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[JASS] Strange Bug?

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Level 15
Joined
Nov 30, 2007
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1,202
Basically the bug accours when I unally someone that is already unallied to me. The problem is that the function:
JASS:
call ClearWords()
isn't running? Because the Word[1] is being carried over to the next time i make a command "-d" # (# = GetPlayer). Even if I type in a error, for example: "-d" without #, the previous Word[1] is being carried over from the last time someone declared war on a enemy.

This debug part should read "(null)" "(null)" "(null)" after every decleration of war, even those that are invalid (already unallied), but it doesn't print anything if I declare war on a enemy. It only works when I declare war on a ally for some reason... Why?

You can find this actionblock under the function: War

JASS:
    call ClearWords() // This and below does not happen when I declare war on somebody im already hostile towards
    set i = 0
    loop
        exitwhen i > 3
        call BJDebugMsg(Word[i])
        set i = i + 1
    endloop

*EDIT Solved it by moving the ClearFunction() into the SetWord so it clears before it sets new Words instead.


JASS:
library Diplomacy initializer init 

// Notes:
// * Func ClearWords might be unnecessary
// * The command triggers may be merged into one single event. 
// * "and" infusing could be a seperate function?
//   call AddAnd takes string s returns string 
// *

globals
    private constant real DISPLAY_TIME = 10.
    private constant integer PENDING_TIME = 30
    private boolean array PendingOffer
    private integer array PenDexPointer
    private integer array PenDexTime
    private integer PenDexMax = -1
    private string array Faction
    private force Active = CreateForce() 
    private string array Word
    private trigger PendingTimer
endglobals

private function SetWords takes string ss returns nothing
    local string s = StringCase(ss, false)
    local integer i = 1
    local integer j = 0
    loop
        exitwhen i > StringLength(s) 
        if (SubString(s,i, i+1) == " ") then
            set j = j + 1
        else
            set Word[j] = Word[j] + SubString(s,i,i+1)
        endif
        set i = i + 1
    endloop
    if Word[1] == "dark" or Word[1] == "light" then
        set Word[1] = Word[1] + " " + Word[2]
        set i = 2
        loop 
            exitwhen Word[i+1] == null
            set Word[i] = Word[i+1]
            set i = i + 1
        endloop
    endif 
endfunction 

private function ClearWords takes nothing returns nothing
    local integer i = 0
    loop
        exitwhen Word[i] == null 
        set Word[i] = null
        set i = i + 1
    endloop
endfunction 

private function GetPlayer takes string s returns integer 
     if (s == "red" or s == "sparta") then
        return 0
    elseif (s == "blue" or s == "athens") then
        return 1
    elseif (s == "teal" or s == "argos") then
        return 2
    elseif (s == "purple" or s == "thebes") then
        return 3
    elseif (s == "yellow" or s == "epirus") then
        return 4
    elseif (s == "orange" or s == "macedon") then
        return 5
    elseif (s == "green" or s == "thessaly") then
        return 6
    elseif (s == "pink" or s == "crete") then
        return 7
    elseif (s == "gray" or s == "grey" or s == "persia") then
        return 8
    elseif (s == "light blue" or s == "lightblue" or s == "lb" or s == "thrace") then
        return 9
    elseif (s == "dark green" or s == "darkgreen" or s == "dg" or s == "rhodes") then
        return 10
    elseif (s == "brown" or s == "troy") then
        return 11
    elseif (s == "all") then
        return 12
    endif
    return 13
endfunction

private function Reveal takes nothing returns boolean
    local integer p
    local string array s
    local integer array c
    local string msg
    local integer i = 0
    local integer j = 0
    local integer m = 0 
    call SetWords(GetEventPlayerChatString())
    set p = GetPlayer(Word[1])
    
    if (IsPlayerInForce(Player(p), Active) == true and GetPlayer(Word[1]) < 12) then

        set s[0] = Faction + "\n"
        set s[1] = "Allied: "
        set s[2] = "Neutral: "
        set s[3] = "Hostile: "
        set c[1] = 0
        set c[2] = 0
        set c[3] = 0
        
        loop
            exitwhen i > 11
            if (IsPlayerInForce(Player(i), Active)) then
                if (IsPlayerAlly(Player(p), Player(i)) == true and GetPlayerAlliance(Player(i), Player(p), ALLIANCE_SHARED_VISION) == true and p != i) then
                    set s[1] = s[1] + Faction[i] + ", "
                    set c[1] = c[1] + 1
                elseif (IsPlayerAlly(Player(p), Player(i)) == true and GetPlayerAlliance(Player(i), Player(p), ALLIANCE_SHARED_VISION) == false) then
                    set s[2] = s[2] + Faction[i] + ", "
                    set c[2] = c[2] + 1
                elseif (IsPlayerEnemy(Player(p), Player(i))) then 
                    set s[3] = s[3] + Faction[i] + ", "
                    set c[3] = c[3] + 1
                endif
            endif
            set i = i + 1
        endloop
        
        if (c[1] > 0 or c[2] > 0 or c[3] > 0) then
            set i = 1
            loop
                exitwhen i > 3
                if (c[i] > 0) then
                    set s[i] = SubString(s[i], 0, StringLength(s[i]) - 2) + ".\n"
                else
                    set s[i] = ""
                endif
                set i = i + 1
            endloop
            set msg = s[0] + s[1] + s[2] + s[3]
            call DisplayTimedTextToPlayer(GetTriggerPlayer(), 0,0, DISPLAY_TIME, msg)
        endif
    endif
    call ClearWords() 
    return false
endfunction

private function War takes nothing returns boolean 
    local integer i = 0
    local integer j = 0
    local integer p1 = GetPlayerId(GetTriggerPlayer())
    local integer p2 
    local string msg = Faction[p1] + " declares war on "
    local boolean display 
    call SetWords(GetEventPlayerChatString())
    set p2 = GetPlayer(Word[1])
    
    if (p2 < 12 and IsPlayerAlly(Player(p1), Player(p2)) == true and Player(p1) != Player(p2)) then // Unally One Player 
        call SetPlayerAllianceStateBJ(Player(p1), Player(p2), bj_ALLIANCE_UNALLIED)
        call SetPlayerAllianceStateBJ(Player(p2), Player(p1), bj_ALLIANCE_UNALLIED)
        set msg = msg +  Faction[p2] + "."
        set display = true
        
    elseif(p2 == 12) then // Unally All Players 
        loop
            exitwhen i > 11
            if (IsPlayerAlly(Player(p1), Player(i)) == true and Player(p1) != Player(i)) then
                call SetPlayerAllianceStateBJ(Player(p1), Player(i), bj_ALLIANCE_UNALLIED)
                call SetPlayerAllianceStateBJ(Player(i), Player(p1), bj_ALLIANCE_UNALLIED)
                set msg = msg + Faction[i] + ", "
                set j = j + 1
            endif
            set i = i + 1
        endloop
        
        set msg = SubString(msg, 0, StringLength(msg)-2) + "." 
        if (j > 0) then
            set display = true 
        endif
        if (j > 1) then 
            set i = 0
            loop
                exitwhen i > StringLength(msg) 
                if (SubString(msg,i,i+1) == " ") then
                    set j = i 
                endif
                set i = i + 1
            endloop
            set msg = SubString(msg, 0, j-1) + " and " + SubString(msg, j+1, StringLength(msg))
        endif
    endif
    if (display == true) then
        set i = 0
        loop
            exitwhen i > 11
            call DisplayTimedTextToPlayer(Player(i), 0,0, DISPLAY_TIME, msg)
            set i = i + 1
        endloop
    endif
    call ClearWords() // This and below does not happen when I declare war on somebody im already hostile towards
    set i = 0
    loop
        exitwhen i > 3
        call BJDebugMsg(Word[i])
        set i = i + 1
    endloop
    return false 
endfunction

private function Peace takes nothing returns boolean
    call BJDebugMsg("PEACE")
    return false 
endfunction

private function Ally takes nothing returns boolean
    call BJDebugMsg("ALLY")
    return false 
endfunction

private function Leaves takes nothing returns boolean
    call ForceRemovePlayer(Active, GetTriggerPlayer())
    return false 
endfunction

private function Periodic takes nothing returns boolean
    local integer i = 0
    if (PenDexMax == -1) then 
        call DisableTrigger(PendingTimer)
        call BJDebugMsg("Disabled")
    endif 
   loop
        exitwhen i > PenDexMax
        if (PenDexTime[i] == 0) then
            //call RemovePenDex(i)
        else
            set PenDexTime[i] = PenDexTime[i] - 1
        endif
        set i = i + 1
    endloop 
    return false
endfunction


//===========================================================================
private function init takes nothing returns nothing
    local trigger t1 = CreateTrigger()
    local trigger t2 = CreateTrigger() 
    local trigger t3 = CreateTrigger()
    local trigger t4 = CreateTrigger()
    local trigger t5 = CreateTrigger()
    local integer p = 0
    loop
        exitwhen p > 11
        // if player playing and not computer 
            call ForceAddPlayer(Active, Player(p))
            call TriggerRegisterPlayerChatEvent(t1, Player(p), "-diplomacy", false)
            call TriggerRegisterPlayerChatEvent(t1, Player(p), "-diplo", false)
            call TriggerRegisterPlayerChatEvent(t1, Player(p), "-d", false)
            call TriggerRegisterPlayerChatEvent(t2, Player(p), "-war", false)  
            call TriggerRegisterPlayerChatEvent(t2, Player(p), "-unally", false)
            call TriggerRegisterPlayerChatEvent(t3, Player(p), "-na", false)  
            call TriggerRegisterPlayerChatEvent(t3, Player(p), "-neutral", false)  
            call TriggerRegisterPlayerChatEvent(t3, Player(p), "-peace", false) 
            call TriggerRegisterPlayerChatEvent(t4, Player(p), "-ally", false) 
            call TriggerRegisterPlayerChatEvent(t4, Player(p), "-alliance", false) 
            call TriggerRegisterPlayerEventLeave(t5, Player(p))
        //endif
        set p = p + 1
    endloop    

    call TriggerAddCondition( t1, Condition( function Reveal ))
    call TriggerAddCondition( t2, Condition( function War ))
    call TriggerAddCondition( t3, Condition( function Peace ))
    call TriggerAddCondition( t4, Condition( function Ally ))
    call TriggerAddCondition( t5, Condition( function Leaves ))
    
    set t1 = null
    set t2 = null
    set t3 = null
    set t4 = null
    set t5 = null
    
    set PendingTimer = CreateTrigger()
    call TriggerRegisterTimerEventPeriodic(PendingTimer, 1.00 )
    call TriggerAddCondition( PendingTimer, Condition( function Periodic ))
    
    set Faction[0] = "|c00FF0303Sparta|r"
    set Faction[1] = "|c000042FFAthens|r"
    set Faction[2] = "|c001CE6B9Argos|r"
    set Faction[3] = "|c00540081Thebes|r"
    set Faction[4] = "|c00FFFC01Epirus|r"
    set Faction[5] = "|c00fEBA0EMacedon|r"
    set Faction[6] = "|c0020C000Thessaly|r"
    set Faction[7] = "|c00E55BB0Crete|r"
    set Faction[8] = "|c00959697Persia|r"
    set Faction[9] = "|c007EBFF1Thrace|r"
    set Faction[10] = "|c00106246Rhodes|r"
    set Faction[11] = "|c004E2A04Troy|r"
    
endfunction

endlibrary
 
Last edited:
Level 15
Joined
Nov 30, 2007
Messages
1,202
Would you mind explaining this problem a bit more plainly? Your description confuses you, not to mention that copying whole code block without removing unnecessary parts is bad :<

I solved the bug and yes, its getting quite large...

But I lifted out the code that wasn't working and refered to it in the code block. But no matter. ^^
 
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