Snippet DamageId

Dirac

22710180
JASS:
library DamageId /* v1.1.0

*/uses/*
*/  Damage  /* thehelper.net/forums/showthread.php/168144-Damage-Struct

A useful tool for damage identification

**********************************************************************/
globals
//*********************************************************************
//  These are the public constants that determine the damage's id.
//  Custom id represents damage done through coding.
    constant key DAMAGE_ID_CUSTOM
    constant key DAMAGE_ID_MELEE
    constant key DAMAGE_ID_RANGED
    constant key DAMAGE_ID_SPELLS
endglobals
/**********************************************************************
*
*   function RegisterDamageById takes code func, integer damageId returns triggercondition
*       -   Registers the function to the damage id.
*   function UnregisterDamageById takes triggercondition whichCondition, integer damageId returns nothing
*       -   Unregisters the function from the damage id.
*
***********************************************************************
*
*   readonly integer id
*       -   Adds this variable to the Damage struct, returns the
*       -   current damage id.
*
**********************************************************************
*
*   HOW TO IMPLEMENT:
*       -   Import this code into an empty trigger in your map,
*       -   requires NewGen installed. Save the map, reopen it, and
*       -   then delete the "!" exclamation mark from the textmacro 
*       -   below.
*/
    //! runtextmacro DAMAGE_ID_SETUP()

/*********************************************************************
    
This needs to be a textmacro in order to keep the encapsulation correct
and private within the Damage library. Consider this textmacro private.

**********************************************************************/

//! textmacro DAMAGE_ID_EX1
    globals
        private trigger array   DamageIdFire
        private boolean         DamageIdHook = false
        private integer         DamageId = 0
    endglobals
    
    function RegisterDamageById takes code func, integer damageId returns triggercondition
        if DamageIdFire[damageId]==null then
            set DamageIdFire[damageId]=CreateTrigger()
        endif
        return TriggerAddCondition(DamageIdFire[damageId],Filter(func))
    endfunction
    
    function UnregisterDamageById takes triggercondition whichCondition, integer damageId returns nothing
        call TriggerRemoveCondition(DamageIdFire[damageId],whichCondition)
    endfunction
    
    private function CustomDamageDetection takes unit whichUnit, widget target, real amount, boolean attack, boolean ranged, attacktype attackType, damagetype damageType, weapontype weaponType returns boolean
        set DamageIdHook=true
        return false
    endfunction
    
    hook UnitDamageTarget CustomDamageDetection
//! endtextmacro

//! textmacro DAMAGE_ID_EX2
    static method operator id takes nothing returns integer
        return DamageId
    endmethod
//! endtextmacro

//! textmacro DAMAGE_ID_EX3
    local integer prevAdvType = DamageId
//! endtextmacro

//! textmacro DAMAGE_ID_EX4
    if not(DamageIdHook) then
        if GetUnitAbilityLevel(target,'ADab')>0 then
            if IsUnitType(source,UNIT_TYPE_RANGED_ATTACKER) then
                set DamageId = DAMAGE_ID_RANGED
            else
                set DamageId = DAMAGE_ID_MELEE
            endif
        else
            set DamageId = DAMAGE_ID_SPELLS
        endif
    else
        set DamageId = DAMAGE_ID_CUSTOM
        set DamageIdHook = false
    endif
    call UnitRemoveAbility(target,'ADab')
    call TriggerEvaluate(DamageIdFire[DamageId])
//! endtextmacro

//! textmacro DAMAGE_ID_EX5
    set DamageId = prevAdvType
//! endtextmacro

//! textmacro DAMAGE_ID_EX6
    call UnitAddAbility(indexUnit,'ADfb')
//! endtextmacro

//! textmacro DAMAGE_ID_SETUP
    //! externalblock extension=lua ObjectMerger $FILENAME$
        //! i setobjecttype("buffs")
        //! i createobject("BHab","ADab")
        //! i makechange(current,"ftat","")
        //! i makechange(current,"fnam","DAMAGE_DETECTION_BUFF")
        
        //! i setobjecttype("abilities")
        //! i createobject("AIob","ADfb")
        //! i makechange(current,"amat","")
        //! i makechange(current,"asat","")
        //! i makechange(current,"atat","")
        //! i makechange(current,"Idam",1,"0")
        //! i makechange(current,"Iob5",1,"0")
        //! i makechange(current,"abuf",1,"ADab")
        //! i makechange(current,"anam","DAMAGE_DETECTION_ABILITY")
    //! endexternalblock
//! endtextmacro
endlibrary
 

Laiev

Hey Listen!!
[ljass]'ACvp'[/ljass] should be configuration too

If someone change buff of vampiric aura, then probably he change the aura itself
 

Dirac

22710180
It wouldn't matter, the aura is hard coded to only apply the buff to melee units and this can't be modified.
 

Laiev

Hey Listen!!
JASS:
//! textmacro DAMAGE_ID_EX4
    if not(DamageIdHook) then
        if GetUnitAbilityLevel(target,'ADab')>0 then
            if not(IsUnitRanged(source)) then
                set DamageId = 2
            else
                set DamageId = 3
            endif
            call UnitRemoveAbility(target,'ADab')
        else
            set DamageId = 4
        endif
    else
        set DamageId = 1
        set DamageIdHook = false
    endif
    call TriggerEvaluate(DamageIdFire[DamageId])
//! endtextmacro


>>

JASS:
//! textmacro DAMAGE_ID_EX4
    if not(DamageIdHook) then
        if UnitRemoveAbility(target,'ADab') then
            if not(IsUnitRanged(source)) then
                set DamageId = DAMAGE_ID_MELEE
            else
                set DamageId = DAMAGE_ID_RANGED
            endif
        else
            set DamageId = DAMAGE_ID_SPELLS
        endif
    else
        set DamageId = DAMAGE_ID_CUSTOM
        set DamageIdHook = false
    endif
    call TriggerEvaluate(DamageIdFire[DamageId])
//! endtextmacro
 
And does this work with missile attacks? Artillery attacks? Explosion? Some buffs are added after the damage event runs, hence why Advanced Damage Event is so darn complicated.


Also, you do realize that some units may have both a ranged and a melee attack right? : )
 

Dirac

22710180
I'm not going to pretend that your damage library wasn't an inspiration to go ahead and do this.
Yes i'm aware of some of those issues, but don't hate the player, hate the game.
And because this doesn't work all the times it's optional and the user should test it to see if it works for it's needs. Otherwise there's not much that can be done.
I though this was cool because you can register specific damage id events (such as only register spell damage, or ranged damage for this function) and has a way to detect if the unit has ranged capacities, other methods to detect if the damage done was actually melee if the unit would implicate using some sort of buff permanently attached to the target such as frost armor or thorns aura, i think vampiric aura was a good approach.
 

PurgeandFire

zxcvmkgdfg
Make sure you readd the exclamation point for the [ljass]//! runtextmacro[/ljass]. (it is missing right now) By default it should be there. :)

Also, for IsUnitRanged, isn't there already [ljass]IsUnitType( u, UNIT_TYPE_RANGED_ATTACKER )[/ljass]? Although, I haven't tested it thoroughly so I can't guarantee it works.

Otherwise nice.
 
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