Добавлен , опубликован
Описывать особо нечего, но всё же.
Две библиотеки, одна содержит различные misc функции для работы с математическими величинами, вторая предоставляет функционал для работы с расположением юнитов на карте по XYZ (требует первую).
Используется с cJass, подключать можно копипастом или через дерективу #include.
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ОЖИДАНИЕ РЕКЛАМЫ...
0
30
6 лет назад
Отредактирован Clamp
0
Сорсы в тексте:
extended_math.j

#guard yln_core_math

library YLN_CoreMath {

//========================================
// Constants:
//========================================

    #define M_PI        = 3.14159265 // Pi number
    #define M_E         = 2.7182818  // Euler number
    #define M_FOURTH_E  = 1.2840254  // (M_E)^(1/4)
    #define M_LN10      = 2.302585   // Log(e)(10)
    #define M_LN2       = 0.693147   // Log(e)(2)

//========================================
// Functions:
//========================================

    #define abs    = M_Absolute
    #define fabs   = M_AbsoluteFloat

    #define round  = M_Round
    #define fround = M_RoundFloat

    #define floor  = M_Floor
    #define ceil   = M_Ceil

    #define min    = M_Minimal
    #define fmin   = M_MinimalFloat
    #define max    = M_Maximal
    #define fmax   = M_MaximalFloat

    #define clamp  = M_Clamp
    #define fclamp = M_ClampFloat

    #define div    = M_Division
    #define fdiv   = M_DivisionFloat
    #define mod    = M_Modulus
    #define fmod   = M_ModulusFloat

    #define pow    = Pow
    #define pow2   = M_Power2
    #define sqrt   = SquareRoot

    #define sin    = Sin
    #define cos    = Cos
    #define tan    = Tan
    #define ctan   = M_Cotangent
    #define sec    = M_Secant
    #define cosec  = M_Cosecant

    #define asin   = Asin
    #define acos   = Acos
    #define atan   = Atan
    #define atan2  = Atan2
    #define actan  = M_ArcCotangent
    #define asec   = M_ArcSecant
    #define acosec = M_ArcCosecant

    #define ln     = M_Ln
    #define lg     = M_Lg
    #define lb     = M_Lb
    #define log    = M_LogBase

//========================================
// Implementations:
//========================================

    int M_Absolute(int number) {
        if (number < 0) {
            return -number;
        }
        return number;
    }

    float M_AbsoluteFloat(float number) {
        if (number < 0.0) {
            return -number;
        }
        return number;
    }

    //====================================

    int M_Round(int number) {
        if (number > 0) {
            return R2I(I2R(number) + 0.5);
        }
        if (number < 0) {
            return R2I(I2R(number) - 0.5);
        }
        return 0;
    }

    float M_RoundFloat(float number) {
        if (number > 0.0) {
            return I2R(R2I(number + 0.5));
        }
        if (number < 0.0) {
            return I2R(R2I(number - 0.5));
        }
        return 0.0;
    }

    //====================================

    float M_Floor(float number) {
        if (number < 0) {
            return I2R(R2I(number - 1.0));
        }
        return I2R(R2I(number));
    }

    float M_Ceil(float number) {
        if (number < 0) {
            return I2R(R2I(number));
        }
        return I2R(R2I(number + 1.0));
    }

    //====================================

    int M_Minimal(int A, int B) {
        if (A > B) {
            return B;
        }
        return A;
    }

    float M_MinimalFloat(float A, float B) {
        if (A > B) {
            return B;
        }
        return A;
    }

    int M_Maximal(int A, int B) {
        if (A > B) {
            return A;
        }
        return B;
    }

    float M_MaximalFloat(float A, float B) {
        if (A > B) {
            return A;
        }
        return B;
    }

    //====================================

    int M_Clamp(int lower, int number, int upper) {
        return max(lower, min(number, upper));
    }

    float M_ClampFloat(float lower, float number, float upper) {
        return fmax(lower, fmin(number, upper));
    }

    //====================================

    int M_Division(int dividend, int divisor) {
        if (divisor != 0) {
            return R2I(dividend / divisor);
        }
        debug Error("div(" + I2S(dividend) + ", 0): illegal argument");
        return 0;
    }

    float M_DivisionFloat(float dividend, float divisor) {
        if (divisor != 0.0) {
            return I2R(R2I(dividend / divisor));
        }
        debug Error("fdiv(" + R2S(dividend) + ", 0.0): illegal argument");
        return 0.0;
    }

    int M_Modulus(int dividend, int divisor) {
        if (divisor != 0) {
            return R2I(dividend - R2I(dividend / divisor) * divisor);
        }
        debug Error("mod(" + I2S(dividend) + ", 0): illegal argument");
        return 0;
    }

    float M_ModulusFloat(float dividend, float divisor) {
        if (divisor != 0.0) {
            return dividend - I2R(R2I(dividend / divisor)) * divisor;
        }
        debug Error("fmod(" + R2S(dividend) + ", 0.0): illegal argument");
        return 0.0;
    }

    //====================================

    private bool pow2_ready = false;
    private int  pow2_data[0x1f];

    private void pow2_init() {
        pow2_data[0x00] = 0x00000001;   pow2_data[0x01] = 0x00000002;   pow2_data[0x02] = 0x00000004;   pow2_data[0x03] = 0x00000008;
        pow2_data[0x04] = 0x00000010;   pow2_data[0x05] = 0x00000020;   pow2_data[0x06] = 0x00000040;   pow2_data[0x07] = 0x00000080;
        pow2_data[0x08] = 0x00000100;   pow2_data[0x09] = 0x00000200;   pow2_data[0x0a] = 0x00000400;   pow2_data[0x0b] = 0x00000800;
        pow2_data[0x0c] = 0x00001000;   pow2_data[0x0d] = 0x00002000;   pow2_data[0x0e] = 0x00004000;   pow2_data[0x0f] = 0x00008000;

        pow2_data[0x10] = 0x00010000;   pow2_data[0x11] = 0x00020000;   pow2_data[0x12] = 0x00040000;   pow2_data[0x13] = 0x00080000;
        pow2_data[0x14] = 0x00100000;   pow2_data[0x15] = 0x00200000;   pow2_data[0x16] = 0x00400000;   pow2_data[0x17] = 0x00800000;
        pow2_data[0x18] = 0x01000000;   pow2_data[0x19] = 0x02000000;   pow2_data[0x1a] = 0x04000000;   pow2_data[0x1b] = 0x08000000;
        pow2_data[0x1c] = 0x10000000;   pow2_data[0x1d] = 0x20000000;   pow2_data[0x1e] = 0x40000000;   pow2_data[0x1f] = 0x80000000;

        pow2_ready = true;
    }

    int M_Power2(int power) {
        if (!pow2_ready) {
            pow2_init();
        }
        return pow2_data[power];
    }

    //====================================

    float M_Cotangent(float number) {
        return Cos(number) / Sin(number);
    }

    float M_Secant(float number) {
        return 1.0 / Cos(number);
    }

    float M_Cosecant(float number) {
        return 1.0 / Sin(number);
    }

    //====================================

    float M_ArcCotangent(float number) {
        if (number >= 0.0) {
            return    Asin(1.0 / SquareRoot(1.0 + number*number));
        }
        return M_PI - Asin(1.0 / SquareRoot(1.0 + number*number));
    }

    float M_ArcSecant(float number) {
        return Acos(1.0 / number);
    }

    float M_ArcCosecant(float number) {
        return Asin(1.0 / number);
    }

    //====================================

    float M_Ln(float number) {
        float sum  = 0.0;
        float sign = 1.0;

        if (number < 1.0) {
            number = 1.0 / number;
            sign  = -1.0;
        }
        while (number >= M_E) {
            number /= M_E;
            sum    += 1.0;
        }
        while (number >= M_FOURTH_E) {
            number /= M_FOURTH_E;
            sum    += 0.25;
        }
        return sign * (sum + (number - 1.0) * (1.0 + 8.0 / (1.0 + number) + 1.0 / number) / 6.0);
    }

    float M_Lg(float number) {
        return M_Ln(number) / M_LN10;
    }

    float M_Lb(float number) {
        return M_Ln(number) / M_LN2;
    }

    float M_LogBase(float base, float number) {
        return M_Ln(number) / M_Ln(base);
    }
}

applicate_axis.j

#guard yln_unit_coordinates

library YLN_UnitCoordinates uses YLN_CoreMath initializer init {

//========================================
// Constants:
//========================================

    #define margin = 64.0;
    #define maxZ   = 4096.0;

//========================================
// Functions:
//========================================

    #define GetTerrainZ = YLN_GetTerrainZ

    #define AddUnitZ    = YLN_AddUnitZ
    #define GetUnitZ    = YLN_GetUnitZ

    #define SetUnitX    = YLN_SetUnitX
    #define SetUnitY    = YLN_SetUnitY
    #define SetUnitZ    = YLN_SetUnitZ

    #define SetUnitXY   = YLN_SetUnitXY
    #define SetUnitXZ   = YLN_SetUnitXZ
    #define SetUnitYZ   = YLN_SetUnitYZ

    #define SetUnitXYZ  = YLN_SetUnitXYZ

//========================================
// Misc:
//========================================

    private float    minX = 0.0;
    private float    maxX = 0.0;
    private float    minY = 0.0;
    private float    maxY = 0.0;
    private location tempLocation;

    private void init() {
        maxX = GetRectMaxX(bj_mapInitialPlayableArea) - margin;
        minX = GetRectMinX(bj_mapInitialPlayableArea) + margin;
        maxY = GetRectMaxY(bj_mapInitialPlayableArea) - margin;
        minY = GetRectMinY(bj_mapInitialPlayableArea) + margin;
        tempLocation = Location(0.0, 0.0);
    }

//========================================
// Implementations:
//========================================

    float YLN_GetTerrainZ(float x, float y) {
        MoveLocation(tempLocation, x, y);
        return GetLocationZ(tempLocation);
    }

    void YLN_AddUnitZ(unit u) {
        UnitAddAbility   (u, 0x41726176);
        UnitRemoveAbility(u, 0x41726176);
    }

    float YLN_GetUnitZ(unit u) {
        return GetTerrainZ(GetUnitX(u), GetUnitY(u)) + GetUnitFlyHeight(u);
    }


    /*  Following methods will return true if can move unit to precise coordinates.
     *  Unit will be moved to given coordinates or will not be moved at all.
     */

    bool YLN_SetUnitX(unit u, float newX) {
        float setX = fclamp(minX, newX, maxX);

        bool canMove = (setX == newX);

        if (canMove) {
            SetUnit##X(u, setX);
        }
        return canMove;
    }

    bool YLN_SetUnitY(unit u, float newY) {
        float setY = fclamp(minY, newY, maxY);

        bool canMove = (setY == newY);

        if (canMove) {
            SetUnit##Y(u, setY);
        }
        return canMove;
    }

    bool YLN_SetUnitZ(unit u, float newZ) {
        float minZ = GetTerrainZ(GetUnitX(u), GetUnitY(u));
        float setZ = fclamp(minZ, newZ, maxZ);

        bool canMove = (setZ == newZ);

        if (canMove) {
            SetUnitFlyHeight(u, setZ - minZ);
        }
        return canMove;
    }

    bool YLN_SetUnitXY(unit u, float newX, float newY) {
        float setX = fclamp(minX, newX, maxX);
        float setY = fclamp(minY, newY, maxY);

        bool canMove = (setX == newX && setY == newY);

        if (canMove) {
            SetUnit##X(u, setX);
            SetUnit##Y(u, setY);
        }
        return canMove;
    }

    bool YLN_SetUnitXZ(unit u, float newX, float newZ) {
        float minZ = GetTerrainZ(GetUnitX(u), GetUnitY(u));
        float setX = fclamp(minX, newX, maxX);
        float setZ = fclamp(minZ, newZ, maxZ);

        bool canMove = (setX == newX && setZ == newZ);

        if (canMove) {
            SetUnit##X(u, setX);
            SetUnitFlyHeight(u, setZ - minZ);
        }
        return canMove;
    }

    bool YLN_SetUnitYZ(unit u, float newY, float newZ) {
        float minZ = GetTerrainZ(GetUnitX(u), GetUnitY(u));
        float setY = fclamp(minY, newY, maxY);
        float setZ = fclamp(minZ, newZ, maxZ);

        bool canMove = (setY == newY && setZ == newZ);

        if (canMove) {
            SetUnit##Y(u, setY);
            SetUnitFlyHeight(u, setZ - minZ);
        }
        return canMove;
    }

    bool YLN_SetUnitXYZ(unit u, float newX, float newY, float newZ) {
        float minZ = GetTerrainZ(GetUnitX(u), GetUnitY(u));
        float setX = fclamp(minX, newX, maxX);
        float setY = fclamp(minY, newY, maxY);
        float setZ = fclamp(minZ, newZ, maxZ);

        bool canMove = (setX == newX && setY == newY && setZ == newZ);

        if (canMove) {
            SetUnit##X(u, setX);
            SetUnit##Y(u, setY);
            SetUnitFlyHeight(u, setZ - minZ);
        }
        return canMove;
    }
}


Не обратил внимания, что используется debug Error("...");, это просто дефайн над BJDebugMsg и его можно без проблем заменить/задать свой.
0
37
6 лет назад
0
Оно переопределяет нативки, но не всем либам нужны эти проверки, стоило это указать
0
30
6 лет назад
0
ScorpioT1000, так сама идея либы в том числе в том, чтобы нельзя было юнита за карту вытолкать
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