System Build Queue

cleeezzz

The Undead Ranger.
Reaction score
268
Build Queue v1.0​
by cleeezzz​

CODE: vJASS
REQUIRES: AIDS, NEWGEN

What is it?
The ability to retrieve a structure's Build Queue (Unit training/Researching)
(I don't really expect this to be used but for the people who DO need it, here it is) This was made as a request and i thought i might as well post it.

Pros:
Dunno, if you wanted to know the build queue.. then its a pro.

Cons:
The system can not return a "research name" but it can distinguish researches in the build queue.
The event response "GetLastCancelledUnitType" is global and changes as soon as another unit is cancelled.

Usage:
JASS:
function GetUnitBuildQueueId takes unit u, integer queue returns integer

unit u is the structure, integer queue is the queue position you want to retrieve from, (Note that it is 0-6 instead of 1-7) Function returns either a "Unit Type" or "Research Id"

Also, a little udg global variable is added for the lack of a "Unit event response" for the event "Unit cancels training a unit." This global variable is called GetLastCancelledUnitType and should ONLY be used with the event, "Unit cancels training a unit"

Importing:
Copy Libraries and Building Queue folder. (Optional, create a gui variable called "GetLastCancelledUnitType" of type "Unit-type"

Credits:
Jesus4lyf for AIDS
(I dont know where i got the conversion math from so sorry.)
Gwafu for requesting this in the GUI forum. (which is why there is the GUI variable)

Code:
JASS:
scope BQInit

globals
    constant integer BQ_MAX_QUEUE = 7
endglobals

struct BQ
    //! runtextmacro PUI()
    integer array BuildQueue[BQ_MAX_QUEUE]
    integer newest
    static method create takes nothing returns BQ
        local BQ d = BQ.allocate()
        local integer i = 0
        loop
            exitwhen i == BQ_MAX_QUEUE
            set d.BuildQueue<i> = 0
            set i = i + 1
        endloop
        return d
    endmethod
endstruct

endscope</i>

JASS:
library BQFunctions

function RefreshQueue takes BQ z returns nothing
    local BQ d = z
    local integer i = 0
    local integer i2
    set d.newest = -1
    loop
        exitwhen i == BQ_MAX_QUEUE
        if d.BuildQueue<i> == 0 then
            set i2 = i + 1
            loop
                exitwhen i2 == BQ_MAX_QUEUE
                if d.BuildQueue[i2] != 0 then
                    set d.BuildQueue<i> = d.BuildQueue[i2] 
                    set d.newest = i
                    set d.BuildQueue[i2]  = 0
                    exitwhen true
                endif
                set i2 = i2 + 1
            endloop
        endif
        set i = i + 1
    endloop
endfunction

function GetUnitBuildQueueId takes unit u, integer queue returns integer
    local BQ d = BQ<u>
    if d == 0 then
        return 0
    endif
    return d.BuildQueue[queue]
endfunction

endlibrary</u></i></i>

JASS:
scope BQStore initializer Init

private function Conditions takes nothing returns boolean
    return IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE)
endfunction

private function Actions takes nothing returns nothing
    local BQ d
    local unit u = GetTriggerUnit()
    local integer id = GetIssuedOrderId()
    local unit check = CreateUnit(GetOwningPlayer(u),id,GetUnitX(u),GetUnitY(u),0.)
    if SubString(Id2String(id),0,1) == &quot;R&quot;  or check != null then        
        set d = BQ<u>
        if d == 0 then
            set d = BQ.create()
            set BQ<u> = d
            set d.newest = -1
        endif
        set d.newest = d.newest + 1
        set d.BuildQueue[d.newest] = id
    endif
    call RemoveUnit(check)
    set check = null
    set u = null
endfunction

private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ(trig, EVENT_PLAYER_UNIT_ISSUED_ORDER)
    call TriggerAddCondition(trig, Condition(function Conditions))
    call TriggerAddAction(trig, function Actions)
endfunction

endscope</u></u>

JASS:
scope BQUFinish initializer Init

private function Actions takes nothing returns nothing
    local BQ d
    local unit u = GetTriggerUnit()
    local unit t
    set d = BQ<u>
    if d == 0 then
        debug call BJDebugMsg(&quot;BQ ERROR&quot;)
        set u = null
        return
    endif
    set t = GetTrainedUnit()
    if d.BuildQueue[0] == GetUnitTypeId(t) then
        set d.BuildQueue[0] = 0
        call RefreshQueue(d)
    else
        debug call BJDebugMsg(&quot;BQ ERROR: BQ SYNC&quot;)
    endif
    set u = null
    set t = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_TRAIN_FINISH )
    call TriggerAddAction( trig, function Actions )
endfunction

endscope</u>

JASS:
scope BQUCancel initializer Init

private function Actions takes nothing returns nothing
    local BQ d
    local unit u = GetTriggerUnit()
    local unit check
    set d = BQ<u>
    if d == 0 then
        debug call BJDebugMsg(&quot;BQ ERROR&quot;)
        set u = null
        return
    endif
    set check = CreateUnit(Player(0),d.BuildQueue[0],GetUnitX(u),GetUnitY(u),0)
    //call BJDebugMsg(GetUnitName(check) + &quot; has been cancelled&quot;)
    call RemoveUnit(check)
    set udg_GetLastCancelledUnitType = d.BuildQueue[0]
    set d.BuildQueue[0] = 0
    call RefreshQueue(d)       
    set u = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_TRAIN_CANCEL)
    call TriggerAddAction( trig, function Actions )
endfunction

endscope</u>

JASS:
scope BQRCancel initializer Init

private function Actions takes nothing returns nothing
    local BQ d
    local unit u = GetTriggerUnit()
    set d = BQ<u>
    if d == 0 then
        debug call BJDebugMsg(&quot;BQ ERROR&quot;)
        set u = null
        return
    endif
    set d.BuildQueue[0] = 0
    call RefreshQueue(d)
    set u = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_RESEARCH_CANCEL)
    call TriggerAddAction( trig, function Actions )
endfunction

endscope</u>

JASS:
scope BQRFinish initializer Init

private function Actions takes nothing returns nothing
    local BQ d
    local unit u = GetTriggerUnit()
    set d = BQ<u>
    if d == 0 then
        debug call BJDebugMsg(&quot;BQ ERROR&quot;)
        set u = null
        return
    endif
    set d.BuildQueue[0] = 0
    call RefreshQueue(d)
    set u = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_RESEARCH_FINISH)
    call TriggerAddAction( trig, function Actions )
endfunction

endscope</u>


EDIT: fixed a small leak.

Testing Tips
Enable the trigger "CheckQueue"
While in game, select a building that has researches/unit training, type "-check" (without quotations) to view its current queue.
(You will notice that all researches are just called "Research." They are different by ID, but i could not find a way to get the name of the research)
 

Attachments

  • Build Queue v1.0.w3x
    40.4 KB · Views: 252

Anachron

New Member
Reaction score
53
Use one library,
remove the scopes,
use private / public / no keywords better.
Learn to comment correctly, ...
 

cleeezzz

The Undead Ranger.
Reaction score
268
i did those comments on purpose, i could change it to debug but it was just for me to test. since it requires multiple triggers, i felt separate scopes improves readability

changed to debugs.
if you really insist on mashing em all together, ill do it later.
 

Troll-Brain

You can change this now in User CP.
Reaction score
85
i did those comments on purpose, i could change it to debug but it was just for me to test. since it requires multiple triggers, i felt separate scopes improves readability
Dude, no !
Imagine if each system submitted were splinted in several libraries, how lame ...
Get rid of these scopes, just make one library.

Also your demo map fails you haven't follow AIDS instruction about the object merger usage, and your examples are disabled.

More important, it fails if you remove from the queue something which wasn't on the top.
I did some test at least one year earlier or so, and i think you can't detect it properly but i can be wrong though.

EDIT :
Ok i remember why, no orders fire when you left click on something inside the queue, but it seems we can exploit the "defend" exploit again here.
It will work for units only and not for research but you could make dummies unit types to handle that.

On a final note not structure units can also train units,make research.
 

cleeezzz

The Undead Ranger.
Reaction score
268
ah i forgot about canceling stuff not in the front x_x

mm, never heard of the "defend" exploit, for now i guess i needa scrap this
 
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