Weep
Godspeed to the sound of the pounding
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GUI-Friendly Damage Detection
by Weep
Version 1.2.1
by Weep
Version 1.2.1
-- General Information --
This system provides a leak-free, GUI-friendly implementation of an "any unit takes damage" event. It requires no JASS knowledge to use, nor any other systems, nor any software other than the World Editor. It will not interfere with other systems, either.It uses the Game - Value Of Real Variable event as its method of activating other triggers, and passes the event responses through a few globals.
Before you copy triggers that use GDD into a new map, you need to copy over GDD with its GDD Variable Creator trigger, or the variables won't be automatically created correctly.
If you pasted GDD-using triggers before pasting GDD, to fix it, change the type of the variable GDD_Event to be a Real in the Trigger Editor's Variables window, and then find the triggers that became disabled and change their event to use the variable GDD_Event.
-- How To Implement --
- Be sure "Automatically create unknown variables while pasting trigger data" is enabled in the World Editor general preferences.
- Copy the trigger category "GDD" from the demo map and paste it into your map. (Alternately: create the variables listed in the globals block below, create a trigger named GUI Friendly Damage Detection", and paste in this entire text.)
- Create your damage triggers using Game - Value Of Real Variable, select GDD_Event as the variable, and leave the rest of the settings to the default "becomes Equal to 0.00".
- GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
- GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
- However, Triggering Unit can still be used, if you need to use waits. Read the Notes section below for more info.
- GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.
-- Example Usage --
Trigger:
- Display Damage
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- Actions
- Game - Display to (All players) for 1.00 seconds the text: ((((Name of GDD_DamageSource) + damaged ) + (Name of GDD_DamagedUnit)) + ( for + ((String(GDD_Damage)) + damage.)))
- Events
-- System Code --
JASS:
// GUI-Friendly Damage Detection -- v1.2.1 -- by Weep
// http://www.thehelper.net/forums/showthread.php?t=137957
//
// Requires: only this trigger and its variables.
//
// -- What? --
// This system provides a leak-free, GUI-friendly implementation of an "any unit takes
// damage" event. It requires no JASS knowledge to use.
//
// It uses the Game - Value Of Real Variable event as its method of activating other
// triggers, and passes the event responses through a few globals.
//
// -- Why? --
// The traditional GUI method of setting up a trigger than runs when any unit is damaged
// leaks trigger events. This system is easy to implement and removes the need to do
// you own GUI damage detection setup.
//
// -- How To Implement --
// 0. Before you copy triggers that use GDD into a new map, you need to copy over GDD
// with its GDD Variable Creator trigger, or there will be a problem: the variables
// won't be automatically created correctly.
//
// 1. Be sure "Automatically create unknown variables while pasting trigger data" is
// enabled in the World Editor general preferences.
// 2. Copy this trigger category ("GDD") and paste it into your map.
// (Alternately: create the variables listed in the globals block below, create a
// trigger named "GUI Friendly Damage Detection", and paste in this entire text.)
// 3. Create your damage triggers using Game - Value Of Real Variable as the event,
// select GDD_Event as the variable, and leave the rest of the settings to the default
// "becomes Equal to 0.00".
// The event responses are the following variables:
// GDD_Damage is the amount of damage, replacing Event Response - Damage Taken.
// GDD_DamagedUnit is the damaged unit, replacing Event Response - Triggering Unit.
// Triggering Unit may still be used, if you need to use waits.
// Read the -- Notes -- section below for more info.
// GDD_DamageSource is the damaging unit, replacing Event Response - Damage Source.
//
// -- Notes --
// GDD's event response variables are not wait-safe; you can't use them after a wait in
// a trigger. If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can
// be used in place of GDD_DamageSource. There is no usable wait-safe equivalent to
// Event Damage or Damage Source; you'll need to save the values yourself.
//
// Don't write any values to the variables used as the event responses, or it will mess
// up any other triggers using this system for their triggering. Only use their values.
//
// This uses arrays, so can detect damage for a maximum of 8190 units at a time, and
// cleans up data at a rate of 33.33 per second, by default. This should be enough for
// most maps, but if you want to change the rate, change the value returned in the
// GDD_RecycleRate function at the top of the code, below.
//
// By default, GDD will not register units that have Locust at the moment of their
// entering the game, and will not recognize when they take damage (which can only
// happen if the Locust ability is later removed from the unit.) To allow a unit to have
// Locust yet still cause GDD damage events if Locust is removed, you can either design
// the unit to not have Locust by default and add it via triggers after creation, or
// edit the GDD_Filter function at the top of the code, below.
//
// -- Credits --
// Captain Griffin on wc3c.net for the research and concept of GroupRefresh.
//
// Credit in your map not needed, but please include this README.
//
// -- Version History --
// 1.2.1: Minor code cleaning. Added configuration functions. Updated documentation.
// 1.2.0: Made this system work properly with recursive damage.
// 1.1.1: Added a check in order to not index units with the Locust ability (dummy units).
// If you wish to check for damage taken by a unit that is unselectable, do not
// give the unit-type Locust in the object editor; instead, add the Locust ability
// 'Aloc' via a trigger after its creation, then remove it.
// 1.1.0: Added a check in case a unit gets moved out of the map and back.
// 1.0.0: First release.
//===================================================================
// Configurables.
function GDD_RecycleRate takes nothing returns real //The rate at which the system checks units to see if they've been removed from the game
return 0.03
endfunction
function GDD_Filter takes unit u returns boolean //The condition a unit has to pass to have it registered for damage detection
return GetUnitAbilityLevel(u, 'Aloc') == 0 //By default, the system ignores Locust units, because they normally can't take damage anyway
endfunction
//===================================================================
// This is just for reference.
// If you use JassHelper, you could uncomment this section instead of creating the variables in the trigger editor.
// globals
// real udg_GDD_Event = 0.
// real udg_GDD_Damage = 0.
// unit udg_GDD_DamagedUnit
// unit udg_GDD_DamageSource
// trigger array udg_GDD__TriggerArray
// integer array udg_GDD__Integers
// unit array udg_GDD__UnitArray
// group udg_GDD__LeftMapGroup = CreateGroup()
// endglobals
//===================================================================
// System code follows. Don't touch!
function GDD_Event takes nothing returns boolean
local unit damagedcache = udg_GDD_DamagedUnit
local unit damagingcache = udg_GDD_DamageSource
local real damagecache = udg_GDD_Damage
set udg_GDD_DamagedUnit = GetTriggerUnit()
set udg_GDD_DamageSource = GetEventDamageSource()
set udg_GDD_Damage = GetEventDamage()
set udg_GDD_Event = 1.
set udg_GDD_Event = 0.
set udg_GDD_DamagedUnit = damagedcache
set udg_GDD_DamageSource = damagingcache
set udg_GDD_Damage = damagecache
set damagedcache = null
set damagingcache = null
return false
endfunction
function GDD_AddDetection takes nothing returns boolean
// if(udg_GDD__Integers[0] > 8190) then
// call BJDebugMsg("GDD: Too many damage events! Decrease number of units present in the map or increase recycle rate.")
// ***Recycle rate is specified in the GDD_RecycleRate function at the top of the code. Smaller is faster.***
// return
// endif
if(IsUnitInGroup(GetFilterUnit(), udg_GDD__LeftMapGroup)) then
call GroupRemoveUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
elseif(GDD_Filter(GetFilterUnit())) then
set udg_GDD__Integers[0] = udg_GDD__Integers[0]+1
set udg_GDD__UnitArray[udg_GDD__Integers[0]] = GetFilterUnit()
set udg_GDD__TriggerArray[udg_GDD__Integers[0]] = CreateTrigger()
call TriggerRegisterUnitEvent(udg_GDD__TriggerArray[udg_GDD__Integers[0]], udg_GDD__UnitArray[udg_GDD__Integers[0]], EVENT_UNIT_DAMAGED)
call TriggerAddCondition(udg_GDD__TriggerArray[udg_GDD__Integers[0]], Condition(function GDD_Event))
endif
return false
endfunction
function GDD_PreplacedDetection takes nothing returns nothing
local group g = CreateGroup()
local integer i = 0
loop
call GroupEnumUnitsOfPlayer(g, Player(i), Condition(function GDD_AddDetection))
set i = i+1
exitwhen i == bj_MAX_PLAYER_SLOTS
endloop
call DestroyGroup(g)
set g = null
endfunction
function GDD_GroupRefresh takes nothing returns nothing
// Based on GroupRefresh by Captain Griffen on wc3c.net
if (bj_slotControlUsed[5063] == true) then
call GroupClear(udg_GDD__LeftMapGroup)
set bj_slotControlUsed[5063] = false
endif
call GroupAddUnit(udg_GDD__LeftMapGroup, GetEnumUnit())
endfunction
function GDD_Recycle takes nothing returns nothing
if(udg_GDD__Integers[0] <= 0) then
return
elseif(udg_GDD__Integers[1] <= 0) then
set udg_GDD__Integers[1] = udg_GDD__Integers[0]
endif
if(GetUnitTypeId(udg_GDD__UnitArray[udg_GDD__Integers[1]]) == 0) then
call DestroyTrigger(udg_GDD__TriggerArray[udg_GDD__Integers[1]])
set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = null
set udg_GDD__TriggerArray[udg_GDD__Integers[1]] = udg_GDD__TriggerArray[udg_GDD__Integers[0]]
set udg_GDD__UnitArray[udg_GDD__Integers[1]] = udg_GDD__UnitArray[udg_GDD__Integers[0]]
set udg_GDD__UnitArray[udg_GDD__Integers[0]] = null
set udg_GDD__Integers[0] = udg_GDD__Integers[0]-1
endif
set udg_GDD__Integers[1] = udg_GDD__Integers[1]-1
endfunction
function GDD_LeaveMap takes nothing returns boolean
local boolean cached = bj_slotControlUsed[5063]
if(udg_GDD__Integers[2] < 64) then
set udg_GDD__Integers[2] = udg_GDD__Integers[2]+1
else
set bj_slotControlUsed[5063] = true
call ForGroup(udg_GDD__LeftMapGroup, function GDD_GroupRefresh)
set udg_GDD__Integers[2] = 0
endif
call GroupAddUnit(udg_GDD__LeftMapGroup, GetFilterUnit())
set bj_slotControlUsed[5063] = cached
return false
endfunction
// ===========================================================================
function InitTrig_GUI_Friendly_Damage_Detection takes nothing returns nothing
local region r = CreateRegion()
call RegionAddRect(r, GetWorldBounds())
call TriggerRegisterEnterRegion(CreateTrigger(), r, Condition(function GDD_AddDetection))
call TriggerRegisterLeaveRegion(CreateTrigger(), r, Condition(function GDD_LeaveMap))
call GDD_PreplacedDetection()
call TimerStart(CreateTimer(), GDD_RecycleRate(), true, function GDD_Recycle)
set r = null
endfunction
-- Notes --
GDD's event response variables are not wait-safe; you can't use them after a wait in a trigger. If you need to use waits, Triggering Unit (a.k.a. GetTriggerUnit()) can be used in place of GDD_DamageSource. There is no usable wait-safe equivalent to GDD_Damage or GDD_DamageSource; you'll need to save the values yourself.A common problem when using any damage detection system occurs when you try to cause the damage source to damage the damaged unit from a damage event - for example, if triggering bonus damage. This causes the unit to repeatedly damage the target, because dealing damage in the trigger causes that trigger to run again, and again in turn, infinitely. One solution is to add the action Turn off (This trigger) before dealing damage and add the action Turn on (This trigger) afterward.
Don't write any values to the variables used as the event responses, or it will mess up any other triggers using this system for their triggering. Only use their values.
This uses arrays, so can detect damage for a maximum of 8190 units at a time, and cleans up data at a rate of 33.33 per second, by default. This should be enough for most maps, but if you want to change the rate, change the value returned in the GDD_RecycleRate function at the top of the code.
By default, GDD will not register units that have Locust at the moment of their entering the game, and will not recognize when they take damage (which can only happen if the Locust ability is later removed from the unit.) To allow a unit to have Locust yet still cause GDD damage events if Locust is removed, you can either design the unit to not have Locust by default and add it via triggers after creation, or edit the GDD_Filter function at the top of the code.
-- Credits --
Captain Griffin on wc3c.net for the research and concept of GroupRefresh.Credit in your map not needed, but please include the README.
-- Version History --
1.2.1: Minor code cleaning. Added configuration functions. Updated documentation.
1.2.0: Made this system work properly with recursive damage.
1.1.1: Added a check in order to not index units with the Locust ability (dummy units). If you wish to check for damage taken by a unit that is unselectable, do not give the unit-type Locust in the object editor; instead, add the Locust ability 'Aloc' via a trigger after its creation, then remove it.
1.1.0: Added a check in case a unit gets moved out of the map and back.
1.0.0: First release.
1.2.0: Made this system work properly with recursive damage.
1.1.1: Added a check in order to not index units with the Locust ability (dummy units). If you wish to check for damage taken by a unit that is unselectable, do not give the unit-type Locust in the object editor; instead, add the Locust ability 'Aloc' via a trigger after its creation, then remove it.
1.1.0: Added a check in case a unit gets moved out of the map and back.
1.0.0: First release.
--------------------------------------
All comments welcome.
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