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; }
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; }