示例#1
0
void ExampleAIModule::onFrame()
{
  // Called once every game frame

  // Display the game frame rate as text in the upper left area of the screen
  Broodwar->drawTextScreen(200, 0,  "FPS: %d", Broodwar->getFPS() );
  Broodwar->drawTextScreen(200, 20, "Average FPS: %f", Broodwar->getAverageFPS() );

  // Return if the game is a replay or is paused
  if ( Broodwar->isReplay() || Broodwar->isPaused() || !Broodwar->self() )
    return;

  // 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;

  // Iterate through all the units that we own
  Unitset myUnits = Broodwar->self()->getUnits();
  for ( Unitset::iterator u = myUnits.begin(); u != myUnits.end(); ++u )
  {
    // Ignore the unit if it no longer exists
    // Make sure to include this block when handling any Unit pointer!
    if ( !u->exists() )
      continue;

    // Ignore the unit if it has one of the following status ailments
    if ( u->isLockedDown() || u->isMaelstrommed() || u->isStasised() )
      continue;

    // Ignore the unit if it is in one of the following states
    if ( u->isLoaded() || !u->isPowered() || u->isStuck() )
      continue;

    // Ignore the unit if it is incomplete or busy constructing
    if ( !u->isCompleted() || u->isConstructing() )
      continue;


    // Finally make the unit do some stuff!


    // If the unit is a worker unit
    if ( u->getType().isWorker() )
    {
      // if our worker is idle
      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

    }
    else if ( u->getType().isResourceDepot() ) // A resource depot is a Command Center, Nexus, or Hatchery
    {

      // Order the depot to construct more workers! But only when it is idle.
      if ( u->isIdle() && !u->train(u->getType().getRace().getWorker()) )
      {
        // If that fails, draw the error at the location so that you can visibly see what went wrong!
        // However, drawing the error once will only appear for a single frame
        // so create an event that keeps it on the screen for some frames
        Position pos = u->getPosition();
        Error lastErr = Broodwar->getLastError();
        Broodwar->registerEvent([pos,lastErr](Game*){ Broodwar->drawTextMap(pos, "%c%s", Text::White, lastErr.c_str()); },   // action
                                nullptr,    // condition
                                Broodwar->getLatencyFrames());  // frames to run

        // Retrieve the supply provider type in the case that we have run out of supplies
        UnitType supplyProviderType = u->getType().getRace().getSupplyProvider();
        static int lastChecked = 0;

        // If we are supply blocked and haven't tried constructing more recently
        if (  lastErr == Errors::Insufficient_Supply &&
              lastChecked + 400 < Broodwar->getFrameCount() &&
              Broodwar->self()->incompleteUnitCount(supplyProviderType) == 0 )
        {
          lastChecked = Broodwar->getFrameCount();

          // Retrieve a unit that is capable of constructing the supply needed
          Unit supplyBuilder = u->getClosestUnit(  GetType == supplyProviderType.whatBuilds().first &&
                                                    (IsIdle || IsGatheringMinerals) &&
                                                    IsOwned);
          // If a unit was found
          if ( supplyBuilder )
          {
            if ( supplyProviderType.isBuilding() )
            {
			
              TilePosition targetBuildLocation = Broodwar->getBuildLocation(supplyProviderType, supplyBuilder->getTilePosition());
              if ( targetBuildLocation )
              {

                // Register an event that draws the target build location
                Broodwar->registerEvent([targetBuildLocation,supplyProviderType](Game*)
                                        {
                                          Broodwar->drawBoxMap( Position(targetBuildLocation),
                                                                Position(targetBuildLocation + supplyProviderType.tileSize()),
                                                                Colors::Blue);
                                        },
                                        nullptr,  // condition
                                        supplyProviderType.buildTime() + 100 );  // frames to run

                // Order the builder to construct the supply structure
                supplyBuilder->build( supplyProviderType, targetBuildLocation );
              }
            }
            else
            {
              // Train the supply provider (Overlord) if the provider is not a structure
              supplyBuilder->train( supplyProviderType );
            }
          } // closure: supplyBuilder is valid
        } // closure: insufficient supply
      } // closure: failed to train idle unit

    }
   

  } // closure: unit iterator
}
示例#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;
}