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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. DominikWW

    DominikWW

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    That is exactly what I was looking for. Very easy to use this system and it works without problems. Thank you very much :thumbs_up:
     
  2. Dr. Boom

    Dr. Boom

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    Okay I'm back after all these years, still having lot of private messages and some of them where including this system. As I see, this system never got a real update, so I want to share some solutions.

    1) Some people just used the jass code of this system without using any GUI variables, finding out that the system wasn't working for them. Main solution was here, that not all variables got initiated which you have to change:
    Code (vJASS):
    [JASS]globals
      real udg_GDD_Event = 0.
      real udg_GDD_Damage = 0.
      unit udg_GDD_DamagedUnit = null
      unit udg_GDD_DamageSource = null
      trigger array udg_GDD__TriggerArray[1]
      integer array udg_GDD__Integers[1]
      unit array udg_GDD__UnitArray[1]
      group udg_GDD__LeftMapGroup = CreateGroup()
    endglobals


    2) Another problem was, that this damage detection sometimes triggered for no reason. In most cases the problem was, that this system also triggers at 0 damage dealed. For example a stun effect without damage dealed still triggers 2 times; When the stun is applied and removed.
    All in all make sure that the damage variable is greater than 0.

    3) Also there were one or two "infinite damage" problems. For the next trigger, we wanted to simulate taking more damage from normal attacks when the target unit has certain debuff:
    Code (vJASS):
    library Ceffect1 initializer Ceffect1_Init

        function Ceffect1_Actions takes nothing returns nothing
            call UnitDamageTarget(GDD_Source,GDD_Target,GDD_Damage,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
        endfunction
       
        function Ceffect1_Conditions takes nothing returns boolean
            return GetUnitAbilityLevel(GDD_Target,'B000') > 0
        endfunction

        function Ceffect1_Init takes nothing returns nothing
            local trigger t = CreateTrigger()
           
            call TriggerRegisterVariableEvent(t,"GDD_Event",EQUAL,0)
            call TriggerAddCondition(t,Condition(function Ceffect1_Conditions))
            call TriggerAddAction(t,function Ceffect1_Actions)
           
            set t = null
        endfunction
    endlibrary

    As you see we were using UnitDamageTarget which causes the damage detection to run infinitely. Our fastest solution was creating a dummy (which actually every map has at some point), filter the dummy out and let the dummy do the damage.

    Code (vJASS):
    library Ceffect initializer Ceffect_Init

        function Ceffect_Actions takes nothing returns nothing
            local unit u
           
            if GDD_Damage > 0 and GetUnitTypeId(GDD_Source) != 'dumx' then
                set u = CreateUnit(GetOwningPlayer(GDD_Source),'dumx',GetUnitX(GDD_Target),GetUnitY(GDD_Target),0)
                call UnitDamageTarget(u,GDD_Target,GDD_Damage,true,false,ATTACK_TYPE_NORMAL,DAMAGE_TYPE_NORMAL,null)
                call UnitApplyTimedLife(u,'BTFL',1.)
                set u = null
            endif
        endfunction
       
        function Ceffect_Conditions takes nothing returns boolean
            return GetUnitAbilityLevel(GDD_Target,'B000') > 0
        endfunction

        function Ceffect_Init takes nothing returns nothing
            local trigger t = CreateTrigger()
           
            call TriggerRegisterVariableEvent(t,"GDD_Event",EQUAL,0)
            call TriggerAddCondition(t,Condition(function Ceffect_Conditions))
            call TriggerAddAction(t,function Ceffect_Actions)
           
            set t = null
        endfunction
    endlibrary


    I don't know if this system got replaced already or if people even check the latest posts, tho as I said I just wanted to share some solutions of the problems people private messaged me using this system.

    Greetings and Peace
    - Dr. Boom
     
    Last edited: Mar 13, 2016
  3. XiiaOYanG12

    XiiaOYanG12

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    How about if i want to only detect when enemy hit by my storm bolt ability then do damage unit group. Not by only detect i done the damage to unit then action
     
  4. SSJ7107

    SSJ7107

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    Thanks for this, I am a newbie to WE and this works fine. Btw do u know any way to convert it to Integer? The decimals in real are annoying and I tried it to convert the "GDD_Damage" to Integer but when I save it it says error. Can you help me a bit?
     
  5. Alexen

    Alexen

    Map Reviewer

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    This is exactly what I needed! My DDS was very weak. Thank you so much! 5/5 for your hard effort!
     
  6. Sabe

    Sabe

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    This is just awesome! 5/5 *****
     
  7. Bribe

    Bribe

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    For those who want a 1.31.1-optimized version of this script (without bridging it off of Damage Engine), here you are:

    Code (vJASS):

    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 InitTrig_GUI_Friendly_Damage_Detection takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DAMAGED)
        call TriggerAddCondition(t, Filter(function GDD_Event))
        set t = null
    endfunction
     
     
  8. kentzeus

    kentzeus

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    When I assign "GDD_DamageSource" to "unit" in my trigger it gets overwritten. Can someone tell me why this happens? How is it conflicting with other triggers? There's no timers and no calling or triggering other triggers in any way.
    • Javelin finish
      • Events
        • Game - GDD_Event becomes Equal to 0.00
      • Conditions
        • (GDD_DamageSource is in Javelin_unitGrp) Equal to True
      • Actions
        • Set GDD_DamageSource = unit
        • Unit - Remove Max Atk Speed from unit
        • Unit Group - Remove unit from Javelin_unitGrp
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Number of units in Javelin_unitGrp) Equal to 0
          • Then - Actions
            • Trigger - Turn off (This trigger)
          • Else - Actions

    When I use GDD_DamageSource instead of unit it works fine.
    I'm using "unit" in other GDD triggers aswell and haven't come across this problem before, so would be nice to know how it works.
     
  9. Pyrogasm

    Pyrogasm

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    You aren’t supposed to SET that variable... you READ it to know what the damage source is.
     
  10. kentzeus

    kentzeus

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    Haha oh my, I guess it's time for bed :D Sorry about that
     
  11. Nubius

    Nubius

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    Year 2020 and it still works fine! Thank you very much for such USER friendly tool <3