Nestharus
o-o
- Reaction score
- 83
JASS:
library PriorityEvent /* v2.0.0.1
*************************************************************************************
*
* Creates events that fire given a priority. A higher priority means that those
* events will fire first. A priority of 0 means that those events will fire last.
*
* Priority events can only be created at map init
* Code can only be registered to priority events at map init
*
*************************************************************************************
*
* */uses/*
*
* */ AVL /* hiveworkshop.com/forums/jass-resources-412/snippet-avl-tree-203168/
*
************************************************************************************
*
* struct PriorityEvent extends array
*
* static method create takes nothing returns thistype
* method register takes boolexpr func, integer priority returns nothing
* method fire takes nothing returns nothing
*
************************************************************************************/
private struct PriorityEventTree extends array
method lessThan takes thistype value returns boolean
return integer(this) < integer(value)
endmethod
method greaterThan takes thistype value returns boolean
return integer(this) > integer(value)
endmethod
implement AVL
endstruct
private module PriorityEventMod
private static integer instanceCount = 0
/*
* A queue of code registered with the same priority
*/
private thistype next_p
private thistype last_p
private thistype first_p
/*
* The priorities are stored in the tree list
*/
/*
* Iterate from 0 to count to go over all created events
*/
private static PriorityEventTree count = 0
private static PriorityEventTree array tree
/*
* This is a temporary trigger to store all code of the same priority
* Once the game has started, all code will be merged on to one trigger
*/
private trigger event
/*
* Need to store the code in order to merge all it all on to one trigger
*/
private boolexpr code
/*
* All code is merged on this
*/
private trigger allEvent
/*
* Has the code all been merged?
*/
private static boolean merged = false
static method create takes nothing returns thistype
local thistype this
debug if (merged) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,10,"Priority Event Error: Can Only Create Events On Game Init")
debug set this = 1/0
debug endif
/*
* Allocate new event
*/
set this = PriorityEventTree.create()
/*
* Add to array for merging later
*/
set tree[count] = this
set count = count + 1
/*
* Create the merging trigger
*/
set thistype(count).allEvent = CreateTrigger()
return count
endmethod
method register takes boolexpr func, integer priority returns nothing
local thistype node
debug if (merged) then
debug call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,10,"Priority Event Error: Can Only Register Code On Game Init")
debug set node = 1/0
debug endif
/*
* Allocate a new node to store the function
*/
set node = instanceCount + 1
set instanceCount = node
set node.code = func
/*
* Retrieve the priority. This will act as the pointer to
* the queue that the node will be added to.
*/
set this = PriorityEventTree(this).add(priority)
if (null == event) then
/*
* If the queue hasn't been created yet, create it
*/
set event = CreateTrigger()
set first_p = node
set last_p = node
else
/*
* Add node to queue
*/
set last_p.next_p = node
set last_p = node
endif
call TriggerAddCondition(event, func)
endmethod
method fire takes nothing returns nothing
if (merged) then
/*
* If the code has all been merged (game started), evaluate the trigger that contains all code
*/
call TriggerEvaluate(allEvent)
else
/*
* If the code hasn't been merged yet, evaluate all of the triggers along the priority queue
*/
loop
set this = PriorityEventTree(this).prev
exitwhen PriorityEventTree(this).head
call TriggerEvaluate(event)
endloop
endif
endmethod
/*
* This is called when the game starts. It merges all of the registered code
* for each event on to single triggers to improve performance
*/
private static method merge takes nothing returns nothing
local thistype this
local integer current = count
local PriorityEventTree priority
local thistype node
set merged = true
/*
* Iterate over all events
*/
loop
exitwhen 0 == current
set current = current - 1
set this = tree[current]
/*
* Iterate over all priorities
*/
set priority = this
loop
set priority = priority.prev
exitwhen priority.head
/*
* Clean up temporary priority event trigger
*/
call TriggerClearConditions(thistype(priority).event)
call DestroyTrigger(thistype(priority).event)
set thistype(priority).event = null
/*
* Iterate over all registered code on the priority trigger
*/
set node = thistype(priority).first_p
loop
exitwhen 0 == node
/*
* Add to main trigger
*/
call TriggerAddCondition(allEvent, node.code)
set node = node.next_p
endloop
endloop
endloop
call DestroyTimer(GetExpiredTimer())
endmethod
private static method onInit takes nothing returns nothing
call TimerStart(CreateTimer(), 0, false, function thistype.merge)
endmethod
endmodule
struct PriorityEvent extends array
implement PriorityEventMod
endstruct
endlibrary