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ExampleAIModule.cpp
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ExampleAIModule.cpp
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#include "ExampleAIModule.h"
#include <iostream>
#include <iomanip>
#include <numeric>
using namespace BWAPI;
using namespace Filter;
extern "C" void gameInit(BWAPI::Game *game) { BWAPI::BroodwarPtr = game; }
extern "C" BWAPI::AIModule *newAIModule()
{
return new ExampleAIModule();
}
std::string env(std::string name, std::string def)
{
const char *s = std::getenv(name.c_str());
if (!s)
return def;
return s;
}
void ExampleAIModule::onStart()
{
screen_width = 0;
}
void ExampleAIModule::onEnd(bool isWinner)
{
}
inline int getCharWidth(uint8_t c, uint8_t bSize)
{
if (c == '\t')
return 12 * bSize;
if (c < ' ')
return 0;
if (c == ' ')
return 3 * bSize;
return 6 * bSize;
}
inline int getTextWidth(const char *pszStr, uint8_t bSize)
{
// Retrieve size
int size = 0;
for (; *pszStr; ++pszStr)
size += getCharWidth(*pszStr, bSize);
return size;
}
void ExampleAIModule::onFrame()
{
if (!screen_width)
{
#ifdef OPENBW
screen_width = Broodwar->getScreenSize().x;
screen_height = Broodwar->getScreenSize().y;
#else
screen_width = std::stoi(env("SCREEN_WIDTH", "1280"));
screen_height = std::stoi(env("SCREEN_HEIGHT", "720"));
#endif
if (screen_width)
{
auto startPosition = Position(0, 0);
auto players = Broodwar->getPlayers();
for (auto iter = players.cbegin(); iter != players.end(); ++iter)
{
if (!(*iter)->isObserver() && !(*iter)->isNeutral())
{
startPosition = Position((*iter)->getStartLocation());
}
}
cameraModule.onStart(startPosition, screen_width, screen_height);
}
else
{
return;
}
}
renderPlayerInfos();
renderBuildQueues();
cameraModule.onFrame();
}
void ExampleAIModule::renderPlayerInfos()
{
auto players = Broodwar->getPlayers();
std::vector<std::string> lines;
auto maxLength = 0;
for (auto iter = players.cbegin(); iter != players.end(); ++iter)
{
auto player = *iter;
if (!player->isObserver() && !player->isNeutral())
{
std::stringstream line;
line << std::setfill('\x80') << Text::Align_Right;
line << player->getTextColor();
if (cameraModule.hasVision(player))
line << "*";
else
line << "\x80";
line << player->getName();
line << std::left;
auto playerUnits = player->getUnits();
auto workers = std::count_if(playerUnits.cbegin(), playerUnits.cend(), [](BWAPI::Unit unit) { return unit->isCompleted() && unit->getType().isWorker(); });
auto armySupply = std::accumulate(playerUnits.cbegin(), playerUnits.cend(), 0, [this](int sum, BWAPI::Unit unit) {
return sum + (unit->isCompleted() && cameraModule.isArmyUnit(unit) ? unit->getType().supplyRequired() : 0);
}) /
2.0;
line << " m " << std::setw(4) << player->minerals();
line << " g " << std::setw(4) << player->gas();
line << " s " << std::setw(3) << (player->supplyUsed() + 1) / 2 << "/" << std::setw(3) << player->supplyTotal() / 2;
line << " workers " << std::setw(3) << workers;
line << " army " << std::setw(5) << armySupply;
auto linestr = line.str();
auto strlen = getTextWidth(linestr.c_str(), Text::Size::Large);
maxLength = maxLength > strlen ? maxLength : strlen;
lines.push_back(linestr);
}
}
Broodwar->drawBoxScreen(screen_width - maxLength - 16, 24, screen_width, 24 + lines.size() * 18, Colors::Black, true);
Broodwar->setTextSize(Text::Size::Large);
for (size_t y = 0; y < lines.size(); y++)
{
Broodwar->drawTextScreen(Position(0, y * 16 + 26), lines.at(y).c_str());
}
Broodwar->setTextSize();
}
int f2s(int frames) {
return (frames * 42 + 999) / 1000;
}
void ExampleAIModule::renderBuildQueues()
{
using row = std::tuple<int, std::string>;
auto players = Broodwar->getPlayers();
std::vector<row> lines;
for (auto iter = players.cbegin(); iter != players.end(); ++iter)
{
auto player = *iter;
if (!player->isObserver() && !player->isNeutral())
{
for (auto u: player->getUnits()) {
int bt = u->getRemainingBuildTime();
if (bt) {
std::stringstream line;
line << std::setfill('\x80') << player->getTextColor();
line << std::setw(3) << f2s(bt) << "s ";
std::string name;
if (u->getType() == UnitTypes::Zerg_Egg) {
name = u->getBuildType().getName();
} else {
name = u->getType().getName();
}
line << name.substr(name.find('_') + 1);
lines.push_back(std::make_tuple(bt, line.str()));
}
int ut = u->getRemainingUpgradeTime();
if (ut) {
std::stringstream line;
line << std::setfill('\x80') << player->getTextColor();
line << std::setw(3) << f2s(ut) << "s " << u->getUpgrade().getName();
lines.push_back(std::make_tuple(ut, line.str()));
}
int tt = u->getRemainingResearchTime();
if (tt) {
std::stringstream line;
line << std::setfill('\x80') << player->getTextColor();
line << std::setw(3) << f2s(tt) << "s " << u->getTech().getName();
lines.push_back(std::make_tuple(tt, line.str()));
}
}
}
}
sort(lines.begin(), lines.end(),
[](const row& a , const row& b) {
return std::get<0>(a) < std::get<0>(b);
});
for (size_t y = 0; y < lines.size() && y < 25; y++)
{
auto str = std::get<1>(lines.at(y)).c_str();
auto text_width = getTextWidth(str, Text::Size::Default);
Broodwar->drawBoxScreen(0, y * 10 + 39, text_width, y * 10 + 49, Colors::Black, true);
Broodwar->drawTextScreen(Position(0, y * 10 + 40), str);
}
}
void ExampleAIModule::onSendText(std::string text)
{
// Send the text to the game if it is not being processed.
Broodwar->sendText("%s", text.c_str());
// Make sure to use %s and pass the text as a parameter,
// otherwise you may run into problems when you use the %(percent) character!
}
void ExampleAIModule::onReceiveText(BWAPI::Player player, std::string text)
{
// Parse the received text
Broodwar << player->getName() << " said \"" << text << "\"" << std::endl;
}
void ExampleAIModule::onPlayerLeft(BWAPI::Player player)
{
}
void ExampleAIModule::onNukeDetect(BWAPI::Position target)
{
// Check if the target is a valid position
if (target)
{
// if so, print the location of the nuclear strike target
/* Broodwar << "Nuclear Launch Detected at " << target << std::endl; */
}
else
{
// Otherwise, ask other players where the nuke is!
/* Broodwar->sendText("Where's the nuke?"); */
}
// You can also retrieve all the nuclear missile targets using Broodwar->getNukeDots()!
}
void ExampleAIModule::onUnitDiscover(BWAPI::Unit unit)
{
}
void ExampleAIModule::onUnitEvade(BWAPI::Unit unit)
{
}
void ExampleAIModule::onUnitShow(BWAPI::Unit unit)
{
}
void ExampleAIModule::onUnitHide(BWAPI::Unit unit)
{
}
void ExampleAIModule::onUnitCreate(BWAPI::Unit unit)
{
if (Broodwar->isReplay())
{
// if we are in a replay, then we will print out the build order of the structures
if (unit->getType().isBuilding() && !unit->getPlayer()->isNeutral())
{
int seconds = Broodwar->getFrameCount() / 24;
int minutes = seconds / 60;
seconds %= 60;
Broodwar->sendText("%.2d:%.2d: %s creates a %s", minutes, seconds, unit->getPlayer()->getName().c_str(), unit->getType().c_str());
}
}
}
void ExampleAIModule::onUnitDestroy(BWAPI::Unit unit)
{
cameraModule.onUnitDestroy(unit);
}
void ExampleAIModule::onUnitMorph(BWAPI::Unit unit)
{
if (Broodwar->isReplay())
{
// if we are in a replay, then we will print out the build order of the structures
if (unit->getType().isBuilding() && !unit->getPlayer()->isNeutral())
{
int seconds = Broodwar->getFrameCount() / 24;
int minutes = seconds / 60;
seconds %= 60;
Broodwar->sendText("%.2d:%.2d: %s morphs a %s", minutes, seconds, unit->getPlayer()->getName().c_str(), unit->getType().c_str());
}
}
}
void ExampleAIModule::onUnitRenegade(BWAPI::Unit unit)
{
}
void ExampleAIModule::onSaveGame(std::string gameName)
{
Broodwar << "The game was saved to \"" << gameName << "\"" << std::endl;
}
void ExampleAIModule::onUnitComplete(BWAPI::Unit unit)
{
cameraModule.moveCameraUnitCreated(unit);
}