Name | Type | is_array | initial_value |
CdA_caster | unit | No | |
CdA_damage | real | No | |
CdA_group | group | No |
globals
hashtable heroesTable = InitHashtable()
hashtable statesTable = InitHashtable()
hashtable timersTable = InitHashtable()
integer STATE_STUN = 0
integer STATE_POISON = 1
integer STATE_PARALYSIS = 2
integer STATE_SLEEP = 3
integer STATE_BROKEN = 4
integer STATE_ROOTED = 5
integer STATE_SLOWED = 6
integer STATE_DRAINED = 7
integer STATE_CAPTURE = 8
integer STATE_FROZEN = 9
integer STATE_HEALED = 10
integer SPELL_STATE_STUN = 'A000'
integer SPELL_STATE_PARALYSIS = 'A001'
integer SPELL_STATE_SLEEP = 'A002'
integer SPELL_STATE_BROKEN = 'A003'
integer SPELL_STATE_CLEAR = 'A006'
integer SPELL_STATE_CHECK = 'A005'
integer SPELL_STATE_STORMBOLT = 'A007'
integer MAX_STATES
endglobals
//
// HeroSimpleStateMachine: Add custom temporarily state to an Hero.
//
//
// How the magic happend?
// 1. Save the state hash in statesTable using CreateState (Find the function explaination in: HSSM Globals Trigger)
// 1. Create an global variable for the state using integer STATE_YOURCUSTOMSTATE = yourvalue in HSSM Globals Trigger
// 2. Define a way to see the default value of the heroesTable for an Hero (Find a example in: HSSM SaveHeroTable Trigger)
// 3. Create your custom spell
// 3. Add your custom spell id like a global variable like this SPELL_STATE_YOURCUSTOMSTATE in HSSM Globals Trigger
// 3.1 Use UnitAddState for add an state
// 3.2 Use UnitRemoveState for remove an state
// 3.3 Use UnitHasState if you want add an state only if hero already have another state, like sleep to awake
// 3.4 Use UnitHasStateLeft if you want get the remaining time of an state
// 3.5 Use UnitHasStateMsg for get a debug message of the state
// 4. Combine your spells with the power of Hero Simple States Machine to add damage, times, or any bonus, checking if a unit have your custom state . see HSSM Example
//
// Explaining the HASHTABLES
//
//
// * statesTable: save every custom state
//
// Takes:
//
// Parent: Integer -> state index
// Child: 0 -> Integer -> index
// 1 -> String -> name
// 2 -> String -> description
// 3 -> Code -> stateCallbackFunction
// Value: the correspondig
//
//
// * heroesTable: save the every state of the hero and their values, default: 0
//
// Takes:
// Parent: Integer -> unit index
// Child: Integer -> state index
//
//
// * timersTable: save the timer of the state (duration) for every unit+state
//
// Takes:
//
// Parent: Integer -> timer index
// Child: 1 -> Retrieve -> Integer -> unit index
// 2 -> Retrieve -> Integer -> state index
//
// Parent: Integer -> unit index
// Child: Integer -> stateIndex -> Retrieve -> Timer -> currentTimer
//
// Explaining the functions
//
//
// * TimerHandler: Create a timer that manage the duration of state, when it expire the state get zero
//
function TimerHandler takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer tid = GetHandleId(t)
local integer uid = LoadInteger(timersTable, GetHandleId(t), 1)
local integer sid = LoadInteger(timersTable, GetHandleId(t), 2)
local string sn = LoadStr(statesTable, sid, 1)
// CLEAR tid child data.
call FlushChildHashtable(timersTable, tid)
call SaveInteger(heroesTable, uid, sid, 0)
call PauseTimer(t)
call DestroyTimer(t)
set t = null
// DEBUG msg
call BJDebugMsg("State: " + sn + " |cffff0000Expired|r")
endfunction
//
// * CreateState: Create a new state.
//
// Takes:
// integer i -> index
// string n -> name
// string d -> description
//
function CreateState takes integer i, string n, string d returns nothing
call SaveInteger(statesTable, i, 0, i)
call SaveStr(statesTable, i, 1, n)
call SaveStr(statesTable, i, 2, d)
endfunction
//
// * UnitHasState: Get true or false from check does hero have state?
//
// Takes:
// unit u -> target unit
// integer sid -> state index
//
function UnitHasState takes unit u, integer s returns boolean
local integer uid = GetHandleId(u)
local integer sid = LoadInteger(statesTable, s, 0)
local integer us = LoadInteger(heroesTable, uid, sid)
local boolean flag = false
if (us == 1) then
set flag = true
else
set flag = false
endif
set u = null
return flag
endfunction
//
// * UnitHasStateLeft: Get the remaining time of the State from hero.
//
//
// Takes:
// unit u -> target unit
// integer sid -> state index
// Retrieves:
// real -> remaining time
function UnitHasStateLeft takes unit u, integer s returns real
local integer uid = GetHandleId(u)
local integer sid = LoadInteger(statesTable, s, 0)
local integer us = LoadInteger(heroesTable, uid, sid)
local timer t = LoadTimerHandle(timersTable, uid, sid)
local real tl = TimerGetRemaining(t)
return tl
endfunction
//
// * UnitHasStateMsg: Return a message with the current value of the hero state
//
// Takes:
// unit u -> target unit
// integer sid -> state index
// Retrieve:
// Custom message
//
function UnitHasStateMsg takes unit u, integer s returns nothing
local integer uid = GetHandleId(u)
local integer sid = LoadInteger(statesTable, s, 0)
local string sn = LoadStr(statesTable, s, 1)
local integer us = LoadInteger(heroesTable, uid, sid)
local timer t = LoadTimerHandle(timersTable, uid, sid)
local real tl = TimerGetRemaining(t)
if (us == 1) then
call BJDebugMsg("State: " + sn + " |cff00ff00ON|r" + " left: " + "|cffffff00" + R2S(tl) + "|r seconds" )
else
call BJDebugMsg("State: " + sn + " |cffff0000OFF|r")
endif
set u = null
endfunction
//
// * UnitAddState: Set ON an state of a Hero
//
// Takes:
// unit u -> target unit
// integer sid -> state index
// real d -> duration of the state
//
function UnitAddState takes unit u, integer s, real d returns nothing
local integer uid = GetHandleId(u)
local integer sid = LoadInteger(statesTable, s, 0)
local string sn = LoadStr(statesTable, s, 1)
local timer t = CreateTimer()
local integer tid = GetHandleId(t)
// Debug Message
call BJDebugMsg("State: " + sn + " |cff00ff00ON|r" + " for: " + "|cffffff00" + R2S(d) + "|r seconds" )
// SET hero + state => 1
call SaveInteger(heroesTable, uid, sid, 1)
// SAVE for hero + state => Timer
call SaveTimerHandle(timersTable, uid, sid, t)
// SAVE for timer + 1 => unit index
call SaveInteger(timersTable, tid, 1, uid)
// SAVE for timer + 2 => state index
call SaveInteger(timersTable, tid, 2, sid)
// START the timer
call TimerStart(t, d, false, function TimerHandler)
set u = null
set t = null
endfunction
// * UnitRemoveState: Set OF an state of a Hero
//
// Takes:
// unit u -> target unit
// integer sid -> state index
//
function UnitRemoveState takes unit u, integer s returns nothing
local integer sid = LoadInteger(statesTable, s, 0)
local string sn = LoadStr(statesTable, s, 1)
local integer uid = GetHandleId(u)
local timer t = LoadTimerHandle(timersTable, uid, sid)
local integer tid = GetHandleId(t)
// Debug Message
call BJDebugMsg("State: " + sn + " |cffff0000OFF|r")
// SET hero + state => 0
call SaveInteger(heroesTable, uid, sid, 0)
// CLEAR tid child data.
call FlushChildHashtable(timersTable, tid)
call PauseTimer(t)
call DestroyTimer(t)
set t = null
set u = null
set t = null
endfunction
function CreateStates takes nothing returns nothing
call CreateState(0, "stun", "you get stunned")
call CreateState(1, "poison", "you get stunned")
call CreateState(2, "paralysis", "you get stunned")
call CreateState(3, "sleep", "you get sleep")
call CreateState(4, "broken", "you get broken")
call CreateState(5, "rooted", "you get rooted")
call CreateState(6, "slowed", "you get slowed")
call CreateState(7, "drained", "you get drained")
call CreateState(8, "capture", "you get capture")
call CreateState(9, "frozen", "you get frozen")
call CreateState(10, "healed", "you get healed")
// Remember set the MAX_STATES
set MAX_STATES = 11
endfunction
//===========================================================================
function InitTrig_HSSM_CreateStates takes nothing returns nothing
local trigger tg = CreateTrigger( )
call TriggerRegisterTimerEventSingle( tg, 0.00 )
call TriggerAddAction( tg, function CreateStates)
endfunction
function HSSM_SaveHeroTable_Actions takes nothing returns nothing
local unit su = GetSoldUnit()
local integer uid = GetHandleId(su)
local integer i = 0
call ClearTextMessages()
// Set the default states zero
loop
call SaveInteger(heroesTable, uid, i, 0)
set i = i + 1
exitwhen i == MAX_STATES
endloop
set su = null
call BJDebugMsg("You hero is ready for get custom state!")
call BJDebugMsg("Use Q and select what state you want apply")
call BJDebugMsg("Use W to get the current state of the target unit")
call BJDebugMsg("Use E to get all the states cleared for the target unit")
call BJDebugMsg("Use R without and with STUN state to see the magic")
endfunction
//===========================================================================
function InitTrig_HSSM_SaveHeroTable takes nothing returns nothing
local trigger tg = CreateTrigger()
call TriggerRegisterUnitEvent( tg, gg_unit_ntav_0000, EVENT_UNIT_SELL )
call TriggerAddAction( tg, function HSSM_SaveHeroTable_Actions )
endfunction
function HSSM_Cast_Dummy_Spell_Actions takes nothing returns nothing
local unit tu = GetSpellTargetUnit()
local integer s = GetSpellAbilityId()
local integer i = 0
// STUN DEMO
if (GetSpellAbilityId() == SPELL_STATE_STUN) then
call UnitAddState(tu, 0, 10.0)
endif
// PARALYSIS DEMO
if (GetSpellAbilityId() == SPELL_STATE_PARALYSIS) then
call UnitAddState(tu, 2, 7.0)
endif
// SLEEP DEMO
if (GetSpellAbilityId() == SPELL_STATE_SLEEP) then
call UnitAddState(tu, 3, 20.0)
endif
// BROKEN DEMO
if (GetSpellAbilityId() == SPELL_STATE_BROKEN) then
call UnitAddState(tu, 5, 4.0)
endif
// CLEAR DEMO
if (GetSpellAbilityId() == SPELL_STATE_CLEAR) then
call ClearTextMessages()
loop
call UnitRemoveState(tu, i)
set i = i + 1
exitwhen i == MAX_STATES
endloop
call BJDebugMsg("All states Cleared")
endif
// CHECK DEMO
if (GetSpellAbilityId() == SPELL_STATE_CHECK) then
call BJDebugMsg("Current States")
call ClearTextMessages()
loop
call UnitHasStateMsg(tu, i)
set i = i + 1
exitwhen i == MAX_STATES
endloop
endif
set tu = null
endfunction
function InitTrig_HSSM_Cast_Dummy_Spell takes nothing returns nothing
local trigger tg = CreateTrigger()
local integer i = 0
call TriggerAddAction(tg, function HSSM_Cast_Dummy_Spell_Actions)
loop
call TriggerRegisterPlayerUnitEvent(tg, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
set i = i + 1
exitwhen i == bj_MAX_PLAYERS
endloop
endfunction
function HSSM_Example_Actions takes nothing returns nothing
local unit tu = GetSpellTargetUnit()
local unit c = GetSpellAbilityUnit()
local integer s = GetSpellAbilityId()
local real b = 250.0
// StormBolt Demo
if (GetSpellAbilityId() == SPELL_STATE_STORMBOLT) then
if (UnitHasState(tu , STATE_STUN)) then
// Pure Damage
if(GetUnitState(tu, UNIT_STATE_LIFE) <= b) then
call UnitDamageTarget( c, tu, 1000000000.00, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_ROCK_HEAVY_BASH)
else
call UnitDamageTarget( c, tu, b, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_ROCK_HEAVY_BASH)
endif
call UnitRemoveState(tu, STATE_STUN)
call BJDebugMsg("+250 pure damage bonus!")
else
call BJDebugMsg("Unit dont have STUN, bonus will not apply")
endif
endif
set tu = null
set c = null
endfunction
function InitTrig_HSSM_Example takes nothing returns nothing
local trigger tg = CreateTrigger()
local integer i = 0
call TriggerAddAction(tg, function HSSM_Example_Actions)
loop
call TriggerRegisterPlayerUnitEvent(tg, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
set i = i + 1
exitwhen i == bj_MAX_PLAYERS
endloop
endfunction