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