[GUI] No Target Order No New Posts GUI

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Kam

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[GUI] No Target Order
on: August 05, 2012, 01:44:13 PM

This is fairly simple. I have this ability that when activated converts resources to mana for a casting structure. The primary ability is a dummy ability based on immolation. When activated it adds a dummy ability that catches a every second timed trigger that does the resource conversion.

The problem I discovered is that when you use a "no target" order event anything the structure does starts the trigger, even despite having a condition that immolation/unimmolation be the only acceptable orders.

I mostly solved this by having another trigger that removes the dummy and resets the primary abilities when another type of order is given. This works accept when the building begins construction. How can I solve this?

Conversion Setup
    Events
        Unit - A unit Is issued an order with no target
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Rift
                (Unit-type of (Triggering unit)) Equal to Bastion
                (Unit-type of (Triggering unit)) Equal to Parapet
        Or - Any (Conditions) are true
            Conditions
                (Issued order) Equal to (Order(immolation))
                (Issued order) Equal to (Order(unimmolation))
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Mana Conversion (Dummy) for (Triggering unit)) Equal to 0
            Then - Actions
                Unit - Add Mana Conversion (Dummy) to (Triggering unit)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Mana Conversion (Dummy) for (Triggering unit)) Equal to 1
                    Then - Actions
                        Unit - Remove Mana Conversion (Dummy) from (Triggering unit)
                    Else - Actions
 
Conversion Check
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Set Conversion_Group = (Units in (Playable map area) matching ((Level of Mana Conversion (Dummy) for (Matching unit)) Equal to 1))
        Unit Group - Pick every unit in Conversion_Group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Owner of (Picked unit)) Current gold) Greater than or equal to 5
                        (Mana of (Picked unit)) Not equal to (Max mana of (Picked unit))
                    Then - Actions
                        Player - Set (Owner of (Picked unit)) Current gold to (((Owner of (Picked unit)) Current gold) - 5)
                        Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 1.00)
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Owner of (Picked unit)) Current lumber) Greater than or equal to 10
                        (Mana of (Picked unit)) Not equal to (Max mana of (Picked unit))
                    Then - Actions
                        Player - Set (Owner of (Picked unit)) Current lumber to (((Owner of (Picked unit)) Current lumber) - 10)
                        Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 1.00)
                    Else - Actions
        Custom script:  call DestroyGroup (udg_Conversion_Group)
 
Conversion Upgrade Reset
    Events
        Unit - A unit Begins an upgrade
        Unit - A unit Finishes an upgrade
        Unit - A unit Cancels an upgrade
        Unit - A unit Begins construction
        Unit - A unit Finishes construction
        Unit - A unit Begins research
        Unit - A unit Cancels research
        Unit - A unit Finishes research
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Unit-type of (Triggering unit)) Equal to Rift
                (Unit-type of (Triggering unit)) Equal to Bastion
                (Unit-type of (Triggering unit)) Equal to Parapet
    Actions
        Unit - Remove Mana Conversion (Dummy) from (Triggering unit)
        Unit - Remove Conversion  from (Triggering unit)
        Unit - Add Conversion  to (Triggering unit)
 



Re: [GUI] No Target Order
Reply #1 on: August 06, 2012, 08:50:34 AM

Hmmm, as far as I understand, the buldings have an ability on/off, and if you order them to... train a unit, they stop or activate the ability...

I need to do a test and probably implement somethign in jass, because in this case the gui triggers are inneficinet as hell.


Re: [GUI] No Target Order
Reply #2 on: August 07, 2012, 12:59:26 PM

Well, I've been working on this and I have this code thus far:

Code: jass
  1. scope ConvertResourcesToMana initializer init
  2.  
  3. globals
  4.     private constant real DT = 0.5
  5.     private constant integer BUFF = 'BEim' //Ability buff rawcode
  6.     private constant integer AB_OFF = 852178 //The abilities rawcode related to unimmolation.
  7.     private constant integer RATE = 10 // set the resource rate
  8.     private constant real MANA_RATE = 1. // set the mana rate
  9.  
  10.     private timer T = CreateTimer()
  11. endglobals
  12.  
  13. private function Check takes nothing returns nothing
  14.     local unit u
  15.     local integer g
  16.     local integer l
  17.     local player p
  18.     call GroupEnumUnitsInRange(bj_lastCreatedGroup, 0,0, 9999999999., null)
  19.     loop
  20.         set u = FirstOfGroup(bj_lastCreatedGroup)
  21.         exitwhen u == null
  22.         if GetUnitAbilityLevel(u, BUFF) > 0 then
  23.             set p = GetOwningPlayer(u)
  24.             set g = GetPlayerState(p, PLAYER_STATE_RESOURCE_GOLD)
  25.             set l = GetPlayerState(p, PLAYER_STATE_RESOURCE_LUMBER)
  26.             if GetUnitState(u, UNIT_STATE_MANA) == GetUnitState(u, UNIT_STATE_MAX_MANA) or g < 1 or l < 1 then
  27.                 call IssueImmediateOrderById(u, AB_OFF)
  28.             endif
  29.             call SetPlayerStateBJ(p, PLAYER_STATE_RESOURCE_GOLD, g - R2I(RATE * DT))
  30.             call SetPlayerStateBJ(GetOwningPlayer(u), PLAYER_STATE_RESOURCE_LUMBER, l - R2I(RATE * DT))
  31.             call SetUnitState(u, UNIT_STATE_MANA, GetUnitState(u, UNIT_STATE_MANA) + MANA_RATE * DT)
  32.         endif
  33.     endloop
  34. endfunction
  35.  
  36. private function init takes nothing returns nothing
  37.     call TimerStart(T, DT, true, function Check)
  38. endfunction
  39.  
  40. endscope

I still can't make it work when the building trains the unit. The funny thing is that it doesn't stop the order, in fact it "pauses" the building which generates conflict. I will plan to do a modification, checking all the units with the buff.


EDIT: HMMM I've improved the code much more :) Now it doesn't stop when the building trains other units but the buff is still present while the building trains. That proves the fact the buildings are paused while builds.

Compare this code with all the stuff you wrote in GUI :P

Important note: You will notice that DH will switch off the Immolation ability, it happens because I have not changed the buff ID in the custom ability. If you change it in the code and in the ability it will work fine :)
« Last Edit: August 07, 2012, 01:20:24 PM by moyack »



 

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