// protected constructor to force Singleton instantiation BuildTable() { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); int numunitdefs = aicallback.GetNumUnitDefs(); logfile.WriteLine( "calling GetUnitDefList, for " + numunitdefs + " units ... " ); //availableunittypes = aicallback.GetUnitDefList(); availableunittypes = new IUnitDef[numunitdefs + 1]; for (int i = 1; i <= numunitdefs; i++) { availableunittypes[i] = aicallback.GetUnitDefByTypeId(i); logfile.WriteLine( i + " " + availableunittypes[i].name + " " + availableunittypes[i].humanName ); } logfile.WriteLine( "... done" ); if( !LoadCache( modname ) ) { aicallback.SendTextMsg( "Creating new cachefile for mod " + modname, 0 ); GenerateBuildTable( modname ); SaveCache( modname ); } }
// Ask what unit they need building public IUnitDef WhatUnitDoYouNeed(IFactory factory) { IUnitDef unitdef = null; if (factory.Name == "armvp") { unitdef = buildtable.UnitDefByName["armfav"] as IUnitDef; } else if (factory.Name == "armlab") { if (aicallback.GetModName().ToLower().IndexOf("xta") == 0) { unitdef = buildtable.UnitDefByName["armpw"] as IUnitDef; } else { unitdef = buildtable.UnitDefByName["armflea"] as IUnitDef; } } else if (factory.Name == "armap") { unitdef = buildtable.UnitDefByName["armpeep"] as IUnitDef; } logfile.WriteLine("ScoutController: requesting " + unitdef.humanName); return(unitdef); }
BuildTable() // protected constructor to force Singleton instantiation { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); logfile.WriteLine("calling GetUnitDefList... "); List <IUnitDef> unittypeslist = new List <IUnitDef>(); int numunittypes = aicallback.GetNumUnitDefs(); for (int i = 1; i <= numunittypes; i++) { unittypeslist.Add(aicallback.GetUnitDefByTypeId(i)); } availableunittypes = unittypeslist.ToArray(); logfile.WriteLine("... done"); if (!LoadCache(modname)) { aicallback.SendTextMsg("Creating new cachefile for mod " + modname, 0); GenerateBuildTable(modname); SaveCache(modname); } }
BuildTable() // protected constructor to force Singleton instantiation { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); int numunitdefs = aicallback.GetNumUnitDefs(); logfile.WriteLine("calling GetUnitDefList, for " + numunitdefs + " units ... "); //availableunittypes = aicallback.GetUnitDefList(); availableunittypes = new IUnitDef[numunitdefs + 1]; for (int i = 1; i <= numunitdefs; i++) { availableunittypes[i] = aicallback.GetUnitDefByTypeId(i); logfile.WriteLine(i + " " + availableunittypes[i].name + " " + availableunittypes[i].humanName); } logfile.WriteLine("... done"); if (!LoadCache(modname)) { aicallback.SendTextMsg("Creating new cachefile for mod " + modname, 0); GenerateBuildTable(modname); SaveCache(modname); } }
// protected constructor to force Singleton instantiation BuildTable() { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); logfile.WriteLine( "calling GetUnitDefList... " ); List<IUnitDef> unittypeslist = new List<IUnitDef>(); int numunittypes = aicallback.GetNumUnitDefs(); for (int i = 1; i <= numunittypes; i++) { unittypeslist.Add( aicallback.GetUnitDefByTypeId( i ) ); } availableunittypes = unittypeslist.ToArray(); logfile.WriteLine( "... done" ); if( !LoadCache( modname ) ) { aicallback.SendTextMsg( "Creating new cachefile for mod " + modname, 0 ); GenerateBuildTable( modname ); SaveCache( modname ); } }
BuildTable() // protected constructor to force Singleton instantiation { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); logfile.WriteLine("calling GetUnitDefList... "); availableunittypes = aicallback.GetUnitDefList(); logfile.WriteLine("... done"); if (!LoadCache(modname)) { aicallback.SendTextMsg("Creating new cachefile for mod " + modname, 0); GenerateBuildTable(modname); SaveCache(modname); } }
// protected constructor to force Singleton instantiation BuildTable() { CSAI = CSAI.GetInstance(); aicallback = CSAI.aicallback; logfile = LogFile.GetInstance(); modname = aicallback.GetModName(); logfile.WriteLine( "calling GetUnitDefList... " ); availableunittypes = aicallback.GetUnitDefList(); logfile.WriteLine( "... done" ); if( !LoadCache( modname ) ) { aicallback.SendTextMsg( "Creating new cachefile for mod " + modname, 0 ); GenerateBuildTable( modname ); SaveCache( modname ); } }
//int numOfUnits = 0; //IUnitDef[] unitList; //IUnitDef solarcollectordef; public void InitAI( IAICallback aicallback, int team) { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); this.aicallback = aicallback; try{ this.Team = team; logfile = LogFile.GetInstance().Init( team ); logfile.WriteLine( "C# AI started v" + AIVersion+ ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName() ); csaiuserinteraction = CSAIUserInteraction.GetInstance(); if( File.Exists( "AI/CSAI/debug.flg" ) ) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine( "Toggling debug on" ); DebugOn = true; } if( DebugOn ) { new Testing.RunTests().Go(); } InitCache(); PlayStyleManager.GetInstance(); LoadPlayStyles.Go(); metal = Metal.GetInstance(); CommanderController.GetInstance(); BuildTable.GetInstance(); UnitController.GetInstance(); EnemyController.GetInstance(); FriendlyUnitPositionObserver.GetInstance(); EnergyController.GetInstance(); MovementMaps.GetInstance(); BuildMap.GetInstance(); LosMap.GetInstance(); //FactoryController.GetInstance(); //RadarController.GetInstance(); //TankController.GetInstance(); //ScoutController.GetInstance(); //ConstructorController.GetInstance(); metal.Init(); BuildPlanner.GetInstance(); UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units EnemyController.GetInstance().LoadExistingUnits(); StrategyController.GetInstance(); LoadStrategies.Go(); PlayStyleManager.GetInstance().ChoosePlayStyle( "tankrush" ); if( aicallback.GetModName().ToLower().IndexOf( "aass" ) == 0 || aicallback.GetModName().ToLower().IndexOf( "xtape" ) == 0 ) { SendTextMsg( "C# AI initialized v" + AIVersion + ", team " + team ); SendTextMsg( "Please say '.csai help' for available commands" ); PlayStyleManager.GetInstance().ListPlayStyles(); //CommanderController.GetInstance().CommanderBuildPower(); } else { SendTextMsg( "Warning: CSAI needs AA2.23 or XTA7 to run correctly at this time" ); logfile.WriteLine( "*********************************************************" ); logfile.WriteLine( "*********************************************************" ); logfile.WriteLine( "**** ****" ); logfile.WriteLine( "**** Warning: CSAI needs AA2.23 or XTA7 to run correctly at this time ****" ); logfile.WriteLine( "**** ****" ); logfile.WriteLine( "*********************************************************" ); logfile.WriteLine( "*********************************************************" ); } } catch( Exception e ) { logfile.WriteLine( "Exception: " + e.ToString() ); SendTextMsg( "Exception: " + e.ToString() ); } }
public void InitAI( IAICallback aicallback, int team) { this.aicallback = aicallback; Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); try{ Directory.CreateDirectory(AIDirectoryPath); this.Team = team; logfile = LogFile.GetInstance().Init( Path.Combine( AIDirectoryPath, "csharpai_team" + team + ".log" ) ); logfile.WriteLine( "C# AI started v" + AIVersion+ ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName() ); logfile.WriteLine("RL Date/time: " + DateTime.Now.ToString()); if( File.Exists( AIDirectoryPath + "/debug.flg" ) ) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine( "Toggling debug on" ); DebugOn = true; } if( DebugOn ) { //new Testing.RunTests().Go(); } InitCache(); /* IUnitDef unitdef = aicallback.GetUnitDefByTypeId(34); aicallback.SendTextMsg(unitdef.name,0); aicallback.SendTextMsg(unitdef.id.ToString(), 0); aicallback.SendTextMsg(unitdef.humanName, 0); aicallback.SendTextMsg(unitdef.movedata.moveType.ToString(), 0); aicallback.SendTextMsg(unitdef.movedata.maxSlope.ToString(), 0); aicallback.GetMetalMap(); aicallback.GetLosMap(); aicallback.GetRadarMap(); aicallback.GetFriendlyUnits(); aicallback.GetFeatures(); aicallback.GetEnemyUnitsInRadarAndLos(); Metal.GetInstance(); */ //aicallback.GetElevation(300,300); //new SlopeMap().GetSlopeMap(); //double[,] _SlopeMap = new double[256, 256]; //LosMap.GetInstance(); //MovementMaps.GetInstance(); //BuildMap.GetInstance().Init(); //return; // -- test stuff here -- logfile.WriteLine("Is game paused? : " + aicallback.IsGamePaused()); // -- end test stuff -- BuildEconomy buildeconomy = new BuildEconomy(); // UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units SendTextMsg("C# AI initialized v" + AIVersion + ", team " + team); } catch( Exception e ) { logfile.WriteLine( "Exception: " + e.ToString() ); SendTextMsg( "Exception: " + e.ToString() ); } }
//int numOfUnits = 0; //IUnitDef[] unitList; //IUnitDef solarcollectordef; public void InitAI(IAICallback aicallback, int team) { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); this.aicallback = aicallback; try{ this.Team = team; logfile = LogFile.GetInstance().Init(team); logfile.WriteLine("C# AI started v" + AIVersion + ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName()); if (File.Exists("AI/CSAI/debug.flg")) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine("Toggling debug on"); DebugOn = true; } if (DebugOn) { new Testing.RunTests().Go(); } InitCache(); PlayStyleManager.GetInstance(); LoadPlayStyles.Go(); metal = Metal.GetInstance(); CommanderController.GetInstance(); BuildTable.GetInstance(); UnitController.GetInstance(); EnemyController.GetInstance(); EnergyController.GetInstance(); MovementMaps.GetInstance(); BuildMap.GetInstance(); //FactoryController.GetInstance(); //RadarController.GetInstance(); //TankController.GetInstance(); //ScoutController.GetInstance(); //ConstructorController.GetInstance(); metal.Init(); BuildPlanner.GetInstance(); UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units EnemyController.GetInstance().LoadExistingUnits(); StrategyController.GetInstance(); LoadStrategies.Go(); PlayStyleManager.GetInstance().ChoosePlayStyle("tankrush"); if (aicallback.GetModName().ToLower().IndexOf("aass") == 0 || aicallback.GetModName().ToLower().IndexOf("xtape") == 0) { aicallback.SendTextMsg("C# AI initialized v" + AIVersion + ", team " + team, 0); aicallback.SendTextMsg("Please say '.csai help' for available commands", 0); PlayStyleManager.GetInstance().ListPlayStyles(); //CommanderController.GetInstance().CommanderBuildPower(); } else { aicallback.SendTextMsg("Warning: CSAI needs AA2.23 or XTA7 to run correctly at this time", 0); logfile.WriteLine("*********************************************************"); logfile.WriteLine("*********************************************************"); logfile.WriteLine("**** ****"); logfile.WriteLine("**** Warning: CSAI needs AA2.23 or XTA7 to run correctly at this time ****"); logfile.WriteLine("**** ****"); logfile.WriteLine("*********************************************************"); logfile.WriteLine("*********************************************************"); } } catch (Exception e) { logfile.WriteLine("Exception: " + e.ToString()); aicallback.SendTextMsg("Exception: " + e.ToString(), 0); } }
//int numOfUnits = 0; //IUnitDef[] unitList; //IUnitDef solarcollectordef; public void InitAI( IAICallback aicallback, int team) { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); this.aicallback = aicallback; try{ this.Team = team; logfile = LogFile.GetInstance().Init( Path.Combine( AIDirectoryPath, "csharpai_team" + team + ".log" ) ); logfile.WriteLine( "C# AI started v" + AIVersion+ ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName() ); logfile.WriteLine("RL Date/time: " + DateTime.Now.ToString()); if( File.Exists( AIDirectoryPath + "/debug.flg" ) ) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine( "Toggling debug on" ); DebugOn = true; } if( DebugOn ) { //new Testing.RunTests().Go(); } InitCache(); BuildEconomy buildeconomy = new BuildEconomy(); // UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units SendTextMsg("C# AI initialized v" + AIVersion + ", team " + team); } catch( Exception e ) { logfile.WriteLine( "Exception: " + e.ToString() ); SendTextMsg( "Exception: " + e.ToString() ); } }
public void InitAI(IAICallback aicallback, int team) { this.aicallback = aicallback; Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); try{ Directory.CreateDirectory(AIDirectoryPath); this.Team = team; logfile = LogFile.GetInstance().Init(Path.Combine(AIDirectoryPath, "csharpai_team" + team + ".log")); logfile.WriteLine("C# AI started v" + AIVersion + ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName()); logfile.WriteLine("RL Date/time: " + DateTime.Now.ToString()); if (File.Exists(AIDirectoryPath + "/debug.flg")) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine("Toggling debug on"); DebugOn = true; } if (DebugOn) { //new Testing.RunTests().Go(); } InitCache(); /* * IUnitDef unitdef = aicallback.GetUnitDefByTypeId(34); * aicallback.SendTextMsg(unitdef.name,0); * aicallback.SendTextMsg(unitdef.id.ToString(), 0); * aicallback.SendTextMsg(unitdef.humanName, 0); * aicallback.SendTextMsg(unitdef.movedata.moveType.ToString(), 0); * aicallback.SendTextMsg(unitdef.movedata.maxSlope.ToString(), 0); * aicallback.GetMetalMap(); * aicallback.GetLosMap(); * aicallback.GetRadarMap(); * aicallback.GetFriendlyUnits(); * aicallback.GetFeatures(); * aicallback.GetEnemyUnitsInRadarAndLos(); * * Metal.GetInstance(); */ //aicallback.GetElevation(300,300); //new SlopeMap().GetSlopeMap(); //double[,] _SlopeMap = new double[256, 256]; //LosMap.GetInstance(); //MovementMaps.GetInstance(); //BuildMap.GetInstance().Init(); //return; // -- test stuff here -- logfile.WriteLine("Is game paused? : " + aicallback.IsGamePaused()); // -- end test stuff -- BuildEconomy buildeconomy = new BuildEconomy(); // UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units SendTextMsg("C# AI initialized v" + AIVersion + ", team " + team); } catch (Exception e) { logfile.WriteLine("Exception: " + e.ToString()); SendTextMsg("Exception: " + e.ToString()); } }
//int numOfUnits = 0; //IUnitDef[] unitList; //IUnitDef solarcollectordef; public void InitAI(IAICallback aicallback, int team) { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-GB"); this.aicallback = aicallback; try{ this.Team = team; logfile = LogFile.GetInstance().Init(Path.Combine(AIDirectoryPath, "csharpai_team" + team + ".log")); logfile.WriteLine("C# AI started v" + AIVersion + ", team " + team + " ref " + reference + " map " + aicallback.GetMapName() + " mod " + aicallback.GetModName()); logfile.WriteLine("RL Date/time: " + DateTime.Now.ToString()); if (File.Exists(AIDirectoryPath + "/debug.flg")) // if this file exists, activate debug mode; saves manually changing this for releases { logfile.WriteLine("Toggling debug on"); DebugOn = true; } if (DebugOn) { //new Testing.RunTests().Go(); } InitCache(); BuildEconomy buildeconomy = new BuildEconomy(); // UnitController.GetInstance().LoadExistingUnits(); // need this if we're being reloaded in middle of a game, to get already existing units SendTextMsg("C# AI initialized v" + AIVersion + ", team " + team); } catch (Exception e) { logfile.WriteLine("Exception: " + e.ToString()); SendTextMsg("Exception: " + e.ToString()); } }