Mutliple Triggers or Multiple Conditions?

inevit4ble

Well-Known Member
Reaction score
38
Hi Every1,

I just wanted to know if having a whole bunch of separate triggers or a long list of if statements in a condition is more effective?

Thanks for your input
 

Dirac

22710180
Reaction score
147
Pherhaps is better to add a bunch of conditions to a single trigger. What you're suggesting would make the code unreadable
 

inevit4ble

Well-Known Member
Reaction score
38
Ok well I'll give you an example.
For spell casts in my project I need to adjust various values when a cast occurs. Is it better to have a separate trigger for each spell or one big condition that runs if statements can call the spell functions depending on with spell was cast?

This is what I mean:
JASS:
//===========================================================================
//===========================Spell Checks====================================
//===========================================================================
    private function Check takes nothing returns boolean
//===========================================================================
//==========================Local Declares===================================
//===========================================================================
        local unit u                = GetTriggerUnit()
        local unit f
        local real x                = GetUnitX(u)
        local real y                = GetUnitY(u)
        local integer lvl           = GetHeroLevel(u)
        local integer dmgTU         = GetRandomInt(2, 12) + lvl + UD<u>.chaB
        local integer turnCheck     = GetRandomInt(1, 20) + UD<u>.chaB
        local integer turnMod       = R2I(-3 + turnCheck / 3.01)
        local integer dmgSE         = GetRandomInt(1, UD<u>.weapondmg) + UD<u>.weapondmgMod + UD<u>.strB + lvl
        local integer ToHitSE       = GetRandomInt(1, 20) + UD<u>.chaB
        local texttag t
        local integer dmgLOH        = lvl + UD<u>.chaB
//===========================================================================
//===========================================================================
//===========================================================================

//===========================================================================
//============================Turn Undead====================================
//===========================================================================
        if GetSpellAbilityId() == TurnUndead then
            if turnMod &lt; 0 then
                set turnMod = -4
            elseif turnMod &gt; 22 then 
                set turnMod = 4
            endif
            set turnHPmax = (lvl + turnMod)*8
            set castsMaxTU = 3 + UD<u>.chaB
            if castsTU &lt; castsMaxTU then
                set castsTU = castsTU + 1
                call GroupEnumUnitsInRange(g, x, y, 600, b)
                loop
                    set f = FirstOfGroup(g)
                    exitwhen f == null
                    call GroupRemoveUnit(g, f)
                    if (lvl/2) &gt;= GetUnitState(f, UNIT_STATE_MAX_LIFE) then
                        call KillUnit(f)
                    else
                        call UnitDamageTarget(u, f, I2R(dmgTU), true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
                        call PauseUnit(f, true)
                        call GroupAddUnit(e, f)
                        call TriggerRegisterUnitEvent(fxRemove, f, EVENT_UNIT_DAMAGED)
                    endif
                endloop    
                set fxT = CreateTimer()
                call TimerStart(fxT, 40., false, function endEffect)
            else
                call IssueImmediateOrder(u, &quot;stop&quot;)
                call DisplayTextToPlayer(GetTriggerPlayer(), 0., 0., &quot;Your daily limit has been reached&quot;)
            endif
        endif
//===========================================================================
//===========================================================================
//===========================================================================

//===========================================================================
//============================Smite Evil====================================
//===========================================================================
        if GetSpellAbilityId() == SmiteEvil then
            set castsMaxSE = 1 + R2I(lvl / 5)
            if castsSE &lt; castsMaxSE then
                set f = GetSpellTargetUnit()
                if ToHitSE &gt;= UD[f].armorclass then
                    call UnitDamageTarget(u, f, I2R(dmgSE), true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
                    set castsSE = castsSE + 1
                    //TextTag Display
                    set t = CreateTextTagUnitBJ( &quot;*Smite Evil Hit*&quot;, f, 0, 10, 100, 100, 0, 0 )
                    call SetTextTagPermanent( t, false )
                    call SetTextTagVelocityBJ( t, 120.00, 180.00 )
                    call SetTextTagFadepoint( t, 0.20 )
                    call SetTextTagLifespan( t, 1.00 )
                else
                    set t = CreateTextTagUnitBJ( &quot;*Smite Evil Miss*&quot;, f, 0, 10, 100, 100, 100, 0 )
                    call SetTextTagPermanent( t, false )
                    call SetTextTagVelocityBJ( t, 120.00, 180.00 )
                    call SetTextTagFadepoint( t, 0.20 )
                    call SetTextTagLifespan( t, 1.00 )
                endif
            else
                call IssueImmediateOrder(u, &quot;stop&quot;)
                call DisplayTextToPlayer(GetTriggerPlayer(), 0., 0., &quot;Your daily limit has been reached&quot;)
            endif
        endif
//===========================================================================
//===========================================================================
//===========================================================================

//===========================================================================
//============================Lay On Hands===================================
//===========================================================================
        if GetSpellAbilityId() == LayOnHands then
            if castsLOH &lt; castsMaxLOH then
                set f = GetSpellTargetUnit()
                if (IsUnitRace(f, RACE_UNDEAD)) then //Damage
                    call UnitDamageTarget(u, f, I2R(dmgLOH), true, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_MAGIC, null)
                    set t = CreateTextTagUnitBJ( &quot;*Lay On Hands*&quot;, f, 0, 10, 100, 0, 15, 0 )
                    call SetTextTagPermanent( t, false )
                    call SetTextTagVelocityBJ( t, 120.00, 180.00 )
                    call SetTextTagFadepoint( t, 0.20 )
                    call SetTextTagLifespan( t, 1.00 )
                else //Heal
                    call SetUnitState(f, UNIT_STATE_LIFE, GetUnitState(f, UNIT_STATE_MAX_LIFE)+ I2R(dmgLOH)) 
                    set t = CreateTextTagUnitBJ( &quot;*Lay On Hands*&quot;, f, 0, 10, 0, 100, 0, 0 )
                    call SetTextTagPermanent( t, false )
                    call SetTextTagVelocityBJ( t, 120.00, 180.00 )
                    call SetTextTagFadepoint( t, 0.20 )
                    call SetTextTagLifespan( t, 1.00 )
                endif
                set castsLOH = castsLOH + 1
            else
                call IssueImmediateOrder(u, &quot;stop&quot;)
                call DisplayTextToPlayer(GetTriggerPlayer(), 0., 0., &quot;Your daily limit has been reached&quot;)
            endif
        endif
//===========================================================================
//===========================================================================
//===========================================================================
        return false
    endfunction
</u></u></u></u></u></u></u></u>

This is 1 trigger for 3 spells.
Or would it be more effective to have a trigger for each spell?
 

Laiev

Hey Listen!!
Reaction score
188
One trigger per spell, lets do the things right.

You don't need to care about efficiency with this.

I'll give you an example.

A map with 50 heroes, each hero has 4 abilities, so we have 200 abilities (ignoring the dummies abilities).

Imagine one trigger with 200 conditions for every ability?

Nononononono... Lets do it right :) one trigger per spell

Also you can just put every 'check' inside a function and callback it everytime someone cast a spell, like "if CheckUnit(whichUnit, someData, someAttribute, someThing) then .."
 

luorax

Invasion in Duskwood
Reaction score
67
You may use either GTrigger or SpellStruct.

I'm using SpellStruct, and I have to say, I really like it. I've made some modules for enumerations, parabola movements, and it's just amazing!
 
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