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我是从对战触发的每一个动作开始研究的,所以顺序就按下面的动作顺序来。
极端无聊的研究文献。
其中值得看的:
1.如何让自己的创建的新英雄像原来的英雄(血法)一样?
2.关于科技等价物的部分,以及循环嵌套科技等价物的后果
一个默认的对战触发:
[trigger]
对战初始化
事件
Map initialization
环境
动作
对战游戏 - Use melee time of day (for all players)
对战游戏 - Limit Heroes to 1 per Hero-type (for all players)
对战游戏 - Give trained Heroes a Scroll of Town Portal (for all players)
对战游戏 - Set starting resources (for all players)
对战游戏 - Remove creeps and critters from used start locations (for all players)
对战游戏 - Create starting units (for all players)
对战游戏 - Run melee AI scripts (for computer players)
对战游戏 - Enforce victory/defeat conditions (for all players)
[/trigger]
他们分别有什么用处呢?
1.Use melee time of day (for all players)
这个功能的原型为:
[jass]
function MeleeStartingVisibility takes nothing returns nothing
// Start by setting the ToD.
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, bj_MELEE_STARTING_TOD)
// call FogMaskEnable(true)
// call FogEnable(true)
endfunction
[/jass]
[jass]
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, XXXXX)
[/jass]
这是用来设置游戏当前时间的,按游戏中的24小时制。
(比如SetFloatGameState(GAME_STATE_TIME_OF_DAY, 3.5)就是换成游戏中凌晨3点30分的意
思)
发现此函数只能用来设置游戏时间,无法设置其他数据。
[jass]
constant real bj_MELEE_STARTING_TOD = 8.00
[/jass]
也就是说,运行
[jass]call SetFloatGameState(GAME_STATE_TIME_OF_DAY, bj_MELEE_STARTING_TOD)
[/jass]
的效果就是设置游戏时间为8点。
而Use melee time of day (for all players)就调用了这个函数,所以效果就是设置游戏时间为8点
。
2.Limit Heroes to 1 per Hero-type (for all players)
此功能原型:
[jass]
function MeleeStartingHeroLimit takes nothing returns nothing
local integer index
set index = 0
loop
// max heroes per player
call SetPlayerMaxHeroesAllowed(bj_MELEE_HERO_LIMIT, Player(index))
// each player is restricted to a limit per hero type as well
call ReducePlayerTechMaxAllowed(Player(index), 'Hamg', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hmkg', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hpal', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Hblm', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Obla', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ofar', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Otch', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Oshd', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Edem', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ekee', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Emoo', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ewar', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Udea', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Udre', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ulic', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ucrl', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Npbm', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nbrn', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nngs', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nplh', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nbst', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nalc', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Ntin', bj_MELEE_HERO_TYPE_LIMIT)
call ReducePlayerTechMaxAllowed(Player(index), 'Nfir', bj_MELEE_HERO_TYPE_LIMIT)
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
其中的函数及常量原型:
[jass]
constant integer bj_MELEE_HERO_LIMIT = 3
constant integer bj_MELEE_HERO_TYPE_LIMIT = 1
constant integer bj_MAX_PLAYERS = 12
function SetPlayerMaxHeroesAllowed takes integer maximum, player whichPlayer returns nothing
call SetPlayerTechMaxAllowed(whichPlayer, 'HERO', maximum)
endfunction
function ReducePlayerTechMaxAllowed takes player whichPlayer, integer techId, integer limit returns nothing
local integer oldMax = GetPlayerTechMaxAllowed(whichPlayer, techId)
// A value of -1 is used to indicate no limit, so check for that as well.
if (oldMax < 0 or oldMax > limit) then
call SetPlayerTechMaxAllowed(whichPlayer, techId, limit)
endif
endfunction
[/jass]
[jass]
constant native SetPlayerTechMaxAllowed takes player whichPlayer, integer techid, integer maximum returns nothing
[/jass]
核心就是这个SetPlayerTechMaxAllowed函数了。
它的功能为:限制指定玩家制定科技项目的上限数量。
这个科技项目包括如下内容:
1.单位类型
2.升级(upgrade)类型
3.等价物:任何英雄、任何祭坛、任何等级1-9的基地(Base)
(等价物需要在平衡性参数里设置)
(目前我只知道jass里【任何英雄】的ID为'HERO')
经测试,此函数对于:
科技树-训练单位限制有效(如果在训练队列里已经有被限制的单位在等待训练,此时降低上限不会影响这些等待被训练的单位)
科技树-售出单位中的单位限制无效,但对英雄有效。
科技树-可用的研究限制有效
科技树-售出的物品无效
科技树-人造的物品有效
科技树-从属等价物:此列表中的所有科技项目,单向等价于本科技项目。此设置有单向链接效果。
如:血法的虚无的科技限制为2个步兵,将虚无的【科技树-检查所在地】(或者检查等价物)设为true
将步兵的【科技树-从属等价物】设置为农民。
将农民的【科技树-从属等价物】设置为火枪手。
结果是,只要步兵,农民,火枪手的数量加起来>=2既可以使用虚无技能
注意!绝对不可以循环嵌套从属等价物的内容,如步兵的等价物是农民,农民的等价物是步兵,会让War3无限死循环计数,不报错退出
但是如果
将步兵的【科技树-从属等价物】设置为农民。
将火枪手的【科技树-从属等价物】设置为农民。
那么就只有步兵和农民的数量可以作为虚无的限制。
与之有关的一些函数:
[jass]
constant native SetPlayerTechResearched takes player whichPlayer, integer techid, integer setToLevel returns nothing
[/jass]
这是用来设置玩家的科技项目等级。
[jass]
constant native GetPlayerTechMaxAllowed takes player whichPlayer, integer techid returns integer
[/jass]
获得玩家科技项目所允许的最大等级
[jass]
constant native GetPlayerStructureCount takes player whichPlayer, boolean includeIncomplete returns integer
constant native GetPlayerUnitCount takes player whichPlayer, boolean includeIncomplete returns integer
[/jass]
获得玩家的建筑物和非建筑物单位的数量,includeIncomplete表示是否包括正在训练/制造的单位。
[jass]
constant native GetPlayerTechCount takes player whichPlayer, integer techid, boolean specificonly returns integer
[/jass]
用来获得科技项目等级。specificonly未发现有什么作用。
单位的科技项目等级 = 单位数量(不包括正在训练的) + 玩家科技项目等级 + 等价物等级
[jass]
constant native GetPlayerTechResearched takes player whichPlayer, integer techid, boolean specificonly returns boolean
[/jass]
貌似是判断玩家是否有此科技项目(应该是GetPlayerTechCount>0的判断吧……)
如果我想把自己的自定义英雄变得像默认英雄一样受限制怎么办?
首先在游戏平衡性常数里的【等价物-英雄】里加入你的英雄。
然后,在地图初始化触发里,运行
Limit Heroes to 1 per Hero-type (for all players)
然后循环整数A,从0到11
再在循环里加入:
[jass]
call SetPlayerTechMaxAllowed( Player( bj_forLoopAIndex ), <Hero Id>, bj_MELEE_HERO_TYPE_LIMIT )
[/jass]
即可。
事实上,再往下你除了BJ函数以外都没得可看了
3.Give trained Heroes a Scroll of Town Portal (for all players)
此功能原型:
[jass]
function MeleeGrantItemsToHero takes unit whichUnit returns nothing
local integer owner = GetPlayerId(GetOwningPlayer(whichUnit))
// If we haven't twinked N heroes for this player yet, twink away.
if (bj_meleeTwinkedHeroes[owner] < bj_MELEE_MAX_TWINKED_HEROES) then
call UnitAddItemById(whichUnit, 'stwp')
set bj_meleeTwinkedHeroes[owner] = bj_meleeTwinkedHeroes[owner] + 1
endif
endfunction
function MeleeGrantItemsToHiredHero takes nothing returns nothing
call MeleeGrantItemsToHero(GetSoldUnit())
endfunction
function MeleeGrantItemsToTrainedHero takes nothing returns nothing
call MeleeGrantItemsToHero(GetTrainedUnit())
endfunction
function MeleeGrantHeroItems takes nothing returns nothing
local integer index
local trigger trig
// Initialize the twinked hero counts.
set index = 0
loop
set bj_meleeTwinkedHeroes[index] = 0
set index = index + 1
exitwhen index == bj_MAX_PLAYER_SLOTS
endloop
// Register for an event whenever a hero is trained, so that we can give
// him/her their starting items.
set index = 0
loop
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig, Player(index), EVENT_PLAYER_UNIT_TRAIN_FINISH, filterMeleeTrainedUnitIsHeroBJ)
call TriggerAddAction(trig, function MeleeGrantItemsToTrainedHero)
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
// Register for an event whenever a neutral hero is hired, so that we
// can give him/her their starting items.
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig, Player(PLAYER_NEUTRAL_PASSIVE), EVENT_PLAYER_UNIT_SELL, filterMeleeTrainedUnitIsHeroBJ)
call TriggerAddAction(trig, function MeleeGrantItemsToHiredHero)
// Flag that we are giving starting items to heroes, so that the melee
// starting units code can create them as necessary.
set bj_meleeGrantHeroItems = true
endfunction
[/jass]
嗯~貌似没什么特殊的地方……
4.Set starting resources (for all players)
此功能原型:
[jass]
function MeleeStartingResources takes nothing returns nothing
local integer index
local player indexPlayer
local version v
local integer startingGold
local integer startingLumber
set v = VersionGet()
if (v == VERSION_REIGN_OF_CHAOS) then
set startingGold = bj_MELEE_STARTING_GOLD_V0
set startingLumber = bj_MELEE_STARTING_LUMBER_V0
else
set startingGold = bj_MELEE_STARTING_GOLD_V1
set startingLumber = bj_MELEE_STARTING_LUMBER_V1
endif
// Set each player's starting resources.
set index = 0
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
call SetPlayerState(indexPlayer, PLAYER_STATE_RESOURCE_GOLD, startingGold)
call SetPlayerState(indexPlayer, PLAYER_STATE_RESOURCE_LUMBER, startingLumber)
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
给予初始资源……
除了version这个好玩点以外。
与之有关的函数和常量:
[jass]
constant native ConvertVersion takes integer i returns version
type version extends handle
constant version VERSION_FROZEN_THRONE = ConvertVersion(1)
constant version VERSION_REIGN_OF_CHAOS = ConvertVersion(0)
native VersionCompatible takes version whichVersion returns boolean
native VersionGet takes nothing returns version
native VersionSupported takes version whichVersion returns boolean
[/jass]
VersionCompatible是 可否兼容
VersionSupported是 可否支持
VersionGet是获得当前War3的版本(是ROC还是资料片)
5.Remove creeps and critters from used start locations (for all players)
此功能原型:
[jass]
function MeleeClearExcessUnits takes nothing returns nothing
local integer index
local real locX
local real locY
local player indexPlayer
set index = 0
loop
set indexPlayer = Player(index)
// If the player slot is being used, clear any nearby creeps.
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set locX = GetStartLocationX(GetPlayerStartLocation(indexPlayer))
set locY = GetStartLocationY(GetPlayerStartLocation(indexPlayer))
call MeleeClearNearbyUnits(locX, locY, bj_MELEE_CLEAR_UNITS_RADIUS)
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
与之相关的函数及常量:
[jass]
constant real bj_MELEE_CLEAR_UNITS_RADIUS = 1500
function MeleeClearExcessUnit takes nothing returns nothing
local unit theUnit = GetEnumUnit()
local integer owner = GetPlayerId(GetOwningPlayer(theUnit))
if (owner == PLAYER_NEUTRAL_AGGRESSIVE) then
// Remove any Neutral Hostile units from the area.
call RemoveUnit(GetEnumUnit())
elseif (owner == PLAYER_NEUTRAL_PASSIVE) then
// Remove non-structure Neutral Passive units from the area.
if not IsUnitType(theUnit, UNIT_TYPE_STRUCTURE) then
call RemoveUnit(GetEnumUnit())
endif
endif
endfunction
function MeleeClearNearbyUnits takes real x, real y, real range returns nothing
local group nearbyUnits
set nearbyUnits = CreateGroup()
call GroupEnumUnitsInRange(nearbyUnits, x, y, range, null)
call ForGroup(nearbyUnits, function MeleeClearExcessUnit)
call DestroyGroup(nearbyUnits)
endfunction
[/jass]
开始点周围1500范围内所有中立单位除了中立无敌意的建筑以外全部被清除。
这样看……貌似也包括小绵羊?
6.Create starting units (for all players)
此功能原型:
[jass]
function MeleeStartingUnits takes nothing returns nothing
local integer index
local player indexPlayer
local location indexStartLoc
local race indexRace
call Preloader( "scripts\\SharedMelee.pld" )
set index = 0
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set indexStartLoc = GetStartLocationLoc(GetPlayerStartLocation(indexPlayer))
set indexRace = GetPlayerRace(indexPlayer)
// Create initial race-specific starting units
if (indexRace == RACE_HUMAN) then
call MeleeStartingUnitsHuman(indexPlayer, indexStartLoc, true, true, true)
elseif (indexRace == RACE_ORC) then
call MeleeStartingUnitsOrc(indexPlayer, indexStartLoc, true, true, true)
elseif (indexRace == RACE_UNDEAD) then
call MeleeStartingUnitsUndead(indexPlayer, indexStartLoc, true, true, true)
elseif (indexRace == RACE_NIGHTELF) then
call MeleeStartingUnitsNightElf(indexPlayer, indexStartLoc, true, true, true)
else
call MeleeStartingUnitsUnknownRace(indexPlayer, indexStartLoc, true, true, true)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
其中的函数原型只放两个(UnknownRace和Human)
[jass]
function MeleeStartingUnitsHuman takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
local real unitSpacing = 64.00
local unit nearestMine
local location nearMineLoc
local location heroLoc
local real peonX
local real peonY
local unit townHall = null
if (doPreload) then
call Preloader( "scripts\\HumanMelee.pld" )
endif
set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
if (nearestMine != null) then
// Spawn Town Hall at the start location.
set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
// Spawn Peasants near the mine.
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
set peonX = GetLocationX(nearMineLoc)
set peonY = GetLocationY(nearMineLoc)
call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX + 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX - 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
// Set random hero spawn point to be off to the side of the start location.
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
else
// Spawn Town Hall at the start location.
set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
// Spawn Peasants directly south of the town hall.
set peonX = GetLocationX(startLoc)
set peonY = GetLocationY(startLoc) - 224.00
call CreateUnit(whichPlayer, 'hpea', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
call CreateUnit(whichPlayer, 'hpea', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
// Set random hero spawn point to be just south of the start location.
set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
endif
if (townHall != null) then
call UnitAddAbilityBJ('Amic', townHall)
call UnitMakeAbilityPermanentBJ(true, 'Amic', townHall)
endif
if (doHeroes) then
// If the "Random Hero" option is set, start the player with a random hero.
// Otherwise, give them a "free hero" token.
if useRandomHero then
call MeleeRandomHeroLoc(whichPlayer, 'Hamg', 'Hmkg', 'Hpal', 'Hblm', heroLoc)
else
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
endif
endif
if (doCamera) then
// Center the camera on the initial Peasants.
call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
endif
endfunction
function MeleeStartingUnitsUnknownRace takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
local integer index
if (doPreload) then
endif
set index = 0
loop
call CreateUnit(whichPlayer, 'nshe', GetLocationX(startLoc) + GetRandomReal(-256, 256), GetLocationY(startLoc) + GetRandomReal(-256, 256), GetRandomReal(0, 360))
set index = index + 1
exitwhen index == 12
endloop
if (doHeroes) then
// Give them a "free hero" token, out of pity.
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
endif
if (doCamera) then
// Center the camera on the initial sheep.
call SetCameraPositionLocForPlayer(whichPlayer, startLoc)
call SetCameraQuickPositionLocForPlayer(whichPlayer, startLoc)
endif
endfunction
[/jass]
没什么好玩的内容,不过工整的代码适合新手们学习。
[jass]function MeleeFindNearestMine takes location src, real range returns unit[/jass]
这东西基本就是找范围内满足指定条件单位的一个比较标准的模板了。
7.Run melee AI scripts (for computer players)
此功能原型:
[jass]
function MeleeStartingAI takes nothing returns nothing
local integer index
local player indexPlayer
local race indexRace
set index = 0
loop
set indexPlayer = Player(index)
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set indexRace = GetPlayerRace(indexPlayer)
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
// Run a race-specific melee AI script.
if (indexRace == RACE_HUMAN) then
call PickMeleeAI(indexPlayer, "human.ai", null, null)
elseif (indexRace == RACE_ORC) then
call PickMeleeAI(indexPlayer, "orc.ai", null, null)
elseif (indexRace == RACE_UNDEAD) then
call PickMeleeAI(indexPlayer, "undead.ai", null, null)
call RecycleGuardPosition(bj_ghoul[index])
elseif (indexRace == RACE_NIGHTELF) then
call PickMeleeAI(indexPlayer, "elf.ai", null, null)
else
// Unrecognized race.
endif
call ShareEverythingWithTeamAI(indexPlayer)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
其中用到的函数:
[jass]
function PickMeleeAI takes player num, string s1, string s2, string s3 returns nothing
local integer pick
// easy difficulty never uses any custom AI scripts
// that are designed to be a bit more challenging
//
if GetAIDifficulty(num) == AI_DIFFICULTY_NEWBIE then
call StartMeleeAI(num,s1)
return
endif
if s2 == null then
set pick = 1
elseif s3 == null then
set pick = GetRandomInt(1,2)
else
set pick = GetRandomInt(1,3)
endif
if pick == 1 then
call StartMeleeAI(num,s1)
elseif pick == 2 then
call StartMeleeAI(num,s2)
else
call StartMeleeAI(num,s3)
endif
endfunction
function ShareEverythingWithTeamAI takes player whichPlayer returns nothing
local integer playerIndex
local player indexPlayer
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
if (PlayersAreCoAllied(whichPlayer, indexPlayer) and whichPlayer != indexPlayer) then
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_VISION, true)
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_CONTROL, true)
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_ADVANCED_CONTROL, true)
endif
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
endfunction
[/jass]
PickMeleeAI应该是(如果sX!=null)从s1到sX中随机挑出一个ai给电脑……
ShareEverythingWithTeamAI……多检查了好几次玩家间的关系……
7.Enforce victory/defeat conditions (for all players)
此功能原型:
[jass]
function MeleeInitVictoryDefeat takes nothing returns nothing
local trigger trig
local integer index
local player indexPlayer
// Create a timer window for the "finish soon" timeout period, it has no timer
// because it is driven by real time (outside of the game state to avoid desyncs)
set bj_finishSoonTimerDialog = CreateTimerDialog(null)
// Set a trigger to fire when we receive a "finish soon" game event
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_SOON)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishSoon)
// Set a trigger to fire when we receive a "finish now" game event
set trig = CreateTrigger()
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_NOW)
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishNow)
// Set up each player's mortality code.
set index = 0
loop
set indexPlayer = Player(index)
// Make sure this player slot is playing.
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
set bj_meleeDefeated[index] = false
set bj_meleeVictoried[index] = false
// Create a timer and timer window in case the player is crippled.
set bj_playerIsCrippled[index] = false
set bj_playerIsExposed[index] = false
set bj_crippledTimer[index] = CreateTimer()
set bj_crippledTimerWindows[index] = CreateTimerDialog(bj_crippledTimer[index])
call TimerDialogSetTitle(bj_crippledTimerWindows[index], MeleeGetCrippledTimerMessage(indexPlayer))
// Set a trigger to fire whenever a building is cancelled for this player.
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL, null)
call TriggerAddAction(trig, function MeleeTriggerActionConstructCancel)
// Set a trigger to fire whenever a unit dies for this player.
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_DEATH, null)
call TriggerAddAction(trig, function MeleeTriggerActionUnitDeath)
// Set a trigger to fire whenever a unit begins construction for this player
set trig = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_START, null)
call TriggerAddAction(trig, function MeleeTriggerActionUnitConstructionStart)
// Set a trigger to fire whenever this player defeats-out
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_DEFEAT)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerDefeated)
// Set a trigger to fire whenever this player leaves
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
// Set a trigger to fire whenever this player changes his/her alliances.
set trig = CreateTrigger()
call TriggerRegisterPlayerAllianceChange(trig, indexPlayer, ALLIANCE_PASSIVE)
call TriggerRegisterPlayerStateEvent(trig, indexPlayer, PLAYER_STATE_ALLIED_VICTORY, EQUAL, 1)
call TriggerAddAction(trig, function MeleeTriggerActionAllianceChange)
else
set bj_meleeDefeated[index] = true
set bj_meleeVictoried[index] = false
// Handle leave events for observers
if (IsPlayerObserver(indexPlayer)) then
// Set a trigger to fire whenever this player leaves
set trig = CreateTrigger()
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
endif
endif
set index = index + 1
exitwhen index == bj_MAX_PLAYERS
endloop
// Test for victory / defeat at startup, in case the user has already won / lost.
// Allow for a short time to pass first, so that the map can finish loading.
call TimerStart(CreateTimer(), 2.0, false, function MeleeTriggerActionAllianceChange)
endfunction
[/jass]
其中的函数:
[jass]
function MeleeTriggerTournamentFinishSoon takes nothing returns nothing
// Note: We may get this trigger multiple times
local integer playerIndex
local player indexPlayer
local real timeRemaining = GetTournamentFinishSoonTimeRemaining()
if not bj_finishSoonAllExposed then
set bj_finishSoonAllExposed = true
// Reset all crippled players and their timers, and hide the local crippled timer dialog
set playerIndex = 0
loop
set indexPlayer = Player(playerIndex)
if bj_playerIsCrippled[playerIndex] then
// Uncripple the player
set bj_playerIsCrippled[playerIndex] = false
call PauseTimer(bj_crippledTimer[playerIndex])
if (GetLocalPlayer() == indexPlayer) then
// Use only local code (no net traffic) within this block to avoid desyncs.
// Hide the timer window.
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
endif
endif
set playerIndex = playerIndex + 1
exitwhen playerIndex == bj_MAX_PLAYERS
endloop
// Expose all players
call MeleeExposeAllPlayers()
endif
// Show the "finish soon" timer dialog and set the real time remaining
call TimerDialogDisplay(bj_finishSoonTimerDialog, true)
call TimerDialogSetRealTimeRemaining(bj_finishSoonTimerDialog, timeRemaining)
endfunction
function MeleeTriggerTournamentFinishNow takes nothing returns nothing
local integer rule = GetTournamentFinishNowRule()
// If the game is already over, do nothing
if bj_meleeGameOver then
return
endif
if (rule == 1) then
// Finals games
call MeleeTournamentFinishNowRuleA(1)
else
// Preliminary games
call MeleeTournamentFinishNowRuleA(3)
endif
// Since the game is over we should remove all observers
call MeleeRemoveObservers()
endfunction
//上面的估计是上战网要用到的?……希望头目解答~
MeleeCheckForLosersAndVictors
[/jass]
一大堆set trig = ………………那些的基本就是判定玩家还有没有建筑,联盟啊什么的
timer的那个就是打完后显示还有多长时间退出游戏吧……
有一大推Melee开头的函数都跟这个有关,估计标准对战的主要规则用触发器实现的就包含在这里了吧。
好吧,看到这里就说明你很有耐心。但是事实上真正有用的就是我上面说的那两条…… |
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