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GUI-Friendly Damage Detection v1.2.1

Submitted by Weep
This bundle is marked as approved. It works and satisfies the submission rules.
GUI-Friendly Damage Detection
by Weep
Version 1.2.1

-- General Information --
This system provides a leak-free, GUI-friendly implementation of an "any unit takes damage" event. It requires no JASS knowledge to use, nor any other systems, nor any software other than the World Editor. It will not interfere with other systems, either.

It uses the Game - Value Of Real Variable event as its method of activating other triggers, and passes the event responses through a few globals.

Before you copy triggers that use GDD into a new map, you need to copy over GDD with its GDD Variable Creator trigger, or the variables won't be automatically created correctly.
If you need to fix things:
If you pasted GDD-using triggers before pasting GDD, to fix it, change the type of the variable GDD_Event to be a Real in the Trigger Editor's Variables window, and then find the triggers that became disabled and change their event to use the variable GDD_Event.


-- How To Implement --
  1. Be sure "Automatically create unknown variables while pasting trigger data" is enabled in the World Editor general preferences.
  2. Copy the trigger category "GDD" from the demo map and paste it into your map. (Alternately: create the variables listed in the globals block below, create a trigger named GUI Friendly Damage Detection", and paste in this entire text.)
  3. Create your damage triggers using Game - Value Of Real Variable, select GDD_Event as the variable, and leave the rest of the settings to the default "becomes Equal to 0.00".
The event responses are the following variables:
  • GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
  • GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
    • However, Triggering Unit can still be used, if you need to use waits. Read the Notes section below for more info.
  • GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.

-- Example Usage --
Displaying damage:
  • Display Damage
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
    • Actions
      • Game - Display to (All players) for 1.00 seconds the text: ((((Name of GDD_DamageSource) + damaged ) + (Name of GDD_DamagedUnit)) + ( for + ((String(GDD_Damage)) + damage.)))


-- System Code --
Expand to read:
Code (vJASS):
// GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
//    http://www.thehelper.net/forums/showthread.php?t=137957
//
//    Requires: only this trigger and its variables.
//
// -- What? --
//    This system provides a leak-free, GUI-friendly implementation of an "any unit takes
//    damage" event.  It requires no JASS knowledge to use.
//
//    It uses the Game - Value Of Real Variable event as its method of activating other
//    triggers, and passes the event responses through a few globals.
//
// -- Why? --
//    The traditional GUI method of setting up a trigger than runs when any unit is damaged
//    leaks trigger events.  This system is easy to implement and removes the need to do
//    you own GUI damage detection setup.
//
// -- How To Implement --
//    0. Before you copy triggers that use GDD into a new map, you need to copy over GDD
//       with its GDD Variable Creator trigger, or there will be a problem: the variables
//       won't be automatically created correctly.
//
//    1. Be sure "Automatically create unknown variables while pasting trigger data" is
//       enabled in the World Editor general preferences.
//    2. Copy this trigger category ("GDD") and paste it into your map.
//       (Alternately: create the variables listed in the globals block below, create a
//       trigger named "GUI Friendly Damage Detection", and paste in this entire text.)
//    3. Create your damage triggers using Game - Value Of Real Variable as the event,
//       select GDD_Event as the variable, and leave the rest of the settings to the default
//       "becomes Equal to 0.00".
//       The event responses are the following variables:
//          GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
//          GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
//              Triggering Unit may still be used, if you need to use waits.
//              Read the -- Notes -- section below for more info.
//          GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.
//
// -- Notes --
//    GDD's event response variables are not wait-safe; you can't use them after a wait in
//    a trigger.  If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can
//    be used in place of GDD_DamageSource.  There is no usable wait-safe equivalent to
//    Event Damage or Damage Source; you'll need to save the values yourself.
//
//    Don't write any values to the variables used as the event responses, or it will mess
//    up any other triggers using this system for their triggering.  Only use their values.
//
//    This uses arrays, so can detect damage for a maximum of 8190 units at a time, and
//    cleans up data at a rate of 33.33 per second, by default.  This should be enough for
//    most maps, but if you want to change the rate, change the value returned in the
//    GDD_RecycleRate function at the top of the code, below.
//
//    By default, GDD will not register units that have Locust at the moment of their
//    entering the game, and will not recognize when they take damage (which can only
//    happen if the Locust ability is later removed from the unit.)  To allow a unit to have
//    Locust yet still cause GDD damage events if Locust is removed, you can either design
//    the unit to not have Locust by default and add it via triggers after creation, or
//    edit the GDD_Filter function at the top of the code, below.
//
// -- Credits --
//    Captain Griffin on triggerc.net for the research and concept of GroupRefresh.
//
//    Credit in your map not needed, but please include this README.
//
// -- Version History --
//    1.2.1: Minor code cleaning.  Added configuration functions.  Updated documentation.
//    1.2.0: Made this system work properly with recursive damage.
//    1.1.1: Added a check in order to not index units with the Locust ability (dummy units).
//           If you wish to check for damage taken by a unit that is unselectable, do not
//           give the unit-type Locust in the object editor; instead, add the Locust ability
//           'Aloc' via a trigger after its creation, then remove it.
//    1.1.0: Added a check in case a unit gets moved out of the map and back.
//    1.0.0: First release.


//===================================================================
// Configurables.
function GDD_RecycleRate takes nothing returns real //The rate at which the system checks units to see if they've been removed from the game
    return 0.03
endfunction

function GDD_Filter takes unit u returns boolean //The condition a unit has to pass to have it registered for damage detection
    return GetUnitAbilityLevel(u, 'Aloc') == 0 //By default, the system ignores Locust units, because they normally can't take damage anyway
endfunction

//===================================================================
// This is just for reference.
// If you use JassHelper, you could uncomment this section instead of creating the variables in the trigger editor.

// globals
//  real udg_GDD_Event = 0.
//  real udg_GDD_Damage = 0.
//  unit udg_GDD_DamagedUnit
//  unit udg_GDD_DamageSource
//  trigger array udg_GDD__TriggerArray
//  integer array udg_GDD__Integers
//  unit array udg_GDD__UnitArray
//  group udg_GDD__LeftMapGroup = CreateGroup()
// endglobals

//===================================================================
// System code follows.  Don't touch!
function GDD_Event takes nothing returns boolean
    local unit damagedcache = udg_GDD_DamagedUnit
    local unit damagingcache = udg_GDD_DamageSource
    local real damagecache = udg_GDD_Damage
    set udg_GDD_DamagedUnit = GetTriggerUnit()
    set udg_GDD_DamageSource = GetEventDamageSource()
    set udg_GDD_Damage = GetEventDamage()
    set udg_GDD_Event = 1.
    set udg_GDD_Event = 0.
    set udg_GDD_DamagedUnit = damagedcache
    set udg_GDD_DamageSource = damagingcache
    set udg_GDD_Damage = damagecache
    set damagedcache = null
    set damagingcache = null
    return false
endfunction

function GDD_AddDetection takes nothing returns boolean
//  if(udg_GDD__Integers[0] > 8190) then
//      call BJDebugMsg("GDD: Too many damage events!  Decrease number of units present in the map or increase recycle rate.")
//      ***Recycle rate is specified in the GDD_RecycleRate function at the top of the code.  Smaller is faster.***
//      return
//  endif
    if(IsUnitInGroup(GetFilterUnit(), udg_GDD__LeftMapGroup)) then
        call GroupRemoveUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
    elseif(GDD_Filter(GetFilterUnit())) then
        set udg_GDD__Integers[0] = udg_GDD__Integers[0]+1
        set udg_GDD__UnitArray[udg_GDD__Integers[0]] = GetFilterUnit()
        set udg_GDD__TriggerArray[udg_GDD__Integers[0]] = CreateTrigger()
        call TriggerRegisterUnitEvent(udg_GDD__TriggerArray[udg_GDD__Integers[0]], udg_GDD__UnitArray[udg_GDD__Integers[0]], EVENT_UNIT_DAMAGED)
        call TriggerAddCondition(udg_GDD__TriggerArray[udg_GDD__Integers[0]], Condition(function GDD_Event))
    endif
    return false
endfunction

function GDD_PreplacedDetection takes nothing returns nothing
    local group g = CreateGroup()
    local integer i = 0
    loop
        call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function GDD_AddDetection))
        set i = i+1
        exitwhen i == bj_MAX_PLAYER_SLOTS
    endloop
    call DestroyGroup(g)
    set g = null
endfunction

function GDD_GroupRefresh takes nothing returns nothing
// Based on GroupRefresh by Captain Griffen on triggerc.net
    if (bj_slotControlUsed[5063] == true) then
        call GroupClear(udg_GDD__LeftMapGroup)
        set bj_slotControlUsed[5063] = false
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetEnumUnit())
endfunction

function GDD_Recycle takes nothing returns nothing
    if(udg_GDD__Integers[0] <= 0) then
        return
    elseif(udg_GDD__Integers[1] <= 0) then
        set udg_GDD__Integers[1] = udg_GDD__Integers[0]
    endif
    if(GetUnitTypeId(udg_GDD__UnitArray[udg_GDD__Integers[1]]) == 0) then
        call DestroyTrigger(udg_GDD__TriggerArray[udg_GDD__Integers[1]])
        set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = null
        set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = udg_GDD__TriggerArray[udg_GDD__Integers[0]]
        set udg_GDD__UnitArray[udg_GDD__Integers[1]] = udg_GDD__UnitArray[udg_GDD__Integers[0]]
        set udg_GDD__UnitArray[udg_GDD__Integers[0]] = null
        set udg_GDD__Integers[0] = udg_GDD__Integers[0]-1
    endif
    set udg_GDD__Integers[1] = udg_GDD__Integers[1]-1
endfunction

function GDD_LeaveMap takes nothing returns boolean
    local boolean cached = bj_slotControlUsed[5063]
    if(udg_GDD__Integers[2] < 64) then
        set udg_GDD__Integers[2] = udg_GDD__Integers[2]+1
    else
        set bj_slotControlUsed[5063] = true
        call ForGroup(udg_GDD__LeftMapGroup, function GDD_GroupRefresh)
        set udg_GDD__Integers[2] = 0
    endif
    call GroupAddUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
    set bj_slotControlUsed[5063] = cached
    return false
endfunction

// ===========================================================================
function InitTrig_GUI_Friendly_Damage_Detection takes nothing returns nothing
    local region r = CreateRegion()
    call RegionAddRect(r, GetWorldBounds())
    call TriggerRegisterEnterRegion(CreateTrigger(), r, Condition(function GDD_AddDetection))
    call TriggerRegisterLeaveRegion(CreateTrigger(), r, Condition(function GDD_LeaveMap))
    call GDD_PreplacedDetection()
    call TimerStart(CreateTimer(), GDD_RecycleRate(), true, function GDD_Recycle)
    set r = null
endfunction


-- Notes --
GDD's event response variables are not wait-safe; you can't use them after a wait in a trigger. If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can be used in place of GDD_DamageSource. There is no usable wait-safe equivalent to GDD_Damage or GDD_DamageSource; you'll need to save the values yourself.

A common problem when using any damage detection system occurs when you try to cause the damage source to damage the damaged unit from a damage event - for example, if triggering bonus damage. This causes the unit to repeatedly damage the target, because dealing damage in the trigger causes that trigger to run again, and again in turn, infinitely. One solution is to add the action Turn off (This trigger) before dealing damage and add the action Turn on (This trigger) afterward.

Don't write any values to the variables used as the event responses, or it will mess up any other triggers using this system for their triggering. Only use their values.

This uses arrays, so can detect damage for a maximum of 8190 units at a time, and cleans up data at a rate of 33.33 per second, by default. This should be enough for most maps, but if you want to change the rate, change the value returned in the GDD_RecycleRate function at the top of the code.

By default, GDD will not register units that have Locust at the moment of their entering the game, and will not recognize when they take damage (which can only happen if the Locust ability is later removed from the unit.) To allow a unit to have Locust yet still cause GDD damage events if Locust is removed, you can either design the unit to not have Locust by default and add it via triggers after creation, or edit the GDD_Filter function at the top of the code.

-- Credits --
Captain Griffin on triggerc.net for the research and concept of GroupRefresh.

Credit in your map not needed, but please include the README.

-- Version History --
Expand to read:
1.2.1: Minor code cleaning. Added configuration functions. Updated documentation.
1.2.0: Made this system work properly with recursive damage.
1.1.1: Added a check in order to not index units with the Locust ability (dummy units). If you wish to check for damage taken by a unit that is unselectable, do not give the unit-type Locust in the object editor; instead, add the Locust ability 'Aloc' via a trigger after its creation, then remove it.
1.1.0: Added a check in case a unit gets moved out of the map and back.
1.0.0: First release.


Keywords:
gui, friendly, damage, detection, detect
Contents

GUI-Friendly Damage Detection (Map)

Reviews
Moderator
17:29, 16th Jan 2010 TriggerHappy: Very easy to use for GUI users and a fairly unique implementation.
  1. Weep

    Weep

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    I'm confused. Are you talking about any system that uses damage events? It's my understanding (from discussion on TheHelper.net) that events are cleared (do not leak) if the trigger to which they are attached is destroyed, and the same with trigger conditions. Only trigger actions leak if not also destroyed with the trigger. This system destroys its triggers when the unit is no longer present on the map.

    This system was designed to avoid the buildup of leaked trigger events that occurs with GUI-only damage detection.
     
  2. Weep

    Weep

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    icepig01 found something I needed to make note of. The variable event itself is not sufficient for the World Editor to correctly create the variables automatically - it won't create GDD_Event as a Real. Before copying triggers that use GDD into a new map, you'll need to copy GDD and its variable creator trigger. If you already did, edit the variable GDD_Event to be a Real, then fix the events for whichever triggers become disabled. I've updated the first post and readme in the attached demo map to mention this.
     
  3. ihatehumans

    ihatehumans

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    Worked really well, easy to customize 5/5
     
  4. Svenski

    Svenski

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    That's exactly what I was going to say. Super easy to implement too. +5/5.
     
  5. sephiroth1234

    sephiroth1234

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    Yeah, Weep is right, you can change the Game-text action in anyway you want. Choose to use the action or change it. And I've noticed that Weep created the Game-text trigger for the system users to know what event it will respond to.
     
  6. Weep

    Weep

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    Updated to 1.2.1, with two user-configuration functions, minor code cleanup, and expanded documentation. Happy users of 1.2.0 don't really need to update.
     
  7. ChaosKnight

    ChaosKnight

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    Long time no see.. Long time since you posted this at thehelper.. Nice system.
     
  8. VoidLordXtreme

    VoidLordXtreme

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    you got a nice system there... good job
     
  9. Molekyle

    Molekyle

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    Great system, but I'm having an issue. I'm using the system for a passive ability causing the attacker (the damage source) to deal extra damage against the target, this seems to create an infinite loop and massive lag. Is there a way to fix this?

    Edit: I've also encountered another problem, when my hero uses an ability (shockwave for an instance) the ability also causes extra damage. My point is: Is there a way to make the extra damage occur ONLY on melee attacks?
     
    Last edited: Jun 16, 2010
  10. Weep

    Weep

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    As I wrote in the system description:
    The inability to distinguish between damage types is common to all damage detection systems. One common solution is to give the attacker a buff-placing ability like Frost Attack, which allows you to detect for the presence of a unique buff in order to tell if damage is from an attack (and, of course, remove the buff in that trigger). Note that this precludes the option for the unit to have other buff-placing abilities, eg. from items.

    The other common solution is to trigger all spell damage dealt in your map, thus allowing you to determine when damage is from an attack because it'll be the only damage that does not originate from a trigger. (Systems which offer damage type detection tend to require you to craft your map in this manner, using special damage functions that are integrated into the system.)
     
  11. B.O.B.

    B.O.B.

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    At first: really great job, man! I mplemented your system and it really works well ;) - but i suppose, it is not meant to distinguish between damage dealt by a unit, damage dealt by a spell and some kind of triggered damage, am i right?
     
  12. JFA

    JFA

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    System is really good but not solves my problems. This trigger works with spells (example immolation) and it causes many bugs in my map.

    Is there a way making this ONLY NORMAL ATTACK ?
     
  13. Adiktuz

    Adiktuz

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    when using DDS its advisable to trigger every damage so that you can easily filter it out... example make each damage that should not be detected by the system to be dealt by a dummy unit...
     
  14. NBalfa

    NBalfa

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    Heres what happens when sb casts a spell based on poison arrows etc or anyway both normal and magic damage is being dealt by the same source, then warcraft 3 will close.
    can you make only physical damage to be included
    anyway can you fix this?
     
  15. Weep

    Weep

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    I've never experienced this unless a separate trigger that uses GDD is misbehaving. Can you post an example map?

    There are ways a mapper can set up their map so they can be detected separately, but this system is merely a GUI-friendly interface for the basic damage detection in Warcraft 3, which detects all types of damage equally. :csad:
     
  16. Adiktuz

    Adiktuz

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    maybe you have made something in your code that makes the DDS run an infinite loop upon usage of an attack which is both magical and physical...
     
  17. NBalfa

    NBalfa

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    Here is the spell
     

    Attached Files:

  18. Weep

    Weep

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    Yes, indeed your trigger has a problem. I've even advised a very simple way how to avoid it in the original post about GDD:
     
  19. rrm111

    rrm111

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    I'm a newbie here. I am experiencing lags in my map. Could these GDD triggers caused it? Also, does checking buff when using the event "a unit is attacked" removes the ability of players to spam S in order to trigger "unit - damage" immediately?
     
  20. Adiktuz

    Adiktuz

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    "a unit is attacked" removes the ability of players to spam S in order to trigger "unit - damage" immediately?
    -->Unit is attacked do not trigger Unit is damaged as they are two different events...