Exemplo n.º 1
0
 public static String ToStringEx(this SC2APIProtocol.Action self)
 {
     if (self.HasCommand() && (self.ActionRaw.UnitCommand.AbilityId != 0))
     {
         return(Enum.GetName(typeof(ABILITY_ID), self.ActionRaw.UnitCommand.AbilityId) + " " + self.ToString());
     }
     else
     {
         return(self.ToString());
     }
 }
Exemplo n.º 2
0
        public override SC2APIProtocol.Action Update(SC2GameState gameState)
        {
            SetVariable(gameState);
            SC2APIProtocol.Action answer = NewAction();
            coolDownCommand.Update(this.gameLoop);
            logPrintf("\n{0} Update {1} {2} {3}", this.GetType().Name, this.gameLoop, coolDownCommand.ToString(), this.upgradeIDs.ToString());
            if (gameState.NewObservation.Observation.GameLoop == prevStep)
            {
                logPrintf("Skip same step {0}", prevStep);
                return(answer);
            }
            prevStep = (int)gameState.NewObservation.Observation.GameLoop;
            logDebug(gameState.NewObservation.Observation.PlayerCommon.ToString());

            if (gameState.NewObservation.ActionErrors.Count > 0)
            {
                logDebug("ActionErrors " + gameState.NewObservation.ActionErrors.ToString());
            }
            if (first)
            {
                first = false;
                Init(gameState);
                return(answer);
            }
            if (gameLoop % 5 == 0)
            {
                if (GetBoolProperty("Log"))
                {
                    DumpUnits();
                    //DumpImage();
                }
            }
            //

            /*if (commandQueue.Count > 0)
             * {
             *  SC2Command cmd = commandQueue[0];
             *  commandQueue.RemoveAt(0);
             *  logPrintf("onCommand {0}", cmd.ToString());
             *  SC2APIProtocol.Action action = OnCommand(cmd);
             *  if (action != null)
             *  {
             *      return action;
             *  }
             * }*/
            // Create Tag here
            foreach (Unit a in allUnits)
            {
                if (!unitStates.ContainsKey(a.Tag))
                {
                    unitStates[a.Tag] = new SC2UnitState {
                        unit = a
                    };
                }
                else
                {
                    Unit u = unitStates[a.Tag].unit;
                    // update unit

                    /*if ((a.Health < u.Health) && a.HealthMax == u.HealthMax)
                     * {
                     *  logPrintf("HP DECREASE {0}",a.ToStringEx());
                     *  unitStates[a.Tag].isHPDecrease = true;
                     * }else
                     * {
                     *  unitStates[a.Tag].isHPDecrease = false;
                     * }*/
                    unitStates[a.Tag].unit = a;
                }
            }

            if (GetBoolProperty("Auto"))
            {
                SC2APIProtocol.Action ret = null;
                //DoIdle
                foreach (Unit a in myUnit.all)
                {
                    if (IsIdle(a))
                    {
                        SC2APIProtocol.Action action = DoIdle(a);
                        if (action != null)
                        {
                            logDebug("ACTION " + action.ToStringEx());
                            ret = action;
                        }
                    }
                }

                if (ret == null)
                {
                    ret = Process();
                    if (ret == null)
                    {
                        ret = answer;
                    }
                }
                if (ret.HasCommand())
                {
                    logDebug(ret.ToStringEx());
                }
                if (option.flgReadMode == false)
                {
                    Stream s = new FileStream(String.Format(@"{1}/{0:00000}.json", gameLoop, saveDirName), FileMode.Create);
                    gameState.CurrentAction = ret;
                    gameState.WriteTo(s);
                    s.Flush();
                    s.Close();
                }
                return(ret);
            }
            else
            {
                return(answer);
            }
        }