[Lua] Saving many regions in a hashtable

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Jan 25, 2020
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I could not find this done before so I thought I might leave this here if anyone else also wants to store a lot of regions in a hashtable. With one custom script line you can store all your regions if you give them all a systematic name.

In my case I wanted a checkerboard of regions that is 14x14, so I simply named them "Region 0 0", "Region 0 1", ... "Region 13 13". Then they can all be store with this simple trigger:

  • Regions in hashtable
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set VariableSet Regions_Hashtable = (Last created hashtable)
      • For each (Integer A) from 0 to 13, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 0 to 13, do (Actions)
            • Loop - Actions
              • Custom script: SaveRectHandleBJ(_G["gg_rct_Region_"..bj_forLoopAIndex.."_"..bj_forLoopBIndex], bj_forLoopAIndex, bj_forLoopBIndex, udg_Regions_Hashtable)
The _G[] can refer to any global variable.

Now a similar loop can be used to check what coordinates a unit is in without using any custom scripts. In my case I want to check what regions there is a neutral unit in, so it looks like this:

  • test
    • Events
      • Player - Player 1 (Red) types a chat message containing -test as An exact match
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in (Units owned by Neutral Passive.).) Equal to True
            • Then - Actions
              • For each (Integer A) from 0 to 13, do (Actions)
                • Loop - Actions
                  • For each (Integer B) from 0 to 13, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Load (Integer A) of (Integer B) in Regions_Hashtable.) contains (Picked unit)) Equal to True
                        • Then - Actions
                          • Game - Display to (All players) the text: ((String((Integer A))) + (, + (String((Integer B)))))
                        • Else - Actions
            • Else - Actions
Yes I know it leaks and it is easy to fix but I use Dr. Super Good's [Lua]Obliterate all GUI leaks with 1 trigger!

Edit:
Just changed to Bribe's better reference to the loop
 
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