Exemple #1
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;
 }
Exemple #2
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;
}