This commit is contained in:
2026-01-21 22:13:49 -07:00
parent ae7f57d3df
commit 7da834de0b
23 changed files with 885 additions and 132 deletions

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@@ -1,10 +1,18 @@
use std::sync::{Arc, Mutex};
use rsbwapi::*;
use std::sync::{Arc, Mutex};
use crate::{state::game_state::GameState, utils::{build_manager, worker_management}};
use crate::game_state::GameState;
fn draw_unit_ids(game: &Game) {
for unit in game.get_all_units() {
if unit.exists() {
let pos = unit.get_position();
let unit_id = unit.get_id();
game.draw_text_map(pos, &format!("{}", unit_id));
}
}
}
impl AiModule for RustBot {
impl AiModule for ProtosBot {
fn on_start(&mut self, game: &Game) {
// SAFETY: rsbwapi uses interior mutability (RefCell) for the command queue.
// enable_flag only adds a command to the queue.
@@ -15,7 +23,6 @@ impl AiModule for RustBot {
}
println!("Game started on map: {}", game.map_file_name());
}
fn on_frame(&mut self, game: &Game) {
@@ -24,6 +31,15 @@ impl AiModule for RustBot {
return;
};
let Some(player) = game.self_() else {
return;
};
build_manager::on_frame(game, &player, &mut locked_state);
worker_management::assign_idle_workers_to_minerals(game, &player, &mut locked_state);
build_manager::print_debug_build_status(game, &player, &locked_state);
draw_unit_ids(game);
}
fn on_unit_create(&mut self, game: &Game, unit: Unit) {
@@ -33,19 +49,14 @@ impl AiModule for RustBot {
println!("unit created: {:?}", unit.get_type());
}
fn on_unit_morph(&mut self, game: &Game, unit: Unit) {
fn on_unit_morph(&mut self, _game: &Game, _unit: Unit) {}
}
fn on_unit_destroy(&mut self, _game: &Game, unit: Unit) {
}
fn on_unit_complete(&mut self, game: &Game, unit: Unit) {
let Some(player) = game.self_() else {
return;
};
fn on_unit_destroy(&mut self, _game: &Game, _unit: Unit) {}
fn on_unit_complete(&mut self, _game: &Game, _unit: Unit) {
// let Some(player) = game.self_() else {
// return;
// };
}
fn on_end(&mut self, _game: &Game, is_winner: bool) {
@@ -56,14 +67,13 @@ impl AiModule for RustBot {
}
}
}
pub struct RustBot {
pub struct ProtosBot {
game_state: Arc<Mutex<GameState>>,
}
impl RustBot {
impl ProtosBot {
pub fn new(game_state: Arc<Mutex<GameState>>) -> Self {
Self {
game_state,
}
Self { game_state }
}
}
}

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@@ -1,14 +0,0 @@
pub struct GameState {
}
impl Default for GameState {
fn default() -> Self {
Self {
}
}
}

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@@ -1,9 +1,10 @@
mod bot;
pub mod game_state;
mod state;
mod utils;
use bot::RustBot;
use bot::ProtosBot;
use std::sync::{Arc, Mutex};
use game_state::GameState;
use state::game_state::GameState;
fn main() {
@@ -11,5 +12,5 @@ fn main() {
let game_state = Arc::new(Mutex::new(GameState::default()));
rsbwapi::start(move |_game| RustBot::new(game_state.clone() ));
rsbwapi::start(move |_game| ProtosBot::new(game_state.clone() ));
}

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@@ -0,0 +1,46 @@
use rsbwapi::UnitType;
use std::collections::HashMap;
#[derive(Clone, Debug)]
pub struct BuildStage {
pub name: String,
pub desired_counts: HashMap<UnitType, i32>,
}
impl BuildStage {
pub fn new(name: &str) -> Self {
Self {
name: name.to_string(),
desired_counts: HashMap::new(),
}
}
pub fn with_unit(mut self, unit_type: UnitType, count: i32) -> Self {
self.desired_counts.insert(unit_type, count);
self
}
}
pub fn get_build_stages() -> Vec<BuildStage> {
vec![
BuildStage::new("Start")
.with_unit(UnitType::Protoss_Probe, 10)
.with_unit(UnitType::Protoss_Pylon, 1),
BuildStage::new("Basic Production")
.with_unit(UnitType::Protoss_Probe, 12)
.with_unit(UnitType::Protoss_Pylon, 2)
.with_unit(UnitType::Protoss_Gateway, 1)
.with_unit(UnitType::Protoss_Forge, 1),
// Stage 2: Defense cannons
BuildStage::new("Defense Cannons")
.with_unit(UnitType::Protoss_Probe, 16)
.with_unit(UnitType::Protoss_Pylon, 3)
.with_unit(UnitType::Protoss_Nexus, 1)
.with_unit(UnitType::Protoss_Gateway, 1)
.with_unit(UnitType::Protoss_Forge, 1)
.with_unit(UnitType::Protoss_Photon_Cannon, 4),
]
}

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@@ -0,0 +1,46 @@
use std::collections::HashMap;
use rsbwapi::{Order, Position, Unit, UnitType, UpgradeType};
use crate::state::build_stages::BuildStage;
pub struct GameState {
pub intended_commands: HashMap<usize, IntendedCommand>,
pub unit_build_history: Vec<BuildHistoryEntry>,
pub build_stages: Vec<BuildStage>,
pub current_stage_index: usize,
pub desired_game_speed: i32,
}
impl Default for GameState {
fn default() -> Self {
Self {
intended_commands: HashMap::new(),
unit_build_history: Vec::new(),
build_stages: crate::state::build_stages::get_build_stages(),
current_stage_index: 0,
desired_game_speed: 20,
}
}
}
#[derive(Clone, Debug)]
pub struct IntendedCommand {
pub order: Order,
pub target_position: Option<Position>,
pub target_unit: Option<Unit>,
}
#[derive(Clone, Debug)]
pub enum BuildStatus {
Assigned,
Started,
}
#[derive(Clone, Debug)]
pub struct BuildHistoryEntry {
pub unit_type: Option<UnitType>,
pub upgrade_type: Option<UpgradeType>,
pub assigned_unit_id: Option<usize>,
// pub status: BuildStatus,
}

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@@ -0,0 +1,2 @@
pub mod build_stages;
pub mod game_state;

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@@ -0,0 +1,53 @@
use rsbwapi::{Game, TilePosition, Unit, UnitType};
pub fn find_build_location(
game: &Game,
builder: &Unit,
building_type: UnitType,
max_range: i32,
) -> Option<TilePosition> {
let start_tile = builder.get_tile_position();
for distance in 0..max_range {
for dx in -distance..=distance {
for dy in -distance..=distance {
if dx.abs() != distance && dy.abs() != distance {
continue;
}
let tile = TilePosition {
x: start_tile.x + dx,
y: start_tile.y + dy,
};
if is_valid_build_location(game, building_type, tile, builder) {
return Some(tile);
}
}
}
}
None
}
fn is_valid_build_location(
game: &Game,
building_type: UnitType,
position: TilePosition,
builder: &Unit,
) -> bool {
if !game.can_build_here(builder, position, building_type, false).unwrap_or(false) {
return false;
}
// if building_type.requires_psi() && !game.has_power(position, building_type) {
// return false;
// }
// if building_type.requires_creep() && !game.has_creep(position) {
// return false;
// }
true
}

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@@ -0,0 +1,268 @@
use rsbwapi::{Game, Order, Player, UnitType};
use crate::{
state::game_state::{BuildHistoryEntry, GameState, IntendedCommand},
utils::build_location_utils,
};
pub fn on_frame(game: &Game, player: &Player, state: &mut GameState) {
check_and_advance_stage(player, state);
try_start_next_build(game, player, state);
}
fn try_start_next_build(game: &Game, player: &Player, state: &mut GameState) {
let Some(unit_type) = get_next_thing_to_build(game, player, state) else {
return;
};
let Some(builder) = find_builder_for_unit(player, unit_type) else {
return;
};
let builder_id = builder.get_id();
if assign_builder_to_construct(game, &builder, unit_type, state) {
let entry = BuildHistoryEntry {
unit_type: Some(unit_type),
upgrade_type: None,
assigned_unit_id: Some(builder_id),
};
state.unit_build_history.push(entry);
let current_stage = &state.build_stages[state.current_stage_index];
println!(
"Started building {} with unit {} (Stage: {})",
unit_type.name(),
builder_id,
current_stage.name
);
}
}
fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> Option<UnitType> {
let current_stage = state.build_stages.get(state.current_stage_index)?;
if let Some(pylon) = check_need_more_supply(game, player) {
return Some(pylon);
}
let mut candidates = Vec::new();
for (unit_type, &desired_count) in &current_stage.desired_counts {
let current_count = count_units_of_type(player, state, *unit_type);
if current_count >= desired_count {
continue;
}
if !can_afford_unit(player, *unit_type) {
continue;
}
if unit_type.is_building() {
let builder = find_builder_for_unit(player, *unit_type)?;
let build_location = build_location_utils::find_build_location(game, &builder, *unit_type, 20);
if build_location.is_none() {
continue;
}
}
candidates.push(*unit_type);
}
candidates.into_iter().max_by_key(|unit_type| {
unit_type.mineral_price() + unit_type.gas_price()
})
}
fn check_need_more_supply(game: &Game, player: &Player) -> Option<UnitType> {
let supply_used = player.supply_used();
let supply_total = player.supply_total();
if supply_total == 0 {
return None;
}
let supply_remaining = supply_total - supply_used;
let threshold = ((supply_total as f32) * 0.15).ceil() as i32;
if supply_remaining <= threshold && supply_total < 400 {
let pylon_type = UnitType::Protoss_Pylon;
if can_afford_unit(player, pylon_type) {
if let Some(builder) = find_builder_for_unit(player, pylon_type) {
let build_location = build_location_utils::find_build_location(game, &builder, pylon_type, 20);
if build_location.is_some() {
return Some(pylon_type);
}
}
}
}
None
}
fn find_builder_for_unit(player: &Player, unit_type: UnitType) -> Option<rsbwapi::Unit> {
let builder_type = unit_type.what_builds().0;
player
.get_units()
.iter()
.find(|u| {
u.get_type() == builder_type && !u.is_constructing() && !u.is_training() && u.is_idle()
})
.cloned()
}
fn assign_builder_to_construct(game: &Game, builder: &rsbwapi::Unit, unit_type: UnitType, state: &mut GameState) -> bool {
let builder_id = builder.get_id();
if unit_type.is_building() {
let build_location = build_location_utils::find_build_location(game, builder, unit_type, 20);
if let Some(pos) = build_location {
println!(
"Attempting to build {} at {:?} with worker {} (currently at {:?})",
unit_type.name(),
pos,
builder_id,
builder.get_position()
);
match builder.build(unit_type, pos) {
Ok(_) => {
println!("Build command succeeded for {}", unit_type.name());
let intended_cmd = IntendedCommand {
order: Order::PlaceBuilding,
target_position: Some(pos.to_position()),
target_unit: None,
};
state.intended_commands.insert(builder_id, intended_cmd);
true
}
Err(e) => {
println!("Build command FAILED for {}: {:?}", unit_type.name(), e);
false
}
}
} else {
println!(
"No valid build location found for {} by builder {}",
unit_type.name(),
builder.get_id()
);
false
}
} else {
match builder.train(unit_type) {
Ok(_) => {
let intended_cmd = IntendedCommand {
order: Order::Train,
target_position: None,
target_unit: None,
};
state.intended_commands.insert(builder_id, intended_cmd);
true
}
Err(e) => {
println!("Train command FAILED for {}: {:?}", unit_type.name(), e);
false
}
}
}
}
fn count_units_of_type(player: &Player, _state: &GameState, unit_type: UnitType) -> i32 {
let existing = player
.get_units()
.iter()
.filter(|u| u.get_type() == unit_type)
.count() as i32;
existing
}
fn can_afford_unit(player: &Player, unit_type: UnitType) -> bool {
let minerals = player.minerals();
let gas = player.gas();
minerals >= unit_type.mineral_price() && gas >= unit_type.gas_price()
}
fn check_and_advance_stage(player: &Player, state: &mut GameState) {
let Some(current_stage) = state.build_stages.get(state.current_stage_index) else {
return;
};
let stage_complete = current_stage
.desired_counts
.iter()
.all(|(unit_type, &desired_count)| {
let current_count = count_units_of_type(player, state, *unit_type);
current_count >= desired_count
});
if stage_complete {
let next_stage_index = state.current_stage_index + 1;
if next_stage_index < state.build_stages.len() {
println!(
"Stage '{}' complete! Advancing to stage {}",
current_stage.name, state.build_stages[next_stage_index].name
);
state.current_stage_index = next_stage_index;
}
}
}
pub fn print_debug_build_status(game: &Game, player: &Player, state: &GameState) {
let mut y = 10;
let x = 3;
if let Some(current_stage) = state.build_stages.get(state.current_stage_index) {
let next_build = get_next_thing_to_build(game, player, state);
let next_build_str = if let Some(unit_type) = next_build {
format!(
"Next: {} ({}/{} M, {}/{} G)",
unit_type.name(),
player.minerals(),
unit_type.mineral_price(),
player.gas(),
unit_type.gas_price()
)
} else {
"Next: None".to_string()
};
game.draw_text_screen((x, y), &next_build_str);
y += 10;
if let Some(last_entry) = state.unit_build_history.last() {
let unit_name = if let Some(unit_type) = last_entry.unit_type {
unit_type.name()
} else if let Some(_upgrade) = last_entry.upgrade_type {
"Upgrade"
} else {
"Unknown"
};
game.draw_text_screen((x, y), &format!("Last Built: {}", unit_name));
} else {
game.draw_text_screen((x, y), "Last Built: None");
}
y += 10;
game.draw_text_screen((x, y), "Stage Progress:");
y += 10;
for (unit_type, &desired_count) in &current_stage.desired_counts {
let current_count = count_units_of_type(player, state, *unit_type);
game.draw_text_screen(
(x + 10, y),
&format!("{}: {}/{}", unit_type.name(), current_count, desired_count),
);
y += 10;
}
}
}

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@@ -0,0 +1,3 @@
pub mod build_location_utils;
pub mod build_manager;
pub mod worker_management;

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@@ -0,0 +1,122 @@
use rsbwapi::{Game, Order, Player, Unit};
use crate::state::game_state::{GameState, IntendedCommand};
pub fn assign_idle_workers_to_minerals(game: &Game, player: &Player, state: &mut GameState) {
let all_units = player.get_units();
let workers: Vec<Unit> = all_units
.iter()
.filter(|u| u.get_type().is_worker() && u.is_completed())
.cloned()
.collect();
// First, clean up workers that finished building
reassign_finished_builders(game, &workers, state);
// Then assign idle workers to mining
for worker in workers {
assign_worker_to_mineral(game, &worker, state);
}
}
fn reassign_finished_builders(_game: &Game, workers: &[Unit], state: &mut GameState) {
for worker in workers {
let worker_id = worker.get_id();
if let Some(cmd) = state.intended_commands.get(&worker_id) {
// For building commands, only remove if the worker was constructing and now is not
// This prevents premature removal when the worker is still moving to the build site
if cmd.order == Order::PlaceBuilding {
// Worker finished if it WAS constructing but no longer is and is idle
// We check the actual order to see if it's moved on from building
let current_order = worker.get_order();
if worker.is_idle() && current_order != Order::PlaceBuilding && current_order != Order::ConstructingBuilding {
println!("Worker {} finished building, reassigning to minerals", worker_id);
state.intended_commands.remove(&worker_id);
}
} else if cmd.order == Order::Train && worker.is_idle() && !worker.is_training() {
// For training, the original logic is fine
state.intended_commands.remove(&worker_id);
}
}
}
}
fn assign_worker_to_mineral(game: &Game, worker: &Unit, state: &mut GameState) {
let worker_id = worker.get_id();
// Don't reassign workers that have a non-mining intended command
if let Some(cmd) = state.intended_commands.get(&worker_id) {
if cmd.order != Order::MiningMinerals {
return;
}
}
// Only assign idle workers
if !worker.is_idle() {
return;
}
if worker.is_gathering_minerals() || worker.is_gathering_gas() {
return;
}
let Some(mineral) = find_available_mineral(game, worker, state) else {
return;
};
let intended_cmd = IntendedCommand {
order: Order::MiningMinerals,
target_position: None,
target_unit: Some(mineral.clone()),
};
state.intended_commands.insert(worker_id, intended_cmd);
println!(
"Worker {} current order: {:?}, assigning to mine from mineral at {:?}",
worker_id,
worker.get_order(),
mineral.get_position()
);
if worker.gather(&mineral).is_ok() {
println!(
"Assigned worker {} to mine from mineral at {:?}",
worker_id,
mineral.get_position()
);
}
}
fn find_available_mineral(game: &Game, worker: &Unit, state: &GameState) -> Option<Unit> {
let worker_pos = worker.get_position();
let minerals = game.get_static_minerals();
let mut mineral_list: Vec<Unit> = minerals.iter().filter(|m| m.exists()).cloned().collect();
mineral_list.sort_by_key(|m| {
let pos = m.get_position();
((pos.x - worker_pos.x).pow(2) + (pos.y - worker_pos.y).pow(2)) as i32
});
for mineral in mineral_list.iter() {
let mineral_id: usize = mineral.get_id();
let worker_count = state
.intended_commands
.values()
.filter(|cmd| {
if let Some(target) = &cmd.target_unit {
target.get_id() == mineral_id
} else {
false
}
})
.count();
if worker_count < 2 {
return Some(mineral.clone());
}
}
mineral_list.first().cloned()
}