Exemple #1
0
void MapController::autoRegistration()
{
    // Buttons registration

    // Move button
    registerController(
        this,
        &MapController::moveMap,
        "qrc:///Images/Move_map_white.svg",
        true,
        false,
        stMove
    );

    // Rotate button
    registerController(
        this,
        &MapController::rotateMap,
        "qrc:///Images/rotate_white.svg",
        true,
        false,
        stRotate
    );

    // Scale plus button
    registerController(
        this,
        &MapController::zoomIn,
        "qrc:///Images/plus_white.svg",
        false,
        true
    );

    // Scale minus button
    registerController(
        this,
        &MapController::zoomOut,
        "qrc:///Images/minus_white.svg",
        false,
        true
    );

    // Panels registration
    registerPanel("qrc:/qml/MapFade.qml", QString::fromUtf8("Панель инструментов"));
    registerPanel("qrc:/qml/MapFade2.qml", QString::fromUtf8("Прочее..."));

    // Settings registration
    registerSetting("qrc:/qml/MapFade.qml", QString::fromUtf8("Карта"));
    registerSetting("qrc:/qml/MapFade2.qml", QString::fromUtf8("Интрументы"));
}
Exemple #2
0
	void AIModule::onStart()
	{
		// some game, debug and info settings
		debug = false;
		autocam = true;
		gui = true;

		saveMatchResult = false;

		// some informations on start
		game->printf("Dementor bot is alive");

		std::string mapName = game->mapName();
		std::set<BWAPI::TilePosition> startLocations = game->getStartLocations();
		game->printf("The map is %s, a %d player map", mapName.c_str(), startLocations.size());

		game->printf("Enabled UserInput flag.");
		game->enableFlag(BWAPI::Flag::UserInput);

		onSendText("gsfs");

		// reading and analyzing map
		BWTA::readMap();
		BWTA::analyze();

		// managers creation and registering
		workerManager = new WorkerManager(&arbitrator);
		registerController(WorkerManagerType, workerManager);

		buildManager = new BuildManager(&arbitrator);
		registerController(BuildManagerType, buildManager);

		techManager = new TechManager(&arbitrator);
		registerController(TechManagerType, techManager);

		upgradeManager = new UpgradeManager(&arbitrator);
		registerController(UpgradeManagerType, upgradeManager);

		supplyManager = new SupplyManager();
		registerController(SupplyManagerType, supplyManager);

		baseManager = new BaseManager();
		registerController(BaseManagerType, baseManager);

		buildOrderManager = new BuildOrderManager(buildManager, techManager, upgradeManager, workerManager, supplyManager);
		registerController(BuildOrderManagerType, buildOrderManager);

		agentManager = new AgentManager(this);
		registerController(AgentManagerType, agentManager);

		repairManager = new RepairManager(this);
		registerController(RepairManagerType, repairManager);

		BWAPI::Position startPosition = BWAPI::Position(game->self()->getStartLocation());
		baseGuardManager = new BaseGuardManager(this, startPosition);
		registerController(BaseGuardManagerType, baseGuardManager);

		mapStateManager = new MapStateManager(this);
		registerController(MapStateManagerType, mapStateManager);

		unitGroupManager = UnitGroupManager::create();
		registerController(UnitGroupManagerType, unitGroupManager);

		borderManager = BorderManager::create();
		registerController(BorderManagerType, borderManager);

		InformationManager::create();
		
		// setting managers parameters
		workerManager->enableAutoBuild();
		workerManager->setBaseManager(baseManager);
		workerManager->setBuildOrderManager(buildOrderManager);

		supplyManager->setBuildManager(buildManager);
		supplyManager->setBuildOrderManager(buildOrderManager);

		techManager->setBuildingPlacer(buildManager->getBuildingPlacer());
		upgradeManager->setBuildingPlacer(buildManager->getBuildingPlacer());

		baseManager->setBuildOrderManager(buildOrderManager);
		baseManager->setBorderManager(borderManager);

		buildOrderManager->setDebugMode(debug);

		baseManager->setRefineryBuildPriority(50);

		// creating commander
		commander = new Commander(this);
	}