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Old 04-16-2007, 06:42 PM   #61
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Well done, SFilip!
Even if this might not be what we'll be using in the end,
it's still a valuable contribution and points other developers in the right direction.

*awaits Zoxc's new thing*
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Old 04-19-2007, 12:06 AM   #62
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Question

Quote:
Originally Posted by Alevice
You need to get Borland Delphi, load the project file, and try to compile it.

I´ve got Borland Delphi 2005 and have loaded the project file, but I don´t know how to use the "Delphi Scintilla Interface Components" which are needed to compile it. How do I add these to the project?
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Old 04-19-2007, 01:19 AM   #63
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yeah, "dependency hell" it is probably even worse in Delphi, you should google for support on how to implement Scintilla in delphi, there should be something about that.
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Old 04-19-2007, 01:30 PM   #64
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Quote:
Originally Posted by Vexorian
yeah, "dependency hell" it is probably even worse in Delphi, you should google for support on how to implement Scintilla in delphi, there should be something about that.

"Building and installing packages", Once you learn that everything is easy.
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Old 04-20-2007, 08:27 PM   #65
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0.3 released, check the changelog in the first post for more info.
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Old 04-20-2007, 09:38 PM   #66
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Wow, awesome changes. If you could only manage a workaround for the refresh thing, it'd be perfect. You should ask Vex to include this in the NewGen pack if you do. And it wouldn't hurt asking around if anyone has any ideas on how to fix the refresh issue. Other than that, awesome job!
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Old 04-21-2007, 05:06 PM   #67
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thx for making it work with german WE!

Just a few things I would like you to change:
-Code folding doesn´t work when using libraries. It is folding down the code from library to endfunction instead of endlibrary

-Sometimes I cant even see the refresh-button, could you change this so that pressing F5 will refresh everything?

-PJASS-Syntax Checker is quite useless when using vJass. You could replace it by a Syntax Checker that just looks for simple errors, like a missing ")" or "endloop".
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Old 04-21-2007, 06:25 PM   #68
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> It is folding down the code from library to endfunction instead of endlibrary
Yes, it should be that way, the folding system simply looks for a specific keyword to start and a specific keyword to end a fold.
However what you're saying might mean that something is not being folded properly (whatever is above that endfunction). Would be helpful if you could send me this code so that I can check it out.

> pressing F5 will refresh everything?
Well ATM pressing Alt+S does the refresh (notice the s in Refresh is underlined). I'll see to it that F5 is possible as well in the next version.

> replace it by a Syntax Checker that just looks for simple errors
I'll see what can I do, but this would probably a waste of time...
1. PJass is very useful, I don't want to reinvent the wheel and there is a number of users not using vJass yet. The ones that do can always tap the editor's save button I guess.
2. Code folding already accounts for missing endloop/endif or whatever and if you forget a ) then syntax highlighting should help by coloring one of ( in that line red.
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Old 04-21-2007, 09:41 PM   #69
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Quote:
Originally Posted by SFilip
However what you're saying might mean that something is not being folded properly (whatever is above that endfunction). Would be helpful if you could send me this code so that I can check it out.

I think the problem is that I used an "private constant function". Anyways here is the whole page :

Hidden information:

Collapse JASS:
//UTF8
library jumpsystem initializer Init_DCJumpSystem

globals 
    gamecache               udg_DCJS_GC                = null
    group                   udg_DCJS_Jumpers           = CreateGroup()
    trigger                 udg_DCJS_Loop              = null
    //location                udg_Point                  = null
    real array              udg_DCJS_Data
    //location                udg_p1                     = null
    //location                udg_uPos                   = null
endglobals 

//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//x                                                                         x
//x           O              Dragonblood Creations' Jump System             x
//x     _  - /Y-                         Version 2.0                        x
//x  -       / \     © Waldbaer@Dragonblood Creations, January 7th, 2007    x
//x-                                                                        x
//x               Check [url]www.dragonblood-creations.de[/url] for the latest update! x
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
//
//___________________________________________________________________________
//|You have to give credits, if you use anything of this system for your    |
//|map, either whole functions or only parts of them. You are allowed to    |
//|change this system, if you still give credits to Dragonblood Creations.  |
//|If you think that changes by you are so useful in a way that they should |
//|be implemented in the official version for everybody's use, send an      |
//|e-mail to                                                                |
//|waldbaer@dragonblood-creations.de                                        |
//|and write us your changes in it, as well as a description of what their  |
//|exact effect is. If we decide to implement them really, you will of      |
//|course also be credited.                                                 |
//|_________________________________________________________________________|


//Constant Functions for easy editing of basic preferences
//--------------------------------------------------------
private constant function DCJS_LoopFrequence takes nothing returns real
    return 0.03             //This is the time period in seconds between the position corrections of the unit
endfunction

private constant function DCJS_Jumpers takes nothing returns group
    return udg_DCJS_Jumpers //You can change this variable's name here if you want it to have another name
endfunction

private constant function PathChecker takes nothing returns integer
    return 'uske' //The preset unit for pathchecking is the undead skeleton. If you want to use another ground unit, replace 'uske' with its rawcode
endfunction

//Used Secondary Functions of the system
//--------------------------------------
private constant function DCJS_FlyTrick takes nothing returns integer
    return 'Amrf'
endfunction

private function H2I takes handle h returns integer
    return h
    return 0
private endfunction

private function I2U takes integer i returns unit
    return i
    return null
endfunction

private function IsLocPathable takes location target returns boolean
    local unit u = CreateUnitAtLoc( Player(13), PathChecker(), target, 0 )
    local real x = GetUnitX( u ) - GetLocationX( target )
    local real y = GetUnitY( u ) - GetLocationY( target )
    
    if x < 1 and x > -1 and  y < 1 and y > -1 then
        call RemoveUnit(u)
        set u = null
        return true
    endif

    call RemoveUnit(u)
    set u = null
    return false
endfunction

private function GetNearestPathableLoc takes location source returns location
    local unit u = CreateUnitAtLoc( Player(13), PathChecker(), source, 0 )
    local location pathable = GetUnitLoc( u )

    call RemoveUnit(u)
    set u = null
    return pathable
endfunction


//Main Functions of the system
//----------------------------
function DCJS_Jump takes unit u, location target, real height, real ttime returns nothing
    local location uPos = GetUnitLoc(u)
    local real startz = GetLocationZ( uPos )
    local real x
    local real y
    local real angle
    local integer number = GetStoredInteger( udg_DCJS_GC, "Units", "Count" )
    local integer i = number * 9

    if GetUnitFlyHeight(u) > 0 then
        set startz = startz + GetUnitFlyHeight(u)
    endif

    set x = GetLocationX( target )
    set y = GetLocationY( target )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u, DCJS_FlyTrick() )
    call UnitRemoveAbility( u, DCJS_FlyTrick() )
    set angle = Atan2( y - GetUnitY(u), x - GetUnitX(u))

    //Save all needed variables in GameCache and the data array and add unit to the Jumpers group
    set udg_DCJS_Data[i] = GetLocationX( target )
    set udg_DCJS_Data[i+1] = GetLocationY( target )
    set udg_DCJS_Data[i+2] = angle
    set udg_DCJS_Data[i+3] = startz
    set udg_DCJS_Data[i+4] = (GetLocationZ( target ) - startz) / ttime
    set udg_DCJS_Data[i+5] = DistanceBetweenPoints( uPos, target ) / ttime * DCJS_LoopFrequence()
    set udg_DCJS_Data[i+6] = 0
    set udg_DCJS_Data[i+7] = ttime
    set udg_DCJS_Data[i+8] = height
    call StoreInteger( udg_DCJS_GC, I2S(H2I(u)), "Number", number )
    call StoreInteger( udg_DCJS_GC, I2S(number), "Unit", H2I(u) )
    call StoreInteger( udg_DCJS_GC, "Units", "Count", number + 1 )
    call GroupAddUnit( DCJS_Jumpers(), u )
    
    call RemoveLocation( uPos )
    set uPos = null
endfunction

function DCJS_JumpSpeed takes unit u, location target, real height, real speed returns nothing
    local location uPos = GetUnitLoc(u)
    local real startz = GetLocationZ( uPos )
    local real x
    local real y
    local real angle
    local real ttime = DistanceBetweenPoints( uPos, target ) / speed
    local integer number = GetStoredInteger( udg_DCJS_GC, "Units", "Count" )
    local integer i = number * 9

    if GetUnitFlyHeight(u) > 0 then
        set startz = startz + GetUnitFlyHeight(u)
    endif

    set x = GetLocationX( target )
    set y = GetLocationY( target )
    call SetUnitPathing( u, false )
    call UnitAddAbility( u, DCJS_FlyTrick() )
    call UnitRemoveAbility( u, DCJS_FlyTrick() )
    set angle = Atan2( y - GetUnitY(u), x - GetUnitX(u))

    //Save all needed variables in GameCache and the data array and add unit to the Jumpers group
    set udg_DCJS_Data[i] = GetLocationX( target )
    set udg_DCJS_Data[i+1] = GetLocationY( target )
    set udg_DCJS_Data[i+2] = angle
    set udg_DCJS_Data[i+3] = startz
    set udg_DCJS_Data[i+4] = (GetLocationZ( target ) - startz) / ttime
    set udg_DCJS_Data[i+5] = speed * DCJS_LoopFrequence()
    set udg_DCJS_Data[i+6] = 0
    set udg_DCJS_Data[i+7] = ttime
    set udg_DCJS_Data[i+8] = height
    call StoreInteger( udg_DCJS_GC, I2S(H2I(u)), "Number", number) 
    call StoreInteger( udg_DCJS_GC, I2S(number), "Unit", H2I(u) )
    call StoreInteger( udg_DCJS_GC, "Units", "Count", number + 1 )
    call GroupAddUnit( DCJS_Jumpers(), u )
    
    call RemoveLocation( uPos )
    set uPos = null
endfunction

function DCJS_EndJump takes unit u, boolean StopHeightChange returns nothing
    local string s = I2S(H2I(u))
    local unit last
    local integer count
    local integer number = GetStoredInteger( udg_DCJS_GC, s, "Number" )
    local integer i = 0

    if StopHeightChange then
        call GroupRemoveUnit( DCJS_Jumpers(), u )
        set count = GetStoredInteger( udg_DCJS_GC, "Units", "Count" ) - 1
        set last = I2U( GetStoredInteger( udg_DCJS_GC, I2S(count), "Unit" ) )
        call FlushStoredInteger( udg_DCJS_GC, I2S(count), "Unit" )
        call StoreInteger( udg_DCJS_GC, I2S(H2I(last)), "Number", number )
        call StoreInteger( udg_DCJS_GC, "Units", "Count", count )
        set number = number * 9
        set count = count * 9
        loop
            set udg_DCJS_Data[number + i] = udg_DCJS_Data[count + i]
            set i = i + 1
            exitwhen i == 9
        endloop
        call FlushStoredInteger( udg_DCJS_GC, s, "Number" )
        call SetUnitPathing( u, true )
    else
        set udg_DCJS_Data[ number * 9 + 5 ] = 0
    endif
    set last = null
endfunction

function DCJS_Bounce takes unit u, location newtarget returns nothing
    local real time
    local real ttime
    local real rise
    local location uPos = GetUnitLoc(u)
    local integer i = GetStoredInteger( udg_DCJS_GC, I2S(H2I(u)), "Number" ) * 9

    set time = udg_DCJS_Data[i+6]
    set ttime = udg_DCJS_Data[i+7]
    set rise = ( GetLocationZ( newtarget ) - GetLocationZ( uPos ) ) / ( ttime - time )

    set udg_DCJS_Data[i+2] = Atan2(GetLocationY(newtarget) - GetUnitY(u), GetLocationX(newtarget) - GetUnitX(u))
    set udg_DCJS_Data[i+5] = DistanceBetweenPoints( uPos, newtarget  ) / ( ttime - time ) * DCJS_LoopFrequence()
    set udg_DCJS_Data[i+3] = GetLocationZ( uPos ) - time * rise
    set udg_DCJS_Data[i+4] = rise
    set udg_DCJS_Data[i] = GetLocationX( newtarget )
    set udg_DCJS_Data[i+1] = GetLocationY( newtarget )

    call RemoveLocation( uPos )
    set uPos = null
endfunction

function DCJS_LoopEnum takes nothing returns nothing
    local unit u = GetEnumUnit()
    local real x
    local real y
    local real time
    local real ttime
    local real height
    local real angle
    local real rise
    local real startz
    local real movedistance
    local real flyheight
    local location nextposition
    local integer number = GetStoredInteger( udg_DCJS_GC, I2S(H2I(u)), "Number" )
    local integer i = number * 9
    local integer count
    local unit last


    set time = udg_DCJS_Data[i+6] + DCJS_LoopFrequence()
    set ttime = udg_DCJS_Data[i+7]
    set movedistance = udg_DCJS_Data[i+5]

    if time < ttime then
        //Jumper is still going up
        set height = udg_DCJS_Data[i+8]
        set startz = udg_DCJS_Data[i+3]
        set rise = udg_DCJS_Data[i+4]
        set angle = udg_DCJS_Data[i+2]
        set x = GetUnitX(u) + movedistance * Cos( angle )
        set y = GetUnitY(u) + movedistance * Sin( angle )
        set nextposition = Location( x, y )
        set flyheight = height - height / ttime / ttime * 4 * ( time - ttime/2 ) * ( time - ttime/2 ) + time * rise + startz - GetLocationZ( nextposition )

        call SetUnitFlyHeight(u, flyheight, 0 )
        call SetUnitPosition( u, x, y )
        set udg_DCJS_Data[i+6] = time
    else
        if movedistance > 0 then
            //Move unit to target position
            set x = udg_DCJS_Data[i]
            set y = udg_DCJS_Data[i+1]
            call SetUnitPosition( u, x, y )
        endif
        call SetUnitFlyHeight(u, 0, 0 )

        //End jump and reset values
        call GroupRemoveUnit( DCJS_Jumpers(), u )
        set count = GetStoredInteger( udg_DCJS_GC, "Units", "Count" ) - 1
        set last = I2U( GetStoredInteger( udg_DCJS_GC, I2S(count), "Unit" ) )
        call FlushStoredInteger( udg_DCJS_GC, I2S(count), "Unit" )
        call StoreInteger( udg_DCJS_GC, I2S(H2I(last)), "Number", number )
        call StoreInteger( udg_DCJS_GC, "Units", "Count", count )
        set i = 0
        set number = number * 9
        set count = count * 9
        loop
            set udg_DCJS_Data[number + i] = udg_DCJS_Data[count + i]
            set i = i + 1
            exitwhen i == 9
        endloop
        call FlushStoredInteger( udg_DCJS_GC, I2S(H2I(u)), "Number" )
        call SetUnitPathing( u, true )
        set nextposition = null
    endif

    set u = null
    set last = null
    call RemoveLocation( nextposition )
    set nextposition = null
endfunction

private function DCJS_Loop takes nothing returns nothing
    call ForGroup(DCJS_Jumpers(), function DCJS_LoopEnum )
endfunction

private function Init_DCJumpSystem takes nothing returns nothing
    set udg_DCJS_GC = GetLastCreatedGameCacheBJ()
    call GroupClear( udg_DCJS_Jumpers )
    set udg_DCJS_Loop = GetTriggeringTrigger()
    set udg_DCJS_Data[0] = 0.00    
    
    //----
    set udg_DCJS_Loop = CreateTrigger(  )
    call TriggerRegisterTimerEvent( udg_DCJS_Loop, DCJS_LoopFrequence(), true )
    call TriggerAddAction( udg_DCJS_Loop, function DCJS_Loop )
    set udg_DCJS_GC = InitGameCache( "jumpsystem.w3v" )
    call FlushGameCache( udg_DCJS_GC )
    call SaveGameCache( udg_DCJS_GC )
    set udg_DCJS_GC = InitGameCache( "jumpsystem.w3v" )

    call StoreInteger( udg_DCJS_GC, "Units", "Count", 0 )
endfunction

endlibrary
//===========================================================================
function InitTrig_Jumpsystem takes nothing returns nothing
endfunction

//ENDUTF8


Quote:
Originally Posted by SFilip
> replace it by a Syntax Checker that just looks for simple errors
I'll see what can I do, but this would probably a waste of time...
1. PJass is very useful, I don't want to reinvent the wheel and there is a number of users not using vJass yet. The ones that do can always tap the editor's save button I guess.
2. Code folding already accounts for missing endloop/endif or whatever and if you forget a ) then syntax highlighting should help by coloring one of ( in that line red.

Well, it´s not that important, but maybe you could let users write their own stupid-errors-checker-plugins in python or so.

/edit:
thx vex, didn´t know that it was already possible, I will try it now.
/edit2:
i think it doesn´t matter what the exe returns, it just has to output enough errorlines xD

Last edited by peq : 04-22-2007 at 01:26 PM.
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Old 04-21-2007, 10:34 PM   #70
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he already does, just make an exe that returns 1 when there are errors and takes arguments like this <commonj> <blizzardj> <mapscript.j> then replace pjass.exe with that one.

Don't see why it should specifically support python not like python would make programming this checker any easier than with the other nth languages if anything it would just make it harder.
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Old 04-22-2007, 04:16 PM   #71
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This tool is great! It's thanks to it I've started learning jass :P

But there is a bug with the auto-saving in the new version. It makes WE think you edited the file even directly after it is saved (There is still a * after the filename in the main titlebar). I could live with that if it didn't make it impossible to use Test Map, at least from the vJass WE. It just jumps to the main menu in wc3.

Other than that it would be nice if you could add some sort of search/replace tool, and make the editor remember the scroll when switching between different triggers.

/ Samiljan
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Old 04-25-2007, 12:50 AM   #72
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Good job adding the syntax checker... Except, it only checks the ONE trigger. Not the custom script section, not anything else. Which means globals, custom functions, etc. bring up an error without needing to...
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Old 04-25-2007, 11:59 AM   #73
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Well it's simply impossible to detect the map header or globals.
This is used for a quick check, if you want a full check there are tools like Grimoire that do it for you when you save.
You can also use includes to your cause if you want to for example have kattana's system parsed along with common.j and blizzard.j.
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Old 04-25-2007, 07:47 PM   #74
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Oh, didn't know it coudn't be done, just thought you weren't bothering ><

kk then, good work anyways.
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Old 05-08-2007, 07:04 AM   #75
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Annoying bugs: The map now registers as having been changed after a save. (i can only presume its from how you disabled the "save" feature) also, im sometimes getting triggers copied to the map header for no explainable reson that i can see. (may be unrelated to this) oh, and the syntax check and options buttons don't seem to be redrawn when i hit refresh. (they "disapear" sometimes when alt-tabbing, and hitting refresh will not make them redraw. Theyre still there and everything) And a minor thing: you have to unhook and close it before closing WE, else TESH stays active and consumes memory. Not that big an issue, but a fix would be awesome :)
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