//===========================================================================
// 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
//
function LivingPlayerHallsFilter takes nothing returns boolean
return (IsUnitAliveBJ(GetFilterUnit()) and IsUnitType(GetFilterUnit(),UNIT_TYPE_TOWNHALL))
endfunction
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
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
//===========================================================================
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.
//
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"+udg_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.
//
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.
//
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
//===========================================================================
function Custom_MeleeTriggerActionConstructCancel takes nothing returns nothing
call Custom_MeleeCheckLostUnit(GetCancelledStructure())
endfunction
//===========================================================================
function Custom_MeleeTriggerActionUnitDeath takes nothing returns nothing
if (IsUnitType(GetDyingUnit(), UNIT_TYPE_STRUCTURE)) then
call Custom_MeleeCheckLostUnit(GetDyingUnit())
endif
endfunction
//===========================================================================
function Custom_MeleeTriggerActionUnitConstructionStart takes nothing returns nothing
call Custom_MeleeCheckAddedUnit(GetConstructingStructure())
endfunction
//===========================================================================
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
Name | Type | is_array | initial_value |
Aqua_Burst_Ability_Level | integer | No | |
Aqua_Burst_Area_of_Effect | real | No | |
Aqua_Burst_Base_Damage | real | No | |
Aqua_Burst_Caster | unit | No | |
Aqua_Burst_Damage_Group | group | No | |
Aqua_Burst_Location | location | No | |
Aqua_Burst_Total_Damage | real | No | |
Arcane_Disruption_Base_Health | real | No | |
Arcane_Disruption_Bonus_Health | real | No | |
Arcane_Disruption_Burn | real | No | |
Arcane_Disruption_Caster | unit | No | |
Arcane_Disruption_Level | integer | No | |
Arcane_Disruption_Target | unit | No | |
Arcane_Disruption_Total_Health | real | No | |
Battlemaiden | unit | No | |
BloodPact_Caster | unit | No | |
BloodPact_Caster_Owner | player | No | |
BloodPact_Group | group | No | |
BloodPact_Heal | real | No | |
BloodPact_Heal_Effect | effect | No | |
BloodPact_HealedUnit | unit | No | |
BloodPact_HealedUnit_Life | real | No | |
BloodPact_Target | unit | No | |
BloodPact_Target_Effect | effect | No | |
BloodPact_Target_Life | real | No | |
BloodPact_Target_Point | location | No | |
CausticAcid_Angle | real | No | |
CausticAcid_Range | real | No | |
CausticAcid_Spawn | location | No | |
CausticAcid_SpawnPoint | real | No | |
CausticAcidPositions | location | Yes | |
CausticSpewer | unit | No | |
ChargeAngle | real | No | |
ChargeDistance | real | No | |
Charger | unit | No | |
ChargerPositions | location | Yes | |
ChargeSpeed | real | No | |
Choice | dialog | Yes | |
CL_AbilityLevel | integer | Yes | |
CL_AOE | real | Yes | |
CL_Caster | unit | Yes | |
CL_Count | integer | Yes | |
CL_Damage | integer | Yes | |
CL_FirstTarget | boolean | Yes | |
CL_Group | group | Yes | |
CL_Loc | location | Yes | |
CL_Player | player | Yes | |
CL_Slashes | integer | Yes | |
CL_Special | effect | Yes | |
CL_Target | unit | Yes | |
CL_Victim | unit | Yes | |
Deep_Stalker | unit | No | |
Discord_Tempest_SummonPoint | location | No | |
DT_Owner | player | No | |
DTempest | unit | No | |
Enchantress | unit | No | |
FoV_Ability_Level | integer | No | |
FoV_Base_AoE | real | No | |
FoV_Base_Damage | real | No | |
FoV_Bonus_AoE | real | No | |
FoV_Caster | unit | No | |
FoV_Damage_Group | group | No | |
FoV_Dummy | unit | No | |
FoV_Location | location | No | |
FoV_Total_AoE | real | No | |
FoV_Total_Damage | real | No | |
FrostBlade_Dummy | unit | Yes | |
ImplosionHexCheck | boolean | No | |
Max_Index | integer | No | |
MUI_1 | integer | No | |
MUI_2 | integer | Yes | |
MUI_3 | integervar | No | |
Naga | button | Yes | |
OC_Source | location | No | |
OC_Summon | unit | No | |
Osmosis_CasterHealth | real | No | |
Osmosis_Damage | real | No | |
Other | button | No | |
PickedHall | unit | No | |
PickedWorker | unit | No | |
PlayerColour | player | Yes | |
RelentlessCharge_Range | rect | No | |
RevealWarning | string | No | You will be revealed to your opponent unless you build your Primary Structure. |
Scream_Ability_Level | integer | No | |
Scream_Area_of_Effect | real | No | |
Scream_Base_Area_of_Effect | real | No | |
Scream_Base_Damage | real | No | |
Scream_Bounus_Area_of_Effect | real | No | |
Scream_Caster | unit | No | |
Scream_Damage_Group | group | No | |
Scream_Dummy_Ability | abilcode | No | |
Scream_Effect | effect | Yes | |
Scream_Location | location | No | |
Scream_Owner | player | No | |
Scream_Sound | sound | No | |
Scream_Sound_Volume | real | No | |
Scream_Total_Damage | real | No | |
Shadowstep_Ability_Level | integer | No | |
Shadowstep_Base_Damage | real | No | |
Shadowstep_Calculation | real | No | |
Shadowstep_Caster | unit | No | |
Shadowstep_Damage_Multiplier | real | No | |
Shadowstep_Location | location | No | |
Shadowstep_Location_2 | location | No | |
Shadowstep_Loop_Location | location | No | |
Shadowstep_Loop_Number | integer | No | |
Shadowstep_Target | unit | No | |
Shadowstep_Total_Damage | real | No | |
SoulSiphon_CasterPosition | rect | No | |
SoulSiphon_Range | real | No | |
SoulSiphon_Targets | group | No | |
SoulSiphon_TargetsNum | integer | No | |
SoulSiphon_VFX | effect | No | |
SoulSiphonDamage | real | No | |
SoulSiphoner | unit | No | |
SoulSiphonLoop | integer | No | |
SparkyUnit | unit | No | |
Temp | integer | No | |
Termal_Eruption_Ability_Level | integer | No | |
Termal_Eruption_Area_of_Effect | real | No | |
Termal_Eruption_Base_Damage | real | No | |
Termal_Eruption_Caster | unit | No | |
Termal_Eruption_Damage_Group | group | No | |
Termal_Eruption_Dummy_Ability | abilcode | No | |
Termal_Eruption_DummyAbility2 | abilcode | No | |
Termal_Eruption_Location | location | No | |
Termal_Eruption_Loop_Location | location | No | |
Termal_Eruption_Loop_Number | integer | No | |
Termal_Eruption_Owner | player | No | |
Termal_Eruption_Total_Damage | real | No | |
TermalEruption_Dummy | unit | Yes | |
TermalEruption_Effect | effect | Yes | |
Tidemaster | unit | No | |
Victim | unit | No |