Welcome to the third issue of our Wurstscript blog! And happy new year!
Background: Wurst is a compiled, higher level programming language that provides powerful tools and safety for an integrated development experience in wc3 modding.
The theme of this month’s issue is “object-editing in wurstscript”.
Due to increased usage of the Wurst Tools, several critical bugs have been found and addressed in the month of december. Make sure to download a fresh version of the setup tool and update your compiler as well as projects accordingly. We are also glad to have accepted several Pull Requests for the standard library, and are proud to present Wurstbin, a wurst pastebin. Wurst and tools also now found their final home at wurstlang.org.
An elegant and simple way to share your wurst and jass code snippets. No login required. Check it out
WurstScript ships with a jass “interpreter”, which can evaluate Jass code outside of wc3. This is usually done when compiling the project - hence we name the timeslot it occupies “compiletime”. This is the opposite of running the map inside the game, which we refer to as “runtime”.
You can mark any function to be executed at compiletime, by simply annotating it with
@compiletime. The only caveat of this is that you can only use jass natives that have been implemented for compiletime, and you only have access to resources from your script that have also been initialized at compiletime.
Let’s look at a small example:
import UnitObjEditing @compiletime function createUnit() new UnitDefinition('xyz1', 'ewsp') ..setName("Wurst Generated Unit")
Here we create a new UnitDefinition based on Wisp, and assign a name for it. These objectdata-classes then get transformed into the approriate binary files, in this case
war3map.w3u, which are retained for runtime. Wurst is perfectly capable of managing these assets alongide units defined in the normal object editor.
You might want to generate values at compiletime and just keep the evaluated result to use at runtime. A very common usecase for this is generating IDs. Let’s enhance our example from above with an automatically generated id which is stored in a global:
import ObjectIdGenerator constant MY_UNIT_ID = compiletime(UNIT_ID_GEN.next()) @compiletime function createUnit() new UnitDefinition(MY_UNIT_ID, 'ewsp') ..setName("Wurst Generated Unit")
UNIT_ID_GEN.next() call refers to an
ObjectIdGenerator object that generates only safe IDs inside a range that isn’t used by standard units. As you can see, you have to wrap your expression with
compiletime() for it to be evaluated and retained for runtime.
When generating abilities one should avoid using
AbilityDefinition directly - instead, one of its subclasses, e.g. the concrete
AbilityDefinitionFireBolt for Fire Bolt. This way you don’t need the original id and can use the functions of the concrete subclass to modify ability-specific fields.
import AbilityObjEditing @compiletime function generateFireBolt() new AbilityDefinitionFireBolt(MY_FIREBOLT_ID) // This setter would not be available on // the base class `AbilityDefinition`. ..setDamage(1, 200)
For custom triggered hero spells,
channel is frequently used. Take a look at the API provided by
import ChannelAbilityPreset @compiletime function generateLeap() new ChannelAbilityPreset(MY_LEAP_ID, LEVELS, true) ..presetTargetTypes(Targettype.POINT) ..presetCooldown(lvl -> 30 - (level * 2))
presetCooldown call with the lambda expression. Next to normal setters, the standard library provides
preset* functions that are either convenience wrappers or take closure parameters to fill multiple levels using only one call.
As always, come and chat with us on Discord or post on this thread to provide us feedback for these monthy blog posts, as well as requesting what you want us to cover next.