real messages from backend to frontend
This commit is contained in:
@@ -48,6 +48,18 @@ impl AiModule for ProtosBot {
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build_manager::on_frame(game, &player, &mut locked_state);
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worker_management::assign_idle_workers_to_minerals(game, &player, &mut locked_state);
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// Update web server with current build status
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let stage_name = locked_state
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.build_stages
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.get(locked_state.current_stage_index)
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.map(|s| s.name.clone())
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.unwrap_or_else(|| "Unknown".to_string());
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self.build_status.update(
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stage_name,
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locked_state.current_stage_index,
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locked_state.stage_item_status.clone(),
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);
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build_manager::print_debug_build_status(game, &player, &locked_state);
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draw_unit_ids(game);
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}
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@@ -92,10 +104,19 @@ impl AiModule for ProtosBot {
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pub struct ProtosBot {
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game_state: Arc<Mutex<GameState>>,
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shared_speed: crate::web_server::SharedGameSpeed,
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build_status: crate::web_server::SharedBuildStatus,
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}
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impl ProtosBot {
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pub fn new(game_state: Arc<Mutex<GameState>>, shared_speed: crate::web_server::SharedGameSpeed) -> Self {
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Self { game_state, shared_speed }
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pub fn new(
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game_state: Arc<Mutex<GameState>>,
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shared_speed: crate::web_server::SharedGameSpeed,
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build_status: crate::web_server::SharedBuildStatus,
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) -> Self {
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Self {
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game_state,
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shared_speed,
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build_status,
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}
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}
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}
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@@ -6,20 +6,31 @@ mod web_server;
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use bot::ProtosBot;
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use state::game_state::GameState;
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use std::sync::{Arc, Mutex};
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use web_server::SharedGameSpeed;
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use web_server::{SharedBuildStatus, SharedGameSpeed};
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fn main() {
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println!("Starting RustBot...");
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let game_state = Arc::new(Mutex::new(GameState::default()));
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let shared_speed = SharedGameSpeed::new(42); // Default speed (slowest)
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let build_status = SharedBuildStatus::new();
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// Start web server in a separate thread
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let shared_speed_clone = shared_speed.clone();
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let build_status_clone = build_status.clone();
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std::thread::spawn(move || {
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let runtime = tokio::runtime::Runtime::new().unwrap();
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runtime.block_on(web_server::start_web_server(shared_speed_clone));
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runtime.block_on(web_server::start_web_server(
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shared_speed_clone,
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build_status_clone,
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));
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});
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rsbwapi::start(move |_game| ProtosBot::new(game_state.clone(), shared_speed.clone()));
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rsbwapi::start(move |_game| {
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ProtosBot::new(
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game_state.clone(),
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shared_speed.clone(),
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build_status.clone(),
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)
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});
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}
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@@ -1,5 +1,5 @@
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use std::collections::HashMap;
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use rsbwapi::{Order, Position, Unit, UnitType, UpgradeType};
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use std::collections::HashMap;
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use crate::state::build_stages::BuildStage;
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@@ -9,9 +9,9 @@ pub struct GameState {
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pub build_stages: Vec<BuildStage>,
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pub current_stage_index: usize,
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pub desired_game_speed: i32,
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pub stage_item_status: HashMap<String, String>,
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}
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impl Default for GameState {
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fn default() -> Self {
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Self {
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@@ -20,6 +20,7 @@ impl Default for GameState {
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build_stages: crate::state::build_stages::get_build_stages(),
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current_stage_index: 0,
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desired_game_speed: 20,
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stage_item_status: HashMap::new(),
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}
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}
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}
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@@ -7,6 +7,10 @@ use crate::{
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pub fn on_frame(game: &Game, player: &Player, state: &mut GameState) {
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check_and_advance_stage(player, state);
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// Update stage item status
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state.stage_item_status = get_status_for_stage_items(game, player, state);
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try_start_next_build(game, player, state);
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}
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@@ -61,6 +65,74 @@ fn try_start_next_build(game: &Game, player: &Player, state: &mut GameState) {
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}
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}
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fn get_status_for_stage_items(
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game: &Game,
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player: &Player,
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state: &GameState,
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) -> std::collections::HashMap<String, String> {
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let mut status_map = std::collections::HashMap::new();
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let Some(current_stage) = state.build_stages.get(state.current_stage_index) else {
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return status_map;
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};
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for (unit_type, &desired_count) in ¤t_stage.desired_counts {
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let unit_name = unit_type.name().to_string();
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let current_count = count_units_of_type(player, state, *unit_type);
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if current_count >= desired_count {
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status_map.insert(
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unit_name,
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format!("Complete ({}/{})", current_count, desired_count),
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);
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continue;
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}
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if !can_afford_unit(player, *unit_type) {
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let minerals_short = unit_type.mineral_price() - player.minerals();
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let gas_short = unit_type.gas_price() - player.gas();
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status_map.insert(
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unit_name,
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format!(
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"Need {} minerals, {} gas ({}/{})",
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minerals_short.max(0),
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gas_short.max(0),
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current_count,
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desired_count
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),
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);
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continue;
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}
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if unit_type.is_building() {
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if let Some(builder) = find_builder_for_unit(player, *unit_type) {
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let build_location =
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build_location_utils::find_build_location(game, &builder, *unit_type, 20);
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if build_location.is_none() {
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status_map.insert(
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unit_name,
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format!("No build location ({}/{})", current_count, desired_count),
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);
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continue;
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}
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} else {
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status_map.insert(
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unit_name,
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format!("No builder available ({}/{})", current_count, desired_count),
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);
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continue;
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}
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}
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status_map.insert(
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unit_name,
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format!("Ready to build ({}/{})", current_count, desired_count),
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);
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}
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status_map
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}
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fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> Option<UnitType> {
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let current_stage = state.build_stages.get(state.current_stage_index)?;
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@@ -68,6 +140,7 @@ fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> O
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return Some(pylon);
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}
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let status_map = get_status_for_stage_items(game, player, state);
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let mut candidates = Vec::new();
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for (unit_type, &desired_count) in ¤t_stage.desired_counts {
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@@ -77,21 +150,11 @@ fn get_next_thing_to_build(game: &Game, player: &Player, state: &GameState) -> O
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continue;
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}
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if !can_afford_unit(player, *unit_type) {
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continue;
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}
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if unit_type.is_building() {
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let builder = find_builder_for_unit(player, *unit_type)?;
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let build_location =
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build_location_utils::find_build_location(game, &builder, *unit_type, 20);
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if build_location.is_none() {
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continue;
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}
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}
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let status = status_map.get(&unit_type.name().to_string());
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if status.is_some() && status.unwrap().starts_with("Ready to build") {
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candidates.push(*unit_type);
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}
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}
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candidates
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.into_iter()
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@@ -6,6 +6,7 @@ use axum::{
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Json, Router,
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};
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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use std::sync::{Arc, Mutex};
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use tower_http::{cors::CorsLayer, services::ServeDir};
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@@ -30,6 +31,48 @@ impl SharedGameSpeed {
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}
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}
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#[derive(Clone, Default)]
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pub struct BuildStatusData {
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pub stage_name: String,
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pub stage_index: usize,
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pub item_status: HashMap<String, String>,
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}
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#[derive(Clone)]
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pub struct SharedBuildStatus {
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data: Arc<Mutex<BuildStatusData>>,
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}
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impl SharedBuildStatus {
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pub fn new() -> Self {
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Self {
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data: Arc::new(Mutex::new(BuildStatusData::default())),
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}
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}
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pub fn update(
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&self,
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stage_name: String,
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stage_index: usize,
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item_status: HashMap<String, String>,
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) {
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let mut data = self.data.lock().unwrap();
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data.stage_name = stage_name;
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data.stage_index = stage_index;
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data.item_status = item_status;
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}
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pub fn get(&self) -> BuildStatusData {
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self.data.lock().unwrap().clone()
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}
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}
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#[derive(Clone)]
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struct AppState {
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game_speed: SharedGameSpeed,
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build_status: SharedBuildStatus,
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}
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#[derive(Serialize, Deserialize)]
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pub struct GameSpeedResponse {
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pub speed: i32,
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@@ -40,13 +83,26 @@ pub struct GameSpeedRequest {
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pub speed: i32,
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}
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async fn get_game_speed(State(state): State<SharedGameSpeed>) -> Response {
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let speed = state.get();
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#[derive(Serialize, Deserialize)]
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pub struct BuildStatusResponse {
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pub stage_name: String,
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pub stage_index: usize,
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pub items: Vec<BuildItemStatusInfo>,
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}
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#[derive(Serialize, Deserialize)]
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pub struct BuildItemStatusInfo {
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pub unit_name: String,
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pub status: String,
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}
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async fn get_game_speed(State(app_state): State<AppState>) -> Response {
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let speed = app_state.game_speed.get();
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(StatusCode::OK, Json(GameSpeedResponse { speed })).into_response()
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}
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async fn set_game_speed(
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State(state): State<SharedGameSpeed>,
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State(app_state): State<AppState>,
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Json(payload): Json<GameSpeedRequest>,
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) -> Response {
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if payload.speed < -1 || payload.speed > 1000 {
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@@ -57,7 +113,7 @@ async fn set_game_speed(
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.into_response();
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}
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state.set(payload.speed);
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app_state.game_speed.set(payload.speed);
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(
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StatusCode::OK,
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@@ -68,17 +124,44 @@ async fn set_game_speed(
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.into_response()
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}
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pub async fn start_web_server(shared_speed: SharedGameSpeed) {
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async fn get_build_status(State(app_state): State<AppState>) -> Response {
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let data = app_state.build_status.get();
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let items: Vec<BuildItemStatusInfo> = data
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.item_status
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.iter()
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.map(|(unit_name, status)| BuildItemStatusInfo {
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unit_name: unit_name.clone(),
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status: status.clone(),
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})
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.collect();
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let response = BuildStatusResponse {
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stage_name: data.stage_name,
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stage_index: data.stage_index,
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items,
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};
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(StatusCode::OK, Json(response)).into_response()
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}
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pub async fn start_web_server(shared_speed: SharedGameSpeed, build_status: SharedBuildStatus) {
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let static_dir = std::env::current_dir().unwrap().join("static");
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let cors = CorsLayer::very_permissive();
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let app_state = AppState {
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game_speed: shared_speed,
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build_status,
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};
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let app = Router::new()
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.route("/api/speed", get(get_game_speed))
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.route("/api/speed", post(set_game_speed))
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.route("/api/build-status", get(get_build_status))
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.layer(cors)
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.fallback_service(ServeDir::new(static_dir))
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.with_state(shared_speed);
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.with_state(app_state);
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let addr = "127.0.0.1:3333";
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@@ -1,8 +1,8 @@
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<!DOCTYPE html>
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Protoss Bot - Game Speed Control</title>
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<style>
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* {
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@@ -12,7 +12,7 @@
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}
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|
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body {
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||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
|
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font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
|
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background: linear-gradient(135deg, #1a1a1a 0%, #2d2d2d 100%);
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min-height: 100vh;
|
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display: flex;
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@@ -132,6 +132,71 @@
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color: #f87171;
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border: 1px solid #ef4444;
|
||||
}
|
||||
|
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.build-status-section {
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margin-top: 30px;
|
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padding-top: 30px;
|
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border-top: 2px solid #333;
|
||||
}
|
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|
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.build-status-section h2 {
|
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color: #d4af37;
|
||||
font-size: 20px;
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
|
||||
.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>
|
||||
@@ -146,45 +211,52 @@
|
||||
<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>
|
||||
<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>
|
||||
|
||||
<script>
|
||||
const currentSpeedDisplay = document.getElementById('currentSpeed');
|
||||
const statusDiv = document.getElementById('status');
|
||||
<script id="game-speed-script">
|
||||
const currentSpeedDisplay = document.getElementById("currentSpeed");
|
||||
const statusDiv = document.getElementById("status");
|
||||
|
||||
// Fetch current speed on load
|
||||
async function fetchCurrentSpeed() {
|
||||
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");
|
||||
if (response.ok) {
|
||||
const data = await response.json();
|
||||
updateSpeedDisplay(data.speed);
|
||||
}
|
||||
} catch (error) {
|
||||
showStatus('Unable to connect to bot', 'error');
|
||||
showStatus("Unable to connect to bot", "error");
|
||||
}
|
||||
}
|
||||
|
||||
// Update speed display
|
||||
function updateSpeedDisplay(speed) {
|
||||
currentSpeedDisplay.textContent = speed;
|
||||
}
|
||||
|
||||
// Set speed via API
|
||||
async function setSpeed(speed) {
|
||||
try {
|
||||
const response = await fetch('http://127.0.0.1:3333/api/speed', {
|
||||
method: 'POST',
|
||||
const response = await fetch("http://127.0.0.1:3333/api/speed", {
|
||||
method: "POST",
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
"Content-Type": "application/json",
|
||||
},
|
||||
body: JSON.stringify({ speed: speed }),
|
||||
});
|
||||
@@ -192,29 +264,82 @@
|
||||
if (response.ok) {
|
||||
const data = await response.json();
|
||||
updateSpeedDisplay(data.speed);
|
||||
showStatus(`Speed set to ${data.speed}`, 'success');
|
||||
showStatus(`Speed set to ${data.speed}`, "success");
|
||||
} else {
|
||||
showStatus('Failed to update speed', 'error');
|
||||
showStatus("Failed to update speed", "error");
|
||||
}
|
||||
} catch (error) {
|
||||
showStatus('Connection error', 'error');
|
||||
showStatus("Connection error", "error");
|
||||
}
|
||||
}
|
||||
|
||||
// Show status message
|
||||
function showStatus(message, type) {
|
||||
statusDiv.textContent = message;
|
||||
statusDiv.className = `status ${type} visible`;
|
||||
setTimeout(() => {
|
||||
statusDiv.classList.remove('visible');
|
||||
statusDiv.classList.remove("visible");
|
||||
}, 3000);
|
||||
}
|
||||
|
||||
// Fetch current speed on page load
|
||||
fetchCurrentSpeed();
|
||||
setInterval(fetchCurrentSpeed, 1000);
|
||||
</script>
|
||||
|
||||
// Poll for speed changes every 2 seconds
|
||||
setInterval(fetchCurrentSpeed, 2000);
|
||||
<script id="build-status-script">
|
||||
const stageNameEl = document.getElementById("stageName");
|
||||
const buildItemsEl = document.getElementById("buildItems");
|
||||
|
||||
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>
|
||||
|
||||
@@ -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')\\\\"
|
||||
|
||||
# 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..."
|
||||
# Core registry entries
|
||||
wine REG ADD "HKEY_LOCAL_MACHINE\\SOFTWARE\\Blizzard Entertainment\\Starcraft" \
|
||||
|
||||
Reference in New Issue
Block a user