System Event

Jesus4Lyf

Good Idea™
Event​
Version 1.0.1​

See attached SC2Lib file.
Mimics the old Warcraft III Event system.

Example:
Trigger:
  • EventExampleInit
    • Events
      • Timer - Elapsed time is 1.0 Game Time seconds
    • Local Variables
      • MyEvent = 0 <Integer>
    • Conditions
    • Actions
      • Variable - Set MyEvent = (CreateEvent())
      • TriggerRegisterEvent(MyEvent, EventExample)
      • FireEvent(MyEvent)
      • General - Wait 1.0 Game Time seconds
      • TriggerRegisterEvent(MyEvent, EventExample)
      • FireEvent(MyEvent)

Trigger:
  • EventExample
    • Events
    • Local Variables
    • Conditions
    • Actions
      • UI - Display "Test" for (All players) to Subtitle area

Will create a new event, register it for the trigger, then fire it, wait one second, register it again so it's there twice, and fire it again.
Result:
Test
<pause of 1 second>
Test
Test

Old Event​
Version 1.0.0​

Code:
JASS:
typedef int Event;
static const int MAX_EVENTS=128;

// Stack
static Event[MAX_EVENTS] Event__Stack;
static Event Event__Stacked=0;
static Event Event__StackNext=0;

static Event Event__Alloc(){
	if (Event__Stacked==0){
		Event__StackNext+=1;
		return Event__StackNext;
	}
	Event__Stacked-=1;
	return Event__Stack[Event__Stacked];
}
static void Event__Dealloc(Event ev){
	Event__Stack[Event__Stacked]=ev;
	Event__Stacked=Event__Stacked+1;
}

static Event[MAX_EVENTS] Event__Next;
static Event[MAX_EVENTS] Event__Prev;
static trigger[MAX_EVENTS] Event__Trig;

// Funcs
Event CreateEvent(){
	Event ev=Event__Alloc();
	
	Event__Next[ev]=ev;
	Event__Prev[ev]=ev;
	
	return ev;
}

void TriggerAddEvent(trigger trig, Event ev){
	Event node=Event__Alloc();
	// node.trig=trig;
	Event__Trig[node]=trig;
	
	// ev.prev.next=node;
	Event__Next[Event__Prev[ev]]=node;
	// node.prev=ev.prev;
	Event__Prev[node]=Event__Prev[ev];
	// node.next=ev;
	Event__Next[node]=ev;
	// ev.prev=node;
	Event__Prev[ev]=node;
}

void FireEvent(Event ev, bool testConds, bool runActions){
	Event node=Event__Next[ev];
	
	while (node!=ev){
//		TriggerExecute(Event__Trig[node],testConds,runActions); // unfortunately doesn't work, yet.
		node=Event__Next[node];
	}
}


This is an Event simulation module, since Blizzard doesn't seem interested in providing us one, yet. There is one problem. I can't get the [LJASS]TriggerExecute(Event__Trig[node],testConds,runActions);[/LJASS] native to work in BETA, yet. But I thought this would serve as interesting code for people to marvel at, and might demonstrate the way we will have to code Galaxy scripts in the future.

This is pretty similar to the Warcraft III Event system.

(So, to clarify, this doesn't quite work yet as it can't actually execute the triggers, since the native appears to be missing in the BETA, although the signature for it is floating around. Every other line compiles OK. :thup:)
 

Attachments

Jesus4Lyf

Good Idea™
I imagine that all code we produce right now will be made fun if in one years time :p
Absolutely. But I've written this with typedefs so I can port it to structs or whatever Blizzard provides. :p

[LJASS]static[/LJASS] seems to mean [LJASS]private[/LJASS], by the way. Since Galaxy is written to use imports, you can probably guess how it all works... :)
 

Lyerae

I keep popping up on this site from time to time.
Am I the only one expecting massive strangeness out of Galaxy?
 

UndeadDragon

Super Moderator
Staff member
Looks like someone has a lot of free time to experiment :p
 

BlowingKush

I hit the blunt but the blunt hit me.
Jesus.... so can you spell out for a noob what that code means or accomplishes?

There are no comments and your variables are so similair that it is almost impossible to understand (at least for me) and I know c pretty well.
 

PurgeandFire

zxcvmkgdfg
Jesus.... so can you spell out for a noob what that code means or accomplishes?

There are no comments and your variables are so similair that it is almost impossible to understand (at least for me) and I know c pretty well.
It is to create custom events and control when they are executed with FireEvent().

@Jesus: Does TriggerEvaluate work?
 

PurgeandFire

zxcvmkgdfg
JASS:
native bool     TriggerEvaluate (trigger t);


>Triggers are different, there's no native types called conditions or actions or anything...

Yeah, but:
JASS:
//--------------------------------------------------------------------------------------------------
// Triggers
//
// Each trigger has one script function, registered in TriggerCreate,
// which is expected to look like:
//
//  bool TriggerFunc (bool testConditions, bool runActions) {
//      if (testConditions) {
//          if (&lt;conditions fail&gt;) {
//              return false;
//          }
//      }
//
//      if (!runActions) {
//          return true;
//      }
//   
//      &lt;do actions&gt;
//      return true;
//  }
//
//--------------------------------------------------------------------------------------------------


Perhaps it needs to be formatted in that way for TrigEval/Execute to work.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • tom_mai78101 tom_mai78101:
    I have a GIF though
  • tom_mai78101 tom_mai78101:
    In the GIF, I've configured it so the lower the "Main Value" is, the better. I had to compress it pretty far down though.
  • tom_mai78101 tom_mai78101:
    And this is the thread with the video that shows the wall clip. https://tasvideos.org/Forum/Topics/23453
    +2
  • tom_mai78101 tom_mai78101:
    Hmm, about the Headline News, I noticed threads are being moved into the subforum (Health News, Environmental News, etc.). When that happens, the TH Forum Home page loses the articles, and instead would show old articles posted 1 or 2 weeks ago.
  • tom_mai78101 tom_mai78101:
    What do we do with the Home page?
  • Ghan Ghan:
    I added those forums to the filter for that widget.
  • tom_mai78101 tom_mai78101:
    Oh nice. They're back. Thanks.
  • tom_mai78101 tom_mai78101:
    Now I think it makes more sense for me to put news in their own subforums, without worry.
  • The Helper The Helper:
    Awesome Ghan thanks! I was purposely not moving the first 15 news articles in Headline news to the different subforums but I guess I don't have to do that now?
  • tom_mai78101 tom_mai78101:
    Question: Is there a way to remove thread redirects? It creates a copy of the moved thread and takes up space, and I am leaning towards wanting to remove them in the Headline News. But if they have an expiration date, I guess I'm fine with it.
  • The Helper The Helper:
    If you move a thread please leave a permanent redirect. You can delete any redirects after 6 months. The redirects are left to help Search Engines find the moved content.
  • tom_mai78101 tom_mai78101:
    What if you move the permanent redirect, not the thread?
  • The Helper The Helper:
    I think that works but I have not messed with it. You can delete redirects though if you have to that will not delete the original thread
  • The Helper The Helper:
    if a redirect ends up in the same forum as the post it goes to though I think the redirect drops or fails or something but they are not bugged out and when you are working on an indirect the original post is safe.
  • The Helper The Helper:
    Happy Early Friday :)
    +1
  • V-SNES V-SNES:
    Happy Friday :)
  • tom_mai78101 tom_mai78101:
    Fun Friday for me
  • tom_mai78101 tom_mai78101:
    Happy Fun Friday to all.
    +2
  • The Helper The Helper:
    Happy Sunday everyone!!!
  • V-SNES V-SNES:
    Happy Sunday!!!
    +1
  • jonas jonas:
    Happy monday :p
  • jonas jonas:
    Everyone hates mondays?
    +1
  • The Helper The Helper:
    Happy Tuesday!
  • jonas jonas:
    Happy belated tuesday

    Members online

    No members online now.

    Affiliates

    Hive Workshop NUON Dome World Editor Tutorials

    Network Sponsors

    Apex Steel Pipe - Buys and sells Steel Pipe.
    Top