Problem with UAC trigger

Terrabull

Veteran Member (Done that)
Reaction score
38
I posted this in the thread for UAC, but apparently no one looks at that, so I decided to ask for help here.
I am using Romek's UAC system but it's not working any better than the Warcraft Engine, which is highly disappointing.

Summary:
There are three units, three auras, and one ability with three levels each level corresponding to one unit.
When a unit is damaged by one of the units, the aura that is associated with that unit is added to the damaged unit.
Using the periodic trigger the aura checks to see if the unit already has the ability or a higher level of the ability on it, if so, it does nothing. If it has a lower level ability, it raises the level of the ability.

Expected Results:
The damaged unit should get the proper aura from the attacking unit. This aura should never be duplicated, even if two different units w/ the aura-making ability are attacking the same unit.

Actual Results:
The damaged unit gets one buff for each unit attacking him.

JASS:
scope Bal
    private struct Ballista extends UAC
        integer level
        effect e = AddSpecialEffectTarget("Abilities\\Spells\\Orc\\EarthQuake\\EarthQuakeTarget.mdl", .main, "origin")
        
        method unitPeriodic takes unit u returns nothing
            if GetUnitAbilityLevel(u,'A010') < 1 then
                call UnitAddAbility(u,'A010')
                call SetUnitAbilityLevel(u,'A010',1)
            endif
        endmethod
        
        method unitLeave takes unit u returns nothing
            // Reset the unit
            if GetUnitAbilityLevel(u,'B001') > 0 then
                call UnitRemoveAbility(u,'A010')
            endif
        endmethod
        
        method mainDeath takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
        
        method andFilterA takes unit whichUnit returns boolean
            return IsUnitType(whichUnit,UNIT_TYPE_STRUCTURE) == false and IsUnitType(whichUnit,UNIT_TYPE_PEON) == false
        endmethod
        
        method andFilterB takes unit whichUnit returns boolean
            return GetUnitAbilityLevel(whichUnit,'A02R') < 1
        endmethod
        method onDestroy takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
    endstruct
    private struct Field extends UAC
        integer level
        effect e = AddSpecialEffectTarget("Abilities\\Spells\\Orc\\EarthQuake\\EarthQuakeTarget.mdl", .main, "origin")
        
        method unitPeriodic takes unit u returns nothing
            if GetUnitAbilityLevel(u,'A010') < 1 then
                call UnitAddAbility(u,'A010')
                call SetUnitAbilityLevel(u,'A010',2)
            elseif GetUnitAbilityLevel(u,'A010') == 1 then
                call SetUnitAbilityLevel(u,'A010',2)
            endif
        endmethod
        
        method unitLeave takes unit u returns nothing
            // Reset the unit
            if GetUnitAbilityLevel(u,'B00F') > 0 then
                call UnitRemoveAbility(u,'A010')
            endif
        endmethod
        
        method mainDeath takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
        
        method andFilterA takes unit whichUnit returns boolean
            return IsUnitType(whichUnit,UNIT_TYPE_STRUCTURE) == false and IsUnitType(whichUnit,UNIT_TYPE_PEON) == false
        endmethod
        
        method andFilterB takes unit whichUnit returns boolean
            return GetUnitAbilityLevel(whichUnit,'A02R') < 1
        endmethod
        method onDestroy takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
    endstruct
    private struct Mortar extends UAC
        integer level
        effect e = AddSpecialEffectTarget("Abilities\\Spells\\Orc\\EarthQuake\\EarthQuakeTarget.mdl", .main, "origin")
        
        method unitPeriodic takes unit u returns nothing
            if GetUnitAbilityLevel(u,'A010') < 1 then
                call UnitAddAbility(u,'A010')
                call SetUnitAbilityLevel(u,'A010',3)
            elseif GetUnitAbilityLevel(u,'A010') < 3 then
                call SetUnitAbilityLevel(u,'A010',3)
            endif
        endmethod
        
        method unitLeave takes unit u returns nothing
            // Reset the unit
            if GetUnitAbilityLevel(u,'B00G') > 0 then
                call UnitRemoveAbility(u,'A010')
            endif
        endmethod
        
        method mainDeath takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
        
        method andFilterA takes unit whichUnit returns boolean
            return IsUnitType(whichUnit,UNIT_TYPE_STRUCTURE) == false and IsUnitType(whichUnit,UNIT_TYPE_PEON) == false
        endmethod
        
        method andFilterB takes unit whichUnit returns boolean
            return GetUnitAbilityLevel(whichUnit,'A02R') < 1
        endmethod
        method onDestroy takes nothing returns nothing
            call DestroyEffect(.e)
        endmethod
    endstruct
    
    function Cond_Bal takes nothing returns boolean
    //    call DisplayTextToPlayer(GetLocalPlayer(),0,0,"Testing target.")
        return (GetUnitTypeId(GetAttacker()) == 'h01C' or GetUnitTypeId(GetAttacker()) == 'h02J' or GetUnitTypeId(GetAttacker()) == 'h069') and IsUnitType(GetTriggerUnit(),UNIT_TYPE_STRUCTURE) == false and IsUnitType(GetTriggerUnit(),UNIT_TYPE_PEON) == false and GetUnitAbilityLevel(GetTriggerUnit(),'A02R') < 1
    endfunction

    function Trig_Bal takes nothing returns nothing
            local unit tu = GetTriggerUnit()
            
            // Retrieve the struct (if any) attached to the unit, for this aura.
            local UAC d 
            
            set d = Ballista.get(tu)
            if GetUnitTypeId(GetAttacker()) == 'h02J' then
                set d = Field.get(tu)
            elseif GetUnitTypeId(GetAttacker()) == 'h069' then
                set d = Mortar.get(tu)
            endif
            
            if d == 0 then // Non existant
                // Creating it.
                if GetUnitTypeId(GetAttacker()) == 'h02J' then
                    set d = Field.create(tu,400.00)
                elseif GetUnitTypeId(GetAttacker()) == 'h069' then
                    set d = Mortar.create(tu,400.00)
                elseif GetUnitTypeId(GetAttacker()) == 'h01C' then
                    set d = Ballista.create(tu, 400.00)
                endif
                // Target stuff:
                set d.allies = true
                set d.enemies = false
                set d.neutral = true
                set d.visible = true
                set d.requirement = null
                set d.exception = UNIT_TYPE_STRUCTURE
                
                call PolledWait(3.00)
                if GetUnitState(tu,UNIT_STATE_LIFE) > 0 then
                    call d.destroy()
                endif
            endif
    endfunction

    //===========================================================================
    function InitTrig_Ballista_Debuff takes nothing returns nothing
        set gg_trg_Ballista_Debuff = CreateTrigger()
        call TriggerRegisterComputerUnitEventDK(gg_trg_Ballista_Debuff,EVENT_PLAYER_UNIT_ATTACKED)
        call TriggerAddCondition(gg_trg_Ballista_Debuff,Condition(function Cond_Bal))
        call TriggerAddAction(gg_trg_Ballista_Debuff,function Trig_Bal)
    endfunction
endscope


Any help would be appreciated and +rep'd.
 

Tyrulan

Ultra Cool Member
Reaction score
37
Look up Jesus4Lyf's Damage (and Event) system and replace your original event. EVENT_PLAYER_UNIT_ATTACKED will throw the wrong (unwanted) flags.
 

Terrabull

Veteran Member (Done that)
Reaction score
38
What? Why?
I customized the event as you can tell so that it only works for certain units.
 

Tyrulan

Ultra Cool Member
Reaction score
37
Add condition to check if the unit already has one of the three buffs. If so, d.destroy() and move on.\

ALSO: I meant with the EVENT. Attacked is thrown when:

A buff ticks (like faeirie fire. Yeah, who knew?)
An attack order is issued (before back swing and missile speed is applied
a spell is cast

and more....

my point is you're better with the Damage,Event system.
 

Terrabull

Veteran Member (Done that)
Reaction score
38
It can check for lower ability levels, but it should already be doing that, and that is exactly what is malfunctioning.
 
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