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[vJASS] w3mmd

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UPDATE: I think my question is answered, but do not quite understand how to implement the answer. See latest post if you wish to help (please!)

i am trying to modify a map such that it relays information about the winner(s) back to some host bot. I plan to do this as described in this thread:

https://www.ghostpp.com/forum/index.php?topic=8.0

in fact, my questions are in that thread as well, but i'll paste them here anyway (it's a short thread if you'd like to just go there..)

The thread linked above provides a vJass library to do that which I am trying to do (so I'm told). However, I don't really have a clue how to use it.

More specifically, my (current) questions are two-fold and can be summed up as follows:

1) An existing map already has some default library. Should I merge the two libraries (i.e. put all of the 'globals' from the link above in the same spot as the globals in a default library, all of the functions in the same place the functions are, and so on..), replace the default library with the one in the link above, or can I just paste the whole thing at the bottom (of the war3map.j file)?

2) I believe the first question is a trivial one to answer, now comes the pay-dirt: i'm not entirely clear on how to call the function at the appropriate time. I'm guessing there is some function I'm supposed to call at the end of the game? Is that done with vjass or with the normal map editor scripts?

Assuming the library is just pasted in, my best guess is I would simply do this:


JASS:
function Trig_Player1_Actions takes nothing returns nothing
    call FlagPlayer( GetPlayerName(Player(0)), 103 )
endfunction

//===========================================================================
function InitTrig_Player1 takes nothing returns nothing
    set gg_trg_Player1 = CreateTrigger(  )
    call TriggerRegisterPlayerEventVictory( gg_trg_Player1, Player(0) )
    call TriggerAddAction( gg_trg_Player1, function Trig_Player1_Actions )
endfunction

And I would repeat this trigger for each player. Is that even close to correct? :goblin_wtf:

Here's the library:

JASS:
///////////////////////////////////////////////////////////////
/// The Map Meta Data Library
/// Version: v1.00
/// Last Modified: April 24, 2009
/// Author Chain: Strilanc, [insert next ...]
///////////////////////////////////////////////////////////////
/// This library is used to emit standardized meta data which replay parsers and bot hosts can use to record relevant
/// game statistics like "hero kills" which would otherwise be impossible to record automatically.
///
/// In particular, the flag function can be used to indicate if a leaver should be awarded a win or not. Replays
/// don't contain enough information to easily tell winners who leave from losers who leave. (for example: people
/// who leave while end-game stats are being shown)
///////////////////////////////////////////////////////////////
/// Interface:
///   void FlagPlayer(player, flag_constant)
///   void DefineValue(name, type_constant, goal_constant, suggest_constant)
///   void UpdateValueInt(name, player, operation_constant, value)
///   void UpdateValueReal(name, player, operation_constant, value)
///   void UpdateValueString(name, player, value)
///   void DefineEvent0(name, format)
///   void DefineEvent1(name, format, argName1)
///   void DefineEvent2(name, format, argName1, argName2)
///   void DefineEvent3(name, format, argName1, argName2, argName3)
///   void LogEvent0(name)
///   void LogEvent1(name, arg0)
///   void LogEvent2(name, arg0, arg1)
///   void LogEvent3(name, arg0, arg1, arg2)
///   void LogCustom(unique_identifier, data)
///   void RaiseGuard(reason)
///////////////////////////////////////////////////////////////
/// Notes:
/// - Errors are displayed using BJDebugMsg
/// - Don't try to update a value before defining it
/// - Parsers expect a very specific format, don't screw with the library's output.
/// - If you emit a bunch of data per second, you will cause bandwidth problems for dial-up users. Try to avoid
/// emitting lots of data all at once except at the start and end of games or rounds.
/// - An event's format string uses {#} to represent arguments
/// - Calling RaiseGuard will increase the number of senders for each message from 1 to 3. This increases
/// security but uses more network bandwidth. It is done automatically if tampering is detected.
///////////////////////////////////////////////////////////////
library MMD initializer init
    globals
        public constant integer GOAL_NONE = 101
        public constant integer GOAL_HIGH = 102
        public constant integer GOAL_LOW = 103
       
        public constant integer TYPE_STRING = 101
        public constant integer TYPE_REAL = 102
        public constant integer TYPE_INT = 103

        public constant integer OP_ADD = 101
        public constant integer OP_SUB = 102
        public constant integer OP_SET = 103

        public constant integer SUGGEST_NONE = 101
        public constant integer SUGGEST_TRACK = 102
        public constant integer SUGGEST_LEADERBOARD = 103

        public constant integer FLAG_DRAWER = 101
        public constant integer FLAG_LOSER = 102
        public constant integer FLAG_WINNER = 103
        public constant integer FLAG_LEAVER = 104
        public constant integer FLAG_PRACTICING = 105
    endglobals

    ///////////////////////////////////////////////////////////////
    /// Private variables and constants
    ///////////////////////////////////////////////////////////////
    globals
        private constant boolean SHOW_DEBUG_MESSAGES = true
       
        private constant string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789_-+= \\!@#$%^&*()/?>.<,;:'\"{}[]|`~"
        private constant integer num_chars = StringLength(chars)
        private string array flags
        private string array goals
        private string array ops
        private string array types
        private string array suggestions
        private boolean initialized = false
               
        private gamecache gc = null
        private constant string ESCAPED_CHARS = " \\"
       
        private constant integer CURRENT_VERSION = 1
        private constant integer MINIMUM_PARSER_VERSION = 1
        private constant string FILENAME = "MMD.Dat"
        private constant string M_KEY_VAL = "val:"
        private constant string M_KEY_CHK = "chk:"
        private constant integer NUM_SENDERS_NAIVE = 1
        private constant integer NUM_SENDERS_SAFE = 3
        private integer num_senders = NUM_SENDERS_NAIVE
        private integer num_msg = 0       
       
        private timer clock = CreateTimer()
        private string array q_msg
        private real array q_time
        private integer array q_index
        private keyword QueueNode
        private QueueNode q_head = 0
        private QueueNode q_tail = 0
    endglobals
   
    ///////////////////////////////////////////////////////////////
    /// Private functions
    ///////////////////////////////////////////////////////////////
   
    ///Triggered when tampering is detected. Increases the number of safeguards against tampering.
    public function RaiseGuard takes string reason returns nothing
        debug if SHOW_DEBUG_MESSAGES then
        debug     call BJDebugMsg("MMD: Guard Raised! (" + reason + ")")
        debug endif
        set num_senders = NUM_SENDERS_SAFE //increase number of players voting on each message
    endfunction

    ///Returns seconds elapsed in game time
    private function time takes nothing returns real
        return TimerGetElapsed(clock)
    endfunction
   
    ///Initializes the char-to-int conversion
    private function prepC2I takes nothing returns nothing
        local integer i = 0
        local string id
        loop
            exitwhen i >= num_chars
            set id = SubString(chars, i, i+1)
            if id == StringCase(id, true) then
                set id = id + "U"
            endif
            call StoreInteger(gc, "c2i", id, i)
            set i = i + 1
        endloop
    endfunction
    ///Converts a character to an integer
    private function C2I takes string c returns integer
        local integer i
        local string id = c
        if id == StringCase(id, true) then
            set id = id + "U"
        endif
        set i = GetStoredInteger(gc, "c2i", id)
        if (i < 0 or i >= num_chars or SubString(chars, i, i+1) != c) and HaveStoredInteger(gc, "c2i", id) then
            //A cheater sent a fake sync to screw with the cached values
            set i = 0
            loop
                exitwhen i >= num_chars //just a weird character
                if c == SubString(chars, i, i+1) then //cheating!
                    call RaiseGuard("c2i poisoned")
                    call StoreInteger(gc, "c2i", id, i)
                    exitwhen true
                endif
                set i = i + 1
            endloop
        endif
        return i
    endfunction

    ///Computes a weak hash value, hopefully secure enough for our purposes
    private function poor_hash takes string s, integer seed returns integer
        local integer n = StringLength(s)
        local integer m = n + seed
        local integer i = 0
        loop
            exitwhen i >= n
            set m = m * 41 + C2I(SubString(s, i, i+1))
            set i = i + 1
        endloop
        return m
    endfunction

    ///Stores previously sent messages for tamper detection purposes
    private struct QueueNode
        readonly real timeout
        readonly string msg
        readonly integer checksum
        readonly string key
        public QueueNode next = 0
        public static method create takes integer id, string msg returns QueueNode
            local QueueNode this = QueueNode.allocate()
            set .timeout = time() + 7.0 + GetRandomReal(0, 2+0.1*GetPlayerId(GetLocalPlayer()))
            set .msg = msg
            set .checksum = poor_hash(.msg, id)
            set .key = I2S(id)
            return this
        endmethod
        private method onDestroy takes nothing returns nothing
            call FlushStoredInteger(gc, M_KEY_VAL+.key, .msg)
            call FlushStoredInteger(gc, M_KEY_CHK+.key, .key)
            set .msg = null
            set .key = null
            set .next = 0
        endmethod
        public method send takes nothing returns nothing
            call StoreInteger(gc, M_KEY_VAL+.key, .msg, .checksum)
            call StoreInteger(gc, M_KEY_CHK+.key, .key, .checksum)
            call SyncStoredInteger(gc, M_KEY_VAL+.key, .msg)
            call SyncStoredInteger(gc, M_KEY_CHK+.key, .key)
        endmethod
    endstruct
   
    ///Returns true for a fixed size uniform random subset of players in the game
    private function isEmitter takes nothing returns boolean
        local integer i = 0
        local integer n = 0
        local integer r
        local integer array picks
        local boolean array pick_flags
        loop
            exitwhen i >= 12
            if GetPlayerController(Player(i)) == MAP_CONTROL_USER and GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
                if n < num_senders then //initializing picks
                    set picks[n] = i
                    set pick_flags[i] = true
                else //maintain the invariant 'P(being picked) = c/n'
                    set r = GetRandomInt(0, n)
                    if r < num_senders then
                        set pick_flags[picks[r]] = false
                        set picks[r] = i
                        set pick_flags[i] = true
                    endif
                endif
                set n = n + 1
            endif
            set i = i + 1
        endloop
        return pick_flags[GetPlayerId(GetLocalPlayer())]
    endfunction
   
    ///Places meta-data in the replay and in network traffic
    private function emit takes string message returns nothing
        local QueueNode q
        if not initialized then
            call BJDebugMsg("MMD Emit Error: Library not initialized yet.")
            return
        endif
       
        //remember sent messages for tamper check
        set q = QueueNode.create(num_msg, message)
        if q_head == 0 then
            set q_head = q
        else
            set q_tail.next = q
        endif
        set q_tail = q
               
        //send new message
        set num_msg = num_msg + 1
        if isEmitter() then
            call q.send()
        endif
    endfunction

    ///Performs tamper checks
    private function tick takes nothing returns nothing
        local QueueNode q
        local integer i
       
        //check previously sent messages for tampering
        set q = q_head
        loop
            exitwhen q == 0 or q.timeout >= time()
            if not HaveStoredInteger(gc, M_KEY_VAL+q.key, q.msg) then
                call RaiseGuard("message skipping")
                call q.send()
            elseif not HaveStoredInteger(gc, M_KEY_CHK+q.key, q.key) then
                call RaiseGuard("checksum skipping")
                call q.send()
            elseif GetStoredInteger(gc, M_KEY_VAL+q.key, q.msg) != q.checksum then
                call RaiseGuard("message tampering")
                call q.send()
            elseif GetStoredInteger(gc, M_KEY_CHK+q.key, q.key) != q.checksum then
                call RaiseGuard("checksum tampering")
                call q.send()
            endif
            set q_head = q.next
            call q.destroy()
            set q = q_head
        endloop
        if q_head == 0 then
            set q_tail = 0
        endif
       
        //check for future message tampering
        set i = 0
        loop
            exitwhen not HaveStoredInteger(gc, M_KEY_CHK+I2S(num_msg), I2S(num_msg))
            call RaiseGuard("message insertion")
            call emit("Blank")
            set i = i + 1
            exitwhen i >= 10
        endloop
    endfunction
   
    ///Replaces control characters with escape sequences
    private function pack takes string value returns string
        local integer j
        local integer i = 0
        local string result = ""
        local string c
        loop //for each character in argument string
            exitwhen i >= StringLength(value)
            set c = SubString(value, i, i+1)
            set j = 0
            loop //for each character in escaped chars string
                exitwhen j >= StringLength(ESCAPED_CHARS)
                //escape control characters
                if c == SubString(ESCAPED_CHARS, j, j+1) then
                    set c = "\\" + c
                    exitwhen true
                endif
                set j = j + 1
            endloop
            set result = result + c
            set i = i + 1
        endloop
        return result
    endfunction
   
    ///Updates the value of a defined variable for a given player
    private function update_value takes string name, player p, string op, string value, integer val_type returns nothing
        local integer id = GetPlayerId(p)
        if p == null or id < 0 or id >= 12 then
            call BJDebugMsg("MMD Set Error: Invalid player. Must be P1 to P12.")
        elseif val_type != GetStoredInteger(gc, "types", name) then
            call BJDebugMsg("MMD Set Error: Updated value of undefined variable or used value of incorrect type.")
        elseif StringLength(op) == 0 then
            call BJDebugMsg("MMD Set Error: Unrecognized operation type.")       
        elseif StringLength(name) > 50 then
            call BJDebugMsg("MMD Set Error: Variable name is too long.")
        elseif StringLength(name) == 0 then
            call BJDebugMsg("MMD Set Error: Variable name is empty.")
        else
            call emit("VarP " + I2S(id) + " " + pack(name) + " " + op + " " + value)
        endif
    endfunction

    ///Defines an event's arguments and format
    private function DefineEvent takes string name, integer num_args, string format, string arg_data returns nothing
        if GetStoredInteger(gc, "events", name) != 0 then
            call BJDebugMsg("MMD DefEvent Error: Event redefined.")
        else
            call StoreInteger(gc, "events", name, num_args+1)
            call emit("DefEvent " + pack(name) + " " + I2S(num_args) + " " + arg_data + pack(format))
        endif
    endfunction
   
    ///Places an event in the meta-data
    private function LogEvent takes string name, integer num_args, string data returns nothing
        if GetStoredInteger(gc, "events", name) != num_args+1 then
            call BJDebugMsg("MMD LogEvent Error: Event not defined or defined with different # of args.")
        else
            call emit("Event " + pack(name) + data)
        endif
    endfunction

    ///////////////////////////////////////////////////////////////
    /// Public functions
    ///////////////////////////////////////////////////////////////

    ///Sets a player flag like "win_on_leave"
    public function FlagPlayer takes player p, integer flag_type returns nothing
        local string flag = flags[flag_type]
        local integer id = GetPlayerId(p)
        if p == null or id < 0 or id >= 12 then
            call BJDebugMsg("MMD Flag Error: Invalid player. Must be P1 to P12.")
        elseif StringLength(flag) == 0 then
            call BJDebugMsg("MMD Flag Error: Unrecognized flag type.")
        elseif GetPlayerController(Player(id)) == MAP_CONTROL_USER then
            call emit("FlagP " + I2S(id) + " " + flag)
        endif
    endfunction

    ///Defines a variable to store things in
    public function DefineValue takes string name, integer value_type, integer goal_type, integer suggestion_type returns nothing
        local string goal = goals[goal_type]
        local string vtype = types[value_type]
        local string stype = suggestions[suggestion_type]
        if goal == null then
            call BJDebugMsg("MMD Def Error: Unrecognized goal type.")
        elseif vtype == null then
            call BJDebugMsg("MMD Def Error: Unrecognized value type.")
        elseif stype == null then
            call BJDebugMsg("Stats Def Error: Unrecognized suggestion type.")
        elseif StringLength(name) > 32 then
            call BJDebugMsg("MMD Def Error: Variable name is too long.")
        elseif StringLength(name) == 0 then
            call BJDebugMsg("MMD Def Error: Variable name is empty.")
        elseif value_type == TYPE_STRING and goal_type != GOAL_NONE then
            call BJDebugMsg("MMD Def Error: Strings must have goal type of none.")
        elseif GetStoredInteger(gc, "types", name) != 0 then
            call BJDebugMsg("MMD Def Error: Value redefined.")
        else
            call StoreInteger(gc, "types", name, value_type)
            call emit("DefVarP " + pack(name) + " " + vtype + " " + goal + " " + stype)
        endif
    endfunction

    ///Updates the value of an integer variable
    public function UpdateValueInt takes string name, player p, integer op, integer value returns nothing
        call update_value(name, p, ops[op], I2S(value), TYPE_INT)
    endfunction
   
    ///Updates the value of a real variable
    public function UpdateValueReal takes string name, player p, integer op, real value returns nothing
        call update_value(name, p, ops[op], R2S(value), TYPE_REAL)
    endfunction
   
    ///Updates the value of a string variable
    public function UpdateValueString takes string name, player p, string value returns nothing
        local string q = "\""
        call update_value(name, p, ops[OP_SET], q + pack(value) + q, TYPE_STRING)
    endfunction   
   
    public function DefineEvent0 takes string name, string format returns nothing
        call DefineEvent(name, 0, format, "")
    endfunction
    public function DefineEvent1 takes string name, string format, string argName0 returns nothing
        call DefineEvent(name, 1, format, pack(argName0) + " ")
    endfunction
    public function DefineEvent2 takes string name, string format, string argName0, string argName1 returns nothing
        call DefineEvent(name, 2, format, pack(argName0) + " " + pack(argName1) + " ")
    endfunction
    public function DefineEvent3 takes string name, string format, string argName0, string argName1, string argName2 returns nothing
        call DefineEvent(name, 3, format, pack(argName0) + " " + pack(argName1) + " " + pack(argName2) + " ")
    endfunction
   
    public function LogEvent0 takes string name returns nothing
        call LogEvent(name, 0, "")
    endfunction
    public function LogEvent1 takes string name, string arg0 returns nothing
        call LogEvent(name, 1, " " + pack(arg0))
    endfunction
    public function LogEvent2 takes string name, string arg0, string arg1 returns nothing
        call LogEvent(name, 2, " " + pack(arg0) + " " + pack(arg1))
    endfunction
    public function LogEvent3 takes string name, string arg0, string arg1, string arg2 returns nothing
        call LogEvent(name, 3, " " + pack(arg0) + " " + pack(arg1) + " " + pack(arg2))
    endfunction

    ///Emits meta-data which parsers will ignore unless they are customized to understand it
    public function LogCustom takes string unique_identifier, string data returns nothing
        call emit("custom " + pack(unique_identifier) + " " + pack(data))
    endfunction

    ///////////////////////////////////////////////////////////////
    /// Initialization
    ///////////////////////////////////////////////////////////////
   
    ///Emits initialization data
    private function init2 takes nothing returns nothing
        local integer i
        local trigger t
        set initialized = true
       
        call emit("init version " + I2S(MINIMUM_PARSER_VERSION) + " " + I2S(CURRENT_VERSION))

        set i = 0
        loop
            exitwhen i >= 12
            if GetPlayerController(Player(i)) == MAP_CONTROL_USER and GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then
                call emit("init pid " + I2S(i) + " " + pack(GetPlayerName(Player(i))))
            endif
            set i = i + 1
        endloop
       
        set t = CreateTrigger()
        call TriggerAddAction(t, function tick)
        call TriggerRegisterTimerEvent(t, 0.37, true)
    endfunction
   
    ///Places init2 on a timer, initializes game cache, and translates constants
    private function init takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterTimerEvent(t, 0, false)
        call TriggerAddAction(t, function init2)
       
        set goals[GOAL_NONE] = "none"
        set goals[GOAL_HIGH] = "high"
        set goals[GOAL_LOW] = "low"
       
        set types[TYPE_INT] = "int"
        set types[TYPE_REAL] = "real"
        set types[TYPE_STRING] = "string"

        set suggestions[SUGGEST_NONE] = "none"
        set suggestions[SUGGEST_TRACK] = "track"
        set suggestions[SUGGEST_LEADERBOARD] = "leaderboard"

        set ops[OP_ADD] = "+="
        set ops[OP_SUB] = "-="
        set ops[OP_SET] = "="

        set flags[FLAG_DRAWER] = "drawer"
        set flags[FLAG_LOSER] = "loser"
        set flags[FLAG_WINNER] = "winner"
        set flags[FLAG_LEAVER] = "leaver"
        set flags[FLAG_PRACTICING] = "practicing"

        call FlushGameCache(InitGameCache(FILENAME))
        set gc = InitGameCache(FILENAME)
        call TimerStart(clock, 999999999, false, null)
        call prepC2I()
    endfunction
endlibrary
 
Last edited:
Level 13
Joined
Mar 13, 2013
Messages
299
Please post the library in question here.

library is in the link, but the link seems broken. By some incredibly lucky coincidence, I did save a backup of it, though. I've updated the original post with it.

The link also contained some explanation of how to use the code, which made no sense to me at all. Here's the explanation:
JASS:
Warcraft 3 Map Meta Data Standard
Version 1.00

**Introduction**
This standard defines a common language which warcraft 3 maps can use to communicate meta data to replay parsers, hosting bots, and possibly other tools.

All strings are case-sensitive.
Parsers should keep in mind the case of a player's name may differ from game to game.

**Message Format**
- The sub-packets carrying messages in the game data have the format byte 0x6B, string filename, string mission_key, string key, dword value.
- The strings are all null-terminated, and dwords are little-endian.
- Messages can be identified by the surrounding pattern: kMMD.Dat[null]val:[decimal-number][null][message contents][null][dword]"
- Checksum messages can be identified by the surrounding pattern: kMMD.Dat[null]chk:[decimal-number][null][decimal-number][null][dword]"
- Message ids start at 0 and increase by 1 for each message. IDs become very important in cases where cheaters try to fake messages.
- Messages are composed of a sequence of arguments separated by non-escaped spaces.
- Escape sequences are '\ ' for ' ' (space), '\\' for '\' (backslash).
- The dword value in the message is a weak checksum for the message. The parser does not need to know how to generate the checksum, as it is mainly used by the wc3 client to detects forgeries.
- A message must be followed by a checksum message with the message contents replaced by the msg id.
- The purpose of the checksum message is to allow friendly clients to detect tampering, and ultimately is only required because of the limitations of wc3 JASS.
- An example of data containing a message with checksum:
...
kMMD.Dat[null]val:0[null]init version 0 0[null][0xFFFFFFFF]
...
kMMD.Dat[null]chk:0[null]0[null][0xFFFFFFFF]
...

**Message Protocol**
It is relatively easy for clients to fake messages from the map. Security is built into the protocol as follows:
- Each individual message is sent by one or more players chosen at random (by the wc3 clients).
- All friendly wc3 clients will check the sent message checksum at a random time between ~7s to ~11s later (in game time), and send the correct message if it differs from what they expected.
- After a checksum fail is detected by the clients, the number of players sending messages will increase to dilute the abilities of cheaters.
- The parser is free to award loses, deduct values from variables, erase stats, and generally screw with players caught cheating.
- If a player sends multiple different messages with the same id, that player is cheating.
- If a player sends a message with id N more than 12 game seconds after at least one message is received for each id from 0 to N, the message should be ignored. (The player is lagging or cheating)
- If a player sends two messages out of order, that player is cheating. Note that due to network delay this does not apply to two messages sent from two players. Apply reasonable limits for that situation.
- If players disagree on the message for an id, some of the players are probably cheating, but it is up to the parser to decide what exactly identifies a cheater in this situation.
- Possible strategies a parser can use to identify the 'correct' message in the event of disagreement [you already know someone is cheating, but you need to know what the real message is]:
  - Don't trust the players already identified as cheaters
  - Use a majority vote
  - Just ignore the message (not that cheaters may take advantage of ignoring messages to cancel important messages like "the other team won")
  - If no players contradict a multiple-message from one player, accept the last message sent before the check interval
  - Just accept the new message [easy, but abusable]
  - Pick one of the messages at random [almost as easy, slightly less abusable]
  - Remember the goal is to make cheating hard without punishing real players

**Message Types**
- init
Description: Provides initialization data.
Arguments: Sub Message, [Sub Type Arguments ...]
- Sub Message: Defines the initialization data being provided. Allowed values are "pid", "version".
- pid [id name]:
- Provides the game's player id and the name of the player the ID is associated with.
- The id will be used to reference the player in other messages.
- version [minimum current]:
- Provides the minimum version of the standard the map is compatible with, and the version the map is using
- Must be the first value the map emits.
Example1: init pid 0 Strilanc
Example2: init version 1 1

- DefVarP
Description: Defines a player variable.
- Integer and real variables have initial value 0.
- Strings have initial value "" (the empty string).
Arguments: Name, Value Type, Goal Type, Suggestion
- Name: The variable's name. Should be non-empty and no more than 32 characters in length (escape sequences count as only 1 character).
- Value Type: The variable's type. Allowed types are "real", "int" and "string".
- Goal Type: Defines the sort order on the variable [better to have high or low values]. Allowed values are "high", "low", and "none".
- Suggestion: A suggestion for what the parser should do for tracking the value. Allowed values are "none", "track", "leaderboard".
Example1: DefVarP hero_kills int high leaderboard
Example2: DefVarP hero_deaths int low leaderboard
Example3: DefVarP gold_earned int high track

- VarP
Decription: Changes the value of a player variable.
Arguments: Variable PID, Name, Operation, Value
- Variable Name: The name of the variable to modify.
- PID: The PID of the player for which the variable will be modified.
- Operation: The operation to apply to the variable. Allowed values are "=", "+=", "-=". Only "=" is allowed for strings.
- Value: The value to use when applying the operation.
Example: VarP 0 kills += 1

- FlagP
Description: Sets a player flag.
Arguments: PID, Flag
- PID: The PID of the player to affect.
- Flag: The flag to set. Allowed values are "winner", "loser", "drawer", "leaver", "practicing".
  - Only the last winner/loser/drawer flag matters. A player does not receive 2 wins if 'winner' is sent twice.
- All flags still count if the player has already left the game.
  - The 'leaver' flag is independent of the winner/loser/drawer flags, and is used to indicate a player left at a "non-appropriate" time.
  - The 'practicing' flag disables all stat tracking for the player for the game. The effect on the player's stats should be as if the game had never been played.
- If winner/loser/drawer is not specified the parser is free to choose the game outcome. It can use other data to infer the outcome, default to a draw, ignore the game, etc.
Example1: FlagP 0 winner
Example2: FlagP 0 leaver
Example2: FlagP 1 practicing

- DefEvent
Description: Defines the display format and number of arguments to an event.
Arguments: name, #args, arguments, format
- name: The name of the event.
- #args: The number of arguments this event will have.
- format: The format string used for this event. {0} means first argument, {1} means 2nd, etc. Use {#:player} to convert PID args to player names.
- arguments: the names of each of the arguments. Special format: prefix with "pid:" to indicate argument is a player ID.
Example1: DefEvent winround 2 team round Team\ {0}\ wins\ round\ {1}.
Example2: DefEvent kill 2 pid:killer pid:victim {0}\ killed\ {1}

- Event
Description: Leaves an event in the log. Events are meant to represent things which can be combined and counted. Eg. 'X kills Y' naturally defines 'number of kills by X' and 'number of times Y killed'.
Arguments: name, args
- name: The name of an already-defined event.
- args: The arguments to use in the event's format string.
Example1: Event winround east 1
Example2: Event kill 0 5

- Blank
Description: A non-message used by clients to drown out cheaters preemptively sending messages.
Arguments: none
Example1: blank
Example2: blank
Example3: blank
Example4: blank
Example5: blank
Example35463: blank

- Custom
Description: A message whose contents are not defined by the standard. The parser should ignore these messages unless it understands what they mean.
Arguments: idstring, data...
- idstring: A hopefully unique string which should allow customized parsers to recognize formats they understand.
- data...: The remaining data for the custom message. May be composed of multiple words.
Example: Custom DotA_League_Format Ban 4

Based on what I gather from these instructions, the JASS i came up with in the original post is completely wrong - or at best just the first step. I still have to "send the message to the bot", but I have no idea how...
 
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Level 13
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Mar 13, 2013
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hey. I think the guy in the link I posted answered my question, but I'm too new at this to really understand the answer. He posted:

It looks like you don't actually need to init it. So all you need to do is define your variables:
JASS:
void DefineValue(name, type_constant, goal_constant, suggest_constant)
Set variable for each player:
JASS:
void UpdateValueInt(name, player, operation_constant, value)
void UpdateValueReal(name, player, operation_constant, value)
void UpdateValueString(name, player, value)

And finally (or, if you don't have any variables like kills/deaths, this is only needed step) flag the players:
JASS:
void FlagPlayer(player, flag_constant)

Note that you should use the constants defined in library (FLAG_WINNER, FLAG_LOSER, etc.) for the flag so that program looks cleaner.

So, my questions are: is this done in the .j file that I pasted the library into? if so how? That is, how would I call DefineValue and use player names as an argument?

If it is not done in the .j file, I can only assume it is done with the normal world editor scripts. So what do I use as a trigger?
 
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