Files

123 lines
3.2 KiB
Rust

use crate::{
state::game_state::GameState,
utils::{build_manager, worker_management},
};
use rsbwapi::*;
use std::sync::{Arc, Mutex};
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 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.
// This cast is safe in the single-threaded BWAPI callback context.
unsafe {
let game_ptr = game as *const Game as *mut Game;
(*game_ptr).enable_flag(Flag::UserInput as i32);
}
println!("Game started on map: {}", game.map_file_name());
}
fn on_frame(&mut self, game: &Game) {
// println!("Frame {}", game.get_frame_count());
let Ok(mut locked_state) = self.game_state.lock() else {
return;
};
let Some(player) = game.self_() else {
return;
};
// Apply desired game speed from shared state
let desired_speed = self.shared_speed.get();
unsafe {
let game_ptr = game as *const Game as *mut Game;
(*game_ptr).set_local_speed(desired_speed);
}
build_manager::on_frame(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);
draw_unit_ids(game);
}
fn on_unit_create(&mut self, game: &Game, unit: Unit) {
if game.get_frame_count() < 1 {
return;
}
println!("unit created: {:?}", unit.get_type());
// Check if the created unit is a building
if !unit.get_type().is_building() {
return;
}
let Ok(mut locked_state) = self.game_state.lock() else {
return;
};
build_manager::on_building_create(&unit, &mut locked_state);
}
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_end(&mut self, _game: &Game, is_winner: bool) {
if is_winner {
println!("Victory!");
} else {
println!("Defeat!");
}
}
}
pub struct ProtosBot {
game_state: Arc<Mutex<GameState>>,
shared_speed: crate::web_server::SharedGameSpeed,
build_status: crate::web_server::SharedBuildStatus,
}
impl ProtosBot {
pub fn new(
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,
}
}
}