18

» WarCraft 3 / cJass - дополнение к языку JASS

У векса лучше сделаны анонимки.
Два одинаковых примера, один на cJass, второй на зинке:
[cut=cJass][code]library A requires TimerUtils
{
#include "cj_types.j"
struct A
{
static thistype create()
{
thistype this=thistype.allocate()
timer t=NewTimer()
SetTimerData(t,this)
TimerStart(CreateTimer(),1.,false,lambda void()
{
thistype this=GetTimerData(GetExpiredTimer())
})
return this
}
}
}[/code][/cut]
[cut=Zinc][code]//! zinc
library B requires TimerUtils
{
struct A
{
static method create()->thistype
{
thistype this=thistype.allocate();
timer t=NewTimer();
SetTimerData(t,this);
TimerStart(CreateTimer(),1.,false,function()
{
thistype this=GetTimerData(GetExpiredTimer());
});
return this;
}
}
}
! endzinc[/code][/cut]
cJass'овый не работает, зинковый работает.
18

» WarCraft 3 / cJass - дополнение к языку JASS

[cut=TimerUtils][code]library TimerUtils initializer init
*********************************************************************
* TimerUtils (red+blue+orange flavors for 1.24b+)
* ----------
*
* To implement it , create a custom text trigger called TimerUtils
* and paste the contents of this script there.
*
* To copy from a map to another, copy the trigger holding this
* library to your map.
*
* (requires vJass) More scripts: htt://www.wc3c.net
*
* For your timer needs:
* * Attaching
* * Recycling (with double-free protection)
*
* set t=NewTimer() : Get a timer (alternative to CreateTimer)
* ReleaseTimer(t) : Relese a timer (alt to DestroyTimer)
* SetTimerData(t,2) : Attach value 2 to timer
* GetTimerData(t) : Get the timer's value.
* You can assume a timer's value is 0
* after NewTimer.
*
* Multi-flavor:
* Set USE_HASH_TABLE to true if you don't want to complicate your life.
*
* If you like speed and giberish try learning about the other flavors.
*
********************************************************************
================================================================
globals
How to tweak timer utils:
USE_HASH_TABLE = true (new blue)
* SAFEST
* SLOWEST (though hash tables are kind of fast)

USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = true (orange)
* kinda safe (except there is a limit in the number of timers)
* ALMOST FAST

USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = false (red)
* THE FASTEST (though is only faster than the previous method
after using the optimizer on the map)
* THE LEAST SAFE ( you may have to tweak OFSSET manually for it to
work)

private constant boolean USE_HASH_TABLE = true
private constant boolean USE_FLEXIBLE_OFFSET = false
private constant integer OFFSET = 0x100000
private integer VOFFSET = OFFSET

Timers to preload at map init:
private constant integer QUANTITY = 256

Changing this to something big will allow you to keep recycling
timers even when there are already AN INCREDIBLE AMOUNT of timers in
the stack. But it will make things far slower so that's probably a bad idea...
private constant integer ARRAY_SIZE = 8190
endglobals
==================================================================================================
globals
private integer array data[ARRAY_SIZE]
private hashtable ht
endglobals
It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
static if(USE_HASH_TABLE) then
new blue
call SaveInteger(ht,0,GetHandleId(t), value)

elseif (USE_FLEXIBLE_OFFSET) then
orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-VOFFSET]=value
else
new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-OFFSET]=value
endif
endfunction
function GetTimerData takes timer t returns integer
static if(USE_HASH_TABLE) then
new blue
return LoadInteger(ht,0,GetHandleId(t) )

elseif (USE_FLEXIBLE_OFFSET) then
orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-VOFFSET]
else
new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-OFFSET]
endif
endfunction
==========================================================================================
globals
private timer array tT[ARRAY_SIZE]
private integer tN = 0
private constant integer HELD=0x28829022
use a totally random number here, the more improbable someone uses it, the better.
endglobals
==========================================================================================
function NewTimer takes nothing returns timer
if (tN==0) then
If this happens then the QUANTITY rule has already been broken, try to fix the
issue, else fail.
debug call BJDebugMsg("NewTimer: Warning, Exceeding TimerUtils_QUANTITY, make sure all timers are getting recycled correctly")
static if( not USE_HASH_TABLE) then
debug call BJDebugMsg("In case of errors, please increase it accordingly, or set TimerUtils_USE_HASH_TABLE to true")
set tT[0]=CreateTimer()
static if( USE_FLEXIBLE_OFFSET) then
if (GetHandleId(tT[0])-VOFFSET<0) or (GetHandleId(tT[0])-VOFFSET>=ARRAY_SIZE) then
all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
else
if (GetHandleId(tT[0])-OFFSET<0) or (GetHandleId(tT[0])-OFFSET>=ARRAY_SIZE) then
all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
endif
endif
else
set tN=tN-1
endif
call SetTimerData(tT[tN],0)
return tT[tN]
endfunction
==========================================================================================
function ReleaseTimer takes timer t returns nothing
if(t==null) then
debug call BJDebugMsg("Warning: attempt to release a null timer")
return
endif
if (tN==ARRAY_SIZE) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
call PauseTimer(t)
if(GetTimerData(t)==HELD) then
debug call BJDebugMsg("Warning: ReleaseTimer: Double free!")
return
endif
call SetTimerData(t,HELD)
set tT[tN]=t
set tN=tN+1
endif
endfunction
private function init takes nothing returns nothing
local integer i=0
local integer o=-1
local boolean oops = false

static if( USE_HASH_TABLE ) then
set ht = InitHashtable()
loop
exitwhen(i==QUANTITY)
set tT[i]=CreateTimer()
call SetTimerData(tT[i], HELD)
set i=i+1
endloop
set tN = QUANTITY
else
loop
set i=0
loop
exitwhen (i==QUANTITY)
set tT[i] = CreateTimer()
if(i==0) then
set VOFFSET = GetHandleId(tT[i])
static if(USE_FLEXIBLE_OFFSET) then
set o=VOFFSET
else
set o=OFFSET
endif
endif
if (GetHandleId(tT[i])-o>=ARRAY_SIZE) then
exitwhen true
endif
if (GetHandleId(tT[i])-o>=0) then
set i=i+1
endif
endloop
set tN = i
exitwhen(tN == QUANTITY)
set oops = true
exitwhen not USE_FLEXIBLE_OFFSET
debug call BJDebugMsg("TimerUtils_init: Failed a initialization attempt, will try again")
endloop

if(oops) then
static if ( USE_FLEXIBLE_OFFSET) then
debug call BJDebugMsg("The problem has been fixed.")
If this message doesn't appear then there is so much
handle id fragmentation that it was impossible to preload
so many timers and the thread crashed! Therefore this
debug message is useful.
elseif(DEBUG_MODE) then
call BJDebugMsg("There were problems and the new timer limit is "+I2S(i))
call BJDebugMsg("This is a rare ocurrence, if the timer limit is too low:")
call BJDebugMsg("a) Change USE_FLEXIBLE_OFFSET to true (reduces performance a little)")
call BJDebugMsg("b) or try changing OFFSET to "+I2S(VOFFSET) )
endif
endif
endif
endfunction
endlibrary[/code][/cut]В SetTimerData на первом же elseif'е синтакс еррор в вексовском компиляторе.
[size=1][i]Nekit1234007 добавил:[/i][/size]
Разумеется, это неотредактированная версия.
18

» WarCraft 3 / cJass - дополнение к языку JASS

bb:Я уже заметил -_-. АдикХелпер очень не дружит со статик ифами векса, таймер утилс пришлось сильно отредактировать. Будешь что-нибудь делать с этими ифами?
18

» WarCraft 3 / Библиотека функций

bb:В данном случае использование константы неоправдано. ИМХО.
18

» WarCraft 3 / Библиотека функций

SafeSetUnitPositions
library_once SafeSetUnitPositions initializer Init
/* 
    ======
    Данная библиотека позволяет безопасно использовать функции SetUnitX, SetUnitY и SetUnitPosition
    Также добавляет функцию:
    void SetUnitXY(unit u, float x, float y)
    ======
*/
{
    #include "cj_types.j"

    private float MinWrldX=0.
    private float MaxWrldX=0.
    private float MinWrldY=0.
    private float MaxWrldY=0.

    #define
    {
        SetUnitX=SetUnitXEx
        SetUnitY=SetUnitYEx
        SetUnitPosition=SetUnitPositionEx
    }

    private float CheckX(float x)
    {
        if x>MaxWrldX
        {
            return MaxWrldX
        }elseif x<MinWrldX
        {
            return MinWrldX
        }
        return x
    }

    private float CheckY(float y)
    {
        if y>MaxWrldY
        {
            return MaxWrldY
        }elseif y<MinWrldY
        {
            return MinWrldY
        }
        return y
    }

    void SetUnitXEx(unit u, float x)
    {
        SetUnit##X(u,CheckX(x))
    }

    void SetUnitYEx(unit u, float y)
    {
        SetUnit##Y(u,CheckY(y))
    }

    void SetUnitPositionEx(unit u, float x, float y)
    {
        SetUnit##Position(u,CheckX(x),CheckY(y))
    }

    void SetUnitXY(unit u, float x, float y)
    {SetUnitX(u,x);SetUnitY(u,y)}

    private void Init()
    {
        rect r=GetWorldBounds()
        MinWrldX=GetRectMinX(r)+5. // ± 5 for safety
        MaxWrldX=GetRectMaxX(r)-5.
        MinWrldY=GetRectMinY(r)+5.
        MaxWrldY=GetRectMaxY(r)-5.
        RemoveRect(r)
        r=null
    }
}
18

» WarCraft 3 / cJass - дополнение к языку JASS

[b]Зевс[/b], если сразу вайлнот писать, как я пишу, то нулевого регистрировать не будет.
18

» WarCraft 3 / cJass - дополнение к языку JASS

[code]define TriggerRegisterAnyUnitEventBJ(t,e)=
{
int i=0
do
{
TriggerRegisterPlayerUnitEvent(t,Player(i),e,null)
}whilenot(++i==16)
}[/code]Превращается в вот такой замечательный код:[code]function InitTrig_Sword takes nothing returns nothing
set SomeTrig=CreateTrigger()
call integer i=0 ололо
loop
call TriggerRegisterPlayerUnitEvent(SomeTrig,Player(i),EVENT_PLAYER_UNIT_PICKUP_ITEM,null
set i=i+1
exitwhen (i==16)
endloop
call TriggerAddCondition(SomeTrig,Condition(function Trig_Sword_Conditions))
call TriggerAddAction(SomeTrig,function Trig_Sword_Actions)
endfunction[/code]
18

» WarCraft 3 / cJass - дополнение к языку JASS

[code]struct bla
{
void blabla(){} Метод
static void blablabla(){} Соответственно статик метод
}[/code]
18

» WarCraft 3 / cJass - дополнение к языку JASS

[b]Зевс[/b], быть такого не может О_О. У меня пару раз крашилось, но карта оставалось.
18

» WarCraft 3 / cJass - дополнение к языку JASS

Правильно, какого типа твои b? Транслятор ведь не экстрасенс. О_О
[size=1][i]Nekit1234007 добавил:[/i][/size]
[code]b[aa] =0.
b[ab] =0.
b[ac] =0.[/code]
Надо писать внутри функций, для присвоения.
18

» WarCraft 3 / cJass - дополнение к языку JASS

[quote=Ranger21]кстати void InitTrig_BlaBla () {
}
Айнит таким образом работает спокойно?[/quote]
Поч нет?
18

» WarCraft 3 / cJass - дополнение к языку JASS

  1. хз но вроде нет
  2. да
  3. смотря где пишеш
кури [url=http://cjass.xgm.ru/manual-ru]мануал[/url]
18

» WarCraft 3 / cJass - дополнение к языку JASS

жасс (0.A.2.5) и адик (1.4.1.1[h]6[/h]) хелперы опять не стакаются :]
При тупо (без изменений) пересохранении карты Fiziks0.6.w3x вылетает:
18

» WarCraft 3 / Библиотека функций

define Chance(p)=(GetRandomReal(0.,100.)<=p)
// Использовать так:

    if Chance(/*Какой-то реал. Например:*/5.)
    {
        ...
    }