public void Update() { System.DateTime start = DateTime.Now; try { if (!aicallback.IsGamePaused()) { if (TickEvent != null) { TickEvent(); } if (DebugOn) { //logfile.WriteLine("frame: " + aicallback.GetCurrentFrame()); if (aicallback.GetCurrentFrame() - lastdebugframe > 30) { DumpTimings(); lastdebugframe = aicallback.GetCurrentFrame(); } } } } catch (Exception e) { logfile.WriteLine("Exception: " + e.ToString()); SendTextMsg("Exception: " + e.ToString()); } ticktime += DateTime.Now.Subtract(start).TotalMilliseconds; }
void UpdateLosForUnit(int unitid, IUnitDef unitdef) { int thisframecount = aicallback.GetCurrentFrame(); Float3 pos = friendlyunitpositionobserver.PosById[unitid] as Float3; int seenmapx = (int)(pos.x / 16); int seenmapy = (int)(pos.z / 16); // int radius = (int)( unitdef.losRadius / 8 / 2 ); int radius = (int)unitdef.losRadius; if (csai.DebugOn) { //aicallback.SendTextMsg( "Updating los for " + unitid + " " + unitdef.humanName + " los radius " + radius, 0 ); DrawingUtils.DrawCircle(pos, radius * 16); } logfile.WriteLine("Updating los for " + unitid + " " + unitdef.humanName + " los radius " + radius + " pos " + pos.ToString()); // go line by line, determine positive and negative extent of line, mark lostime for (int deltay = -radius; deltay <= radius; deltay++) { int xextent = (int)Math.Sqrt(radius * radius - deltay * deltay); for (int deltax = -xextent; deltax <= xextent; deltax++) { int thisx = seenmapx + deltax; int thisy = seenmapy + deltay; if (thisx >= 0 && thisx < mapwidth / 2 && thisy >= 0 && thisy < mapheight / 2) { LastSeenFrameCount[thisx, thisy] = thisframecount; } } // in progress } LastLosRefreshFrameCountByUnitId[unitid] = thisframecount; PosAtLastRefreshByUnitId[unitid] = pos; logfile.WriteLine("...done"); }
void csai_TickEvent() { if (aicallback.GetCurrentFrame() - lastcheckidleframe > 30) { CheckIdleUnits(); lastcheckidleframe = aicallback.GetCurrentFrame(); } }
void csai_TickEvent() { if (aicallback.GetCurrentFrame() - lastcommandssentresetframe >= 30) { lastcommandssentresetframe = aicallback.GetCurrentFrame(); if (csai.DebugOn) { // DumpCommandsSentStats(); } } }
public void DumpLosMap(string cmd, string[] split, int player) { bool[,] losmap = new bool[mapwidth / 2, mapheight / 2]; for (int y = 0; y < mapheight / 2; y++) { for (int x = 0; x < mapwidth / 2; x++) { losmap[x, y] = (aicallback.GetCurrentFrame() - LastSeenFrameCount[x, y] < 6000); } } DrawingUtils.DrawMap(losmap); }
public static string GetGameTimeString() { IAICallback aicallback = CSAI.GetInstance().aicallback; int frames = aicallback.GetCurrentFrame(); TimeSpan gametime = TimeSpan.FromSeconds((double)frames / 30); string secondfractionstring = ( gametime.Milliseconds / 10 ).ToString().PadLeft( 2, '0' ); return gametime.Hours + ":" + gametime.Minutes + ":" + gametime.Seconds + "." + secondfractionstring; }
void UnitCreatedEvent(int deployedunitid, IUnitDef unitdef) { IAICallback aicallback = CSAI.GetInstance().aicallback; if (aicallback.GetCurrentFrame() <= 1) { if (unitdef.isCommander) { startposition = aicallback.GetUnitPos(deployedunitid); //aicallback.get } } }
void DumpLosMap(string cmd, string[] split, int player) { bool[,] losmapfordisplay = new bool[aicallback.GetMapWidth() / 8, aicallback.GetMapHeight() / 8]; for (int y = 0; y < aicallback.GetMapHeight() / 2; y += 4) { for (int x = 0; x < aicallback.GetMapWidth() / 2; x += 4) { losmapfordisplay[x / 4, y / 4] = (aicallback.GetCurrentFrame() - LosMap.GetInstance().LastSeenFrameCount[x, y]) < 6000; } } int figuregroup = DrawingUtils.DrawMap(losmapfordisplay); aicallback.SetFigureColor(figuregroup, 0, 1, 1, 1); }
// note: need to check compatible area public Float3 GetNearestUnseen(Float3 currentpos, IUnitDef unitdef, int unseensmeansthismanyframes) { LosMap losmap = LosMap.GetInstance(); IAICallback aicallback = CSAI.GetInstance().aicallback; int mapwidth = aicallback.GetMapWidth(); int mapheight = aicallback.GetMapHeight(); int currentunitarea = MovementMaps.GetInstance().GetArea(unitdef, currentpos); int losmapwidth = losmap.LastSeenFrameCount.GetUpperBound(0) + 1; int losmapheight = losmap.LastSeenFrameCount.GetUpperBound(0) + 1; int maxradius = (int)Math.Sqrt(losmapheight * losmapheight + losmapwidth * losmapwidth); int unitlosradius = (int)unitdef.losRadius; // this is in map / 2 units, so it's ok Int2[] circlepoints = CreateCirclePoints(unitlosradius); int bestradius = 10000000; int bestarea = 0; Float3 bestpos = null; int unitmapx = (int)(currentpos.x / 16); int unitmapy = (int)(currentpos.y / 16); int thisframecount = aicallback.GetCurrentFrame(); // step around in unitlosradius steps for (int radiuslosunits = unitlosradius * 2; radiuslosunits <= maxradius; radiuslosunits += unitlosradius) { // calculate angle for a unitlosradius / 2 step at this radius. // DrawingUtils.DrawCircle(currentpos, radiuslosunits * 16); double anglestepradians = 2 * Math.Asin((double)unitlosradius / 2 / (double)radiuslosunits); //csai.DebugSay("anglestepradians: " + anglestepradians); //return null; for (double angleradians = 0; angleradians <= Math.PI * 2; angleradians += anglestepradians) { int unseenarea = 0; int searchmapx = unitmapx + (int)((double)radiuslosunits * Math.Cos(angleradians)); int searchmapy = unitmapy + (int)((double)radiuslosunits * Math.Sin(angleradians)); if (searchmapx >= 0 && searchmapy >= 0 && searchmapx < (mapwidth / 2) && searchmapy < (mapheight / 2)) { // if (csai.DebugOn) // { // int groupnumber = DrawingUtils.DrawCircle(new Float3(searchmapx * 16, 50 + aicallback.GetElevation( searchmapx * 16, searchmapy * 16 ), searchmapy * 16), unitlosradius * 16); // aicallback.SetFigureColor(groupnumber, 1, 1, 0, 0.5); // } int thisareanumber = MovementMaps.GetInstance().GetArea(unitdef, new Float3(searchmapx * 16, 0, searchmapy * 16)); if (thisareanumber == currentunitarea) {// //if (csai.DebugOn) // { // int groupnumber = DrawingUtils.DrawCircle(new Float3(searchmapx * 16, 100, searchmapy * 16), unitlosradius * 16); // aicallback.SetFigureColor(groupnumber, 1, 1, 0, 0.5); // } foreach (Int2 point in circlepoints) { int thismapx = searchmapx + point.x; int thismapy = searchmapy + point.y; if (thismapx >= 0 && thismapy >= 0 && thismapx < mapwidth / 2 && thismapy < mapheight / 2) { if (thisframecount - losmap.LastSeenFrameCount[thismapx, thismapy] > unseensmeansthismanyframes) { unseenarea++; } } } if (unseenarea >= (circlepoints.GetUpperBound(0) + 1) * 8 / 10) { int groupnumber = DrawingUtils.DrawCircle(new Float3(searchmapx * 16, 100 * aicallback.GetElevation(searchmapx * 16, searchmapy * 16), searchmapy * 16), unitlosradius * 16); aicallback.SetFigureColor(groupnumber, 1, 0, 1, 0.5); return(new Float3(searchmapx * 16, 0, searchmapy * 16)); } // return new Float3(searchmapx * 16, 0, searchmapy * 16); // for debugging, remove later } } } } return(null); }
public static TimeSpan GetGameTime() { IAICallback aicallback = CSAI.GetInstance().aicallback; int frames = aicallback.GetCurrentFrame(); return TimeSpan.FromSeconds((double)frames / 30); }
public void ExploreWith(int unitid) { if (lastexploretime.ContainsKey(unitid) && aicallback.GetCurrentFrame() - lastexploretime[unitid] < 30) { return; } bool destinationfound = false; Float3 currentpos = aicallback.GetUnitPos(unitid); MovementMaps movementmaps = MovementMaps.GetInstance(); IUnitDef unitdef = UnitDefListByDeployedId[unitid] as IUnitDef; int currentarea = movementmaps.GetArea(unitdef, currentpos); LosMap losmap = LosMap.GetInstance(); if (csai.DebugOn) { logfile.WriteLine("SpreadSearchWithSearchGrid explorewith unit " + unitid + " " + unitdef.humanName + " area: " + currentarea); } /* * int numtriesleft = 30; // just try a few times then give up * // maybe there is a better way to do this? * while( !destinationfound ) * { * Float3 destination = GetRandomDestination(); * // logfile.WriteLine( "SpreadSearchWithSearchGrid attempt " + destination.ToString() ); * int mapx = (int)( destination.x / 16 ); * int mapy = (int)( destination.z / 16 ); * if( ( movementmaps.GetArea( unitdef, destination ) == currentarea && * losmap.LastSeenFrameCount[ mapx, mapy ] < recentmeansnumframes || numtriesleft <= 0 ) ) * { * logfile.WriteLine( "Looks good. Go. " + numtriesleft + " retriesleft" ); * if( csai.DebugOn ) * { * aicallback.CreateLineFigure( currentpos, destination,10,true,400,0); * aicallback.DrawUnit( "ARMFAV", destination, 0.0f, 400, aicallback.GetMyAllyTeam(), true, true); * } * aicallback.GiveOrder( unitid, new Command( Command.CMD_MOVE, destination.ToDoubleArray() ) ); * return; * } * numtriesleft--; * } */ // find nearest, area that hasnt had los recently //int maxradius = Math.Max( aicallback.GetMapWidth(), aicallback.GetMapHeight() ) / 2; //for( int radius = Float3 nextpoint = new LosHelper().GetNearestUnseen(currentpos, unitdef, 12000); if (nextpoint == null) { nextpoint = GetRandomDestination(); } if (!lastexploretime.ContainsKey(unitid)) { lastexploretime.Add(unitid, aicallback.GetCurrentFrame()); } else { lastexploretime[unitid] = aicallback.GetCurrentFrame(); } GiveOrderWrapper.GetInstance().MoveTo(unitid, nextpoint); }