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 | |
ArmorTypeDebugStr | string | Yes | |
AssaultTimer | timer | Yes | |
AssaultTimerWindow | timerdialog | 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 | |
BlightSporeNumber | integer | No | |
BooeanSpawnEgg | boolean | No | |
Boolean_EasyMode | boolean | No | |
Boolean_HardMode | boolean | No | |
Cache | gamecache | No | |
Cache_CampaignName | string | No | Nerubian.w3v |
Cache_MapName | string | No | Nerub_M3 |
Cache_MapName_Copy | string | No | Nerub_M4 |
Cache_RRP01MapName | string | No | Nerub_M1 |
Cache_RRP02MapName | string | No | Nerub_M2 |
Cache_RRP03MapName | string | No | Nerub_M3 |
Cache_RRP04MapName | string | No | Nerub_M4 |
Cache_RRP05MapName | string | No | Nerub_M5 |
Cache_Saved | boolean | No | |
CargoEvent | real | No | |
CargoTransportGroup | group | Yes | |
CargoTransportUnit | unit | Yes | |
CheckDeathInList | boolean | Yes | |
CheckDeathList | integer | Yes | |
CheckDeathTimer | timer | No | |
CONVERTED_ATTACK_TYPE | attacktype | Yes | |
CONVERTED_DAMAGE_TYPE | damagetype | Yes | |
CorruptedGoldmine | unit | 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 | |
DamageEventTrigger | trigger | No | |
DamageEventType | integer | No | |
DamageEventWeaponT | integer | No | |
DamageFilterAttackT | integer | No | |
DamageFilterDamageT | integer | No | |
DamageFilterMinAmount | real | No | |
DamageFilterSource | unit | No | |
DamageFilterSourceB | buffcode | No | |
DamageFilterSourceT | unitcode | No | |
DamageFilterTarget | unit | No | |
DamageFilterTargetB | buffcode | 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 | |
DeathEvent | real | No | |
DefendTimer | timer | 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 | |
DetectRemoveAbility | abilcode | No | |
DetectTransformAbility | abilcode | No | |
Dialog_HardMode | dialog | No | |
DialogButton_Easy | button | No | |
DialogButton_Insane | button | No | |
DialogButton_Normal | button | No | |
DmgStr | string | No | |
DragonQuestGroup | group | Yes | |
DragonQuestGroupMID | group | No | |
DragonQuestGroupNE | group | No | |
DragonQuestGroupNW | group | No | |
DragonQuestGroupS | group | No | |
DragonsGroup | group | No | |
EggAreaQuan | integer | No | |
EggSpawnArea | rect | No | |
EnemyMarker | minimapicon | Yes | |
EnhancedDamageTarget | unit | No | |
FaneQuantity | integer | No | |
Goldmine | unit | No | |
GoldRemaining | integer | No | |
HERO_Devourer | unit | No | |
HERO_Devourer_Copy | unit | No | |
HERO_Treasurer | unit | No | |
HERO_Vizier | unit | No | |
HERO_Widow | unit | No | |
IntNestholdRemaining | integer | No | |
IntroSkipped | boolean | No | |
IsDamageAttack | boolean | No | |
IsDamageCode | boolean | No | |
IsDamageMelee | boolean | No | |
IsDamageRanged | boolean | No | |
IsDamageSpell | boolean | No | |
IsUnitAlive | boolean | Yes | |
IsUnitBeingUnloaded | boolean | Yes | |
IsUnitNew | boolean | Yes | |
IsUnitPreplaced | boolean | Yes | |
IsUnitPreplaced_Copy | boolean | Yes | |
IsUnitReincarnating | boolean | Yes | |
IsUnitRemoved | boolean | Yes | |
IsUnitTransforming | boolean | Yes | |
KillerOfUnit | unit | Yes | |
LethalDamageEvent | real | No | |
LethalDamageHP | real | No | |
NestholdRemaining | multiboard | No | |
NextDamageIsAttack | boolean | No | |
NextDamageIsMelee | boolean | No | |
NextDamageIsRanged | boolean | No | |
NextDamageType | integer | No | |
NextDamageWeaponT | integer | No | |
PestAttackDummy | unit | Yes | |
PestCaster | unit | Yes | |
PestInitialDummy | unit | Yes | |
QueensCargoGroup | group | No | |
QUEST_BasesDestroyed | integer | No | |
QUEST_DelayedReinforcement | quest | No | |
QUEST_Lodestar | quest | No | |
QUEST_MAINBASE | quest | No | |
QUESTmark_Dragons | minimapicon | Yes | |
QUESTmark_EastMark | minimapicon | No | |
QUESTmark_EnemyBaseBlue | minimapicon | No | |
QUESTmark_EnemyBasePurp | minimapicon | No | |
QUESTmark_EnemyBaseTeal | minimapicon | No | |
QUESTmark_EnemyBaseTurq | minimapicon | No | |
QUESTmark_EnemyBaseYellow | minimapicon | No | |
QUESTmark_Nesthold | minimapicon | No | |
QUESTmark_WestMark | minimapicon | No | |
QUESTreq_DestroyBlue | questitem | No | |
QUESTreq_DestroyBlueBase | questitem | No | |
QUESTreq_DestroyPurpBase | questitem | No | |
QUESTreq_DestroyTealBase | questitem | No | |
QUESTreq_DestroyTurqBase | questitem | No | |
QUESTreq_DestroyYellowBase | questitem | No | |
QUESTreq_EasternLodestar | questitem | No | |
QUESTreq_RemainingNest | questitem | No | |
QUESTreq_WesternLodestar | questitem | No | |
RemainingGold | integer | No | |
RescueVisibility | fogmodifier | Yes | |
StartTrollGroup | group | No | |
SummonerOfUnit | unit | Yes | |
TempID | integer | No | |
TempLoc | location | No | |
TempLocX | location | No | |
TempX | real | No | |
TempY | real | No | |
Thrall | unit | No | |
TIMER_ReinforceTimer | timer | No | |
Timestamp | timer | No | |
TIMEWINDOW_ReinforceTimer | timerdialog | No | |
UDex | integer | No | |
UDexGen | integer | No | |
UDexLastRecycled | integer | No | |
UDexMax | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UMovNext | integer | Yes | |
UMovPrev | integer | Yes | |
UndeadWave | group | No | |
UNIT_GoldmineGrey | unit | No | |
UNIT_GoldmineRed | unit | No | |
UNITGROUP_LodestarGroup | group | No | |
UnitInAction | boolean | Yes | |
UnitInActionEvent | real | No | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No | |
UnitMovementInterval | real | No | |
UnitMoving | boolean | Yes | |
UnitMovingEvent | real | No | |
UnitMovingInList | boolean | Yes | |
UnitMovingX | real | Yes | |
UnitMovingY | real | Yes | |
UnitName | string | Yes | |
UnitTypeEvent | real | No | |
UnitTypeOf | unitcode | Yes | |
Upkeep | integer | No | |
VISION_EnemyBase | fogmodifier | Yes | |
VISION_TurqBase | fogmodifier | No | |
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 | |
WorldMaxX | real | No | |
WorldMaxY | real | No |
//===========================================================================
function UnitEventDestroyGroup takes integer i returns nothing
if udg_CargoTransportGroup[i] != null then
call DestroyGroup(udg_CargoTransportGroup[i])
set udg_CargoTransportGroup[i] = null
endif
endfunction
function UnitEventCheckAfter takes nothing returns nothing
local integer i = 0
loop
set i = udg_CheckDeathList[i]
exitwhen i == 0
if udg_IsUnitNew[i] then
//The unit was just created.
set udg_IsUnitNew[i] = false
elseif udg_IsUnitTransforming[i] then
//Added 21 July 2017 to fix the issue re-adding this ability in the same instant
set udg_UDex = i
set udg_UnitTypeEvent = 0.00
set udg_UnitTypeEvent = 1.00
set udg_UnitTypeOf[i] = GetUnitTypeId(udg_UDexUnits[i]) //Set this afterward to give the user extra reference
set udg_IsUnitTransforming[i] = false
call UnitAddAbility(udg_UDexUnits[i], udg_DetectTransformAbility)
elseif udg_IsUnitAlive[i] then
//The unit has started reincarnating.
set udg_IsUnitReincarnating[i] = true
set udg_IsUnitAlive[i] = false
set udg_UDex = i
set udg_DeathEvent = 0.50
set udg_DeathEvent = 0.00
endif
set udg_CheckDeathInList[i] = false
endloop
//Empty the list
set udg_CheckDeathList[0] = 0
endfunction
function UnitEventCheckAfterProxy takes integer i returns nothing
if udg_CheckDeathList[0] == 0 then
call TimerStart(udg_CheckDeathTimer, 0.00, false, function UnitEventCheckAfter)
endif
if not udg_CheckDeathInList[i] then
set udg_CheckDeathList[i] = udg_CheckDeathList[0]
set udg_CheckDeathList[0] = i
set udg_CheckDeathInList[i] = true
endif
endfunction
function UnitEventOnUnload takes nothing returns nothing
local integer i = udg_UDex
call GroupRemoveUnit(udg_CargoTransportGroup[GetUnitUserData(udg_CargoTransportUnit[i])], udg_UDexUnits[i])
set udg_IsUnitBeingUnloaded[i] = true
set udg_CargoEvent = 0.00
set udg_CargoEvent = 2.00
set udg_CargoEvent = 0.00
set udg_IsUnitBeingUnloaded[i] = false
if not IsUnitLoaded(udg_UDexUnits[i]) or IsUnitType(udg_CargoTransportUnit[i], UNIT_TYPE_DEAD) or GetUnitTypeId(udg_CargoTransportUnit[i]) == 0 then
set udg_CargoTransportUnit[i] = null
endif
endfunction
function UnitEventOnDeath takes nothing returns boolean
local integer pdex = udg_UDex
set udg_UDex = GetUnitUserData(GetTriggerUnit())
if udg_UDex != 0 then
set udg_KillerOfUnit[udg_UDex] = GetKillingUnit() //Added 29 May 2017 for GIMLI_2
set udg_IsUnitAlive[udg_UDex] = false
set udg_DeathEvent = 0.00
set udg_DeathEvent = 1.00
set udg_DeathEvent = 0.00
set udg_KillerOfUnit[udg_UDex] = null
if udg_CargoTransportUnit[udg_UDex] != null then
call UnitEventOnUnload()
endif
endif
set udg_UDex = pdex
return false
endfunction
function UnitEventOnOrder takes nothing returns boolean
local integer pdex = udg_UDex
local unit u = GetFilterUnit()
local integer i = GetUnitUserData(u)
if i > 0 then
set udg_UDex = i
if GetUnitAbilityLevel(u, udg_DetectRemoveAbility) == 0 then
if not udg_IsUnitRemoved[i] then
set udg_IsUnitRemoved[i] = true
set udg_IsUnitAlive[i] = false
set udg_SummonerOfUnit[i] = null
//For backwards-compatibility:
set udg_DeathEvent = 0.00
set udg_DeathEvent = 3.00
set udg_DeathEvent = 0.00
//Fire deindex event for UDex:
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 2.00
set udg_UnitIndexEvent = 0.00
set udg_UDexNext[udg_UDexPrev[i]] = udg_UDexNext[i]
set udg_UDexPrev[udg_UDexNext[i]] = udg_UDexPrev[i]
// Recycle the index for later use
set udg_UDexUnits[i] = null
set udg_UDexPrev[i] = udg_UDexLastRecycled
set udg_UDexLastRecycled = i
call UnitEventDestroyGroup(i)
endif
elseif not udg_IsUnitAlive[i] then
if not IsUnitType(u, UNIT_TYPE_DEAD) then
set udg_IsUnitAlive[i] = true
set udg_DeathEvent = 0.00
set udg_DeathEvent = 2.00
set udg_DeathEvent = 0.00
set udg_IsUnitReincarnating[i] = false
endif
elseif IsUnitType(u, UNIT_TYPE_DEAD) then
if udg_IsUnitNew[i] then
//This unit was created as a corpse.
set udg_IsUnitAlive[i] = false
set udg_DeathEvent = 0.00
set udg_DeathEvent = 1.00
set udg_DeathEvent = 0.00
elseif udg_CargoTransportUnit[i] == null or not IsUnitType(u, UNIT_TYPE_HERO) then
//The unit may have just started reincarnating.
call UnitEventCheckAfterProxy(i)
endif
elseif GetUnitAbilityLevel(u, udg_DetectTransformAbility) == 0 and not udg_IsUnitTransforming[i] then
set udg_IsUnitTransforming[i] = true
call UnitEventCheckAfterProxy(i) //This block has been updated on 21 July 2017
endif
if udg_CargoTransportUnit[i] != null and not udg_IsUnitBeingUnloaded[i] and not IsUnitLoaded(u) or IsUnitType(u, UNIT_TYPE_DEAD) then
call UnitEventOnUnload()
endif
set udg_UDex = pdex
endif
set u = null
return false
endfunction
function UnitEventOnSummon takes nothing returns boolean
local integer pdex = udg_UDex
set udg_UDex = GetUnitUserData(GetTriggerUnit())
if udg_IsUnitNew[udg_UDex] then
set udg_SummonerOfUnit[udg_UDex] = GetSummoningUnit()
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 0.50
set udg_UnitIndexEvent = 0.00
endif
set udg_UDex = pdex
return false
endfunction
function UnitEventOnLoad takes nothing returns boolean
local integer pdex = udg_UDex
local integer i = GetUnitUserData(GetTriggerUnit())
local integer index
if i != 0 then
set udg_UDex = i
if udg_CargoTransportUnit[i] != null then
call UnitEventOnUnload()
endif
//Loaded corpses do not issue an order when unloaded, therefore must
//use the enter-region event method taken from Jesus4Lyf's Transport.
if not udg_IsUnitAlive[i] then
call SetUnitX(udg_UDexUnits[i], udg_WorldMaxX)
call SetUnitY(udg_UDexUnits[i], udg_WorldMaxY)
endif
set udg_CargoTransportUnit[i] = GetTransportUnit()
set index = GetUnitUserData(udg_CargoTransportUnit[i])
if udg_CargoTransportGroup[index] == null then
set udg_CargoTransportGroup[index] = CreateGroup()
endif
call GroupAddUnit(udg_CargoTransportGroup[index], udg_UDexUnits[i])
set udg_CargoEvent = 0.00
set udg_CargoEvent = 1.00
set udg_CargoEvent = 0.00
set udg_UDex = pdex
endif
return false
endfunction
function UnitEventEnter takes nothing returns boolean
local integer pdex = udg_UDex
local integer i = udg_UDexLastRecycled
local unit u = GetFilterUnit()
if udg_UnitIndexerEnabled and GetUnitAbilityLevel(u, udg_DetectRemoveAbility) == 0 then
//Generate a unique integer index for this unit
if i == 0 then
set i = udg_UDexMax + 1
set udg_UDexMax = i
else
set udg_UDexLastRecycled = udg_UDexPrev[i]
endif
//Link index to unit, unit to index
set udg_UDexUnits[i] = u
call SetUnitUserData(u, i)
//For backwards-compatibility, add the unit to a linked list
set udg_UDexNext[i] = udg_UDexNext[0]
set udg_UDexPrev[udg_UDexNext[0]] = i
set udg_UDexNext[0] = i
set udg_UDexPrev[i] = 0
set udg_CheckDeathInList[i] = false
call UnitAddAbility(u, udg_DetectRemoveAbility)
call UnitMakeAbilityPermanent(u, true, udg_DetectRemoveAbility)
call UnitAddAbility(u, udg_DetectTransformAbility)
set udg_UnitTypeOf[i] = GetUnitTypeId(u)
set udg_IsUnitNew[i] = true
set udg_IsUnitAlive[i] = true
set udg_IsUnitRemoved[i] = false
set udg_IsUnitReincarnating[i] = false
set udg_IsUnitPreplaced[i] = udg_IsUnitPreplaced[0] //Added 29 May 2017 for Spellbound
call UnitEventCheckAfterProxy(i)
//Fire index event for UDex
set udg_UDex = i
set udg_UnitIndexEvent = 0.00
set udg_UnitIndexEvent = 1.00
set udg_UnitIndexEvent = 0.00
else
set udg_UDex = GetUnitUserData(u)
if udg_CargoTransportUnit[udg_UDex] != null and not IsUnitLoaded(u) then
//The unit was dead, but has re-entered the map.
call UnitEventOnUnload()
endif
endif
set udg_UDex = pdex
set u = null
return false
endfunction
//===========================================================================
function UnitEventInit takes nothing returns nothing
local integer i = bj_MAX_PLAYER_SLOTS //update to make it work with 1.29
local player p
local trigger t = CreateTrigger()
local trigger load = CreateTrigger()
local trigger death = CreateTrigger()
local trigger summon = CreateTrigger()
local rect r = GetWorldBounds()
local region re = CreateRegion()
local boolexpr enterB = Filter(function UnitEventEnter)
local boolexpr orderB = Filter(function UnitEventOnOrder)
set udg_WorldMaxX = GetRectMaxX(r)
set udg_WorldMaxY = GetRectMaxY(r)
call RegionAddRect(re, r)
call RemoveRect(r)
call UnitEventDestroyGroup(0)
call UnitEventDestroyGroup(1)
set udg_CheckDeathList[0] = 0
set udg_UnitIndexerEnabled = true
call TriggerRegisterEnterRegion(CreateTrigger(), re, enterB)
call TriggerAddCondition(load, Filter(function UnitEventOnLoad))
call TriggerAddCondition(death, Filter(function UnitEventOnDeath))
call TriggerAddCondition(summon, Filter(function UnitEventOnSummon))
loop
set i = i - 1
set p = Player(i)
call SetPlayerAbilityAvailable(p, udg_DetectRemoveAbility, false)
call SetPlayerAbilityAvailable(p, udg_DetectTransformAbility, false)
call TriggerRegisterPlayerUnitEvent(summon, p, EVENT_PLAYER_UNIT_SUMMON, null)
call TriggerRegisterPlayerUnitEvent(t, p, EVENT_PLAYER_UNIT_ISSUED_ORDER, orderB)
call TriggerRegisterPlayerUnitEvent(death, p, EVENT_PLAYER_UNIT_DEATH, null)
call TriggerRegisterPlayerUnitEvent(load, p, EVENT_PLAYER_UNIT_LOADED, null)
call GroupEnumUnitsOfPlayer(bj_lastCreatedGroup, p, enterB)
exitwhen i == 0
endloop
set summon = null
set death = null
set load = null
set re = null
set enterB = null
set orderB = null
set p = null
set r = null
set t = null
endfunction
function InitTrig_Unit_Event takes nothing returns nothing
endfunction
//TESH.scrollpos=75
//TESH.alwaysfold=0
function IsUnitMovementTracked takes integer i returns boolean
return udg_UMovPrev[i] != 0 or udg_UMovNext[0] == i
endfunction
function UnitMovementRegister takes nothing returns boolean
local integer i = udg_UDex
if not IsUnitMovementTracked(i) and TriggerEvaluate(gg_trg_Is_Unit_Moving_Config) then
set udg_UMovPrev[udg_UMovNext[0]] = i
set udg_UMovNext[i] = udg_UMovNext[0]
set udg_UMovNext[0] = i
set udg_UnitMovingX[i] = GetUnitX(udg_UDexUnits[i])
set udg_UnitMovingY[i] = GetUnitY(udg_UDexUnits[i])
endif
return false
endfunction
function UnitMovementUnregister takes nothing returns boolean
local integer i = udg_UDex
if IsUnitMovementTracked(i) then
set udg_UnitMoving[i] = false
set udg_UMovNext[udg_UMovPrev[i]] = udg_UMovNext[i]
set udg_UMovPrev[udg_UMovNext[i]] = udg_UMovPrev[i]
set udg_UMovPrev[i] = 0
endif
return false
endfunction
function RunUnitMovementEvent takes integer i, real e returns nothing
local integer pdex = udg_UDex
if e == 1.00 then
set udg_UnitMoving[i] = true
else
set udg_UnitMoving[i] = false
endif
set udg_UDex = i
set udg_UnitMovingEvent = e
set udg_UnitMovingEvent = 0.00
set udg_UDex = pdex
endfunction
//===========================================================================
// This function runs periodically to check if units are actually moving.
//
function UnitMovementTracker takes nothing returns nothing
local integer i = 0
local integer n
local real x
local real y
loop
set i = udg_UMovNext[i]
exitwhen i == 0
set x = GetUnitX(udg_UDexUnits[i])
set y = GetUnitY(udg_UDexUnits[i])
if x != udg_UnitMovingX[i] or y != udg_UnitMovingY[i] then
set udg_UnitMovingX[i] = x
set udg_UnitMovingY[i] = y
if not udg_UnitMoving[i] then
if GetUnitTypeId(udg_UDexUnits[i]) != 0 then
call RunUnitMovementEvent(i, 1.00)
else
set n = udg_UDex
set udg_UDex = i
set i = udg_UMovPrev[i] //avoid skipping checks
call UnitMovementUnregister()
set udg_UDex = n
endif
endif
elseif udg_UnitMoving[i] then
call RunUnitMovementEvent(i, 2.00)
endif
endloop
endfunction
//===========================================================================
function InitTrig_Is_Unit_Moving takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 1.00)
call TriggerAddCondition(t, Filter(function UnitMovementRegister))
set t = CreateTrigger()
call TriggerRegisterVariableEvent(t, "udg_UnitIndexEvent", EQUAL, 2.00)
call TriggerAddCondition(t, Filter(function UnitMovementUnregister))
if gg_trg_Is_Unit_Moving_Config != null then
call TriggerExecute(gg_trg_Is_Unit_Moving_Config)
else
call ExecuteFunc("Trig_Is_Unit_Moving_Config_Actions")
endif
call TimerStart(CreateTimer(), udg_UnitMovementInterval, true, function UnitMovementTracker)
endfunction
// Arcing Text Tag v1.0.0.3 by Maker
library FloatingTextArc
globals
private constant real SIZE_MIN = 0.018 // Minimum size of text
private constant real SIZE_BONUS = 0.012 // Text size increase
private constant real TIME_LIFE = 1.0 // How long the text lasts
private constant real TIME_FADE = 0.8 // When does the text start to fade
private constant real Z_OFFSET = 50 // Height above unit
private constant real Z_OFFSET_BON = 50 // How much extra height the text gains
private constant real VELOCITY = 2 // How fast the text move in x/y plane
private constant real ANGLE = bj_PI/2 // Movement angle of the text. Does not apply if
// ANGLE_RND is true
private constant boolean ANGLE_RND = true // Is the angle random or fixed
private timer TMR = CreateTimer()
endglobals
struct ArcingTextTag extends array
private texttag tt
private real as // angle, sin component
private real ac // angle, cos component
private real ah // arc height
private real t // time
private real x // origin x
private real y // origin y
private string s // text
private static integer array next
private static integer array prev
private static integer array rn
private static integer ic = 0 // Instance count
private static method update takes nothing returns nothing
local thistype this=next[0]
local real p
loop
set p = Sin(bj_PI*.t)
set .t = .t - 0.03125
set .x = .x + .ac
set .y = .y + .as
call SetTextTagPos(.tt, .x, .y, Z_OFFSET + Z_OFFSET_BON * p)
call SetTextTagText(.tt, .s, SIZE_MIN + SIZE_BONUS * p)
if .t <= 0 then
set .tt = null
set next[prev[this]] = next[this]
set prev[next[this]] = prev[this]
set rn[this] = rn[0]
set rn[0] = this
if next[0]==0 then
call PauseTimer(TMR)
endif
endif
set this = next[this]
exitwhen this == 0
endloop
endmethod
public static method create takes string s, unit u returns thistype
local thistype this = rn[0]
static if ANGLE_RND then
local real a = GetRandomReal(0, 2*bj_PI)
else
local real a = ANGLE
endif
if this == 0 then
set ic = ic + 1
set this = ic
else
set rn[0] = rn[this]
endif
set next[this] = 0
set prev[this] = prev[0]
set next[prev[0]] = this
set prev[0] = this
set .s = s
set .x = GetUnitX(u)
set .y = GetUnitY(u)
set .t = TIME_LIFE
set .as = Sin(a)*VELOCITY
set .ac = Cos(a)*VELOCITY
set .ah = 0.
if IsUnitVisible(u, GetLocalPlayer()) then
set .tt = CreateTextTag()
call SetTextTagPermanent(.tt, false)
call SetTextTagLifespan(.tt, TIME_LIFE)
call SetTextTagFadepoint(.tt, TIME_FADE)
call SetTextTagText(.tt, s, SIZE_MIN)
call SetTextTagPos(.tt, .x, .y, Z_OFFSET)
endif
if prev[this] == 0 then
call TimerStart(TMR, 0.03125, true, function thistype.update)
endif
return this
endmethod
endstruct
endlibrary
//===========================================================================
//
// Damage Engine 5.7.1.2 - update requires replacing the JASS script.
//
/*
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 getIndex takes trigger t, string eventName, real value returns integer
static method registerTrigger takes trigger whichTrig, string var, real weight returns nothing
static method unregister takes trigger t, string eventName, real value, boolean reset returns boolean
static method operator [] takes code c returns trigger
// Converts a code argument to a trigger, while checking if the same code had already been registered before.
//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 = CreateTimer()
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 = CreateTrigger()
private trigger t2 = CreateTrigger()
private trigger t3 = CreateTrigger() //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 = CreateGroup() //track sources of recursion
private group fischerMorrow = CreateGroup() //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 "checkConfiguration" 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
*/
struct DamageTrigger extends array
//Map-makers should comment-out any booleans they will never need to check for.
method checkConfiguration takes nothing returns boolean
if 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.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 udg_DamageEventAmount > this.damageMin then
return true
endif
return false
endmethod
//The below variables are 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 configured
boolean usingGUI
//The below variables are 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.
unit source
unit target
integer sourceType
integer targetType
integer sourceBuff
integer targetBuff
real damageMin
integer attackType
integer damageType
integer userType
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.sourceBuff = udg_DamageFilterSourceB
set this.targetBuff = udg_DamageFilterTargetB
set this.userType = udg_DamageFilterType
set this.damageMin = udg_DamageFilterMinAmount
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_DamageFilterMinAmount=0.00
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" then
if root >= 4 then
set root= SHIELD //4.00 or higher
else
set root= MOD //Less than 4.00
endif
elseif var == "udg_DamageEvent" then
if root == 2 or root == 0 then
set root= ZERO
else
set root= DAMAGE //Above 0.00 but less than 2.00, generally would just be 1.00
endif
elseif var == "udg_AfterDamageEvent" then
set root = AFTER
elseif var == "udg_LethalDamageEvent" then
set root = LETHAL
elseif var == "udg_AOEDamageEvent" 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
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
static method unregister takes trigger t, string eventName, real lbs, boolean reset returns boolean
local thistype index = getIndex(t, eventName, lbs)
if index == 0 then
return false
endif
set prev.next = index.next
set trigIndexStack[index] = trigIndexStack[0]
set trigIndexStack[0] = index
if reset then
call index.configure()
set index.configured = false
set index = index*FILTER_MAX
call index.toggleAllFilters(false)
endif
return true
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.checkConfiguration()) 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
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 pierce != 0.00 then
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
if udg_DamageEventAOE > 1 then
call DamageTrigger.AOE.run()
endif
set udg_DamageEventAOE = 0
set udg_DamageEventLevel = 0
set udg_EnhancedDamageTarget = null
set udg_AOEDamageSource = null
call GroupClear(udg_DamageEventAOEGroup)
endmethod
endif// \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
private static method afterDamage takes nothing returns nothing
if udg_DamageEventPrevAmt != 0.00 and udg_DamageEventDamageT != 0 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 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 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.damage != 0.00 and d.damageType == DAMAGE_TYPE_UNKNOWN)
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 udg_DamageEventAmount != 0.00 and 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
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"
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()
if not DamageTrigger.eventIndex.checkConfiguration() then
return
endif
endif
//! endtextmacro
endlibrary
library SetupUndead uses CustomVictoryDefeat
globals
// CONFIG
private race RACE = RACE_UNDEAD
private string CHOICE_STRING = "Play as Undead Nerubian?"
private integer BASE_WORKER = 'uaco'
private integer BASE_WORKER2 = 'ugho'
private integer NEW_WORKER = 'u00J'
private integer BASE_HALL = 'unpl'
private integer BASE_GOLD = 'ugol'
private integer NEW_HALL = 'u000'
private integer NEW_GOLD = 'n00A'
private integer GOLDMINE = 'ngol'
// END CONFIG
private dialog array Choice
private button array Yes
private button array No
private trigger array DialogTrigger
private hashtable Hash = InitHashtable()
endglobals
private function DialogClicked takes nothing returns nothing
local trigger trig = GetTriggeringTrigger()
local integer trigId = GetHandleId(trig)
local integer i = LoadInteger(Hash, trigId, 0)
local player play = Player(i)
local group g
local unit u
if GetClickedButton() == Yes[i] then
set g = CreateGroup()
call GroupEnumUnitsOfPlayer(g, play, null)
loop
set u = FirstOfGroup(g)
exitwhen u == null
call GroupRemoveUnit(g, u)
if GetUnitTypeId(u) == BASE_WORKER and GetOwningPlayer(u) == play then
call ReplaceUnitBJ(u, NEW_WORKER, bj_UNIT_STATE_METHOD_RELATIVE)
elseif GetUnitTypeId(u) == BASE_HALL and GetOwningPlayer(u) == play then
call RemoveUnit(u)
call CreateUnit(play, NEW_HALL, GetPlayerStartLocationX(play), GetPlayerStartLocationY(play), bj_UNIT_FACING)
endif
if GetUnitTypeId(u) == BASE_GOLD and GetOwningPlayer(u) == play then
call ReplaceUnitBJ(u, NEW_GOLD, bj_UNIT_STATE_METHOD_RELATIVE)
elseif GetUnitTypeId(u) == BASE_WORKER2 and GetOwningPlayer(u) == play then
call RemoveUnit(u)
call CreateUnit(play, NEW_WORKER, GetPlayerStartLocationX(play), GetPlayerStartLocationY(play), bj_UNIT_FACING)
endif
endloop
call DestroyGroup(g)
endif
call FlushChildHashtable(Hash, trigId)
call DialogDestroy(Choice[i])
endfunction
public function Actions takes nothing returns nothing
local integer i = 0 // player 1 starts at 0 in JASS
local player play
local dialog diag
loop
set play = Player(i)
if GetPlayerController(play) == MAP_CONTROL_USER and GetPlayerRace(play) == RACE then
set diag = DialogCreate()
set Choice[i] = diag
call DialogSetMessage(diag, CHOICE_STRING)
set Yes[i] = DialogAddButton(diag, "Yes", 0)
set No[i] = DialogAddButton(diag, "No", 0)
set DialogTrigger[i] = CreateTrigger()
call TriggerRegisterDialogEvent(DialogTrigger[i], diag)
call TriggerAddAction(DialogTrigger[i], function DialogClicked)
call SaveInteger(Hash, GetHandleId(DialogTrigger[i]), 0, i)
call DialogDisplay(play, diag, true)
endif
call SetPlayerMaxHeroesAllowed(3, play)
set i = i + 1
exitwhen i > bj_MAX_PLAYER_SLOTS
endloop
call MeleeInitVictoryDefeatCustomized()
call MeleeStartingAI()
call MeleeStartingVisibility()
set diag = null
endfunction
endlibrary
library SetupNightElves uses PostSetup
globals
// CONFIG
private race RACE = RACE_NIGHTELF
private string CHOICE_STRING = "Play as Living Nerubian?"
private integer BASE_WORKER = 'ewsp'
private integer NEW_WORKER = 'h00H'
private integer BASE_HALL = 'etol'
private integer NEW_HALL = 'h000'
private integer NEW_QUEEN = 'h00M'
// END CONFIG
private dialog array Choice
private button array Yes
private button array No
endglobals
private function DialogClicked takes nothing returns nothing
local player play = GetTriggerPlayer()
local integer i = GetPlayerId(play)
local group g
local unit u
if GetClickedButton() == Yes[i] then
set g = CreateGroup()
call GroupEnumUnitsOfPlayer(g, play, null)
loop
set u = FirstOfGroup(g)
exitwhen u == null
call GroupRemoveUnit(g, u)
if GetUnitTypeId(u) == BASE_WORKER then
call ReplaceUnitBJ(u, NEW_WORKER, bj_UNIT_STATE_METHOD_RELATIVE)
elseif GetUnitTypeId(u) == BASE_HALL then
call RemoveUnit(u)
call CreateUnit(play, NEW_HALL, GetPlayerStartLocationX(play), GetPlayerStartLocationY(play), bj_UNIT_FACING)
call CreateUnit(play, NEW_QUEEN, GetPlayerStartLocationX(play), GetPlayerStartLocationY(play), bj_UNIT_FACING)
endif
endloop
call DestroyGroup(g)
endif
call DialogClear(Choice[i])
call DialogDestroy(Choice[i])
call DestroyTrigger(GetTriggeringTrigger())
endfunction
public function Actions takes nothing returns nothing
local integer i = 0 // player 1 starts at 0 in JASS
local player play
local dialog diag
local trigger trig
loop
set play = Player(i)
if GetPlayerRace(play) == RACE and GetPlayerController(play) == MAP_CONTROL_USER and GetPlayerSlotState(play) == PLAYER_SLOT_STATE_PLAYING then
set diag = DialogCreate()
set Choice[i] = diag
call DialogSetMessage(diag, CHOICE_STRING)
set Yes[i] = DialogAddButton(diag, "Yes", 0)
set No[i] = DialogAddButton(diag, "No", 0)
set trig = CreateTrigger()
call TriggerRegisterDialogEvent(trig, diag)
call TriggerAddAction(trig, function DialogClicked)
set trig = null
call DialogDisplay(play, diag, true)
endif
call SetPlayerMaxHeroesAllowed(3, play)
set i = i + 1
exitwhen i > bj_MAX_PLAYER_SLOTS
endloop
call PostSetup_finish()
set diag = null
endfunction
endlibrary
library PostSetup uses CustomVictoryDefeat
globals
private boolean done = false
endglobals
public function finish takes nothing returns nothing
if not done then
set done = true
call MeleeInitVictoryDefeatCustomized()
call MeleeStartingAI()
call MeleeStartingVisibility()
endif
endfunction
endlibrary
scope PrimeSetup
private function Actions takes nothing returns nothing
//call SetupHumans_Actions()
call SetupNightElves_Actions()
call SetupUndead_Actions()
//call SetupOrcs_Actions()
endfunction
private module init
private static method onInit takes nothing returns nothing
local trigger trig = CreateTrigger()
call MeleeClearExcessUnits()
call MeleeStartingUnits()
call MeleeStartingHeroLimit()
call MeleeGrantHeroItems()
call MeleeStartingResources()
call TriggerRegisterTimerEventSingle(trig, 0.01 )
call TriggerAddAction(trig, function Actions)
endmethod
endmodule
private struct Setup
implement init
endstruct
endscope
library CustomVictoryDefeat
globals
private constant string RevealWarning = "You will be revealed to your opponents unless you build a town-hall type structure."
endglobals
//===========================================================================
// Counts key structures owned by a player and his or her allies, including
// structures currently upgrading or under construction.
//
// Key structures: Town Hall, Great Hall, Tree of Life, Necropolis
//
private function LivingPlayerHallsFilter takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()) and IsUnitType(GetFilterUnit(),UNIT_TYPE_TOWNHALL))
endfunction
private function CountLivingPlayerTownHalls takes player whichPlayer returns integer
local group g
local integer matchedCount
local boolexpr b=Filter(function LivingPlayerHallsFilter)
set g = CreateGroup()
call GroupEnumUnitsOfPlayer(g, whichPlayer, b)
set matchedCount = CountUnitsInGroup(g)
call DestroyGroup(g)
call DestroyBoolExpr(b)
set b=null
set g=null
return matchedCount
endfunction
private function Custom_MeleeGetAllyKeyStructureCount takes player whichPlayer returns integer
local integer playerIndex
local player indexPlayer
local integer keyStructs
// Count the number of buildings controlled by all not-yet-defeated co-allies.
set keyStructs = 0
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
if (PlayersAreCoAllied(whichPlayer, indexPlayer)) then
set keyStructs = keyStructs + CountLivingPlayerTownHalls(indexPlayer)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "townhall", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "greathall", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "treeoflife", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "necropolis", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "custom_h030", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "custom_h01C", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "custom_h012", true, true)
// set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "custom_h013", true, true)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h013',indexPlayer)//Never use group functions for this, just count living units for player. Much better idea.
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h014',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h015',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h01C',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h01E',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h01F',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h012',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h02F',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h02J',indexPlayer)
// set keyStructs = keySructs + CountLivingPlayerUnitsOfTypeId('h030',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h000',indexPlayer)//Non-modded human custom ids
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h00D',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('h00E',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('o00C',indexPlayer)//Non-modded orc custom ids
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('o00D',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('o00E',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('e00M',indexPlayer)//Non-modded night elf custom ids
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('e00N',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('e00O',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('u00C',indexPlayer)//Non-modded undead custom ids
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('u00D',indexPlayer)
// set keyStructs = keyStructs + CountLivingPlayerUnitsOfTypeId('u00E',indexPlayer)
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
return keyStructs
endfunction
//===========================================================================
private function Custom_MeleePlayerIsCrippled takes player whichPlayer returns boolean
local integer allyStructures = MeleeGetAllyStructureCount(whichPlayer)
local integer allyKeyStructures = Custom_MeleeGetAllyKeyStructureCount(whichPlayer)
// Dead teams are not considered to be crippled.
return (allyStructures > 0) and (allyKeyStructures <= 0)
endfunction
//===========================================================================
// Test each player to determine if anyone has become crippled.
//
private function Custom_MeleeCheckForCrippledPlayers takes nothing returns nothing
local integer playerIndex
local player indexPlayer
local force crippledPlayers = CreateForce()
local boolean isNowCrippled
local race indexRace
// The "finish soon" exposure of all players overrides any "crippled" exposure
if bj_finishSoonAllExposed then
return
endif
// Check each player to see if he or she has been crippled or uncrippled.
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
set isNowCrippled = Custom_MeleePlayerIsCrippled(indexPlayer)
if (not bj_playerIsCrippled[playerIndex] and isNowCrippled) then
// Player became crippled; start their cripple timer.
set bj_playerIsCrippled[playerIndex] = true
call TimerStart(bj_crippledTimer[playerIndex], bj_MELEE_CRIPPLE_TIMEOUT, false, function MeleeCrippledPlayerTimeout)
if (GetLocalPlayer() == indexPlayer) then
// Use only local code (no net traffic) within this block to avoid desyncs.
// Show the timer window.
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], true)
// Display a warning message.
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, "|cffffcc00"+RevealWarning+"|r")
endif
elseif (bj_playerIsCrippled[playerIndex] and not isNowCrippled) then
// Player became uncrippled; stop their cripple timer.
set bj_playerIsCrippled[playerIndex] = false
call PauseTimer(bj_crippledTimer[playerIndex])
if (GetLocalPlayer() == indexPlayer) then
// Use only local code (no net traffic) within this block to avoid desyncs.
// Hide the timer window for this player.
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
// Display a confirmation message if the player's team is still alive.
if (MeleeGetAllyStructureCount(indexPlayer) > 0) then
if (bj_playerIsExposed[playerIndex]) then
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNREVEALED"))
else
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNCRIPPLED"))
endif
endif
endif
// If the player granted shared vision, deny that vision now.
call MeleeExposePlayer(indexPlayer, false)
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
endfunction
//===========================================================================
// Determine if the lost unit should result in any defeats or victories.
//
private function Custom_MeleeCheckLostUnit takes unit lostUnit returns nothing
local player lostUnitOwner = GetOwningPlayer(lostUnit)
// We only need to check for mortality if this was the last building.
if (GetPlayerStructureCount(lostUnitOwner, true) <= 0) then
call MeleeCheckForLosersAndVictors()
endif
// Check if the lost unit has crippled or uncrippled the player.
// (A team with 0 units is dead, and thus considered uncrippled.)
call Custom_MeleeCheckForCrippledPlayers()
endfunction
//===========================================================================
// Determine if the gained unit should result in any defeats, victories,
// or cripple-status changes.
//
private function Custom_MeleeCheckAddedUnit takes unit addedUnit returns nothing
local player addedUnitOwner = GetOwningPlayer(addedUnit)
// If the player was crippled, this unit may have uncrippled him/her.
if (bj_playerIsCrippled[GetPlayerId(addedUnitOwner)]) then
call Custom_MeleeCheckForCrippledPlayers()
endif
endfunction
//===========================================================================
private function Custom_MeleeTriggerActionConstructCancel takes nothing returns nothing
call Custom_MeleeCheckLostUnit(GetCancelledStructure())
endfunction
//===========================================================================
private function Custom_MeleeTriggerActionUnitDeath takes nothing returns nothing
if (IsUnitType(GetDyingUnit(), UNIT_TYPE_STRUCTURE)) then
call Custom_MeleeCheckLostUnit(GetDyingUnit())
endif
endfunction
//===========================================================================
private function Custom_MeleeTriggerActionUnitConstructionStart takes nothing returns nothing
call Custom_MeleeCheckAddedUnit(GetConstructingStructure())
endfunction
//===========================================================================
private function Custom_MeleeTriggerActionAllianceChange takes nothing returns nothing
call MeleeCheckForLosersAndVictors()
call Custom_MeleeCheckForCrippledPlayers()
endfunction
//===========================================================================
function MeleeInitVictoryDefeatCustomized takes nothing returns nothing
local trigger trig
local integer index
local player indexPlayer
// Create a timer window for the "finish soon" timeout period, it has no timer
// because it is driven by real time (outside of the game state to avoid desyncs)
set bj_finishSoonTimerDialog = CreateTimerDialog(null)
// Set a trigger to fire when we receive a "finish soon" game event
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig , EVENT_GAME_TOURNAMENT_FINISH_SOON)
call TriggerAddAction(trig , function MeleeTriggerTournamentFinishSoon)
// Set a trigger to fire when we receive a "finish now" game event
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig , EVENT_GAME_TOURNAMENT_FINISH_NOW)
call TriggerAddAction(trig , function MeleeTriggerTournamentFinishNow)
// Set up each player's mortality code.
set index = 0
loop
set indexPlayer = Player(index)
// Make sure this player slot is playing.
if ( GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING ) then
set bj_meleeDefeated[index]=false
set bj_meleeVictoried[index]=false
// Create a timer and timer window in case the player is crippled.
set bj_playerIsCrippled[index]=false
set bj_playerIsExposed[index]=false
set bj_crippledTimer[index]=CreateTimer()
set bj_crippledTimerWindows[index]=CreateTimerDialog(bj_crippledTimer[index])
call TimerDialogSetTitle(bj_crippledTimerWindows[index] , MeleeGetCrippledTimerMessage(indexPlayer))
// Set a trigger to fire whenever a building is cancelled for this player.
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig , indexPlayer , EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL , null)
call TriggerAddAction(trig , function Custom_MeleeTriggerActionConstructCancel)
// Set a trigger to fire whenever a unit dies for this player.
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig , indexPlayer , EVENT_PLAYER_UNIT_DEATH , null)
call TriggerAddAction(trig , function Custom_MeleeTriggerActionUnitDeath)
// Set a trigger to fire whenever a unit begins construction for this player
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig , indexPlayer , EVENT_PLAYER_UNIT_CONSTRUCT_START , null)
call TriggerAddAction(trig , function Custom_MeleeTriggerActionUnitConstructionStart)
// Set a trigger to fire whenever this player defeats-out
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig , indexPlayer , EVENT_PLAYER_DEFEAT)
call TriggerAddAction(trig , function MeleeTriggerActionPlayerDefeated)
// Set a trigger to fire whenever this player leaves
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig , indexPlayer , EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig , function MeleeTriggerActionPlayerLeft)
// Set a trigger to fire whenever this player changes his/her alliances.
set trig = CreateTrigger()
call TriggerRegisterPlayerAllianceChange(trig , indexPlayer , ALLIANCE_PASSIVE)
call TriggerRegisterPlayerStateEvent(trig , indexPlayer , PLAYER_STATE_ALLIED_VICTORY , EQUAL , 1)
call TriggerAddAction(trig , function Custom_MeleeTriggerActionAllianceChange)
else
set bj_meleeDefeated[index]=true
set bj_meleeVictoried[index]=false
// Handle leave events for observers
if ( IsPlayerObserver(indexPlayer) ) then
// Set a trigger to fire whenever this player leaves
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig , indexPlayer , EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig , function MeleeTriggerActionPlayerLeft)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
// Test for victory / defeat at startup, in case the user has already won / lost.
// Allow for a short time to pass first, so that the map can finish loading.
call TimerStart(CreateTimer() , 2.0 , false , function Custom_MeleeTriggerActionAllianceChange)
endfunction
endlibrary