- Reaction score
- 333
The Event Broadcaster system allows you to easily register functions to execute when a broadcast function is called. This system requires vJass.
Usage details:
You must run the text macro for each different event you want. Once you have done that, you can call the 3 functions for each event.
AddAction will take a string, which must be a function name. This string will be added to an array of functions to be called when the Broadcast function runs. RemoveAction will remove a string from the function array.
Here is an example:
You might then have a trigger called "Run Test":
This would run the 2 test functions and display their messages on the screen at map init.
Possible Usages:
The above examples have little practical use and are only there for the purpose of demonstration. To reap the full benefits, you must use this system in conjunction with complicated events.
For example, you may have a global "unit damaged" detection system, and a generic nuke which deals damage and leaves a 0.01 buff. You could detect when a unit is damaged and then run "onUnitDamaged_Broadcast".
You may have a range of items which give bonuses to spells when carried. When such an item is acquired, you might add an action to the "onUnitDamaged" broadcaster which gives a chance to deal double the damage dealt if the buff for your generic nuke is present. This function could then call "onSpellCrit_Broadcast" which may, if the casting unit has learnt a special ability, run a function which stuns the target unit.
Rather than having to load the original "unit damaged" trigger actions with "if"s and "call"s for every special spell effect you want in your map, you can add each effect separately and decide when they are eligible for execution.
Enjoy:
But make sure you report bugs and/or typos in my code/post. I have tested this system to the best of my abilities but have not been able to find any particular flaws, but that doesn't mean they are out there! Suggestions are also very welcome.
JASS:
//! textmacro Broadcaster takes EVENT
scope $EVENT$
globals
private string array A
endglobals
public function AddAction takes string s returns nothing
local integer i = 0
loop
exitwhen i>8191
if A<i> == null then
set A<i> = s
exitwhen true
endif
set i=i+1
endloop
endfunction
public function RemoveAction takes string s returns nothing
local integer i = 0
local boolean b = false
loop
exitwhen i>8191 or A<i> == null
if A<i> == s then
set b = true
endif
if b then
set A<i> = A[i+1]
endif
set i=i+1
endloop
endfunction
public function Broadcast takes nothing returns nothing
local integer i = 0
loop
exitwhen i>8191 or A<i> == null
call ExecuteFunc(A<i>)
set i=i+1
endloop
endfunction
endscope
//! endtextmacro</i></i></i></i></i></i></i>
Usage details:
You must run the text macro for each different event you want. Once you have done that, you can call the 3 functions for each event.
AddAction will take a string, which must be a function name. This string will be added to an array of functions to be called when the Broadcast function runs. RemoveAction will remove a string from the function array.
Here is an example:
//! runtextmacro Broadcaster("onMapInit")
function Test1 takes nothing returns nothing
call BJDebugMsg("Test1 has run.")
endfunction
function Test2 takes nothing returns nothing
call BJDebugMsg("Test2 has run.")
endfunction
function Test1 takes nothing returns nothing
call BJDebugMsg("Test1 has run.")
endfunction
function Test2 takes nothing returns nothing
call BJDebugMsg("Test2 has run.")
endfunction
function Run_Test_Actions takes nothing returns nothing
call onMapInit_Broadcast()
endfunction
function InitTrig_Run_Test takes nothing returns nothing
call onMapInit_AddAction("Test1")
call onMapInit_AddAction("Test2")
call ExecuteFunc("Run_Test_Actions")
endfunction
call onMapInit_Broadcast()
endfunction
function InitTrig_Run_Test takes nothing returns nothing
call onMapInit_AddAction("Test1")
call onMapInit_AddAction("Test2")
call ExecuteFunc("Run_Test_Actions")
endfunction
Possible Usages:
The above examples have little practical use and are only there for the purpose of demonstration. To reap the full benefits, you must use this system in conjunction with complicated events.
For example, you may have a global "unit damaged" detection system, and a generic nuke which deals damage and leaves a 0.01 buff. You could detect when a unit is damaged and then run "onUnitDamaged_Broadcast".
You may have a range of items which give bonuses to spells when carried. When such an item is acquired, you might add an action to the "onUnitDamaged" broadcaster which gives a chance to deal double the damage dealt if the buff for your generic nuke is present. This function could then call "onSpellCrit_Broadcast" which may, if the casting unit has learnt a special ability, run a function which stuns the target unit.
Rather than having to load the original "unit damaged" trigger actions with "if"s and "call"s for every special spell effect you want in your map, you can add each effect separately and decide when they are eligible for execution.
Enjoy:
But make sure you report bugs and/or typos in my code/post. I have tested this system to the best of my abilities but have not been able to find any particular flaws, but that doesn't mean they are out there! Suggestions are also very welcome.