real messages from backend to frontend

This commit is contained in:
2026-01-23 09:10:57 -07:00
parent 30a169ed06
commit c39f95b304
7 changed files with 515 additions and 216 deletions

View File

@@ -48,6 +48,18 @@ impl AiModule for ProtosBot {
build_manager::on_frame(game, &player, &mut locked_state); build_manager::on_frame(game, &player, &mut locked_state);
worker_management::assign_idle_workers_to_minerals(game, &player, &mut locked_state); worker_management::assign_idle_workers_to_minerals(game, &player, &mut locked_state);
// Update web server with current build status
let stage_name = locked_state
.build_stages
.get(locked_state.current_stage_index)
.map(|s| s.name.clone())
.unwrap_or_else(|| "Unknown".to_string());
self.build_status.update(
stage_name,
locked_state.current_stage_index,
locked_state.stage_item_status.clone(),
);
build_manager::print_debug_build_status(game, &player, &locked_state); build_manager::print_debug_build_status(game, &player, &locked_state);
draw_unit_ids(game); draw_unit_ids(game);
} }
@@ -92,10 +104,19 @@ impl AiModule for ProtosBot {
pub struct ProtosBot { pub struct ProtosBot {
game_state: Arc<Mutex<GameState>>, game_state: Arc<Mutex<GameState>>,
shared_speed: crate::web_server::SharedGameSpeed, shared_speed: crate::web_server::SharedGameSpeed,
build_status: crate::web_server::SharedBuildStatus,
} }
impl ProtosBot { impl ProtosBot {
pub fn new(game_state: Arc<Mutex<GameState>>, shared_speed: crate::web_server::SharedGameSpeed) -> Self { pub fn new(
Self { game_state, shared_speed } game_state: Arc<Mutex<GameState>>,
shared_speed: crate::web_server::SharedGameSpeed,
build_status: crate::web_server::SharedBuildStatus,
) -> Self {
Self {
game_state,
shared_speed,
build_status,
}
} }
} }

View File

@@ -6,20 +6,31 @@ mod web_server;
use bot::ProtosBot; use bot::ProtosBot;
use state::game_state::GameState; use state::game_state::GameState;
use std::sync::{Arc, Mutex}; use std::sync::{Arc, Mutex};
use web_server::SharedGameSpeed; use web_server::{SharedBuildStatus, SharedGameSpeed};
fn main() { fn main() {
println!("Starting RustBot..."); println!("Starting RustBot...");
let game_state = Arc::new(Mutex::new(GameState::default())); let game_state = Arc::new(Mutex::new(GameState::default()));
let shared_speed = SharedGameSpeed::new(42); // Default speed (slowest) let shared_speed = SharedGameSpeed::new(42); // Default speed (slowest)
let build_status = SharedBuildStatus::new();
// Start web server in a separate thread // Start web server in a separate thread
let shared_speed_clone = shared_speed.clone(); let shared_speed_clone = shared_speed.clone();
let build_status_clone = build_status.clone();
std::thread::spawn(move || { std::thread::spawn(move || {
let runtime = tokio::runtime::Runtime::new().unwrap(); let runtime = tokio::runtime::Runtime::new().unwrap();
runtime.block_on(web_server::start_web_server(shared_speed_clone)); runtime.block_on(web_server::start_web_server(
shared_speed_clone,
build_status_clone,
));
}); });
rsbwapi::start(move |_game| ProtosBot::new(game_state.clone(), shared_speed.clone())); rsbwapi::start(move |_game| {
ProtosBot::new(
game_state.clone(),
shared_speed.clone(),
build_status.clone(),
)
});
} }

View File

@@ -1,5 +1,5 @@
use std::collections::HashMap;
use rsbwapi::{Order, Position, Unit, UnitType, UpgradeType}; use rsbwapi::{Order, Position, Unit, UnitType, UpgradeType};
use std::collections::HashMap;
use crate::state::build_stages::BuildStage; use crate::state::build_stages::BuildStage;
@@ -9,9 +9,9 @@ pub struct GameState {
pub build_stages: Vec<BuildStage>, pub build_stages: Vec<BuildStage>,
pub current_stage_index: usize, pub current_stage_index: usize,
pub desired_game_speed: i32, pub desired_game_speed: i32,
pub stage_item_status: HashMap<String, String>,
} }
impl Default for GameState { impl Default for GameState {
fn default() -> Self { fn default() -> Self {
Self { Self {
@@ -20,6 +20,7 @@ impl Default for GameState {
build_stages: crate::state::build_stages::get_build_stages(), build_stages: crate::state::build_stages::get_build_stages(),
current_stage_index: 0, current_stage_index: 0,
desired_game_speed: 20, desired_game_speed: 20,
stage_item_status: HashMap::new(),
} }
} }
} }

View File

@@ -7,6 +7,10 @@ use crate::{
pub fn on_frame(game: &Game, player: &Player, state: &mut GameState) { pub fn on_frame(game: &Game, player: &Player, state: &mut GameState) {
check_and_advance_stage(player, state); check_and_advance_stage(player, state);
// Update stage item status
state.stage_item_status = get_status_for_stage_items(game, player, state);
try_start_next_build(game, player, state); try_start_next_build(game, player, state);
} }
@@ -61,6 +65,74 @@ fn try_start_next_build(game: &Game, player: &Player, state: &mut GameState) {
} }
} }
fn get_status_for_stage_items(
game: &Game,
player: &Player,
state: &GameState,
) -> std::collections::HashMap<String, String> {
let mut status_map = std::collections::HashMap::new();
let Some(current_stage) = state.build_stages.get(state.current_stage_index) else {
return status_map;
};
for (unit_type, &desired_count) in &current_stage.desired_counts {
let unit_name = unit_type.name().to_string();
let current_count = count_units_of_type(player, state, *unit_type);
if current_count >= desired_count {
status_map.insert(
unit_name,
format!("Complete ({}/{})", current_count, desired_count),
);
continue;
}
if !can_afford_unit(player, *unit_type) {
let minerals_short = unit_type.mineral_price() - player.minerals();
let gas_short = unit_type.gas_price() - player.gas();
status_map.insert(
unit_name,
format!(
"Need {} minerals, {} gas ({}/{})",
minerals_short.max(0),
gas_short.max(0),
current_count,
desired_count
),
);
continue;
}
if unit_type.is_building() {
if let Some(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() {
status_map.insert(
unit_name,
format!("No build location ({}/{})", current_count, desired_count),
);
continue;
}
} else {
status_map.insert(
unit_name,
format!("No builder available ({}/{})", current_count, desired_count),
);
continue;
}
}
status_map.insert(
unit_name,
format!("Ready to build ({}/{})", current_count, desired_count),
);
}
status_map
}
fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> Option<UnitType> { 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)?; let current_stage = state.build_stages.get(state.current_stage_index)?;
@@ -68,6 +140,7 @@ fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> O
return Some(pylon); return Some(pylon);
} }
let status_map = get_status_for_stage_items(game, player, state);
let mut candidates = Vec::new(); let mut candidates = Vec::new();
for (unit_type, &desired_count) in &current_stage.desired_counts { for (unit_type, &desired_count) in &current_stage.desired_counts {
@@ -77,20 +150,10 @@ fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> O
continue; continue;
} }
if !can_afford_unit(player, *unit_type) { let status = status_map.get(&unit_type.name().to_string());
continue; if status.is_some() && status.unwrap().starts_with("Ready to build") {
candidates.push(*unit_type);
} }
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 candidates

View File

@@ -6,6 +6,7 @@ use axum::{
Json, Router, Json, Router,
}; };
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::{Arc, Mutex}; use std::sync::{Arc, Mutex};
use tower_http::{cors::CorsLayer, services::ServeDir}; use tower_http::{cors::CorsLayer, services::ServeDir};
@@ -30,6 +31,48 @@ impl SharedGameSpeed {
} }
} }
#[derive(Clone, Default)]
pub struct BuildStatusData {
pub stage_name: String,
pub stage_index: usize,
pub item_status: HashMap<String, String>,
}
#[derive(Clone)]
pub struct SharedBuildStatus {
data: Arc<Mutex<BuildStatusData>>,
}
impl SharedBuildStatus {
pub fn new() -> Self {
Self {
data: Arc::new(Mutex::new(BuildStatusData::default())),
}
}
pub fn update(
&self,
stage_name: String,
stage_index: usize,
item_status: HashMap<String, String>,
) {
let mut data = self.data.lock().unwrap();
data.stage_name = stage_name;
data.stage_index = stage_index;
data.item_status = item_status;
}
pub fn get(&self) -> BuildStatusData {
self.data.lock().unwrap().clone()
}
}
#[derive(Clone)]
struct AppState {
game_speed: SharedGameSpeed,
build_status: SharedBuildStatus,
}
#[derive(Serialize, Deserialize)] #[derive(Serialize, Deserialize)]
pub struct GameSpeedResponse { pub struct GameSpeedResponse {
pub speed: i32, pub speed: i32,
@@ -40,13 +83,26 @@ pub struct GameSpeedRequest {
pub speed: i32, pub speed: i32,
} }
async fn get_game_speed(State(state): State<SharedGameSpeed>) -> Response { #[derive(Serialize, Deserialize)]
let speed = state.get(); pub struct BuildStatusResponse {
pub stage_name: String,
pub stage_index: usize,
pub items: Vec<BuildItemStatusInfo>,
}
#[derive(Serialize, Deserialize)]
pub struct BuildItemStatusInfo {
pub unit_name: String,
pub status: String,
}
async fn get_game_speed(State(app_state): State<AppState>) -> Response {
let speed = app_state.game_speed.get();
(StatusCode::OK, Json(GameSpeedResponse { speed })).into_response() (StatusCode::OK, Json(GameSpeedResponse { speed })).into_response()
} }
async fn set_game_speed( async fn set_game_speed(
State(state): State<SharedGameSpeed>, State(app_state): State<AppState>,
Json(payload): Json<GameSpeedRequest>, Json(payload): Json<GameSpeedRequest>,
) -> Response { ) -> Response {
if payload.speed < -1 || payload.speed > 1000 { if payload.speed < -1 || payload.speed > 1000 {
@@ -57,7 +113,7 @@ async fn set_game_speed(
.into_response(); .into_response();
} }
state.set(payload.speed); app_state.game_speed.set(payload.speed);
( (
StatusCode::OK, StatusCode::OK,
@@ -68,17 +124,44 @@ async fn set_game_speed(
.into_response() .into_response()
} }
pub async fn start_web_server(shared_speed: SharedGameSpeed) { async fn get_build_status(State(app_state): State<AppState>) -> Response {
let data = app_state.build_status.get();
let items: Vec<BuildItemStatusInfo> = data
.item_status
.iter()
.map(|(unit_name, status)| BuildItemStatusInfo {
unit_name: unit_name.clone(),
status: status.clone(),
})
.collect();
let response = BuildStatusResponse {
stage_name: data.stage_name,
stage_index: data.stage_index,
items,
};
(StatusCode::OK, Json(response)).into_response()
}
pub async fn start_web_server(shared_speed: SharedGameSpeed, build_status: SharedBuildStatus) {
let static_dir = std::env::current_dir().unwrap().join("static"); let static_dir = std::env::current_dir().unwrap().join("static");
let cors = CorsLayer::very_permissive(); let cors = CorsLayer::very_permissive();
let app_state = AppState {
game_speed: shared_speed,
build_status,
};
let app = Router::new() let app = Router::new()
.route("/api/speed", get(get_game_speed)) .route("/api/speed", get(get_game_speed))
.route("/api/speed", post(set_game_speed)) .route("/api/speed", post(set_game_speed))
.route("/api/build-status", get(get_build_status))
.layer(cors) .layer(cors)
.fallback_service(ServeDir::new(static_dir)) .fallback_service(ServeDir::new(static_dir))
.with_state(shared_speed); .with_state(app_state);
let addr = "127.0.0.1:3333"; let addr = "127.0.0.1:3333";

View File

@@ -1,220 +1,345 @@
<!DOCTYPE html> <!doctype html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Protoss Bot - Game Speed Control</title> <title>Protoss Bot - Game Speed Control</title>
<style> <style>
* { * {
margin: 0; margin: 0;
padding: 0; padding: 0;
box-sizing: border-box; box-sizing: border-box;
} }
body { body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
background: linear-gradient(135deg, #1a1a1a 0%, #2d2d2d 100%); background: linear-gradient(135deg, #1a1a1a 0%, #2d2d2d 100%);
min-height: 100vh; min-height: 100vh;
display: flex; display: flex;
justify-content: center; justify-content: center;
align-items: center; align-items: center;
padding: 20px; padding: 20px;
} }
.container { .container {
background: #1e1e1e; background: #1e1e1e;
border: 2px solid #d4af37; border: 2px solid #d4af37;
border-radius: 20px; border-radius: 20px;
box-shadow: 0 20px 60px rgba(212, 175, 55, 0.3); box-shadow: 0 20px 60px rgba(212, 175, 55, 0.3);
padding: 40px; padding: 40px;
max-width: 500px; max-width: 500px;
width: 100%; width: 100%;
} }
h1 { h1 {
color: #d4af37; color: #d4af37;
margin-bottom: 30px; margin-bottom: 30px;
font-size: 28px; font-size: 28px;
text-align: center; text-align: center;
} }
.control-group { .control-group {
margin-bottom: 30px; margin-bottom: 30px;
} }
label { label {
display: block; display: block;
color: #d4af37; color: #d4af37;
font-weight: 600; font-weight: 600;
margin-bottom: 10px; margin-bottom: 10px;
font-size: 14px; font-size: 14px;
} }
.speed-display { .speed-display {
text-align: center; text-align: center;
margin-bottom: 20px; margin-bottom: 20px;
} }
.speed-value { .speed-value {
font-size: 48px; font-size: 48px;
font-weight: bold; font-weight: bold;
color: #d4af37; color: #d4af37;
display: block; display: block;
} }
.speed-label { .speed-label {
color: #999; color: #999;
font-size: 12px; font-size: 12px;
text-transform: uppercase; text-transform: uppercase;
letter-spacing: 1px; letter-spacing: 1px;
} }
.preset-buttons { .preset-buttons {
display: grid; display: grid;
grid-template-columns: repeat(4, 1fr); grid-template-columns: repeat(4, 1fr);
gap: 10px; gap: 10px;
margin-bottom: 20px; margin-bottom: 20px;
} }
button { button {
padding: 20px 12px; padding: 20px 12px;
border: 2px solid #d4af37; border: 2px solid #d4af37;
border-radius: 8px; border-radius: 8px;
font-size: 18px; font-size: 18px;
font-weight: 600; font-weight: 600;
cursor: pointer; cursor: pointer;
transition: all 0.2s ease; transition: all 0.2s ease;
background: #2d2d2d; background: #2d2d2d;
color: #d4af37; color: #d4af37;
} }
button small { button small {
display: block; display: block;
font-size: 11px; font-size: 11px;
font-weight: normal; font-weight: normal;
margin-top: 4px; margin-top: 4px;
opacity: 0.7; opacity: 0.7;
} }
button:hover { button:hover {
background: #d4af37; background: #d4af37;
color: #1e1e1e; color: #1e1e1e;
transform: translateY(-2px); transform: translateY(-2px);
box-shadow: 0 4px 12px rgba(212, 175, 55, 0.4); box-shadow: 0 4px 12px rgba(212, 175, 55, 0.4);
} }
button:active { button:active {
transform: translateY(0); transform: translateY(0);
} }
.status { .status {
padding: 12px; padding: 12px;
border-radius: 8px; border-radius: 8px;
text-align: center; text-align: center;
font-size: 13px; font-size: 13px;
margin-top: 20px; margin-top: 20px;
opacity: 0; opacity: 0;
transition: opacity 0.3s ease; transition: opacity 0.3s ease;
} }
.status.visible { .status.visible {
opacity: 1; opacity: 1;
} }
.status.success { .status.success {
background: rgba(34, 197, 94, 0.2); background: rgba(34, 197, 94, 0.2);
color: #4ade80; color: #4ade80;
border: 1px solid #22c55e; border: 1px solid #22c55e;
} }
.status.error { .status.error {
background: rgba(239, 68, 68, 0.2); background: rgba(239, 68, 68, 0.2);
color: #f87171; color: #f87171;
border: 1px solid #ef4444; border: 1px solid #ef4444;
} }
</style>
</head>
<body>
<div class="container">
<h1>⚡ Game Speed Control</h1>
<div class="speed-display"> .build-status-section {
<span class="speed-value" id="currentSpeed">42</span> margin-top: 30px;
<span class="speed-label">Current Speed</span> padding-top: 30px;
</div> border-top: 2px solid #333;
}
<div class="control-group"> .build-status-section h2 {
<label>Select Speed</label> color: #d4af37;
<div class="preset-buttons"> font-size: 20px;
<button onclick="setSpeed(42)">42<br><small>Slowest</small></button> margin-bottom: 20px;
<button onclick="setSpeed(1)">1<br><small>Fast</small></button> }
<button onclick="setSpeed(0)">0<br><small>Fastest</small></button>
<button onclick="setSpeed(-1)">-1<br><small>Max</small></button> .stage-info {
background: #2d2d2d;
padding: 15px;
border-radius: 8px;
margin-bottom: 15px;
border: 1px solid #444;
}
.stage-name {
color: #d4af37;
font-size: 16px;
font-weight: bold;
margin-bottom: 10px;
}
.build-items {
list-style: none;
}
.build-item {
padding: 8px 10px;
margin: 5px 0;
background: #1e1e1e;
border-radius: 4px;
border-left: 3px solid #d4af37;
display: flex;
justify-content: space-between;
align-items: center;
}
.build-item.ready {
border-left-color: #22c55e;
}
.build-item.complete {
border-left-color: #3b82f6;
opacity: 0.7;
}
.build-item.waiting {
border-left-color: #f59e0b;
}
.unit-name {
color: #d4af37;
font-weight: 600;
}
.unit-status {
color: #999;
font-size: 13px;
}
</style>
</head>
<body>
<div class="container">
<h1>⚡ Game Speed Control</h1>
<div class="speed-display">
<span class="speed-value" id="currentSpeed">42</span>
<span class="speed-label">Current Speed</span>
</div>
<div class="control-group">
<label>Select Speed</label>
<div class="preset-buttons">
<button onclick="setSpeed(42)">42<br /><small>Slowest</small></button>
<button onclick="setSpeed(1)">1<br /><small>Fast</small></button>
<button onclick="setSpeed(0)">0<br /><small>Fastest</small></button>
<button onclick="setSpeed(-1)">-1<br /><small>Max</small></button>
</div>
</div>
<div id="status" class="status"></div>
<div class="build-status-section">
<h2>📋 Build Status</h2>
<div class="stage-info">
<div class="stage-name" id="stageName">Loading...</div>
<ul class="build-items" id="buildItems">
<li class="build-item">Connecting to bot...</li>
</ul>
</div>
</div> </div>
</div> </div>
<div id="status" class="status"></div> <script id="game-speed-script">
</div> const currentSpeedDisplay = document.getElementById("currentSpeed");
const statusDiv = document.getElementById("status");
<script> async function fetchCurrentSpeed() {
const currentSpeedDisplay = document.getElementById('currentSpeed'); try {
const statusDiv = document.getElementById('status'); const response = await fetch("http://127.0.0.1:3333/api/speed");
if (response.ok) {
// Fetch current speed on load const data = await response.json();
async function fetchCurrentSpeed() { updateSpeedDisplay(data.speed);
try { }
const response = await fetch('http://127.0.0.1:3333/api/speed'); } catch (error) {
if (response.ok) { showStatus("Unable to connect to bot", "error");
const data = await response.json();
updateSpeedDisplay(data.speed);
} }
} catch (error) {
showStatus('Unable to connect to bot', 'error');
} }
}
// Update speed display function updateSpeedDisplay(speed) {
function updateSpeedDisplay(speed) { currentSpeedDisplay.textContent = speed;
currentSpeedDisplay.textContent = speed; }
}
// Set speed via API async function setSpeed(speed) {
async function setSpeed(speed) { try {
try { const response = await fetch("http://127.0.0.1:3333/api/speed", {
const response = await fetch('http://127.0.0.1:3333/api/speed', { method: "POST",
method: 'POST', headers: {
headers: { "Content-Type": "application/json",
'Content-Type': 'application/json', },
}, body: JSON.stringify({ speed: speed }),
body: JSON.stringify({ speed: speed }), });
});
if (response.ok) { if (response.ok) {
const data = await response.json(); const data = await response.json();
updateSpeedDisplay(data.speed); updateSpeedDisplay(data.speed);
showStatus(`Speed set to ${data.speed}`, 'success'); showStatus(`Speed set to ${data.speed}`, "success");
} else { } else {
showStatus('Failed to update speed', 'error'); showStatus("Failed to update speed", "error");
}
} catch (error) {
showStatus("Connection error", "error");
} }
} catch (error) {
showStatus('Connection error', 'error');
} }
}
// Show status message function showStatus(message, type) {
function showStatus(message, type) { statusDiv.textContent = message;
statusDiv.textContent = message; statusDiv.className = `status ${type} visible`;
statusDiv.className = `status ${type} visible`; setTimeout(() => {
setTimeout(() => { statusDiv.classList.remove("visible");
statusDiv.classList.remove('visible'); }, 3000);
}, 3000); }
}
// Fetch current speed on page load fetchCurrentSpeed();
fetchCurrentSpeed(); setInterval(fetchCurrentSpeed, 1000);
</script>
// Poll for speed changes every 2 seconds <script id="build-status-script">
setInterval(fetchCurrentSpeed, 2000); const stageNameEl = document.getElementById("stageName");
</script> const buildItemsEl = document.getElementById("buildItems");
</body>
async function fetchBuildStatus() {
try {
const response = await fetch(
"http://127.0.0.1:3333/api/build-status",
);
if (response.ok) {
const data = await response.json();
updateBuildStatus(data);
}
} catch (error) {
console.error("Failed to fetch build status:", error);
}
}
function updateBuildStatus(data) {
stageNameEl.textContent = `Stage ${data.stage_index + 1}: ${data.stage_name}`;
if (data.items.length === 0) {
buildItemsEl.innerHTML =
'<li class="build-item">No build items in current stage</li>';
return;
}
// Sort items alphabetically by unit name
const sortedItems = [...data.items].sort((a, b) =>
a.unit_name.localeCompare(b.unit_name),
);
buildItemsEl.innerHTML = sortedItems
.map((item) => {
let itemClass = "build-item";
if (item.status.includes("Complete")) {
itemClass += " complete";
} else if (item.status.includes("Ready to build")) {
itemClass += " ready";
} else {
itemClass += " waiting";
}
return `
<li class="${itemClass}">
<span class="unit-name">${item.unit_name}</span>
<span class="unit-status">${item.status}</span>
</li>
`;
})
.join("");
}
fetchBuildStatus();
setInterval(fetchBuildStatus, 1000);
</script>
</body>
</html> </html>

View File

@@ -20,11 +20,6 @@ INSTALL_DIR="$PROJECT_DIR/starcraft"
SC_WIN_PATH="$(winepath -w "$INSTALL_DIR" 2>/dev/null || echo "Z:${INSTALL_DIR}" | sed 's/\//\\\\/g')\\\\" SC_WIN_PATH="$(winepath -w "$INSTALL_DIR" 2>/dev/null || echo "Z:${INSTALL_DIR}" | sed 's/\//\\\\/g')\\\\"
# if wine REG QUERY "HKEY_LOCAL_MACHINE\\SOFTWARE\\Blizzard Entertainment\\Starcraft" /v InstallPath >/dev/null 2>&1; then
# echo "Registry already configured, skipping..."
# exit 0
# fi
echo "Configuring registry..." echo "Configuring registry..."
# Core registry entries # Core registry entries
wine REG ADD "HKEY_LOCAL_MACHINE\\SOFTWARE\\Blizzard Entertainment\\Starcraft" \ wine REG ADD "HKEY_LOCAL_MACHINE\\SOFTWARE\\Blizzard Entertainment\\Starcraft" \