System Event

Jesus4Lyf

Good Idea™
Reaction score
397
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™
Reaction score
397
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.
Reaction score
105
Am I the only one expecting massive strangeness out of Galaxy?
 

UndeadDragon

Super Moderator
Staff member
Reaction score
447
Looks like someone has a lot of free time to experiment :p
 

BlowingKush

I hit the blunt but the blunt hit me.
Reaction score
185
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
Reaction score
511
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
Reaction score
511
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.
 
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