//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() ); } }
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()); } }