| 05-07-2009, 08:24 AM | #1 |
Right now I don't know what happened but when the dummy spell is cast, the effect is created on the unit and the struct gets instantly destroyed? JASS:library Knockback initializer Init requires DestructableLib, IsTerrainWalkable, GroupUtils, PUI globals private constant real TIME = 0.03 // The timer interval. private constant real CHAINRADIUS = 100.00 // The radius a unit can get chained when near the unit target. private constant real SPEEDFACTOR = 0.75 // How much speed will be reduced when a unit chains another unit. private constant real RADIUS = 128.00 // The radius to check tree. private constant real HEIGHTLEVEL = 200.00 // The default height level that stops chaining or killing trees when in the air. private constant real FACTOR = 0.3333 // Or 0.25 for smoothness. private constant string GROUND = "MDX\\Dust.mdx" // The effect for ground. private constant string WATER = "MDX\\SlideWater.mdx" // The effect for water. private constant string COLLISION = "MDX\\DustAndRocks.mdx" // The effect when at cliff private constant string ATTACHPOINT = "origin" // The attachment point for effects endglobals globals private constant integer INVULNERABLE = 'Avul' private constant integer FLYID = 'Amrf' private rect TreeRect = null private boolexpr TreeCheck = null private boolexpr ChainFilter = null private boolexpr LineFilter = null private real MapMaxX = 0 private real MapMaxY = 0 private real MapMinX = 0 private real MapMinY = 0 endglobals function ParabolaZ takes real h, real d, real x returns real return (4 * h / d) * (d - x) * (x / d) endfunction private function IsPointOutside takes real x, real y returns boolean return (x > MapMaxX or y > MapMaxY or x < MapMinX or y < MapMinY) endfunction private interface face method OnStart takes nothing returns nothing defaults nothing method OnStop takes nothing returns nothing defaults nothing method OnStopCondition takes nothing returns boolean defaults false method OnChain takes nothing returns nothing defaults nothing endinterface struct Knock extends face private static timer Timer = CreateTimer() private static integer Count = 0 private static Knock array D private static Knock data //! runtextmacro PUI() private integer mode = 0 private group hit = null private group linehit = null private real VariableSpeed = 0 private effect effects = null unit source = null unit target = null unit dashtarget = null integer Mode = 0 real cos = 0 real sin = 0 real speed = 0 real decrement = 0 real distance = 0 real Increment = 0 real positionZ = 0 real LineDamage = 0 string SFX = "" string attachpoint = "origin" location TargetPoint = null boolean trees = false boolean chain = false boolean fly = false boolean ToTarget = false boolean Move = false private static method CheckTrees takes nothing returns boolean return IsDestructableTree(GetFilterDestructable()) endmethod private static method Trees takes nothing returns nothing call KillDestructable(GetEnumDestructable()) endmethod private static method ChainCheck takes nothing returns boolean local Knock d = .data return d.target != GetFilterUnit() and IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(d.source)) and IsUnitType(GetFilterUnit(), UNIT_TYPE_GROUND) == true and IsUnitType(GetFilterUnit(), UNIT_TYPE_MECHANICAL) == false and GetWidgetLife(GetFilterUnit()) > 0.405 and GetUnitAbilityLevel(GetFilterUnit(),INVULNERABLE) <= 0 endmethod private static method LineCheck takes nothing returns boolean local Knock d = .data return GetWidgetLife(GetFilterUnit()) > 0.405 and IsUnitEnemy(GetFilterUnit(),GetOwningPlayer(d.source)) and GetFilterUnit() != d.source endmethod method TerrainCheck takes nothing returns integer local real x = GetUnitX(.target) local real y = GetUnitY(.target) local real height = GetUnitFlyHeight(.target) if IsTerrainWalkable(x + 50.00 * .cos,y + 50.00 * .sin) == false then return 3 else if IsTerrainPathable(x,y,PATHING_TYPE_FLOATABILITY) then return 1 elseif not IsTerrainPathable(x,y,PATHING_TYPE_WALKABILITY) then return 2 endif endif return 0 endmethod method KnockbackStop takes unit target returns boolean local Knock d = Knock[target] local integer i = .Count - 1 if d != 0 then if .Count > 0 then set .D[i]= .D[.Count] set i = i - 1 else call PauseTimer(.Timer) endif call d.release() return true endif return false endmethod method IsKnockedBack takes unit target returns boolean return Knock[target] != 0 endmethod static method create takes unit source, unit target, real angle, real speed, real decrement returns Knock local Knock d = Knock.allocate() if target == null or source == null or speed == 0.00 or decrement == 0.00 then call BJDebugMsg("Invalid Values!") call d.destroy() endif set d.source = source set d.target = target set d.trees = false set d.fly = false set d.chain = false set d.ToTarget = false set d.Move = false set d.hit = NewGroup() set d.linehit = NewGroup() set d.speed = speed * TIME set d.decrement = decrement * TIME set d.sin = Sin(angle) set d.cos = Cos(angle) set d.distance = -1 * speed * speed / (2 * -decrement / TIME) set d.positionZ = 0. set d.LineDamage = 0 set d.Mode = 0 set d.VariableSpeed = 0 set d.Increment = 0 set d.dashtarget = null set d.TargetPoint = null set d.VariableSpeed = speed set d.SFX = "" set d.attachpoint = "origin" if d.fly then call SetUnitPathing(d.target,false) call UnitAddAbility(d.target,FLYID) call UnitRemoveAbility(d.target,FLYID) else set d.mode = d.TerrainCheck() if d.mode == 1 then set d.effects = AddSpecialEffectTarget(GROUND,d.target,d.attachpoint) elseif d.mode == 2 then set d.effects = AddSpecialEffectTarget(WATER,d.target,d.attachpoint) elseif d.mode == 3 then set d.effects = AddSpecialEffectTarget(COLLISION,d.target,d.attachpoint) endif endif set Knock[target] = d if .Count == 0 then call TimerStart(.Timer,TIME,true,function Knock.action) endif set .Count = .Count + 1 set .D[.Count] = d if d.OnStart.exists then call d.OnStart() endif return d endmethod static method get takes unit u returns integer return Knock[u] endmethod private method onDestroy takes nothing returns nothing call DestroyEffect(.effects) call ReleaseGroup(.hit) call ReleaseGroup(.linehit) call SetUnitFlyHeight(.target,GetUnitDefaultFlyHeight(.target),0) call SetUnitPathing(.target,true) endmethod private static method action takes nothing returns nothing local Knock d local Knock this local real x = 0.00 local real y = 0.00 local real cx = 0.00 local real cy = 0.00 local real tx = 0.00 local real ty = 0.00 local integer mode = 0 local real height = 0.00 local group g = NewGroup() local real angle = 0.00 local integer i = 0 local unit t = null loop exitwhen i >= .Count set this = .D[i] set x = GetUnitX(.target) set y = GetUnitY(.target) set height = GetUnitFlyHeight(.target) set mode = .mode set .positionZ = .positionZ + .speed if height >= HEIGHTLEVEL then set .chain = false set .trees = false endif if .ToTarget and .TargetPoint == null then set cx = GetUnitX(.dashtarget) set cy = GetUnitY(.dashtarget) set x = GetUnitX(.target) set y = GetUnitY(.target) set angle = Atan2(cy-y,cx-x) set .sin = Sin(angle) set .cos = Cos(angle) if SquareRoot((cx - x) * (cx - x) + (cy - y) * (cy - y)) <= 125 then if .OnStop.exists then call .OnStop() endif call .release() set .Count = .Count - 1 if .Count > 0 then set .D[i]= .D[.Count] set i = i - 1 else call PauseTimer(.Timer) endif endif endif if .OnStopCondition.exists then call .OnStopCondition() if .OnStop.exists then call .OnStop() endif call .release() set .Count = .Count - 1 if .Count > 0 then set .D[i]= .D[.Count] set i = i - 1 else call PauseTimer(.Timer) endif endif if .TargetPoint == null and not .ToTarget and not .OnStopCondition.exists then if .speed <= 0 or IsPointOutside(x,y) then if .OnStop.exists then call .OnStop() endif call .release() set .Count = .Count - 1 if .Count > 0 then set .D[i]= .D[.Count] set i = i - 1 else call PauseTimer(.Timer) endif endif endif if .Mode == 0 then set x = x + .speed * .cos set y = y + .speed * .sin elseif .Mode == 1 then set x = x + .speed * .cos set y = y + .speed * .sin elseif .Mode == 2 then set x = x + .VariableSpeed *.cos set y = y + .VariableSpeed *.sin endif if .Move then call SetUnitX(.target,x) call SetUnitY(.target,y) else call SetUnitPosition(.target,x,y) endif if .LineDamage > 0 then set .data = this call GroupEnumUnitsInRange(g,x,y,100,LineFilter) loop set t = FirstOfGroup(g) exitwhen t == null if not IsUnitInGroup(t,.linehit) then call UnitDamageTarget(.source,t,.LineDamage,false,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null) call GroupAddUnit(.linehit,t) endif call GroupRemoveUnit(g,t) JASS:function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing local Knock d local unit u = GetTriggerUnit() local unit t = GetSpellTargetUnit() local real x = GetUnitX(u) local real y = GetUnitY(u) local real tx = GetUnitX(t) local real ty = GetUnitY(t) local real angle = Atan2(ty-y,tx-x) set d = Knock.create(u,t,angle,1000,15) endfunction //=========================================================================== function InitTrig_Untitled_Trigger_001 takes nothing returns nothing set gg_trg_Untitled_Trigger_001 = CreateTrigger( ) call TriggerRegisterAnyUnitEventBJ( gg_trg_Untitled_Trigger_001, EVENT_PLAYER_UNIT_SPELL_EFFECT ) call TriggerAddAction( gg_trg_Untitled_Trigger_001, function Trig_Untitled_Trigger_001_Actions ) endfunction |
| 05-08-2009, 09:21 AM | #2 |
*Bump* |
| 05-08-2009, 01:31 PM | #3 |
how can it be destroyed at all ? the only call of ".destroy" is the one with the invalid values ? - you dont have a OnStop method ...and why the heck do you use that interface ... useless for Knockbacks IMO ..and the values of your dummy spell seem valid... |
| 05-08-2009, 02:25 PM | #4 |
I solved it, take a look at the code before you say anything. I use PUI so .releases do some stuff with PUI and then call .destroy for it. I need interfaces for my other spells that require other conditions which is going to be tweaked next verison. Why do you people hate interfaces so much? |
