Name | Type | is_array | initial_value |
AfterDamageEvent | real | No | |
AOEDamageEvent | real | No | |
AOEDamageSource | unit | No | |
ARMOR_TYPE_ETHEREAL | integer | No | |
ARMOR_TYPE_FLESH | integer | No | |
ARMOR_TYPE_METAL | integer | No | |
ARMOR_TYPE_NONE | integer | No | |
ARMOR_TYPE_STONE | integer | No | |
ARMOR_TYPE_WOOD | integer | No | |
ArmorDamageEvent | real | No | |
ArmorTypeDebugStr | string | Yes | |
ATTACK_TYPE_CHAOS | integer | No | |
ATTACK_TYPE_HERO | integer | No | |
ATTACK_TYPE_MAGIC | integer | No | |
ATTACK_TYPE_NORMAL | integer | No | |
ATTACK_TYPE_PIERCE | integer | No | |
ATTACK_TYPE_SIEGE | integer | No | |
ATTACK_TYPE_SPELLS | integer | No | |
AttackTypeDebugStr | string | Yes | |
BoolArchery | boolean | Yes | |
BoolBarracks | boolean | Yes | |
BoolBlacksmith | boolean | Yes | |
BoolDock | boolean | Yes | |
BoolMarket | boolean | Yes | |
BoolMill | boolean | Yes | |
BoolMonastery | boolean | Yes | |
BoolShipyard | boolean | Yes | |
BoolStable | boolean | Yes | |
BoolStorage | boolean | Yes | |
BoolUniversity | boolean | Yes | |
BoolWorkshop | boolean | Yes | |
BuildCountCastle | integer | Yes | |
BuildCountDark | integer | Yes | |
BuildCountFeudal | integer | Yes | |
choice_done_all | boolean | No | |
Civ_Britons | button | No | |
Civ_Chinese | button | No | |
Civ_Franks | button | No | |
Civ_Persians | button | No | |
Civ_Saracens | button | No | |
Civ_Teutons | button | No | |
Civ_Vikings | button | No | |
CivChoice | dialog | No | |
CONVERTED_ATTACK_TYPE | attacktype | Yes | |
CONVERTED_DAMAGE_TYPE | damagetype | Yes | |
CurrentPlayers | integer | No | |
DAMAGE_TYPE_ACID | integer | No | |
DAMAGE_TYPE_COLD | integer | No | |
DAMAGE_TYPE_DEATH | integer | No | |
DAMAGE_TYPE_DEFENSIVE | integer | No | |
DAMAGE_TYPE_DEMOLITION | integer | No | |
DAMAGE_TYPE_DISEASE | integer | No | |
DAMAGE_TYPE_DIVINE | integer | No | |
DAMAGE_TYPE_ENHANCED | integer | No | |
DAMAGE_TYPE_FIRE | integer | No | |
DAMAGE_TYPE_FORCE | integer | No | |
DAMAGE_TYPE_LIGHTNING | integer | No | |
DAMAGE_TYPE_MAGIC | integer | No | |
DAMAGE_TYPE_MIND | integer | No | |
DAMAGE_TYPE_NORMAL | integer | No | |
DAMAGE_TYPE_PLANT | integer | No | |
DAMAGE_TYPE_POISON | integer | No | |
DAMAGE_TYPE_SHADOW_STRIKE | integer | No | |
DAMAGE_TYPE_SLOW_POISON | integer | No | |
DAMAGE_TYPE_SONIC | integer | No | |
DAMAGE_TYPE_SPIRIT_LINK | integer | No | |
DAMAGE_TYPE_UNIVERSAL | integer | No | |
DAMAGE_TYPE_UNKNOWN | integer | No | |
DamageEvent | real | No | |
DamageEventAmount | real | No | |
DamageEventAOE | integer | No | |
DamageEventAOEGroup | group | No | |
DamageEventArmorPierced | real | No | |
DamageEventArmorT | integer | No | |
DamageEventAttackT | integer | No | |
DamageEventDamageT | integer | No | |
DamageEventDefenseT | integer | No | |
DamageEventLevel | integer | No | |
DamageEventOverride | boolean | No | |
DamageEventPrevAmt | real | No | |
DamageEventSource | unit | No | |
DamageEventTarget | unit | No | |
DamageEventType | integer | No | |
DamageEventWeaponT | integer | No | |
DamageFilterAttackT | integer | No | |
DamageFilterDamageT | integer | No | |
DamageFilterFailChance | real | No | |
DamageFilterMinAmount | real | No | |
DamageFilterRunChance | real | No | |
DamageFilterSource | unit | No | |
DamageFilterSourceA | abilcode | No | |
DamageFilterSourceB | buffcode | No | |
DamageFilterSourceC | integer | No | |
DamageFilterSourceI | itemcode | No | |
DamageFilterSourceT | unitcode | No | |
DamageFilterTarget | unit | No | |
DamageFilterTargetA | abilcode | No | |
DamageFilterTargetB | buffcode | No | |
DamageFilterTargetC | integer | No | |
DamageFilterTargetI | itemcode | No | |
DamageFilterTargetT | unitcode | No | |
DamageFilterType | integer | No | |
DamageModifierEvent | real | No | |
DamageScalingUser | real | No | |
DamageScalingWC3 | real | No | |
DamageTypeBlocked | integer | No | |
DamageTypeCode | integer | No | |
DamageTypeCriticalStrike | integer | No | |
DamageTypeDebugStr | string | Yes | |
DamageTypeExplosive | integer | No | |
DamageTypeHeal | integer | No | |
DamageTypePure | integer | No | |
DamageTypePureExplosive | integer | No | |
DamageTypeReduced | integer | No | |
DEFENSE_TYPE_DIVINE | integer | No | |
DEFENSE_TYPE_FORTIFIED | integer | No | |
DEFENSE_TYPE_HEAVY | integer | No | |
DEFENSE_TYPE_HERO | integer | No | |
DEFENSE_TYPE_LIGHT | integer | No | |
DEFENSE_TYPE_MEDIUM | integer | No | |
DEFENSE_TYPE_NORMAL | integer | No | |
DEFENSE_TYPE_UNARMORED | integer | No | |
DefenseTypeDebugStr | string | Yes | |
EnhancedDamageTarget | unit | No | |
food_cost_buy | integer | No | |
food_cost_fluctuation | integer | No | |
food_cost_max | integer | No | |
food_cost_min | integer | No | |
food_cost_sell | integer | No | |
intarray_castle | integer | Yes | |
intarray_chukonu | integer | Yes | |
intarray_chukonu_elite | integer | Yes | |
intarray_longboat | integer | Yes | |
intarray_longboat_elite | integer | Yes | |
IsDamageAttack | boolean | No | |
IsDamageCode | boolean | No | |
IsDamageMelee | boolean | No | |
IsDamageRanged | boolean | No | |
IsDamageSpell | boolean | No | |
LethalDamageEvent | real | No | |
LethalDamageHP | real | No | |
maxcastles | integer | No | |
maxchukonu | integer | No | |
maxchukonu_elite | integer | No | |
maxlongboat | integer | No | |
maxlongboat_elite | integer | No | |
maxplayers | integer | No | |
NextDamageIsAttack | boolean | No | |
NextDamageIsMelee | boolean | No | |
NextDamageIsRanged | boolean | No | |
NextDamageType | integer | No | |
NextDamageWeaponT | integer | No | |
OnDamageEvent | real | No | |
pcheckInt | integer | No | |
pciv | string | Yes | |
PlayerTimer | timer | No | |
PlayerTimerWindow | timerdialog | No | |
PreDamageEvent | real | No | |
pstate | boolean | Yes | |
relic_owned | integer | Yes | |
RemoveDamageEvent | boolean | No | |
SiegeEngineersFactor | real | No | |
SourceDamageEvent | real | No | |
temp_Group | group | No | |
temp_Location | location | No | |
tempint2_castles | integer | No | |
tempint2_chukonu | integer | No | |
tempint2_chukonu_elite | integer | No | |
tempint2_longboat | integer | No | |
tempint2_longboat_elite | integer | No | |
tempint_castles | integer | No | |
tempint_chukonu | integer | No | |
tempint_chukonu_elite | integer | No | |
tempint_longboat | integer | No | |
tempint_longboat_elite | integer | No | |
testbutton | button | Yes | |
UNIT_CLASS_ANCIENT | integer | No | |
UNIT_CLASS_ATTACKS_FLYING | integer | No | |
UNIT_CLASS_ATTACKS_GROUND | integer | No | |
UNIT_CLASS_DEAD | integer | No | |
UNIT_CLASS_ETHEREAL | integer | No | |
UNIT_CLASS_FLYING | integer | No | |
UNIT_CLASS_GIANT | integer | No | |
UNIT_CLASS_GROUND | integer | No | |
UNIT_CLASS_HERO | integer | No | |
UNIT_CLASS_MAGIC_IMMUNE | integer | No | |
UNIT_CLASS_MECHANICAL | integer | No | |
UNIT_CLASS_MELEE | integer | No | |
UNIT_CLASS_PEON | integer | No | |
UNIT_CLASS_PLAGUED | integer | No | |
UNIT_CLASS_POISONED | integer | No | |
UNIT_CLASS_POLYMORPHED | integer | No | |
UNIT_CLASS_RANGED | integer | No | |
UNIT_CLASS_RESISTANT | integer | No | |
UNIT_CLASS_SAPPER | integer | No | |
UNIT_CLASS_SLEEPING | integer | No | |
UNIT_CLASS_SNARED | integer | No | |
UNIT_CLASS_STRUCTURE | integer | No | |
UNIT_CLASS_STUNNED | integer | No | |
UNIT_CLASS_SUMMONED | integer | No | |
UNIT_CLASS_TAUREN | integer | No | |
UNIT_CLASS_TOWNHALL | integer | No | |
UNIT_CLASS_UNDEAD | integer | No | |
unitarray_castles | unit | Yes | |
unitarray_chukonu | unit | Yes | |
unitarray_chukonu_elite | unit | Yes | |
unitarray_longboat | unit | Yes | |
unitarray_longboat_elite | unit | Yes | |
WEAPON_TYPE_AM_CHOP | integer | No | |
WEAPON_TYPE_CH_SLICE | integer | No | |
WEAPON_TYPE_CL_SLICE | integer | No | |
WEAPON_TYPE_CM_SLICE | integer | No | |
WEAPON_TYPE_MH_BASH | integer | No | |
WEAPON_TYPE_MH_CHOP | integer | No | |
WEAPON_TYPE_MH_SLICE | integer | No | |
WEAPON_TYPE_MH_STAB | integer | No | |
WEAPON_TYPE_ML_CHOP | integer | No | |
WEAPON_TYPE_ML_SLICE | integer | No | |
WEAPON_TYPE_MM_BASH | integer | No | |
WEAPON_TYPE_MM_CHOP | integer | No | |
WEAPON_TYPE_MM_SLICE | integer | No | |
WEAPON_TYPE_MM_STAB | integer | No | |
WEAPON_TYPE_NONE | integer | No | |
WEAPON_TYPE_RH_BASH | integer | No | |
WEAPON_TYPE_WH_BASH | integer | No | |
WEAPON_TYPE_WH_SLICE | integer | No | |
WEAPON_TYPE_WL_BASH | integer | No | |
WEAPON_TYPE_WL_SLICE | integer | No | |
WEAPON_TYPE_WL_STAB | integer | No | |
WEAPON_TYPE_WM_BASH | integer | No | |
WEAPON_TYPE_WM_SLICE | integer | No | |
WEAPON_TYPE_WM_STAB | integer | No | |
WeaponTypeDebugStr | string | Yes | |
ZeroDamageEvent | real | No |
//===========================================================================
//
// Damage Engine 5.9.0.0 - update requires re-copying the Damage Engine category.
//
/*
Three GUI Damage systems for the community of The Hive,
Seven vJass Damage systems for the JASS-heads on their pedestals high,
Nine competing Damage systems, doomed to die,
One for Bribe on his dark throne
In the Land of the Hive where the Workshop lies.
One Damage Engine to rule them all, One Damage Engine to find them,
One Damage Engine to bring them all and in cross-compatibility unite them.
*/
//! novjass
JASS API (work in progress - I have a lot of documentation to go through):
struct Damage extends array
readonly static unit source //stores udg_DamageEventSource
readonly static unit target //stores udg_DamageEventTarget
static real amount //stores udg_DamageEventAmount
readonly unit sourceUnit //stores udg_DamageEventSource by index
readonly unit targetUnit //stores udg_DamageEventTarget by index
real damage //stores udg_DamageEventAmount by index
readonly real prevAmt //stores udg_DamageEventPrevAmt by index
attacktype attackType //stores udg_DamageEventAttackT by index
damagetype damageType //stores udg_DamageEventDamageT by index
weapontype weaponType //stores udg_DamageEventWeaponT by index
integer userType //stores udg_DamageEventType by index
readonly integer eFilter //replaces the previous eventFilter variable
readonly boolean isAttack //stores udg_IsDamageAttack by index
readonly boolean isCode //stores udg_IsDamageCode by index
readonly boolean isMelee //stores udg_IsDamageMelee by index
readonly boolean isRanged //stores udg_IsDamageRanged by index
readonly boolean isSpell //stores udg_IsDamageSpell by index
real armorPierced //stores udg_DamageEventArmorPierced by index
integer armorType //stores udg_DamageEventArmorT by index
integer defenseType //stores udg_DamageEventDefenseT by index
static boolean operator enabled
- Set to false to disable the damage event triggers/false to reverse that
static method apply takes unit src, unit tgt, real amt, boolean a, boolean r, attacktype at, damagetype dt, weapontype wt returns Damage
- Same arguments as "UnitDamageTarget" but has the benefit of being performance-friendly during recursive events.
- Will automatically cause the damage to be registered as Code damage.
static method applySpell takes unit src, unit tgt, real amt, damagetype dt returns Damage
- A simplified version of the above function that autofills in the booleans, attack type and weapon type.
static method applyAttack takes unit src, unit tgt, real amt, boolean ranged, attacktype at, weapontype wt returns Damage
- A different variation of the above which autofills the "attack" boolean and sets the damagetype to DAMAGE_TYPE_NORMAL.
struct DamageTrigger extends array
method operator filter= takes integer filter returns nothing
// Apply primary filters such as DamageEngine_FILTER_MELEE/RANGED/SPELL which are based off of limitop handles to enable easier access for GUI folks
// Full filter list:
- global integer DamageEngine_FILTER_ATTACK
- global integer DamageEngine_FILTER_MELEE
- global integer DamageEngine_FILTER_OTHER
- global integer DamageEngine_FILTER_RANGED
- global integer DamageEngine_FILTER_SPELL
- global integer DamageEngine_FILTER_CODE
boolean configured //set to True after configuring any filters listed below.
method configure takes nothing returns nothing
// Apply custom filters after setting any desired udg_DamageFilter variables (for GUI).
// Alternatively, vJass users can set these instead. Just be mindful to set the variable
// "configured" to true after settings these.
unit source
unit target
integer sourceType
integer targetType
integer sourceBuff
integer targetBuff
real damageMin
integer attackType
integer damageType
integer userType
//The string in the aruments below requires the following API:
// "" for standard damage event
// "Modifier(or Mod if you prefer)/After/Lethal/AOE" for the others
static method registerTrigger takes trigger whichTrig, string var, real value returns nothing
static method unregister takes trigger t, string eventName, real value, boolean reset returns boolean
static method getIndex takes trigger t, string eventName, real value returns integer
//If you already have the index of the trigger you want to unregister.
method unregisterByIndex takes boolean reset returns boolean
// Converts a code argument to a trigger, while checking if the same code had already been registered before.
static method operator [] takes code c returns trigger
//The accepted strings here use the same criteria as DamageTrigger.getIndex/registerTrigger/unregister
function TriggerRegisterDamageEngineEx takes trigger whichTrig, string eventName, real value, integer f returns nothing
function TriggerRegisterDamageEngine takes trigger whichTrig, string eventName, real value returns nothing
function RegisterDamageEngineEx takes code c, string eventName, real value, integer f returns nothing
function RegisterDamageEngine takes code c, string eventName, real value returns nothing
//! endnovjass
//===========================================================================
library DamageEngine
globals
private constant boolean USE_GUI = true //If you don't use any of the GUI events, set to false to slightly improve performance
private constant boolean USE_SCALING = USE_GUI //If you don't need or want to use DamageScalingUser/WC3 then set this to false
private constant boolean USE_EXTRA = true //If you don't use DamageEventLevel or AOEDamageEvent, set this to false
private constant boolean USE_ARMOR_MOD = true //If you do not modify nor detect armor/defense, set this to false
private constant boolean USE_MELEE_RANGE= true //If you do not detect melee nor ranged damage, set this to false
private constant boolean USE_LETHAL = true //If you do not use LethalDamageEvent nor negative damage (explosive) types, set this to false
private constant integer LIMBO = 16 //When manually-enabled recursion is enabled via DamageEngine_recurion, the engine will never go deeper than LIMBO.
public constant integer TYPE_CODE = 1 //Must be the same as udg_DamageTypeCode, or 0 if you prefer to disable the automatic flag.
public constant integer TYPE_PURE = 2 //Must be the same as udg_DamageTypePure
private constant real DEATH_VAL = 0.405 //In case Blizz ever changes this, it'll be a quick fix here.
private timer alarm = null
private boolean alarmSet = false
//Values to track the original pre-spirit Link/defensive damage values
private Damage lastInstance = 0
private boolean canKick = true
private boolean totem = false
private boolean array attacksImmune
private boolean array damagesImmune
//Made global in order to use enable/disable behavior.
private trigger t1 = null
private trigger t2 = null
private trigger t3 = null //Catches, stores recursive events
//These variables coincide with Blizzard's "limitop" type definitions so as to enable users (GUI in particular) with some nice performance perks.
public constant integer FILTER_ATTACK = 0 //LESS_THAN
public constant integer FILTER_MELEE = 1 //LESS_THAN_OR_EQUAL
public constant integer FILTER_OTHER = 2 //EQUAL
public constant integer FILTER_RANGED = 3 //GREATER_THAN_OR_EQUAL
public constant integer FILTER_SPELL = 4 //GREATER_THAN
public constant integer FILTER_CODE = 5 //NOT_EQUAL
public constant integer FILTER_MAX = 6
private integer eventFilter = FILTER_OTHER
public boolean inception = false //When true, it allows your trigger to potentially go recursive up to LIMBO. However it must be set per-trigger throughout the game and not only once per trigger during map initialization.
private boolean dreaming = false
private integer sleepLevel = 0
private group proclusGlobal = null //track sources of recursion
private group fischerMorrow = null //track targets of recursion
private boolean kicking = false
private boolean eventsRun = false
private keyword run
private keyword trigFrozen
private keyword levelsDeep
private keyword inceptionTrig
private boolean hasLethal = false
endglobals
native UnitAlive takes unit u returns boolean
//GUI Vars:
/*
Retained from 3.8 and prior:
----------------------------
unit udg_DamageEventSource
unit udg_DamageEventTarget
unit udg_EnhancedDamageTarget
group udg_DamageEventAOEGroup
integer udg_DamageEventAOE
integer udg_DamageEventLevel
real udg_DamageModifierEvent
real udg_DamageEvent
real udg_AfterDamageEvent
real udg_DamageEventAmount
real udg_DamageEventPrevAmt
real udg_AOEDamageEvent
boolean udg_DamageEventOverride
boolean udg_NextDamageType
boolean udg_DamageEventType
boolean udg_IsDamageSpell
//Added in 5.0:
boolean udg_IsDamageMelee
boolean udg_IsDamageRanged
unit udg_AOEDamageSource
real udg_LethalDamageEvent
real udg_LethalDamageHP
real udg_DamageScalingWC3
integer udg_DamageEventAttackT
integer udg_DamageEventDamageT
integer udg_DamageEventWeaponT
//Added in 5.1:
boolean udg_IsDamageCode
//Added in 5.2:
integer udg_DamageEventArmorT
integer udg_DamageEventDefenseT
//Addded in 5.3:
real DamageEventArmorPierced
real udg_DamageScalingUser
//Added in 5.4.2 to allow GUI users to re-issue the exact same attack and damage type at the attacker.
attacktype array udg_CONVERTED_ATTACK_TYPE
damagetype array udg_CONVERTED_DAMAGE_TYPE
//Added after Reforged introduced the new native BlzGetDamageIsAttack
boolean udg_IsDamageAttack
//Added in 5.6 to give GUI users control over the "IsDamageAttack", "IsDamageRanged" and "DamageEventWeaponT" field
boolean udg_NextDamageIsAttack //The first boolean value in the UnitDamageTarget native
boolean udg_NextDamageIsMelee //Flag the damage classification as melee
boolean udg_NextDamageIsRanged //The second boolean value in the UnitDamageTarget native
integer udg_NextDamageWeaponT //Allows control over damage sound effect
//Added in 5.7 to enable efficient, built-in filtering (see the below "checkConfig" method - I recommend commenting-out anything you don't need in your map)
integer udg_DamageFilterAttackT
integer udg_DamageFilterDamageT //filter for a specific attack/damage type
unit udg_DamageFilterSource
unit udg_DamageFilterTarget //filter for a specific source/target
integer udg_DamageFilterSourceT
integer udg_DamageFilterTargetT //unit type of source/target
integer udg_DamageFilterType //which DamageEventType was used
integer udg_DamageFilterSourceB
integer udg_DamageFilterTargetB //if source/target has a buff
real udg_DamageFilterMinAmount //only allow a minimum damage threshold
//Added in 5.8:
boolean udg_RemoveDamageEvent //Allow GUI users to more fully unregister a damage event trigger. Can only be used from within a damage event (of any kind).
integer udg_DamageFilterSourceA
integer udg_DamageFilterTargetA //Check if a source or target have a specific ability (will overwrite any source or target buff check, I need to use this because GUI differentiates ability ID and buff ID)
integer udg_DamageFilterSourceI
integer udg_DamageFilterTargetI //Check if a source or target have a specific type of item
integer udg_DamageFilterSourceC
integer udg_DamageFilterTargetC //Classification of source/target (e.g. hero, treant, ward)
*/
struct DamageTrigger extends array
static method checkItem takes unit u, integer id returns boolean
local integer i
if IsUnitType(u, UNIT_TYPE_HERO) then
set i = UnitInventorySize(u)
loop
exitwhen i <= 0
set i = i - 1
if GetItemTypeId(UnitItemInSlot(u, i)) == id then
return true
endif
endloop
endif
return false
endmethod
//Map-makers should comment-out any lines they will never need to check for and move to the top any lines
//that are checked more frequently in their map.
method checkConfig takes nothing returns boolean
//call BJDebugMsg("Checking configuration")
if this.sourceType != 0 and GetUnitTypeId(udg_DamageEventSource) != this.sourceType then
elseif this.targetType != 0 and GetUnitTypeId(udg_DamageEventTarget) != this.targetType then
elseif this.sourceBuff != 0 and GetUnitAbilityLevel(udg_DamageEventSource, this.sourceBuff) == 0 then
elseif this.targetBuff != 0 and GetUnitAbilityLevel(udg_DamageEventTarget, this.targetBuff) == 0 then
elseif this.failChance > 0.00 and GetRandomReal(0.00, 1.00) <= this.failChance then
elseif this.userType != 0 and udg_DamageEventType != this.userType then
elseif this.source != null and this.source != udg_DamageEventSource then
elseif this.target != null and this.target != udg_DamageEventTarget then
elseif this.attackType >= 0 and this.attackType != udg_DamageEventAttackT then
elseif this.damageType >= 0 and this.damageType != udg_DamageEventDamageT then
elseif this.sourceItem != 0 and not .checkItem(udg_DamageEventSource, this.sourceItem) then
elseif this.targetItem != 0 and not .checkItem(udg_DamageEventTarget, this.targetItem) then
elseif this.sourceClass >= 0 and not IsUnitType(udg_DamageEventSource, ConvertUnitType(this.sourceClass)) then
elseif this.targetClass >= 0 and not IsUnitType(udg_DamageEventTarget, ConvertUnitType(this.targetClass)) then
elseif udg_DamageEventAmount >= this.damageMin then
//call BJDebugMsg("Configuration passed")
return true
endif
//call BJDebugMsg("Checking failed")
return false
endmethod
//The below variables are to be treated as constant
readonly static thistype MOD = 1
readonly static thistype SHIELD = 4
readonly static thistype DAMAGE = 5
readonly static thistype ZERO = 6
readonly static thistype AFTER = 7
readonly static thistype LETHAL = 8
readonly static thistype AOE = 9
private static integer count = 9
static thistype lastRegistered = 0
private static thistype array trigIndexStack
static thistype eventIndex = 0
static boolean array filters
readonly string eventStr
readonly real weight
boolean usingGUI
//The below variables are to be treated as private
private thistype next
private trigger rootTrig
boolean trigFrozen //Whether the trigger is currently disabled due to recursion
integer levelsDeep //How deep the user recursion currently is.
boolean inceptionTrig //Added in 5.4.2 to simplify the inception variable for very complex DamageEvent trigger.
//configuration variables:
boolean configured
unit source
unit target
integer sourceType
integer targetType
integer sourceBuff
integer targetBuff
integer sourceItem
integer targetItem
integer sourceClass
integer targetClass
real damageMin
real failChance
integer attackType
integer damageType
integer userType
method operator runChance takes nothing returns real
return 1.00 - this.failChance
endmethod
method operator runChance= takes real r returns nothing
set this.failChance = 1.00 - r
endmethod
method configure takes nothing returns nothing
set this.attackType = udg_DamageFilterAttackT
set this.damageType = udg_DamageFilterDamageT
set this.source = udg_DamageFilterSource
set this.target = udg_DamageFilterTarget
set this.sourceType = udg_DamageFilterSourceT
set this.targetType = udg_DamageFilterTargetT
set this.sourceItem = udg_DamageFilterSourceI
set this.targetItem = udg_DamageFilterTargetI
set this.sourceClass = udg_DamageFilterSourceC
set this.targetClass = udg_DamageFilterTargetC
set this.userType = udg_DamageFilterType
set this.damageMin = udg_DamageFilterMinAmount
set this.failChance = 1.00 - (udg_DamageFilterRunChance - udg_DamageFilterFailChance)
if udg_DamageFilterSourceA > 0 then
set this.sourceBuff = udg_DamageFilterSourceA
set udg_DamageFilterSourceA = 0
else
set this.sourceBuff = udg_DamageFilterSourceB
endif
if udg_DamageFilterTargetA > 0 then
set this.targetBuff = udg_DamageFilterTargetA
set udg_DamageFilterTargetA = 0
else
set this.targetBuff = udg_DamageFilterTargetB
endif
set udg_DamageFilterAttackT = -1
set udg_DamageFilterDamageT = -1
set udg_DamageFilterSource = null
set udg_DamageFilterTarget = null
set udg_DamageFilterSourceT = 0
set udg_DamageFilterTargetT = 0
set udg_DamageFilterType = 0
set udg_DamageFilterSourceB = 0
set udg_DamageFilterTargetB = 0
set udg_DamageFilterSourceC = -1
set udg_DamageFilterTargetC = -1
set udg_DamageFilterSourceI = 0
set udg_DamageFilterTargetI = 0
set udg_DamageFilterMinAmount = 0.00
set udg_DamageFilterFailChance = 0.00
set udg_DamageFilterRunChance = 1.00
set this.configured = true
endmethod
static method setGUIFromStruct takes boolean full returns nothing
set udg_DamageEventAmount = Damage.index.damage
set udg_DamageEventAttackT = GetHandleId(Damage.index.attackType)
set udg_DamageEventDamageT = GetHandleId(Damage.index.damageType)
set udg_DamageEventWeaponT = GetHandleId(Damage.index.weaponType)
set udg_DamageEventType = Damage.index.userType
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_DamageEventArmorPierced = Damage.index.armorPierced
set udg_DamageEventArmorT = Damage.index.armorType
set udg_DamageEventDefenseT = Damage.index.defenseType
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if full then
set udg_DamageEventSource = Damage.index.sourceUnit
set udg_DamageEventTarget = Damage.index.targetUnit
set udg_DamageEventPrevAmt = Damage.index.prevAmt
set udg_IsDamageAttack = Damage.index.isAttack
set udg_IsDamageCode = Damage.index.isCode
set udg_IsDamageSpell = Damage.index.isSpell
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_IsDamageMelee = Damage.index.isMelee
set udg_IsDamageRanged = Damage.index.isRanged
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
endmethod
static method setStructFromGUI takes nothing returns nothing
set Damage.index.damage = udg_DamageEventAmount
set Damage.index.attackType = ConvertAttackType(udg_DamageEventAttackT)
set Damage.index.damageType = ConvertDamageType(udg_DamageEventDamageT)
set Damage.index.weaponType = ConvertWeaponType(udg_DamageEventWeaponT)
set Damage.index.userType = udg_DamageEventType
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set Damage.index.armorPierced = udg_DamageEventArmorPierced
set Damage.index.armorType = udg_DamageEventArmorT
set Damage.index.defenseType = udg_DamageEventDefenseT
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endmethod
static method getVerboseStr takes string eventName returns string
if eventName == "Modifier" or eventName == "Mod" then
return "udg_DamageModifierEvent"
endif
return "udg_" + eventName + "DamageEvent"
endmethod
private static method getStrIndex takes string var, real lbs returns thistype
local integer root = R2I(lbs)
if (var == "udg_DamageModifierEvent" and root < 4) or var == "udg_PreDamageEvent" then
set root = MOD
elseif var == "udg_DamageModifierEvent" or var == "udg_ArmorDamageEvent" then
set root = SHIELD
elseif (var == "udg_DamageEvent" and root == 2 or root == 0) or var == "udg_ZeroDamageEvent" then
set root = ZERO
elseif var == "udg_DamageEvent" or var == "udg_OnDamageEvent" then
set root = DAMAGE
elseif var == "udg_AfterDamageEvent" then
set root = AFTER
elseif var == "udg_LethalDamageEvent" then
set root = LETHAL
elseif var == "udg_AOEDamageEvent" or var == "udg_SourceDamageEvent" then
set root = AOE
else
set root = 0
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_GDD()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_PDD()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_REG_PLUGIN_05()
endif
return root
endmethod
private method toggleAllFilters takes boolean flag returns nothing
set filters[this + FILTER_ATTACK] = flag
set filters[this + FILTER_MELEE] = flag
set filters[this + FILTER_OTHER] = flag
set filters[this + FILTER_RANGED] = flag
set filters[this + FILTER_SPELL] = flag
set filters[this + FILTER_CODE] = flag
endmethod
method operator filter= takes integer f returns nothing
set this = this*FILTER_MAX
if f == FILTER_OTHER then
call this.toggleAllFilters(true)
else
if f == FILTER_ATTACK then
set filters[this + FILTER_ATTACK] = true
set filters[this + FILTER_MELEE] = true
set filters[this + FILTER_RANGED] = true
else
set filters[this + f] = true
endif
endif
endmethod
static method registerVerbose takes trigger whichTrig, string var, real lbs, boolean GUI, integer filt returns thistype
local thistype index= getStrIndex(var, lbs)
local thistype i = 0
local thistype id = 0
if index == 0 then
return 0
elseif lastRegistered.rootTrig == whichTrig and lastRegistered.usingGUI then
set filters[lastRegistered*FILTER_MAX + filt] = true //allows GUI to register multiple different types of Damage filters to the same trigger
return 0
endif
if not hasLethal and index == LETHAL then
set hasLethal = true
endif
if trigIndexStack[0] == 0 then
set count = count + 1 //List runs from index 10 and up
set id = count
else
set id = trigIndexStack[0]
set trigIndexStack[0] = trigIndexStack[id]
endif
set lastRegistered = id
set id.filter = filt
set id.rootTrig = whichTrig
set id.usingGUI = GUI
set id.weight = lbs
set id.eventStr = var
//Next 2 lines added to fix a bug when using manual vJass configuration,
//discovered and solved by lolreported
set id.attackType = -1
set id.damageType = -1
//they will probably bug out with class types as well, so I should add them, just in case:
set id.sourceClass = -1
set id.targetClass = -1
loop
set i = index.next
exitwhen i == 0 or lbs < i.weight
set index = i
endloop
set index.next = id
set id.next = i
//call BJDebugMsg("Registered " + I2S(id) + " to " + I2S(index) + " and before " + I2S(i))
return lastRegistered
endmethod
static method registerTrigger takes trigger t, string var, real lbs returns thistype
return registerVerbose(t, DamageTrigger.getVerboseStr(var), lbs, false, FILTER_OTHER)
endmethod
private static thistype prev = 0
static method getIndex takes trigger t, string eventName, real lbs returns thistype
local thistype index = getStrIndex(getVerboseStr(eventName), lbs)
loop
set prev = index
set index = index.next
exitwhen index == 0 or index.rootTrig == t
endloop
return index
endmethod
method unregisterByIndex takes boolean reset returns boolean
if this == 0 then
return false
endif
set prev.next = this.next
set trigIndexStack[this] = trigIndexStack[0]
set trigIndexStack[0] = this
if reset then
call this.configure()
set this.configured = false
call thistype(this*FILTER_MAX).toggleAllFilters(false)
endif
return true
endmethod
static method unregister takes trigger t, string eventName, real lbs, boolean reset returns boolean
return getIndex(t, eventName, lbs).unregisterByIndex(reset)
endmethod
method run takes nothing returns nothing
local integer cat = this
local Damage d = Damage.index
static if USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
local boolean structUnset = false
local boolean guiUnset = false
local boolean mod = cat <= DAMAGE
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if dreaming then
return
endif
set dreaming = true
call DisableTrigger(t1)
call DisableTrigger(t2)
call EnableTrigger(t3)
//call BJDebugMsg("Start of event running")
loop
set this = this.next
exitwhen this == 0
exitwhen cat == MOD and (udg_DamageEventOverride or udg_DamageEventType == TYPE_PURE)
exitwhen cat == SHIELD and udg_DamageEventAmount <= 0.00
static if USE_LETHAL then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
exitwhen cat == LETHAL and udg_LethalDamageHP > DEATH_VAL
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set eventIndex = this
if (not this.trigFrozen) and filters[this*FILTER_MAX + d.eFilter] and IsTriggerEnabled(this.rootTrig) and ((not this.configured) or (this.checkConfig())) and (cat != AOE or udg_DamageEventAOE > 1 or this.eventStr == "udg_SourceDamageEvent") then
static if USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if mod then
if this.usingGUI then
if guiUnset then
set guiUnset = false
call setGUIFromStruct(false)
endif
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_PDD()
elseif structUnset then
set structUnset = false
call setStructFromGUI()
endif
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_FILTER_PLUGIN_05()
//JASS users who do not use actions can modify the below block to just evaluate.
//It should not make any perceptable difference in terms of performance.
if TriggerEvaluate(this.rootTrig) then
call TriggerExecute(this.rootTrig)
endif
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_05()
static if USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if mod then
if this.usingGUI then
//! runtextmacro optional DAMAGE_EVENT_MOD_PLUGIN_PDD()
if cat != MOD then
set d.damage = udg_DamageEventAmount
else
set structUnset = true
endif
elseif cat != MOD then
set udg_DamageEventAmount = d.damage
else
set guiUnset = true
endif
endif
if udg_RemoveDamageEvent then
set udg_RemoveDamageEvent = false
call this.unregisterByIndex(true)
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
endloop
static if USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if structUnset then
call setStructFromGUI()
endif
if guiUnset then
call setGUIFromStruct(false)
endif
else// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call setGUIFromStruct(false)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
//call BJDebugMsg("End of event running")
call DisableTrigger(t3)
call EnableTrigger(t1)
call EnableTrigger(t2)
set dreaming = false
endmethod
static trigger array autoTriggers
static boolexpr array autoFuncs
static integer autoN = 0
static method operator [] takes code c returns trigger
local integer i = 0
local boolexpr b = Filter(c)
loop
if i == autoN then
set autoTriggers[i] = CreateTrigger()
set autoFuncs[i] = b
call TriggerAddCondition(autoTriggers[i], b)
exitwhen true
endif
set i = i + 1
exitwhen b == autoFuncs[i]
endloop
return autoTriggers[i]
endmethod
endstruct
//! runtextmacro optional DAMAGE_EVENT_USER_STRUCT_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_USER_STRUCT_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_USER_STRUCT_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_USER_STRUCT_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_USER_STRUCT_PLUGIN_05()
struct Damage extends array
readonly unit sourceUnit //stores udg_DamageEventSource
readonly unit targetUnit //stores udg_DamageEventTarget
real damage //stores udg_DamageEventAmount
readonly real prevAmt //stores udg_DamageEventPrevAmt
attacktype attackType //stores udg_DamageEventAttackT
damagetype damageType //stores udg_DamageEventDamageT
weapontype weaponType //stores udg_DamageEventWeaponT
integer userType //stores udg_DamageEventType
readonly boolean isAttack //stores udg_IsDamageAttack
readonly boolean isCode //stores udg_IsDamageCode
readonly boolean isSpell //stores udg_IsDamageSpell
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
readonly boolean isMelee //stores udg_IsDamageMelee
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
readonly boolean isRanged //stores udg_IsDamageRanged
readonly integer eFilter //stores the previous eventFilter variable
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
real armorPierced //stores udg_DamageEventArmorPierced
integer armorType //stores udg_DamageEventArmorT
integer defenseType //stores udg_DamageEventDefenseT
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
readonly static Damage index = 0
private static Damage damageStack = 0
private static Damage prepped = 0
private static integer count = 0 //The number of currently-running queued or sequential damage instances
private Damage stackRef
private DamageTrigger recursiveTrig
private integer prevArmorT
private integer prevDefenseT
static method operator source takes nothing returns unit
return udg_DamageEventSource
endmethod
static method operator target takes nothing returns unit
return udg_DamageEventTarget
endmethod
static method operator amount takes nothing returns real
return Damage.index.damage
endmethod
static method operator amount= takes real r returns nothing
set Damage.index.damage = r
endmethod
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
private method setArmor takes boolean reset returns nothing
local real pierce
local integer at
local integer dt
if reset then
set pierce = udg_DamageEventArmorPierced
set at = Damage.index.prevArmorT
set dt = Damage.index.prevDefenseT
set udg_DamageEventArmorPierced = 0.00
set this.armorPierced = 0.00
else
set pierce = -udg_DamageEventArmorPierced
set at = udg_DamageEventArmorT
set dt = udg_DamageEventDefenseT
endif
if not (pierce == 0.00) then //Changed condition thanks to bug reported by BLOKKADE
call BlzSetUnitArmor(udg_DamageEventTarget, BlzGetUnitArmor(udg_DamageEventTarget) + pierce)
endif
if Damage.index.prevArmorT != udg_DamageEventArmorT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_ARMOR_TYPE, at)
endif
if Damage.index.prevDefenseT != udg_DamageEventDefenseT then
call BlzSetUnitIntegerField(udg_DamageEventTarget, UNIT_IF_DEFENSE_TYPE, dt)
endif
endmethod
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
static if USE_EXTRA then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
private static method onAOEEnd takes nothing returns nothing
call DamageTrigger.AOE.run()
set udg_DamageEventAOE = 1
set udg_DamageEventLevel = 1
set udg_EnhancedDamageTarget = null
set udg_AOEDamageSource = null
call GroupClear(udg_DamageEventAOEGroup)
endmethod
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
private static method afterDamage takes nothing returns nothing
if udg_DamageEventDamageT != 0 and not (udg_DamageEventPrevAmt == 0.00) then
call DamageTrigger.AFTER.run()
set udg_DamageEventDamageT = 0
set udg_DamageEventPrevAmt = 0.00
endif
endmethod
private method doPreEvents takes boolean natural returns boolean
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set this.armorType = BlzGetUnitIntegerField(this.targetUnit, UNIT_IF_ARMOR_TYPE)
set this.defenseType = BlzGetUnitIntegerField(this.targetUnit, UNIT_IF_DEFENSE_TYPE)
set this.prevArmorT = this.armorType
set this.prevDefenseT = this.defenseType
set this.armorPierced = 0.00
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set Damage.index = this
call DamageTrigger.setGUIFromStruct(true)
call GroupAddUnit(proclusGlobal, udg_DamageEventSource)
call GroupAddUnit(fischerMorrow, udg_DamageEventTarget)
//! runtextmacro optional DAMAGE_EVENT_PRE_VARS_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_PRE_VARS_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_PRE_VARS_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_PRE_VARS_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_PRE_VARS_PLUGIN_05()
if not (udg_DamageEventAmount == 0.00) then
set udg_DamageEventOverride = udg_DamageEventDamageT == 0
call DamageTrigger.MOD.run()
static if not USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call DamageTrigger.setGUIFromStruct(false)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if natural then
call BlzSetEventAttackType(this.attackType)
call BlzSetEventDamageType(this.damageType)
call BlzSetEventWeaponType(this.weaponType)
call BlzSetEventDamage(udg_DamageEventAmount)
endif
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call this.setArmor(false)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
return false
endif
return true
endmethod
private static method unfreeze takes nothing returns nothing
local Damage i = damageStack
loop
exitwhen i == 0
set i = i - 1
set i.stackRef.recursiveTrig.trigFrozen = false
set i.stackRef.recursiveTrig.levelsDeep = 0
endloop
call EnableTrigger(t1)
call EnableTrigger(t2)
set kicking = false
set damageStack = 0
set prepped = 0
set dreaming = false
set sleepLevel = 0
call GroupClear(proclusGlobal)
call GroupClear(fischerMorrow)
//call BJDebugMsg("Cleared up the groups")
endmethod
static method finish takes nothing returns nothing
local Damage i = 0
local integer exit
if eventsRun then
set eventsRun = false
call afterDamage()
endif
if canKick and not kicking then
if damageStack != 0 then
set kicking = true
loop
set sleepLevel = sleepLevel + 1
set exit = damageStack
loop
set prepped = i.stackRef
if UnitAlive(prepped.targetUnit) then //Added just in case dead units had issues.
call prepped.doPreEvents(false) //don't evaluate the pre-event
if prepped.damage > 0.00 then
call DisableTrigger(t1) //Force only the after armor event to run.
call EnableTrigger(t2) //in case the user forgot to re-enable this
set totem = true
call UnitDamageTarget(prepped.sourceUnit, prepped.targetUnit, prepped.damage, prepped.isAttack, prepped.isRanged, prepped.attackType, prepped.damageType, prepped.weaponType)
else
//No new events run at all in this case
if udg_DamageEventDamageT != 0 then
call DamageTrigger.DAMAGE.run()
endif
if prepped.damage < 0.00 then
//No need for BlzSetEventDamage here
call SetWidgetLife(prepped.targetUnit, GetWidgetLife(prepped.targetUnit) - prepped.damage)
endif
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call prepped.setArmor(true)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
call afterDamage()
endif
set i = i + 1
exitwhen i == exit
endloop
exitwhen i == damageStack
endloop
endif
call unfreeze()
endif
endmethod
private static method failsafeClear takes nothing returns nothing
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call Damage.index.setArmor(true)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set canKick = true
set kicking = false
set totem = false
if udg_DamageEventDamageT != 0 then
call DamageTrigger.DAMAGE.run()
set eventsRun = true
endif
call finish()
endmethod
static method operator enabled= takes boolean b returns nothing
if b then
if dreaming then
call EnableTrigger(t3)
else
call EnableTrigger(t1)
call EnableTrigger(t2)
endif
else
if dreaming then
call DisableTrigger(t3)
else
call DisableTrigger(t1)
call DisableTrigger(t2)
endif
endif
endmethod
static method operator enabled takes nothing returns boolean
return IsTriggerEnabled(t1)
endmethod
private static boolean arisen = false
private static method getOutOfBed takes nothing returns nothing
if totem then
call failsafeClear() //WarCraft 3 didn't run the DAMAGED event despite running the DAMAGING event.
else
set canKick = true
set kicking = false
call finish()
endif
static if USE_EXTRA then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call onAOEEnd()
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set arisen = true
endmethod
private static method wakeUp takes nothing returns nothing
set dreaming = false
set Damage.enabled = true
call ForForce(bj_FORCE_PLAYER[0], function thistype.getOutOfBed) //Moved to a new thread in case of a thread crash
if not arisen then
//call BJDebugMsg("DamageEngine issue: thread crashed!")
call unfreeze()
else
set arisen = false
endif
set Damage.count = 0
set Damage.index = 0
set alarmSet = false
//call BJDebugMsg("Timer wrapped up")
endmethod
private method addRecursive takes nothing returns nothing
if not (this.damage == 0.00) then
set this.recursiveTrig = DamageTrigger.eventIndex
if not this.isCode then
set this.isCode = true
set this.userType = TYPE_CODE
endif
set inception = inception or DamageTrigger.eventIndex.inceptionTrig
if kicking and IsUnitInGroup(this.sourceUnit, proclusGlobal) and IsUnitInGroup(this.targetUnit, fischerMorrow) then
if not inception then
set DamageTrigger.eventIndex.trigFrozen = true
elseif not DamageTrigger.eventIndex.trigFrozen then
set DamageTrigger.eventIndex.inceptionTrig = true
if DamageTrigger.eventIndex.levelsDeep < sleepLevel then
set DamageTrigger.eventIndex.levelsDeep = DamageTrigger.eventIndex.levelsDeep + 1
if DamageTrigger.eventIndex.levelsDeep >= LIMBO then
set DamageTrigger.eventIndex.trigFrozen = true
endif
endif
endif
endif
set damageStack.stackRef = this
set damageStack = damageStack + 1
//call BJDebugMsg("damageStack: " + I2S(damageStack) + " levelsDeep: " + I2S(DamageTrigger.eventIndex.levelsDeep) + " sleepLevel: " + I2S(sleepLevel))
endif
set inception = false
endmethod
private static method clearNexts takes nothing returns nothing
set udg_NextDamageIsAttack = false
set udg_NextDamageType = 0
set udg_NextDamageWeaponT = 0
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_NextDamageIsMelee = false
set udg_NextDamageIsRanged = false
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endmethod
static method create takes unit src, unit tgt, real amt, boolean a, attacktype at, damagetype dt, weapontype wt returns Damage
local Damage d = Damage.count + 1
set Damage.count = d
set d.sourceUnit = src
set d.targetUnit = tgt
set d.damage = amt
set d.prevAmt = amt
set d.attackType = at
set d.damageType = dt
set d.weaponType = wt
set d.isAttack = udg_NextDamageIsAttack or a
set d.isSpell = d.attackType == null and not d.isAttack
return d
endmethod
private static method createFromEvent takes nothing returns Damage
local Damage d = create(GetEventDamageSource(), GetTriggerUnit(), GetEventDamage(), BlzGetEventIsAttack(), BlzGetEventAttackType(), BlzGetEventDamageType(), BlzGetEventWeaponType())
set d.isCode = udg_NextDamageType != 0 or udg_NextDamageIsAttack or udg_NextDamageIsRanged or udg_NextDamageIsMelee or d.damageType == DAMAGE_TYPE_MIND or udg_NextDamageWeaponT != 0 or (d.damageType == DAMAGE_TYPE_UNKNOWN and not (d.damage == 0.00))
if d.isCode then
if udg_NextDamageType != 0 then
set d.userType = udg_NextDamageType
else
set d.userType = TYPE_CODE
endif
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set d.isMelee = udg_NextDamageIsMelee
set d.isRanged = udg_NextDamageIsRanged
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set d.eFilter = FILTER_CODE
if udg_NextDamageWeaponT != 0 then
set d.weaponType = ConvertWeaponType(udg_NextDamageWeaponT)
set udg_NextDamageWeaponT = 0
endif
else
set d.userType = 0
if d.damageType == DAMAGE_TYPE_NORMAL and d.isAttack then
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set d.isMelee = IsUnitType(d.sourceUnit, UNIT_TYPE_MELEE_ATTACKER)
set d.isRanged = IsUnitType(d.sourceUnit, UNIT_TYPE_RANGED_ATTACKER)
if d.isMelee and d.isRanged then
set d.isMelee = d.weaponType != null // Melee units play a sound when damaging
set d.isRanged = not d.isMelee // In the case where a unit is both ranged and melee, the ranged attack plays no sound.
endif
if d.isMelee then
set d.eFilter = FILTER_MELEE
elseif d.isRanged then
set d.eFilter = FILTER_RANGED
else
set d.eFilter = FILTER_ATTACK
endif
else
set d.eFilter = FILTER_ATTACK
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
else
if d.isSpell then
set d.eFilter = FILTER_SPELL
else
set d.eFilter = FILTER_OTHER
endif
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set d.isMelee = false
set d.isRanged = false
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
endif
call clearNexts()
return d
endmethod
private static method onRecursion takes nothing returns boolean //New in 5.7
local Damage d = Damage.createFromEvent()
call d.addRecursive()
call BlzSetEventDamage(0.00)
return false
endmethod
private static method onDamaging takes nothing returns boolean
local Damage d = Damage.createFromEvent()
//call BJDebugMsg("Pre-damage event running for " + GetUnitName(GetTriggerUnit()))
if alarmSet then
if totem then //WarCraft 3 didn't run the DAMAGED event despite running the DAMAGING event.
if d.damageType == DAMAGE_TYPE_SPIRIT_LINK or d.damageType == DAMAGE_TYPE_DEFENSIVE or d.damageType == DAMAGE_TYPE_PLANT then
set totem = false
set lastInstance= Damage.index
set canKick = false
else
call failsafeClear() //Not an overlapping event - just wrap it up
endif
else
call finish() //wrap up any previous damage index
endif
static if USE_EXTRA then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if d.sourceUnit != udg_AOEDamageSource then
call onAOEEnd()
set udg_AOEDamageSource = d.sourceUnit
elseif d.targetUnit == udg_EnhancedDamageTarget then
set udg_DamageEventLevel= udg_DamageEventLevel + 1
elseif not IsUnitInGroup(d.targetUnit, udg_DamageEventAOEGroup) then
set udg_DamageEventAOE = udg_DamageEventAOE + 1
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
else
call TimerStart(alarm, 0.00, false, function Damage.wakeUp)
set alarmSet = true
static if USE_EXTRA then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_AOEDamageSource = d.sourceUnit
set udg_EnhancedDamageTarget= d.targetUnit
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
static if USE_EXTRA then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call GroupAddUnit(udg_DamageEventAOEGroup, d.targetUnit)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if d.doPreEvents(true) then
call DamageTrigger.ZERO.run()
set canKick = true
call finish()
endif
set totem = lastInstance == 0 or attacksImmune[udg_DamageEventAttackT] or damagesImmune[udg_DamageEventDamageT] or not IsUnitType(udg_DamageEventTarget, UNIT_TYPE_MAGIC_IMMUNE)
return false
endmethod
private static method onDamaged takes nothing returns boolean
local real r = GetEventDamage()
local Damage d = Damage.index
//call BJDebugMsg("Second damage event running for " + GetUnitName(GetTriggerUnit()))
if prepped > 0 then
set prepped = 0
elseif dreaming or d.prevAmt == 0.00 then
return false
elseif totem then
set totem = false
else
//This should only happen for stuff like Spirit Link or Thorns Aura/Carapace
call afterDamage()
set Damage.index = lastInstance
set lastInstance = 0
set d = Damage.index
set canKick = true
call DamageTrigger.setGUIFromStruct(true)
endif
static if USE_ARMOR_MOD then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call d.setArmor(true)
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
static if USE_SCALING then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if not (udg_DamageEventAmount == 0.00) and not (r == 0.00) then
set udg_DamageScalingWC3 = r / udg_DamageEventAmount
elseif udg_DamageEventAmount > 0.00 then
set udg_DamageScalingWC3 = 0.00
else
set udg_DamageScalingWC3 = 1.00
if udg_DamageEventPrevAmt == 0.00 then
set udg_DamageScalingUser = 0.00
else
set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt
endif
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_DamageEventAmount = r
set d.damage = r
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_GDD()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_PDD()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_VARS_PLUGIN_05()
if udg_DamageEventAmount > 0.00 then
call DamageTrigger.SHIELD.run()
static if not USE_GUI then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
set udg_DamageEventAmount = d.damage
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
static if USE_LETHAL then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if hasLethal or udg_DamageEventType < 0 then
set udg_LethalDamageHP = GetWidgetLife(udg_DamageEventTarget) - udg_DamageEventAmount
if udg_LethalDamageHP <= DEATH_VAL then
if hasLethal then
call DamageTrigger.LETHAL.run()
set udg_DamageEventAmount = GetWidgetLife(udg_DamageEventTarget) - udg_LethalDamageHP
set d.damage = udg_DamageEventAmount
endif
if udg_DamageEventType < 0 and udg_LethalDamageHP <= DEATH_VAL then
call SetUnitExploded(udg_DamageEventTarget, true)
endif
endif
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
static if USE_SCALING then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if udg_DamageEventPrevAmt == 0.00 or udg_DamageScalingWC3 == 0.00 then
set udg_DamageScalingUser = 0.00
else
set udg_DamageScalingUser = udg_DamageEventAmount/udg_DamageEventPrevAmt/udg_DamageScalingWC3
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
endif
if udg_DamageEventDamageT != 0 then
call DamageTrigger.DAMAGE.run()
endif
call BlzSetEventDamage(udg_DamageEventAmount)
set eventsRun = true
if udg_DamageEventAmount == 0.00 then
call finish()
endif
return false
endmethod
static method apply takes unit src, unit tgt, real amt, boolean a, boolean r, attacktype at, damagetype dt, weapontype wt returns Damage
local Damage d
if udg_NextDamageType == 0 then
set udg_NextDamageType = TYPE_CODE
endif
if dreaming then
set d = create(src, tgt, amt, a, at, dt, wt)
set d.isCode = true
set d.eFilter = FILTER_CODE
set d.userType = udg_NextDamageType
static if USE_MELEE_RANGE then// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
if not d.isSpell then
set d.isRanged = udg_NextDamageIsRanged or r
set d.isMelee = not d.isRanged
endif
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
call d.addRecursive()
else
call UnitDamageTarget(src, tgt, amt, a, r, at, dt, wt)
set d = Damage.index
call finish()
endif
call clearNexts()
return d
endmethod
static method applySpell takes unit src, unit tgt, real amt, damagetype dt returns Damage
return apply(src, tgt, amt, false, false, null, dt, null)
endmethod
static method applyAttack takes unit src, unit tgt, real amt, boolean ranged, attacktype at, weapontype wt returns Damage
return apply(src, tgt, amt, true, ranged, at, DAMAGE_TYPE_NORMAL, wt)
endmethod
//===========================================================================
private static method onInit takes nothing returns nothing
set alarm = CreateTimer()
set proclusGlobal = CreateGroup()
set fischerMorrow = CreateGroup()
set t1 = CreateTrigger()
set t2 = CreateTrigger()
set t3 = CreateTrigger() //Moved from globals block as per request of user Ricola3D
call TriggerRegisterAnyUnitEventBJ(t1, EVENT_PLAYER_UNIT_DAMAGING)
call TriggerAddCondition(t1, Filter(function Damage.onDamaging))
call TriggerRegisterAnyUnitEventBJ(t2, EVENT_PLAYER_UNIT_DAMAGED)
call TriggerAddCondition(t2, Filter(function Damage.onDamaged))
//For recursion
call TriggerRegisterAnyUnitEventBJ(t3, EVENT_PLAYER_UNIT_DAMAGING)
call TriggerAddCondition(t3, Filter(function Damage.onRecursion))
call DisableTrigger(t3)
//For preventing Thorns/Defensive glitch.
//Data gathered from https://www.hiveworkshop.com/threads/repo-in-progress-mapping-damage-types-to-their-abilities.316271/
set attacksImmune[0] = false //ATTACK_TYPE_NORMAL
set attacksImmune[1] = true //ATTACK_TYPE_MELEE
set attacksImmune[2] = true //ATTACK_TYPE_PIERCE
set attacksImmune[3] = true //ATTACK_TYPE_SIEGE
set attacksImmune[4] = false //ATTACK_TYPE_MAGIC
set attacksImmune[5] = true //ATTACK_TYPE_CHAOS
set attacksImmune[6] = true //ATTACK_TYPE_HERO
set damagesImmune[0] = true //DAMAGE_TYPE_UNKNOWN
set damagesImmune[4] = true //DAMAGE_TYPE_NORMAL
set damagesImmune[5] = true //DAMAGE_TYPE_ENHANCED
set damagesImmune[8] = false //DAMAGE_TYPE_FIRE
set damagesImmune[9] = false //DAMAGE_TYPE_COLD
set damagesImmune[10] = false //DAMAGE_TYPE_LIGHTNING
set damagesImmune[11] = true //DAMAGE_TYPE_POISON
set damagesImmune[12] = true //DAMAGE_TYPE_DISEASE
set damagesImmune[13] = false //DAMAGE_TYPE_DIVINE
set damagesImmune[14] = false //DAMAGE_TYPE_MAGIC
set damagesImmune[15] = false //DAMAGE_TYPE_SONIC
set damagesImmune[16] = true //DAMAGE_TYPE_ACID
set damagesImmune[17] = false //DAMAGE_TYPE_FORCE
set damagesImmune[18] = false //DAMAGE_TYPE_DEATH
set damagesImmune[19] = false //DAMAGE_TYPE_MIND
set damagesImmune[20] = false //DAMAGE_TYPE_PLANT
set damagesImmune[21] = false //DAMAGE_TYPE_DEFENSIVE
set damagesImmune[22] = true //DAMAGE_TYPE_DEMOLITION
set damagesImmune[23] = true //DAMAGE_TYPE_SLOW_POISON
set damagesImmune[24] = false //DAMAGE_TYPE_SPIRIT_LINK
set damagesImmune[25] = false //DAMAGE_TYPE_SHADOW_STRIKE
set damagesImmune[26] = true //DAMAGE_TYPE_UNIVERSAL
endmethod
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_DMGPKG()
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_01()
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_02()
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_03()
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_04()
//! runtextmacro optional DAMAGE_EVENT_STRUCT_PLUGIN_05()
endstruct
public function DebugStr takes nothing returns nothing
local integer i = 0
loop
set udg_CONVERTED_ATTACK_TYPE[i] = ConvertAttackType(i)
exitwhen i == 6
set i = i + 1
endloop
set i = 0
loop
set udg_CONVERTED_DAMAGE_TYPE[i] = ConvertDamageType(i)
exitwhen i == 26
set i = i + 1
endloop
set udg_AttackTypeDebugStr[0] = "SPELLS" //ATTACK_TYPE_NORMAL in JASS
set udg_AttackTypeDebugStr[1] = "NORMAL" //ATTACK_TYPE_MELEE in JASS
set udg_AttackTypeDebugStr[2] = "PIERCE"
set udg_AttackTypeDebugStr[3] = "SIEGE"
set udg_AttackTypeDebugStr[4] = "MAGIC"
set udg_AttackTypeDebugStr[5] = "CHAOS"
set udg_AttackTypeDebugStr[6] = "HERO"
set udg_DamageTypeDebugStr[0] = "UNKNOWN"
set udg_DamageTypeDebugStr[4] = "NORMAL"
set udg_DamageTypeDebugStr[5] = "ENHANCED"
set udg_DamageTypeDebugStr[8] = "FIRE"
set udg_DamageTypeDebugStr[9] = "COLD"
set udg_DamageTypeDebugStr[10] = "LIGHTNING"
set udg_DamageTypeDebugStr[11] = "POISON"
set udg_DamageTypeDebugStr[12] = "DISEASE"
set udg_DamageTypeDebugStr[13] = "DIVINE"
set udg_DamageTypeDebugStr[14] = "MAGIC"
set udg_DamageTypeDebugStr[15] = "SONIC"
set udg_DamageTypeDebugStr[16] = "ACID"
set udg_DamageTypeDebugStr[17] = "FORCE"
set udg_DamageTypeDebugStr[18] = "DEATH"
set udg_DamageTypeDebugStr[19] = "MIND"
set udg_DamageTypeDebugStr[20] = "PLANT"
set udg_DamageTypeDebugStr[21] = "DEFENSIVE"
set udg_DamageTypeDebugStr[22] = "DEMOLITION"
set udg_DamageTypeDebugStr[23] = "SLOW_POISON"
set udg_DamageTypeDebugStr[24] = "SPIRIT_LINK"
set udg_DamageTypeDebugStr[25] = "SHADOW_STRIKE"
set udg_DamageTypeDebugStr[26] = "UNIVERSAL"
set udg_WeaponTypeDebugStr[0] = "NONE" //WEAPON_TYPE_WHOKNOWS in JASS
set udg_WeaponTypeDebugStr[1] = "METAL_LIGHT_CHOP"
set udg_WeaponTypeDebugStr[2] = "METAL_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[3] = "METAL_HEAVY_CHOP"
set udg_WeaponTypeDebugStr[4] = "METAL_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[5] = "METAL_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[6] = "METAL_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[7] = "METAL_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[8] = "METAL_HEAVY_BASH"
set udg_WeaponTypeDebugStr[9] = "METAL_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[10] = "METAL_HEAVY_STAB"
set udg_WeaponTypeDebugStr[11] = "WOOD_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[12] = "WOOD_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[13] = "WOOD_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[14] = "WOOD_LIGHT_BASH"
set udg_WeaponTypeDebugStr[15] = "WOOD_MEDIUM_BASH"
set udg_WeaponTypeDebugStr[16] = "WOOD_HEAVY_BASH"
set udg_WeaponTypeDebugStr[17] = "WOOD_LIGHT_STAB"
set udg_WeaponTypeDebugStr[18] = "WOOD_MEDIUM_STAB"
set udg_WeaponTypeDebugStr[19] = "CLAW_LIGHT_SLICE"
set udg_WeaponTypeDebugStr[20] = "CLAW_MEDIUM_SLICE"
set udg_WeaponTypeDebugStr[21] = "CLAW_HEAVY_SLICE"
set udg_WeaponTypeDebugStr[22] = "AXE_MEDIUM_CHOP"
set udg_WeaponTypeDebugStr[23] = "ROCK_HEAVY_BASH"
set udg_DefenseTypeDebugStr[0] = "LIGHT"
set udg_DefenseTypeDebugStr[1] = "MEDIUM"
set udg_DefenseTypeDebugStr[2] = "HEAVY"
set udg_DefenseTypeDebugStr[3] = "FORTIFIED"
set udg_DefenseTypeDebugStr[4] = "NORMAL" //Typically deals flat damage to all armor types
set udg_DefenseTypeDebugStr[5] = "HERO"
set udg_DefenseTypeDebugStr[6] = "DIVINE"
set udg_DefenseTypeDebugStr[7] = "UNARMORED"
set udg_ArmorTypeDebugStr[0] = "NONE" //ARMOR_TYPE_WHOKNOWS in JASS, added in 1.31
set udg_ArmorTypeDebugStr[1] = "FLESH"
set udg_ArmorTypeDebugStr[2] = "METAL"
set udg_ArmorTypeDebugStr[3] = "WOOD"
set udg_ArmorTypeDebugStr[4] = "ETHEREAL"
set udg_ArmorTypeDebugStr[5] = "STONE"
// -
// Added 25 July 2017 to allow detection of things like Bash or Pulverize or AOE spread
// -
set udg_DamageEventAOE = 1
set udg_DamageEventLevel = 1
// -
// In-game World Editor doesn't allow Attack Type and Damage Type comparisons. Therefore I need to code them as integers into GUI
// -
set udg_ATTACK_TYPE_SPELLS = 0
set udg_ATTACK_TYPE_NORMAL = 1
set udg_ATTACK_TYPE_PIERCE = 2
set udg_ATTACK_TYPE_SIEGE = 3
set udg_ATTACK_TYPE_MAGIC = 4
set udg_ATTACK_TYPE_CHAOS = 5
set udg_ATTACK_TYPE_HERO = 6
// -
set udg_DAMAGE_TYPE_UNKNOWN = 0
set udg_DAMAGE_TYPE_NORMAL = 4
set udg_DAMAGE_TYPE_ENHANCED = 5
set udg_DAMAGE_TYPE_FIRE = 8
set udg_DAMAGE_TYPE_COLD = 9
set udg_DAMAGE_TYPE_LIGHTNING = 10
set udg_DAMAGE_TYPE_POISON = 11
set udg_DAMAGE_TYPE_DISEASE = 12
set udg_DAMAGE_TYPE_DIVINE = 13
set udg_DAMAGE_TYPE_MAGIC = 14
set udg_DAMAGE_TYPE_SONIC = 15
set udg_DAMAGE_TYPE_ACID = 16
set udg_DAMAGE_TYPE_FORCE = 17
set udg_DAMAGE_TYPE_DEATH = 18
set udg_DAMAGE_TYPE_MIND = 19
set udg_DAMAGE_TYPE_PLANT = 20
set udg_DAMAGE_TYPE_DEFENSIVE = 21
set udg_DAMAGE_TYPE_DEMOLITION = 22
set udg_DAMAGE_TYPE_SLOW_POISON = 23
set udg_DAMAGE_TYPE_SPIRIT_LINK = 24
set udg_DAMAGE_TYPE_SHADOW_STRIKE = 25
set udg_DAMAGE_TYPE_UNIVERSAL = 26
// -
// The below variables don't affect damage amount, but do affect the sound played
// They also give important information about the type of attack used.
// They can differentiate between ranged and melee for units who are both
// -
set udg_WEAPON_TYPE_NONE = 0
// Metal Light/Medium/Heavy
set udg_WEAPON_TYPE_ML_CHOP = 1
set udg_WEAPON_TYPE_MM_CHOP = 2
set udg_WEAPON_TYPE_MH_CHOP = 3
set udg_WEAPON_TYPE_ML_SLICE = 4
set udg_WEAPON_TYPE_MM_SLICE = 5
set udg_WEAPON_TYPE_MH_SLICE = 6
set udg_WEAPON_TYPE_MM_BASH = 7
set udg_WEAPON_TYPE_MH_BASH = 8
set udg_WEAPON_TYPE_MM_STAB = 9
set udg_WEAPON_TYPE_MH_STAB = 10
// Wood Light/Medium/Heavy
set udg_WEAPON_TYPE_WL_SLICE = 11
set udg_WEAPON_TYPE_WM_SLICE = 12
set udg_WEAPON_TYPE_WH_SLICE = 13
set udg_WEAPON_TYPE_WL_BASH = 14
set udg_WEAPON_TYPE_WM_BASH = 15
set udg_WEAPON_TYPE_WH_BASH = 16
set udg_WEAPON_TYPE_WL_STAB = 17
set udg_WEAPON_TYPE_WM_STAB = 18
// Claw Light/Medium/Heavy
set udg_WEAPON_TYPE_CL_SLICE = 19
set udg_WEAPON_TYPE_CM_SLICE = 20
set udg_WEAPON_TYPE_CH_SLICE = 21
// Axe Medium
set udg_WEAPON_TYPE_AM_CHOP = 22
// Rock Heavy
set udg_WEAPON_TYPE_RH_BASH = 23
// -
// Since GUI still doesn't provide Defense Type and Armor Types, I needed to include the below
// -
set udg_ARMOR_TYPE_NONE = 0
set udg_ARMOR_TYPE_FLESH = 1
set udg_ARMOR_TYPE_METAL = 2
set udg_ARMOR_TYPE_WOOD = 3
set udg_ARMOR_TYPE_ETHEREAL = 4
set udg_ARMOR_TYPE_STONE = 5
// -
set udg_DEFENSE_TYPE_LIGHT = 0
set udg_DEFENSE_TYPE_MEDIUM = 1
set udg_DEFENSE_TYPE_HEAVY = 2
set udg_DEFENSE_TYPE_FORTIFIED = 3
set udg_DEFENSE_TYPE_NORMAL = 4
set udg_DEFENSE_TYPE_HERO = 5
set udg_DEFENSE_TYPE_DIVINE = 6
set udg_DEFENSE_TYPE_UNARMORED = 7
// -
set udg_UNIT_CLASS_HERO = 0
set udg_UNIT_CLASS_DEAD = 1
set udg_UNIT_CLASS_STRUCTURE = 2
// -
set udg_UNIT_CLASS_FLYING = 3
set udg_UNIT_CLASS_GROUND = 4
// -
set udg_UNIT_CLASS_ATTACKS_FLYING = 5
set udg_UNIT_CLASS_ATTACKS_GROUND = 6
// -
set udg_UNIT_CLASS_MELEE = 7
set udg_UNIT_CLASS_RANGED = 8
// -
set udg_UNIT_CLASS_GIANT = 9
set udg_UNIT_CLASS_SUMMONED = 10
set udg_UNIT_CLASS_STUNNED = 11
set udg_UNIT_CLASS_PLAGUED = 12
set udg_UNIT_CLASS_SNARED = 13
// -
set udg_UNIT_CLASS_UNDEAD = 14
set udg_UNIT_CLASS_MECHANICAL = 15
set udg_UNIT_CLASS_PEON = 16
set udg_UNIT_CLASS_SAPPER = 17
set udg_UNIT_CLASS_TOWNHALL = 18
set udg_UNIT_CLASS_ANCIENT = 19
// -
set udg_UNIT_CLASS_TAUREN = 20
set udg_UNIT_CLASS_POISONED = 21
set udg_UNIT_CLASS_POLYMORPHED = 22
set udg_UNIT_CLASS_SLEEPING = 23
set udg_UNIT_CLASS_RESISTANT = 24
set udg_UNIT_CLASS_ETHEREAL = 25
set udg_UNIT_CLASS_MAGIC_IMMUNE = 26
// -
set udg_DamageFilterAttackT = -1
set udg_DamageFilterDamageT = -1
set udg_DamageFilterSourceC = -1
set udg_DamageFilterTargetC = -1
set udg_DamageFilterRunChance = 1.00
endfunction
//===========================================================================
//
// Setup of automatic events from GUI and custom ones from JASS alike
//
//===========================================================================
public function RegisterFromHook takes trigger whichTrig, string var, limitop op, real value returns nothing
call DamageTrigger.registerVerbose(whichTrig, var, value, true, GetHandleId(op))
endfunction
hook TriggerRegisterVariableEvent RegisterFromHook
function TriggerRegisterDamageEngineEx takes trigger whichTrig, string eventName, real value, integer f returns DamageTrigger
return DamageTrigger.registerVerbose(whichTrig, DamageTrigger.getVerboseStr(eventName), value, false, f)
endfunction
function TriggerRegisterDamageEngine takes trigger whichTrig, string eventName, real value returns DamageTrigger
return DamageTrigger.registerTrigger(whichTrig, eventName, value)
endfunction
function RegisterDamageEngineEx takes code c, string eventName, real value, integer f returns DamageTrigger
return TriggerRegisterDamageEngineEx(DamageTrigger[c], eventName, value, f)
endfunction
//Similar to TriggerRegisterDamageEvent, although takes code instead of trigger as the first argument.
function RegisterDamageEngine takes code c, string eventName, real value returns DamageTrigger
return RegisterDamageEngineEx(c, eventName, value, FILTER_OTHER)
endfunction
//For GUI to tap into more powerful vJass event filtering:
//! textmacro DAMAGE_TRIGGER_CONFIG
if not DamageTrigger.eventIndex.configured then
//! endtextmacro
//! textmacro DAMAGE_TRIGGER_CONFIG_END
call DamageTrigger.eventIndex.configure()
endif
if not DamageTrigger.eventIndex.checkConfig() then
return
endif
//! endtextmacro
endlibrary