| 10-27-2011, 09:25 AM | #1 |
Recycles missile dummy units while considering their facing angle. Warning: this uses an ObjectMerger statement to create a dummy unit with the rawcode 'dumi'. I haven't written a Nestharus-style safe Lua script nor prepared a test map at this stage. That is on my to-do list still. JASS:library MissileRecycler requires TimerUtils /* MissileRecycler v 1.1.0.0 ========================================================================= Credits: ------------------------------------------------------------------------- Written by Bribe Vexorian, Anitarf and iNfraNe for the dummy.mdx model file ========================================================================= Requirements: ------------------------------------------------------------------------- TimerUtils by Vexorian - wc3c.net/showthread.php?t=101322 ========================================================================= Introduction: ------------------------------------------------------------------------- Recycling dummy units is important because the CreateUnit call is one of, if not the, most processor-intensive native in the entire game. Creating just a couple dozen dummy units in a single thread causes a visible frame glitch for that instant. The overhead is even higher if you are using a Unit Indexing library in the map which causes some extra evaluations per new unit. There are also reports of removed units leaving a little trail of RAM surplus in their wake. I have not been able to reproduce this so I don't know if this is still a factor in 1.26. I was motivated to create this system because removed units might be un- safe in very large numbers and CreateUnit is a very heavy process. The thing that makes this system different than others is the fact that it considers the facing angle of the dummies being recycled, which I have never seen another system even attempt. Considering the facing angle is important because it takes almost 1 second for the unit to turn around, which looks especially weird if you are creating a unit-trail or if you are shooting arrow-shaped objects as projectiles. For fireball effects or effects that generally don't depend on facing angle, this system would be a bit wasteful. Worst case scenario, it will take 0.09 seconds for the projectile to turn to the angle you need. This is 1/8 of the normal worst case scenario if you weren't recycling dummies considering facing. On average, it takes roughly 0.045 seconds to turn to the angle you need (which is not even noticable). However, I have made this completely configurable and you are able to change the values to whatever needs you have. ========================================================================= Calibration Guide: ------------------------------------------------------------------------- The thing that surprised me the most about this system was, no matter how complex it turned out, it became very configurable. So I should let you know what the constants do so you know if/how much you want to modify. constant integer ANG_N = 8 - How many different angles are recognized by the system. You can't do 360 different angles because then you're going to have thousands of dummy units stored and that's ridiculous, the game lags enough at 1000 units. Increasing ANG_N increases realism but decreases the chance that a dummy unit will be available to be recycled. I don't recommend making this any lower, though the max I'd recommend would be 16. constant integer ANG_STORAGE_MAX = 12 - How many dummy units are stored per angle. This limit is important because you might have a spike at one point in the game where many units are created, which could lead to many of those dummy units never being used again. In general, I advise that the factor of ANG_N x ANG_STORAGE_MAX does not exceed 100. More than that is too much in my opinion. Preloads ANG_N x ANG_STORAGE_MAX dummy units. Preloading dummies is useful as it dumps a lot of CreateUnit calls in initialization where you won't see a frame glitch. ========================================================================= API Guide: ------------------------------------------------------------------------- You obviously need some functions so you can get a recycled dummy unit or recycle it. Therefore I provide these: function GetRecycledMissile takes real x, real y, real z, real facing returns unit Returns a new dummy unit that acts as a projectile missile. The args are simply the last three arguments you'd use for a CreateUnit call, with the addition of a z parameter to represent the flying height - it isn't the absolute z but relative to the ground because it uses SetUnitFlyHeight on that value directly. function RecycleMissile takes unit u returns nothing When you are done with that dummy unit, recycle it via this function. This function is pretty intelligent and resets that unit's animation and its facing angle so you don't have to. */ //======================================================================= // Save the map, then delete the exclaimation mark in the following line. // Make sure that you don't have an object in your map with the rawcode // 'dumi' and also configure the model path (war3mapImported\dummy.mdl) // to the dummy.mdx model created by Vexorian. //! external ObjectMerger w3u ewsp dumi unam "Missile Dummy" ubui "" uhom 1 ucol 0.01 umvt "None" umvr 1.00 utar "" uspa "" umdl "war3mapImported\dummy.mdl" umxr 0.00 umxp 0.00 ushr 0 uerd 0.00 udtm 0.00 ucbs 0.00 uble 0.00 uabi "Aloc,Amrf" globals //------------------------------------------------------------------- // You must configure the dummy unit with the one created from the // ObjectMerger statement above. // private constant integer DUMMY_ID = 'dumi' //The rawcode of the dummy unit. private player OWNER = Player(15) //The owner of the dummy unit. private constant integer ANG_N = 8 //# of indexed angles. Higher value increases realism but decreases recycle frequency. private constant integer ANG_STORAGE_MAX = 12 //Max dummies per indexed angle. I recommend lowering this if you increase ANG_N. endglobals globals private constant integer ANG_VAL = 360 / ANG_N //Generate angle value from ANG_N. private constant integer ANG_MID = ANG_VAL / 2 //The middle value of angle value. //Timer data indexing vars private integer indexN = 0 //Used to create indices. private integer array recycle //Used to recycle indices. private unit array timedUnit //Used for the timer stack. //Misc vars private unit newUnit //Returning a local unit leaks the handle index. private unit array stack //Used as a 2-D array of dummy units. private integer array stackN //Used to track multiple indices for the 2-D array. private code expireCode //Prevents trigger evaluations or cloned functions. endglobals //======================================================================= // Returns the index for the given angle. If ANG_N is set to 4, it looks // like this: // // - index[0] = 0 degrees // - index[1] = 90 degrees // - index[2] = 180 degrees // - index[3] = 270 degrees // private function GetAngleIndex takes real angle returns integer return R2I(angle) / ANG_VAL endfunction //======================================================================= // 2-D array allows all numbers to be easily user-configurable. // private function GetArrayIndex takes integer angleIndex, integer dummyIndex returns integer return angleIndex * ANG_STORAGE_MAX + dummyIndex endfunction static if DEBUG_MODE then private function Print takes string s returns nothing //Un-comment this next line if you want to know how the system works: //call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 999, "[MissileRecycler] " + s) endfunction endif //======================================================================= // Get a recycled dummy missile unit. If there are no recycled dummies // that are already facing the angle you need, it creates a new dummy for // you. // function GetRecycledMissile takes real x, real y, real z, real facing returns unit local integer i = R2I(facing) //Atan2 can return negative values even when converted to degrees. if i < 0 then set i = i + 360 endif set i = i / ANG_VAL if stackN[i] > 0 then set stackN[i] = stackN[i] - 1 set newUnit = stack[GetArrayIndex(i, stackN[i])] call SetUnitFacing(newUnit, facing) debug call Print("Recycling") else debug call Print("Creating new") set newUnit = CreateUnit(OWNER, DUMMY_ID, x, y, facing) endif call SetUnitX(newUnit, x) call SetUnitY(newUnit, y) call SetUnitFlyHeight(newUnit, z, 0) return newUnit endfunction //======================================================================= // Prepares a unit to be recycled after it completely adjusts its facing // angle. // private function Recycle takes unit u, integer i returns nothing local timer t = NewTimer() local integer this = recycle[0] set i = i * ANG_VAL + ANG_MID //Turn the small integer into a true angle. call SetUnitFacing(u, i) //Set its facing to the new angle. //Get the smallest angle between the unit's current facing and the //angle it is going to face, because that is how the wc3 engine will //turn the unit. set i = IAbsBJ(i - R2I(GetUnitFacing(u))) if i > 180 then set i = i / 360 * 360 + 360 - i endif //Allocate index for timer data. if this == 0 then set this = indexN + 1 set indexN = this else set recycle[0] = recycle[this] endif set timedUnit[this] = u //Index the dummy unit to this instance. //Gives the unit just enough time to complete its turn. call SetTimerData(t, this) call TimerStart(t, 0.00406 * i, false, expireCode) set t = null endfunction //======================================================================= // Recycle dummy unit after it has finished turning. If the stack is full, // try again on a different stack. If all stacks are full, use RemoveUnit. // private function Expire takes nothing returns nothing local integer this = GetTimerData(GetExpiredTimer()) //Get the relevant dummy index local integer i = GetAngleIndex(GetUnitFacing(timedUnit[this])) //Get the index from the dummy's facing angle. call ReleaseTimer(GetExpiredTimer()) //Deallocate index as it's no longer required. set recycle[this] = recycle[0] set recycle[0] = this if stackN[i] == ANG_STORAGE_MAX then set i = ANG_N loop set i = i - 1 if stackN[i] < ANG_STORAGE_MAX then call Recycle(timedUnit[this], i) return //Recycled the instance, skip remaining actions. endif exitwhen i == 0 endloop debug call Print("Stack is full - removing surplus unit") call RemoveUnit(timedUnit[this]) else set stack[GetArrayIndex(i, stackN[i])] = timedUnit[this] set stackN[i] = stackN[i] + 1 endif set timedUnit[this] = null endfunction //======================================================================= // You should recycle the dummy missile unit when its job is done. // function RecycleMissile takes unit u returns nothing if GetUnitTypeId(u) == DUMMY_ID then //Reset the dummy's properties call SetUnitVertexColor(u, 255, 255, 255, 255) call SetUnitAnimationByIndex(u, 90) call SetUnitScale(u, 1, 0, 0) call Recycle(u, GetAngleIndex(GetUnitFacing(u))) debug else debug call BJDebugMsg("[MissileRecycler] Error: Attempt to recycle invalid unit-type.") endif endfunction //======================================================================= // This module helps to initialize the system in highest priority. // private module M private static method onInit takes nothing returns nothing local integer i local integer j = ANG_N local integer angle local real x = GetRectMaxX(bj_mapInitialPlayableArea) local real y = GetRectMaxY(bj_mapInitialPlayableArea) loop set j = j - 1 set i = ANG_STORAGE_MAX set stackN[j] = i set angle = j * ANG_VAL + ANG_MID loop set i = i - 1 set stack[GetArrayIndex(j, i)] = CreateUnit(OWNER, DUMMY_ID, x, y, angle) exitwhen i == 0 endloop exitwhen j == 0 endloop set expireCode = function Expire endmethod endmodule private struct S extends array implement M endstruct endlibrary |
| 10-31-2011, 09:59 AM | #2 |
Updated pretty heavily since original upload, also changed library requirement. |
