123 lines
3.2 KiB
Rust
123 lines
3.2 KiB
Rust
use crate::{
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state::game_state::GameState,
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utils::{build_manager, worker_management},
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};
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use rsbwapi::*;
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use std::sync::{Arc, Mutex};
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fn draw_unit_ids(game: &Game) {
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for unit in game.get_all_units() {
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if unit.exists() {
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let pos = unit.get_position();
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let unit_id = unit.get_id();
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game.draw_text_map(pos, &format!("{}", unit_id));
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}
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}
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}
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impl AiModule for ProtosBot {
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fn on_start(&mut self, game: &Game) {
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// SAFETY: rsbwapi uses interior mutability (RefCell) for the command queue.
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// enable_flag only adds a command to the queue.
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// This cast is safe in the single-threaded BWAPI callback context.
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unsafe {
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let game_ptr = game as *const Game as *mut Game;
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(*game_ptr).enable_flag(Flag::UserInput as i32);
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}
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println!("Game started on map: {}", game.map_file_name());
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}
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fn on_frame(&mut self, game: &Game) {
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// println!("Frame {}", game.get_frame_count());
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let Ok(mut locked_state) = self.game_state.lock() else {
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return;
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};
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let Some(player) = game.self_() else {
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return;
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};
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// Apply desired game speed from shared state
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let desired_speed = self.shared_speed.get();
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unsafe {
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let game_ptr = game as *const Game as *mut Game;
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(*game_ptr).set_local_speed(desired_speed);
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}
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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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fn on_unit_create(&mut self, game: &Game, unit: Unit) {
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if game.get_frame_count() < 1 {
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return;
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}
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println!("unit created: {:?}", unit.get_type());
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// Check if the created unit is a building
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if !unit.get_type().is_building() {
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return;
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}
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let Ok(mut locked_state) = self.game_state.lock() else {
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return;
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};
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build_manager::on_building_create(&unit, &mut locked_state);
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}
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fn on_unit_morph(&mut self, _game: &Game, _unit: Unit) {}
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fn on_unit_destroy(&mut self, _game: &Game, _unit: Unit) {}
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fn on_unit_complete(&mut self, _game: &Game, _unit: Unit) {
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// let Some(player) = game.self_() else {
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// return;
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// };
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}
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fn on_end(&mut self, _game: &Game, is_winner: bool) {
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if is_winner {
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println!("Victory!");
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} else {
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println!("Defeat!");
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}
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}
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}
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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(
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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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