
    set Var = d
    call GroupEnumUnitsInRange(d.g,cx,cy,180,Check)
    loop
        set u = FirstOfGroup(d.g)
    exitwhen u == null
        set x = GetUnitX(u)
        set y = GetUnitY(u)
        set angles = Atan2(y-cy,x-cx)
        set sins = Sin(angles)
        set coss = Cos(angles)
        set x = x + coss * TIME * SPEED
        set y = y + sins * TIME * SPEED
        call SetUnitX(u,x)
        call SetUnitY(u,y)

        // you do not need the below code at all.
        set d.Distance = d.Distance - TIME * SPEED
        if d.Distance <= 0 then
            call BJDebugMsg("removing!")
            call GroupRemoveUnit(d.g,u)
        endif
        // instead, remove the unit from the group here (in all situations)
        call GroupRemoveUnit(d.g, u)
    endloop

The reason for this is you are keeping the unit in the unit-group, which will cause its position to constantly be updated up until d.Distance becomes less than or equal to 0, which would result in the unit being knocked back a variable amount based on how many units are in the group.

Follow?
03-07-2009, 04:32 AM#8
wraithseeker
Works.. thanks! What a foolish mistake that I have made.
03-07-2009, 09:50 AM#9
xombie
Its all good. I'm glad you could get it workin'. By the way - you should really check out Dusk's (or mine, though it is not on this site) Knock Back script it would probably handle it a lot more efficiently than coding it yourself. I only refrained from referring you to this so that you could learn.
03-07-2009, 09:55 AM#10
wraithseeker
Yeah, I don't want to try to depend on stuffs but instead learn by myself which i think it is a good experience.