Difference between revisions of "Talk:Statement Reference"

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imported>Jbezorg
 
imported>Terra Nova2
 
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ref: [http://en.wikipedia.org/wiki/Lazy_evaluation Lazy Evaluation]
ref: [http://en.wikipedia.org/wiki/Lazy_evaluation Lazy Evaluation]
--[[User:Jbezorg|Jbezorg]] ([[User talk:Jbezorg|talk]]) 13:16, 4 November 2012 (EST)
--[[User:Jbezorg|Jbezorg]] ([[User talk:Jbezorg|talk]]) 13:16, 4 November 2012 (EST)
: Yes, Papyrus does do this. Here's the generated assembly for something like the code you've given (with "Return True" inside the conditional statement):
<pre>        .function Foo
          .userFlags 0
          .docString ""
          .return Bool
          .paramTable
          .endParamTable
          .localTable
            .local ::temp0 bool
            .local ::temp1 bool
          .endLocalTable
          .code
            CALLMETHOD A self ::temp0  ;@line 11
            CAST ::temp0 ::temp0 ;@line 11
            JUMPT ::temp0 label1 ;@line 11
            CALLMETHOD B self ::temp1  ;@line 11
            CAST ::temp0 ::temp1 ;@line 11
            label1:
            JUMPF ::temp0 label2 ;@line 11
            RETURN True ;@line 12
            JUMP label0
            label2:
            label0:
          .endCode
        .endFunction</pre>
: And yes, those CAST instructions are superfluous. There are a lot of optimisations that *could* be done in the compilation process that aren't done.
: The && operator also uses lazy evaluation:
<source lang="papyrus">Function Bar()
Bool Foobar = 0 && 3
EndFunction</source>
<pre>        .function Bar
          .userFlags 0
          .docString ""
          .return NONE
          .paramTable
          .endParamTable
          .localTable
            .local ::temp0 bool
            .local Foobar Bool
          .endLocalTable
          .code
            CAST ::temp0 0 ;@line 4
            JUMPF ::temp0 label0 ;@line 4
            CAST ::temp0 3 ;@line 4
            label0:
            ASSIGN Foobar ::temp0 ;@line 4
          .endCode
        .endFunction</pre>
: Note that it is entirely possible to write your own functions in Papyrus assembly and assemble them directly, or edit the assembly by hand if you want to optimise it further than the compiler does.
: -- [[User:Cipscis|Cipscis]] ([[User talk:Cipscis|talk]]) 16:21, 4 November 2012 (EST)
Is it possible to use "and" with "if"? I've created separate neutral guards for Whiterun Hold that are replaced during A Message To Whiterun. ATM, I'm trying to incorporate them into MQ301 in the place of Imperials/Stormcloaks. Basically, this is how the script I want to edit looks ATM:
<pre>; create soldiers for the dragon attack scene
if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1
; create Whiterun soldiers
Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
else
; create stormcloaks
Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(SonsSoldier))
Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(SonsSoldier))
Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(SonsSoldier))
endif</pre>
I need neutral guards to be generated instead of guards of the other two factions if A Message to Whiterun isn't complete, but I obviously still need guards from the other two factions to spawn if A Message to Whiterun is complete AND that respective faction controls Whiterun. Is it possible? [[User:GetTheJojDone|GetTheJojDone]] ([[User talk:GetTheJojDone|talk]]) 2014-08-21T10:43:23 (EDT)
If I understand this correctly, you want and If &&(and) statement in the first line. Yes it is possible.
Example: if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1 && ;code here && code here
Also you can do nested IF statments to have a similar logic(but the first IF has to be true or false depending on how your logic, or the next IFs wont run, and so on). --[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2014-08-21T12:35:55 (EDT)
Yeah, that's exactly what I wanted. So, this should work fine, correct?
<pre>if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1 && CW03.IsCompleted()
; create Whiterun soldiers
Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
elseif Alias_Jarl.GetActorRef().IsInFaction(GovSons) == 1
; create stormcloaks
Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(SonsSoldier))
Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(SonsSoldier))
Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(SonsSoldier))
else
        ; create whiterun guard
Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
endif</pre>
It's compiled just fine, at any rate. [[User:GetTheJojDone|GetTheJojDone]] ([[User talk:GetTheJojDone|talk]]) 2014-08-21T13:17:24 (EDT)
Yeah however statements using AND are a little more strict. If the expression on the left is false, the right expression wont be checked.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2014-08-21T14:13:38 (EDT)

Latest revision as of 13:13, 21 August 2014

Lazy evaluation of expressions?[edit source]

Does Papyrus use it?

e.g.: Given two functions "A" and "B". Both return Bool. Assuming Lazy Evaluation. In the following code example function B would not be executed if function A returned TRUE.

If ( A() || B() )
  ; some code
EndIf

ref: Lazy Evaluation --Jbezorg (talk) 13:16, 4 November 2012 (EST)

Yes, Papyrus does do this. Here's the generated assembly for something like the code you've given (with "Return True" inside the conditional statement):
        .function Foo 
          .userFlags 0
          .docString ""
          .return Bool
          .paramTable
          .endParamTable
          .localTable
            .local ::temp0 bool
            .local ::temp1 bool
          .endLocalTable
          .code
            CALLMETHOD A self ::temp0  ;@line 11
            CAST ::temp0 ::temp0 ;@line 11
            JUMPT ::temp0 label1 ;@line 11
            CALLMETHOD B self ::temp1  ;@line 11
            CAST ::temp0 ::temp1 ;@line 11
            label1:
            JUMPF ::temp0 label2 ;@line 11
            RETURN True ;@line 12
            JUMP label0
            label2:
            label0:
          .endCode
        .endFunction
And yes, those CAST instructions are superfluous. There are a lot of optimisations that *could* be done in the compilation process that aren't done.
The && operator also uses lazy evaluation:
Function Bar()
	Bool Foobar = 0 && 3
EndFunction
        .function Bar 
          .userFlags 0
          .docString ""
          .return NONE
          .paramTable
          .endParamTable
          .localTable
            .local ::temp0 bool
            .local Foobar Bool
          .endLocalTable
          .code
            CAST ::temp0 0 ;@line 4
            JUMPF ::temp0 label0 ;@line 4
            CAST ::temp0 3 ;@line 4
            label0:
            ASSIGN Foobar ::temp0 ;@line 4
          .endCode
        .endFunction
Note that it is entirely possible to write your own functions in Papyrus assembly and assemble them directly, or edit the assembly by hand if you want to optimise it further than the compiler does.
-- Cipscis (talk) 16:21, 4 November 2012 (EST)

Is it possible to use "and" with "if"? I've created separate neutral guards for Whiterun Hold that are replaced during A Message To Whiterun. ATM, I'm trying to incorporate them into MQ301 in the place of Imperials/Stormcloaks. Basically, this is how the script I want to edit looks ATM:

; create soldiers for the dragon attack scene
if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1
	; create Whiterun soldiers
	Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
	Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
	Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
else
	; create stormcloaks
	Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(SonsSoldier))
	Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(SonsSoldier))
	Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(SonsSoldier))
endif

I need neutral guards to be generated instead of guards of the other two factions if A Message to Whiterun isn't complete, but I obviously still need guards from the other two factions to spawn if A Message to Whiterun is complete AND that respective faction controls Whiterun. Is it possible? GetTheJojDone (talk) 2014-08-21T10:43:23 (EDT)


If I understand this correctly, you want and If &&(and) statement in the first line. Yes it is possible.

Example: if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1 && ;code here && code here

Also you can do nested IF statments to have a similar logic(but the first IF has to be true or false depending on how your logic, or the next IFs wont run, and so on). --Terra Nova2 (talk) 2014-08-21T12:35:55 (EDT)

Yeah, that's exactly what I wanted. So, this should work fine, correct?

if Alias_Jarl.GetActorRef().IsInFaction(GovImperial) == 1 && CW03.IsCompleted()
	; create Whiterun soldiers
	Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
	Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
	Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(ImperialSoldier))
elseif Alias_Jarl.GetActorRef().IsInFaction(GovSons) == 1
	; create stormcloaks
	Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(SonsSoldier))
	Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(SonsSoldier))
	Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(SonsSoldier))
else
        ; create whiterun guard
	Alias_Soldier1.ForceRefTo(Alias_Soldier1StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
	Alias_Soldier2.ForceRefTo(Alias_Soldier2StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
	Alias_Soldier3.ForceRefTo(Alias_Soldier3StartMarker.GetRef().PlaceAtMe(NeutralSoldier))
endif

It's compiled just fine, at any rate. GetTheJojDone (talk) 2014-08-21T13:17:24 (EDT)

Yeah however statements using AND are a little more strict. If the expression on the left is false, the right expression wont be checked.--Terra Nova2 (talk) 2014-08-21T14:13:38 (EDT)