bool Debug::execute(aithread &thread) const { // Perform independant behaviours if ( this->getOpcode() == AISCRIPT::Enum::FATAL_ERROR ) { // Message Broodwar->sendText("Illegal AI script executed."); // Debug thread.saveDebug(Text::Green, this->getOpcode()); // Kill the script thread.killThread(); thread.noretry(); return false; } else if ( this->getOpcode() == AISCRIPT::Enum::DEBUG ) { // Read parameters WORD wJump; thread.readTuple( std::tie( wJump) ); // Send the message Broodwar->sendText("%s", &pbAIScriptBinary[thread.getScriptOffset()] ); // Jump to offset thread.setScriptOffset(wJump); thread.saveDebug(Text::Green, this->getOpcode(), "p_%X %s", wJump, &pbAIScriptBinary[thread.getScriptOffset()]); } return true; }
bool Harass_Factor::execute(aithread &thread) const { // Parameters WORD wUnknown; thread.readTuple( std::tie( wUnknown ) ); // HarassFactor(wUnk); // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%u", wUnknown); return true; }
bool Allies_Watch::execute(aithread &thread) const { // Params BYTE bExpansionId; WORD wBlock; thread.readTuple( std::tie(bExpansionId, wBlock) ); // @TODO // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%u %04X", bExpansionId, wBlock); return true; }
bool Panic::execute(aithread &thread) const { // Retrieve parameters WORD wOffset; thread.readTuple( std::tie(wOffset) ); // Set panic block MainController.wPanicBlock = wOffset; // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode(), "p_%04X", wOffset); return true; }
bool DefenseUse::execute(aithread &thread) const { // Parameters BYTE bCount; WORD wUnitType; thread.readTuple( std::tie(bCount, wUnitType) ); MainController.DefenseUse(this->getOpcode() - AISCRIPT::Enum::DEFENSEUSE_GG, bCount, wUnitType); // Debug and return thread.saveDebug(Text::Green, this->getOpcode(), "%u %s", bCount, AISCRIPT::getUnitName(wUnitType) ); return true; }
bool Nuke_Rate::execute(aithread &thread) const { // Parameters BYTE bNukeRate; thread.readTuple( std::tie( bNukeRate ) ); // Assign to controller MainController.bNukeRate = bNukeRate; // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode()); return true; }
bool Default_Min::execute(aithread &thread) const { // Parameters BYTE bDefaultMin; thread.readTuple( std::tie( bDefaultMin ) ); // Assign to controller MainController.bDefaultMin = bDefaultMin; // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode()); return true; }
bool Guard_Resources::execute(aithread &thread) const { // Retrieve parameters WORD wUnitType; thread.readTuple( std::tie(wUnitType) ); // Execution // GuardResources(wType); // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%s", AISCRIPT::getUnitName(wUnitType)); return true; }
bool Define_Max::execute(aithread &thread) const { // Retrieve parameters BYTE bCount; WORD wType; thread.readTuple( std::tie(bCount, wType) ); if ( wType < UnitTypes::None ) MainController.bDefineMax[wType] = bCount; // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode(), "%u %s", bCount, AISCRIPT::getUnitName(wType) ); return true; }
bool Build::execute(aithread &thread) const { // Retrieve parameters BYTE bBuildCount, bPriority; WORD wUnitType; thread.readTuple( std::tie(bBuildCount, wUnitType, bPriority) ); //if ( bBuildCount <= 30 && wBuildType < UnitTypes::None ) // this->pTown->MacroManagerSet(MACRO_BUILD, bBuildCount, wBuildType, bPriority, false); // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%u %s %u", bBuildCount, AISCRIPT::getUnitName(wUnitType), bPriority); return true; }
bool Place_Guard::execute(aithread &thread) const { // Retrieve parameters WORD wUnitType; BYTE bGuardType; thread.readTuple( std::tie(wUnitType, bGuardType) ); // Execution // this->pTown->PlaceGuard(bGuardType, wUnitType); // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%s %u", AISCRIPT::getUnitName(wUnitType), bGuardType); return true; }
bool Random_Jump::execute(aithread &thread) const { // Retrieve parameters BYTE bChance; WORD wOffset; thread.readTuple( std::tie(bChance, wOffset) ); /// Set the new script offset if ( (BYTE)rand() <= bChance ) thread.setScriptOffset( wOffset ); // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode(), "%u p_%04X", bChance, wOffset); return true; }
bool Wait_Train::execute(aithread &thread) const { // Parameters BYTE bCount; WORD wUnitType; thread.readTuple( std::tie(bCount, wUnitType) ); // Debug thread.saveDebug(Text::Green, this->getOpcode(), "%u %s", bCount, AISCRIPT::getUnitName(wUnitType) ); // Perform actions if ( GetStandardUnitCount(wUnitType) < bCount ) return thread.retry(); return thread.noretry(); }
bool If_Dif::execute(aithread &thread) const { // Parameters BYTE bModifier, bValue; WORD wBlock; thread.readTuple( std::tie( bModifier, bValue, wBlock ) ); // Compare diff value BYTE bDiff = MainController.bIfDif; if ( bModifier ? (bDiff > bValue) : (bDiff < bValue) ) thread.setScriptOffset( wBlock ); // Save debug info and return thread.saveDebug(Text::Green, this->getOpcode(), "%u %u %04X", bModifier, bValue, wBlock); return true; }
bool Prep_Down::execute(aithread &thread) const { // Retrieve parameters BYTE bSaveCount, bMinCount; WORD wUnitType; thread.readTuple( std::tie(bSaveCount, bMinCount, wUnitType) ); // Get count int count = GetStandardUnitCount(wUnitType, false) - bSaveCount; if ( count < bMinCount ) count = bMinCount; // Add to attack group // AI_AttackAdd(count, wUnitType); // Save debug info and return thread.saveDebug(Text::Red, this->getOpcode(), "%u %u %s", bSaveCount, bMinCount, AISCRIPT::getUnitName(wUnitType)); return true; }
bool Train::execute(aithread &thread) const { // Parameters BYTE bCount; WORD wUnitType; thread.readTuple( std::tie(bCount, wUnitType) ); // Debug thread.saveDebug(Text::Green, this->getOpcode(), "%u %s", bCount, AISCRIPT::getUnitName(wUnitType) ); // Perform actions if ( GetStandardUnitCount(wUnitType, this->getOpcode() != AISCRIPT::Enum::TRAIN) < bCount ) { MainController.wWaitForType = (int)wUnitType + 1; if ( this->getOpcode() != AISCRIPT::Enum::DO_MORPH ) return thread.retry(); } return thread.noretry(); }
bool Wait_Build::execute(aithread &thread) const { // Parameters BYTE bCount; WORD wType; thread.readTuple( std::tie(bCount, wType) ); // debug thread.saveDebug(Text::Red, this->getOpcode(), "%u %s", bCount, AISCRIPT::getUnitName(wType) ); // stuff if ( wType == Broodwar->self()->getRace().getWorker() ) { // TOWN STUFF } //if ( // AI_BuildSomething >= bCount ) //return thread.noretry(); // Debug and return return thread.retry(); }