Example #1
0
 Race::set Playerset::getRaces() const
 {
   Race::set retSet;  // The return set
   // Iterate each player
   for ( Playerset::iterator i = this->begin(); i != this->end(); ++i )
     retSet.push_back(i->getRace());
   return retSet;
 }
Example #2
0
 Unitset Playerset::getUnits() const
 {
   Unitset retSet;    // The return set
   // Iterate each player
   for ( Playerset::iterator i = this->begin(); i != this->end(); ++i )
     retSet += i->getUnits();  // retrieve player's units
   return retSet;
 }
Example #3
0
void showForces()
{
  Forceset forces=Broodwar->getForces();
  for(Forceset::iterator i = forces.begin(); i != forces.end(); ++i)
  {
    Playerset players = i->getPlayers();
    Broodwar << "Force " << i->getName() << " has the following players:" << std::endl;
    for(Playerset::iterator j = players.begin(); j != players.end(); ++j)
      Broodwar << "  - Player [" << j->getID() << "]: " << j->getName() << std::endl;
  }
}
Example #4
0
int main(int argc, const char* argv[])
{
  std::cout << "Connecting..." << std::endl;;
  reconnect();
  while(true)
  {
    std::cout << "waiting to enter match" << std::endl;
    while ( !Broodwar->isInGame() )
    {
      BWAPI::BWAPIClient.update();
      if (!BWAPI::BWAPIClient.isConnected())
      {
        std::cout << "Reconnecting..." << std::endl;;
        reconnect();
      }
    }
    std::cout << "starting match!" << std::endl;
    Broodwar->sendText("Hello world!");
    Broodwar << "The map is " << Broodwar->mapName() << ", a " << Broodwar->getStartLocations().size() << " player map" << std::endl;
    // Enable some cheat flags
    Broodwar->enableFlag(Flag::UserInput);
    // Uncomment to enable complete map information
    //Broodwar->enableFlag(Flag::CompleteMapInformation);
   
    show_bullets=false;
    show_visibility_data=false;

    if (Broodwar->isReplay())
    {
      Broodwar << "The following players are in this replay:" << std::endl;;
      Playerset players = Broodwar->getPlayers();
      for(Playerset::iterator p = players.begin(); p != players.end(); ++p )
      {
        if ( !p->getUnits().empty() && !p->isNeutral() )
          Broodwar << p->getName() << ", playing as " << p->getRace() << std::endl;
      }
    }
    else
    {
      Broodwar << "The match up is " << Broodwar->self()->getRace() << " vs " << Broodwar->enemy()->getRace() << std::endl;

      //send each worker to the mineral field that is closest to it
      Unitset units    = Broodwar->self()->getUnits();
      Unitset minerals  = Broodwar->getMinerals();
      for ( Unitset::iterator i = units.begin(); i != units.end(); ++i )
      {
        if ( i->getType().isWorker() )
        {
          Unit closestMineral = NULL;

          for( Unitset::iterator m = minerals.begin(); m != minerals.end(); ++m )
          {
            if ( !closestMineral || i->getDistance(*m) < i->getDistance(closestMineral))
              closestMineral = *m;
          }
          if ( closestMineral )
            i->rightClick(closestMineral);
        }
        else if ( i->getType().isResourceDepot() )
        {
          //if this is a center, tell it to build the appropiate type of worker
          i->train(Broodwar->self()->getRace().getWorker());
        }
      }
    }
    while(Broodwar->isInGame())
    {
      for(std::list<Event>::const_iterator e = Broodwar->getEvents().begin(); e != Broodwar->getEvents().end(); ++e)
      {
        switch(e->getType())
        {
          case EventType::MatchEnd:
            if (e->isWinner())
              Broodwar << "I won the game" << std::endl;
            else
              Broodwar << "I lost the game" << std::endl;
            break;
          case EventType::SendText:
            if (e->getText()=="/show bullets")
            {
              show_bullets=!show_bullets;
            } else if (e->getText()=="/show players")
            {
              showPlayers();
            } else if (e->getText()=="/show forces")
            {
              showForces();
            } else if (e->getText()=="/show visibility")
            {
              show_visibility_data=!show_visibility_data;
            } 
            else
            {
              Broodwar << "You typed \"" << e->getText() << "\"!" << std::endl;
            }
            break;
          case EventType::ReceiveText:
            Broodwar << e->getPlayer()->getName() << " said \"" << e->getText() << "\"" << std::endl;
            break;
          case EventType::PlayerLeft:
            Broodwar << e->getPlayer()->getName() << " left the game." << std::endl;
            break;
          case EventType::NukeDetect:
            if (e->getPosition()!=Positions::Unknown)
            {
              Broodwar->drawCircleMap(e->getPosition(), 40, Colors::Red, true);
              Broodwar << "Nuclear Launch Detected at " << e->getPosition() << std::endl;
            }
            else
              Broodwar << "Nuclear Launch Detected" << std::endl;
            break;
          case EventType::UnitCreate:
            if (!Broodwar->isReplay())
              Broodwar << "A " << e->getUnit()->getType() << " [" << e->getUnit() << "] has been created at " << e->getUnit()->getPosition() << std::endl;
            else
            {
              // if we are in a replay, then we will print out the build order
              // (just of the buildings, not the units).
              if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false)
              {
                int seconds=Broodwar->getFrameCount()/24;
                int minutes=seconds/60;
                seconds%=60;
                Broodwar->sendText("%.2d:%.2d: %s creates a %s", minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str());
              }
            }
            break;
          case EventType::UnitDestroy:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been destroyed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitMorph:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been morphed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            else
            {
              // if we are in a replay, then we will print out the build order
              // (just of the buildings, not the units).
              if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false)
              {
                int seconds=Broodwar->getFrameCount()/24;
                int minutes=seconds/60;
                seconds%=60;
                Broodwar->sendText("%.2d:%.2d: %s morphs a %s" ,minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str());
              }
            }
            break;
          case EventType::UnitShow:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been spotted at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitHide:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] was last seen at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitRenegade:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] is now owned by %s", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPlayer()->getName().c_str());
            break;
          case EventType::SaveGame:
            Broodwar->sendText("The game was saved to \"%s\".", e->getText().c_str());
            break;
        }
      }

      if (show_bullets)
        drawBullets();

      if (show_visibility_data)
        drawVisibilityData();

      drawStats();
      Broodwar->drawTextScreen(300,0,"FPS: %f",Broodwar->getAverageFPS());

      BWAPI::BWAPIClient.update();
      if (!BWAPI::BWAPIClient.isConnected())
      {
        std::cout << "Reconnecting..." << std::endl;
        reconnect();
      }
    }
    std::cout << "Game ended" << std::endl;
  }
  std::cout << "Press ENTER to continue..." << std::endl;
  std::cin.ignore();
  return 0;
}
Example #5
0
void showPlayers()
{
  Playerset players = Broodwar->getPlayers();
  for(Playerset::iterator i = players.begin(); i != players.end(); ++i)
    Broodwar << "Player [" << i->getID() << "]: " << i->getName() << " is in force: " << i->getForce()->getName() << std::endl;
}
Example #6
0
void ExampleAIModule::onFrame() {
	//TODO: set rally point of barracks to the nearest command center
	// Called once every game frame
	// Return if the game is paused
	if ( Broodwar->isPaused() )// || !Broodwar->self() )
		return;

	if (Broodwar->isReplay()){

		Playerset plrs = Broodwar->getPlayers();
		Playerset::iterator plr;

		Broodwar->drawTextScreen(290, 20, "Time: ~ %dh%dm%ds", Broodwar->elapsedTime() / 3600, Broodwar->elapsedTime() / 60, Broodwar->elapsedTime() % 60);
		
		int pCount = 1;
		for (plr = plrs.begin(); plr != plrs.end(); plr++, pCount++){
			Broodwar->drawTextScreen(290, 20 + (20 * pCount), "Score p%d - Unit, Building, Resource = %d, %d, %d ", pCount, plr->getUnitScore(), plr->getBuildingScore(), plr->gatheredMinerals() + plr->gatheredGas());
		}
		return;
	}

	_drawStats();

	// Draw bullets
	/*Bulletset bullets = Broodwar->getBullets();
	for(Bulletset::iterator i = bullets.begin(); i != bullets.end(); ++i){
		Position p = i->getPosition();
		double velocityX = i->getVelocityX();
		double velocityY = i->getVelocityY();
		Broodwar->drawLineMap(p, p + Position((int)velocityX, (int)velocityY), i->getPlayer() == Broodwar->self() ? Colors::Green : Colors::Red);
		//Broodwar->drawTextMap(p, "%c%s", i->getPlayer() == Broodwar->self() ? Text::Green : Text::Red, i->getType().c_str());
	}*/

	// Prevent spamming by only running our onFrame once every number of latency frames.
	// Latency frames are the number of frames before commands are processed.
	if ( Broodwar->getFrameCount() % Broodwar->getLatencyFrames() != 0 )
		return;

	// reinsert tasks to prevent errors
	if(allTasks[BuildCommandCenter]->size() <= 0){
		allTasks[BuildCommandCenter]->push_back(Task(BuildCommandCenter, 0));
		buildCommandCenter = &allTasks[BuildCommandCenter]->at(0);
	}
	if(allTasks[BuildSupplyDepot]->size() <= 0){
		allTasks[BuildSupplyDepot]->push_back(Task(BuildSupplyDepot, 0));
		buildSupplyDepot = &allTasks[BuildSupplyDepot]->at(0);
	}
	if(allTasks[Explore]->size() <= 0){
		allTasks[Explore]->push_back(Task(Explore, 0));
		explore = &allTasks[Explore]->at(0);
	}
	
	//sets all rally points of barracks to the nearest command center
	for(auto c = commandCenters.begin(); c != commandCenters.end(); c++){
		Unitset brk = c->getUnitsInRadius(BASE_RADIUS, Filter::IsOwned);

		for (auto b = brk.begin(); b != brk.end(); b++){
			if(b->getType() != UnitTypes::Terran_Barracks || !b->isCompleted()){
				continue;
			}
			b->setRallyPoint(*c);
		}

	}

	//gives up the construction of buildings about to be destroyed
	Unitset all = Broodwar->self()->getUnits();
	for(auto b = all.begin(); b != all.end(); b++){
		//cancels construction if building is incomplete, is under attack and its hit points are low
		if (b->getType().isBuilding() && !b->isCompleted() && b->isUnderAttack() && b->getHitPoints() < .15f * b->getType().maxHitPoints()){
			b->cancelConstruction();
			//Broodwar << "construction canceled" << endl;
		}
	}


	updateTasks();

	_commanderAgent->onFrame(allTasks, trainSCVIncentives);

	//iterates through all marines
	for(auto marine = marines.begin(); marine != marines.end(); marine++){
		marine->second->onFrame(allTasks, marines);
	}

	// Iterate through all the SCV on the map
	unordered_map<int, SCVAgent*>::iterator it = scvMap.begin();
	for(unordered_map<int, SCVAgent*>::iterator iter = scvMap.begin(); iter != scvMap.end(); ++iter){
		int unitId =  iter->first;
		SCVAgent* agent = iter->second;
		Unit u = agent->getUnit();

		agent->onFrame(&allTasks, discoveredMineralPositions, commandCenters, scvMap);

		//Broodwar->drawTextMap(u->getPosition().x, u->getPosition().y, "agentId[%d]", unitId);

		/*if ( u->isLockedDown() || u->isMaelstrommed() || u->isStasised() )
			continue;
		
		if ( u->isIdle() ) {
			// Order workers carrying a resource to return them to the center,
			// otherwise find a mineral patch to harvest.
			if ( u->isCarryingGas() || u->isCarryingMinerals() ) {
				u->returnCargo();
			}
			else if ( !u->getPowerUp() ) { // The worker cannot harvest anything if it
											 // is carrying a powerup such as a flag
					// Harvest from the nearest mineral patch or gas refinery
				if ( !u->gather( u->getClosestUnit( IsMineralField || IsRefinery )) ) {
					// If the call fails, then print the last error message
					Broodwar << Broodwar->getLastError() << std::endl;
				}

			} // closure: has no powerup
		} // closure: if idle
		*/
	}
	
	/*Broodwar->drawTextScreen(20, 90 + yOffset, "Number of SCV in map [%d]", 
		Text::White, scvMap->size()
	);*/
}