wurstscript / WurstScript

Programming language and toolkit to create Warcraft III Maps
https://wurstlang.org
Apache License 2.0
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Patch 1.31 #842

Closed fe3dback closed 5 years ago

fe3dback commented 5 years ago

Hi, any plans to implement 1.31 support? (new stdlib functions, working with extracted map folders, fix executable path, etc..)?

Frotty commented 5 years ago

Sure, see https://github.com/wurstscript/WurstScript/issues/841

new stdlib functions

only makes sense when it's not PTR, or there is a PTR branch. I added branch/commit support to the setup: So we need this https://github.com/wurstscript/WurstSetup/issues/33 Now we just need the new stdlib stuff: and https://github.com/wurstscript/WurstStdlib2/issues/228

working with extracted map folders

What's there to work with? We already had access to all files in the map before.

fix executable path

Hasn't changed, but yes, runmap target changed and can be configured via settings.json

peq commented 5 years ago

working with extracted map folders

Might be useful if you want to keep your map file in Git. Then you only have to commit the files that really changed inside the map.

fe3dback commented 5 years ago

What's there to work with? We already had access to all files in the map before.

in PTR, world editor can work natively with extracted maps. I don`t tested how game work with extracted maps, but if it can - this is good chance to optimize map compiling/saving process. Wurst compiler can skip all steps to generate all map files, and save only code to few specific .w3 files, without full MPQ repack.

Hasn't changed, but yes, runmap target changed and can be configured via settings.json

good, how to configure wc3 executable path?

Frotty commented 5 years ago

this is good chance to optimize map compiling/saving process. Wurst compiler can skip all steps to generate all map files, and save only code to few specific .w3 files, without full MPQ repack.

Only the war3map.j and war3map.w3i are generated. Those steps including packing the mpq usually take <5% of the build duration. I don't think it's worth optimizing that.

@peq mentioned a valid point for version control though.

fe3dback commented 5 years ago

I can't run map from wurst launcher in PTR, because Warcraft3 data folder hardcoded here: https://github.com/wurstscript/WurstScript/blob/master/de.peeeq.wurstscript/src/main/java/de/peeeq/wurstio/languageserver/requests/RunMap.java as

\My Documents\Warcraft III

What i try:

but in this case command "run map" crash instantly without any errors in logs. IDE display "Internal error" message on bottom-right corner. (wurst debug mode is ON, wurst hide exceptions is OFF)

In code this logic defined here: https://github.com/wurstscript/WurstScript/blob/20015e388b9e2afd6a21064d20478d45da9a6b87/de.peeeq.wurstscript/src/main/java/de/peeeq/wurstio/languageserver/requests/RunMap.java#L225

So any ideas, how to run map in PTR?

peq commented 5 years ago

You can try the "lua" branch, which has experimental Lua support and allows configuring this folder.

Frotty commented 5 years ago

Closed by 2a7d50bcfe91290e191af1ec992dbe0eda3d6d0d and 65e851c7513eeb4cff51a4670e56663486a2736f