Exemplo n.º 1
0
        // loads cache file
        // returns true if cache loaded ok, otherwise false if not found, out-of-date, etc
        // we check the version and return false if out-of-date
        bool LoadCache()
        {
            string MapName       = aicallback.GetMapName();
            string cachefilepath = Path.Combine(csai.CacheDirectoryPath, MapName + "_metal.xml");

            if (!File.Exists(cachefilepath))
            {
                logfile.WriteLine("cache file doesnt exist -> building");
                return(false);
            }

            XmlDocument cachedom = XmlHelper.OpenDom(cachefilepath);
            XmlElement  metadata = cachedom.SelectSingleNode("/root/metadata") as XmlElement;
            string      cachemetalclassversion = metadata.GetAttribute("version");

            if (cachemetalclassversion != MetalClassVersion)
            {
                logfile.WriteLine("cache file out of date ( " + cachemetalclassversion + " vs " + MetalClassVersion + " ) -> rebuilding");
                return(false);
            }

            logfile.WriteLine(cachedom.InnerXml);

            isMetalMap = Convert.ToBoolean(metadata.GetAttribute("ismetalmap"));

            if (isMetalMap)
            {
                logfile.WriteLine("metal map");
                return(true);
            }


            XmlElement metalspots   = cachedom.SelectSingleNode("/root/metalspots") as XmlElement;
            ArrayList  metalspotsal = new ArrayList();

            foreach (XmlElement metalspot in metalspots.SelectNodes("metalspot"))
            {
                int    amount = Convert.ToInt32(metalspot.GetAttribute("amount"));
                Float3 pos    = new Float3();
                Float3Helper.WriteXmlElementToFloat3(metalspot, pos);
                //pos.LoadCsv( metalspot.GetAttribute("pos") );
                MetalSpot newmetalspot = new MetalSpot(amount, pos);
                metalspotsal.Add(newmetalspot);
                // logfile.WriteLine( "metalspot xml: " + metalspot.InnerXml );
                logfile.WriteLine("metalspot: " + newmetalspot.ToString());
            }
            MetalSpots = (MetalSpot[])metalspotsal.ToArray(typeof(MetalSpot));

            logfile.WriteLine("cache file loaded");
            return(true);
        }
Exemplo n.º 2
0
 public void InitAI( IAICallback aicallback, int team )
 {
     this.aicallback = aicallback;
     this.team = team;
     aicallback.SendTextMsg( "Hello from Mono AbicWrappers", 0 );
     aicallback.SendTextMsg( "The map name is: " + aicallback.GetMapName(), 0 );
     aicallback.SendTextMsg( "Our ally team is: " + aicallback.GetMyTeam(), 0 );
     
     //int features[10000 + 1];
     //int numfeatures = IAICallback_GetFeatures( aicallback, features, 10000 );
     //sprintf( buffer, "Num features is: %i", numfeatures );
     //IAICallback_SendTextMsg( aicallback, buffer, 0 );
     
     //const FeatureDef *featuredef = IAICallback_GetFeatureDef( aicallback, features[0] );
     //sprintf( buffer, "First feature: %s", FeatureDef_get_myName( featuredef ) );
     //IAICallback_SendTextMsg( aicallback, buffer, 0 );    
     
     IUnitDef unitdef = aicallback.GetUnitDefByTypeId( 34 );
     aicallback.SendTextMsg( "gotunitdef", 0 );
     aicallback.SendTextMsg( "type id 34 is " + unitdef.name, 0 );
     aicallback.SendTextMsg( "human name: " + unitdef.humanName, 0 );
     aicallback.SendTextMsg( "id: " + unitdef.id, 0 );
     
     IMoveData movedata = unitdef.movedata;
     //IAICallback_SendTextMsg( aicallback, "movedata is null? " + ( movedata == 0 );
     //IAICallback_SendTextMsg( aicallback, buffer, 0 );    
     
     //IAICallback_SendTextMsg( aicallback, "movetype: %i" + MoveData_get_movetype( movedata ) );        
     //IAICallback_SendTextMsg( aicallback, buffer, 0 );    
     
     aicallback.SendTextMsg( "maxslope: " + movedata.maxSlope, 0 );
 }
Exemplo n.º 3
0
        public void InitAI(IAICallback aicallback, int team)
        {
            this.aicallback = aicallback;
            this.team       = team;
            aicallback.SendTextMsg("Hello from Mono AbicWrappers", 0);
            aicallback.SendTextMsg("The map name is: " + aicallback.GetMapName(), 0);
            aicallback.SendTextMsg("Our ally team is: " + aicallback.GetMyTeam(), 0);

            //int features[10000 + 1];
            //int numfeatures = IAICallback_GetFeatures( aicallback, features, 10000 );
            //sprintf( buffer, "Num features is: %i", numfeatures );
            //IAICallback_SendTextMsg( aicallback, buffer, 0 );

            //const FeatureDef *featuredef = IAICallback_GetFeatureDef( aicallback, features[0] );
            //sprintf( buffer, "First feature: %s", FeatureDef_get_myName( featuredef ) );
            //IAICallback_SendTextMsg( aicallback, buffer, 0 );

            IUnitDef unitdef = aicallback.GetUnitDefByTypeId(34);

            aicallback.SendTextMsg("gotunitdef", 0);
            aicallback.SendTextMsg("type id 34 is " + unitdef.name, 0);
            aicallback.SendTextMsg("human name: " + unitdef.humanName, 0);
            aicallback.SendTextMsg("id: " + unitdef.id, 0);

            IMoveData movedata = unitdef.movedata;

            //IAICallback_SendTextMsg( aicallback, "movedata is null? " + ( movedata == 0 );
            //IAICallback_SendTextMsg( aicallback, buffer, 0 );

            //IAICallback_SendTextMsg( aicallback, "movetype: %i" + MoveData_get_movetype( movedata ) );
            //IAICallback_SendTextMsg( aicallback, buffer, 0 );

            aicallback.SendTextMsg("maxslope: " + movedata.maxSlope, 0);
        }
Exemplo n.º 4
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( 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() );
               }
        }
Exemplo n.º 5
0
        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() );
           }
        }
Exemplo n.º 6
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(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);
            }
        }
Exemplo n.º 7
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() );
               }
        }
Exemplo n.º 8
0
        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());
            }
        }
Exemplo n.º 9
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());
            }
        }