//////////////////////////////////////////////////////////// //Game State - This event is sent initially and on reloads //Gives the current state of your forces and what you can see private void processGameState(CStateEvent gse) { //Player Information numPlayers_ = gse.players_.Count; for (int i = 0; i < numPlayers_; i++) { players_.Add(gse.players_[i]); if (i == position_) { pname_ = gse.players_[i].pname_; } } curturn_ = gse.curturn_; rdWeight_ = gse.rdWeight_; unitsBeforeDrain_ = gse.unitsBeforeDrain_; //Map Information mapUtil_ = new CMapUtil(gse.w_, gse.hw_, gse.h_, gse.vw_); map_ = new AIMap(gse.w_, gse.hw_, gse.h_, gse.vw_, gse.gameRules_.stackCount_); uint fogid = gse.flyoverGid_; addMapLocations(gse.exploredLocs_); addCities(gse.cities_); addProds(gse.prods_); addUnits(gse.units_); addSpots(gse.spots_); addSupplyRoutes(gse.routes_); gameRules_ = gse.gameRules_; vc_ = gse.vc_; if (gse.proposals_ != null) { foreach (CProposal p in gse.proposals_) { proposals_.Add(p); } } //Grab Flyover if need be (Basic and Standard Games) if (fogid != CUnitConstants.NOUNIT) { foUnit_ = getUnit(fogid); } prodReport_.Clear(); if (gse.prodData_ != null) { foreach (CProductionReportData prd in gse.prodData_) { prodReport_.Add(prd); } } gameStateReceived(); }
//////////////////////////////////////////////////////////////////// //Reloading protected AIPlayerData( int position, string path, string logname, Dictionary <string, string> caMap, CEncodedObjectInputBufferI bin, AIEventInterfaceI aiEvent, AICommandInterfaceI command, AIQueryI query, AICheatI cheat, int logLevel) : base(position, path, logname, caMap, bin, aiEvent, command, query, cheat, logLevel) { dlogger_ = new CSubLog("PlayerData:" + Convert.ToString(position), realLog_); curturn_ = EncodeUtil.parseInt(caMap[CUR_TURN]); numPlayers_ = EncodeUtil.parseInt(caMap[NUM_PLAYERS]); rdWeight_ = EncodeUtil.parseInt(caMap[RD_WEIGHT]); unitsBeforeDrain_ = EncodeUtil.parseInt(caMap[UNITS_BEFORE_DRAIN]); bin.nextTag(CPlayer.TAGS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(CPlayer.TAGS)) { players_.Add(new CPlayer(bin)); } } bin.endTag(CPlayer.TAGS); bin.nextTag(SPOTU); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(SPOTU)) { CUnit u = CUnit.decodeCUnit(bin, query_); masterObjects_.Add(u.gid_, u); spotMap_.Add(u.gid_, u); spots_.Add(u); } } bin.endTag(SPOTU); bin.nextTag(SPOTC); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(SPOTC)) { CProducerUnit c = CProducerUnit.decodeCProducerUnit(bin, query_); masterObjects_.Add(c.gid_, c); knownCitiesVec_.Add(c); spotMap_.Add(c.gid_, c); spots_.Add(c); } } bin.endTag(SPOTC); bin.nextTag(SPOTP); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(SPOTP)) { CProducerUnit p = CProducerUnit.decodeCProducerUnit(bin, query); masterObjects_.Add(p.gid_, p); spotMap_.Add(p.gid_, p); spots_.Add(p); } } bin.endTag(SPOTP); bin.nextTag(CITIES); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(CITIES)) { CProducerUnit c = CProducerUnit.decodeCProducerUnit(bin, query_); masterObjects_.Add(c.gid_, c); knownCitiesVec_.Add(c); cities_.Add(c); cityMap_.Add(c.gid_, c); } } bin.endTag(CITIES); bin.nextTag(UNITS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(UNITS)) { CUnit u = CUnit.decodeCUnit(bin, query_); masterObjects_.Add(u.gid_, u); unitMap_.Add(u.gid_, u); units_.Add(u); } } bin.endTag(UNITS); bin.nextTag(PRODUCERS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(PRODUCERS)) { CProducerUnit p = CProducerUnit.decodeCProducerUnit(bin, query_); masterObjects_.Add(p.gid_, p); producers_.Add(p); producerMap_.Add(p.gid_, p); unitMap_.Add(p.gid_, p); units_.Add(p); } } bin.endTag(PRODUCERS); bin.nextTag(CSupplyRoute.TAGS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(CSupplyRoute.TAGS)) { var csr = new CSupplyRoute(bin); supplySources_.Add(csr.rid_, csr); } } bin.endTag(CSupplyRoute.TAGS); map_ = new AIMap(bin); mapUtil_ = map_.mapUtil_; gameRules_ = new CGameRules(bin); vc_ = new CVictoryConditions(bin); bin.nextTag(CProposal.TAGS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(CProposal.TAGS)) { var p = new CProposal(bin); proposals_.Add(p); } } bin.endTag(CProposal.TAGS); bin.nextTag(CProductionReportData.TAGS); if (bin.hasChildren()) { bin.firstChild(); while (!bin.reachedEndTag(CProductionReportData.TAGS)) { var prd = new CProductionReportData(bin); prodReport_.Add(prd); } } bin.endTag(CProductionReportData.TAGS); random_ = new CMTRandom(AI_RANDOM_TAG, bin); //retrieve flyover foUnit_ = null; if (caMap.ContainsKey(FOUNIT_ID)) { uint fid = EncodeUtil.parseUInt(caMap[FOUNIT_ID]); foUnit_ = masterObjects_[fid]; } }