示例#1
0
        public void Activate()
        {
            UnitController.GetInstance();
            EnemyController.GetInstance();
            FriendlyUnitPositionObserver.GetInstance();

            MovementMaps.GetInstance();
            BuildMap.GetInstance();
            Metal.GetInstance().Init();
            LosMap.GetInstance();
            BuildPlanner.GetInstance();

            BuildTable.GetInstance();

            CommanderList.GetInstance();
            Level1ConstructorList.GetInstance();
            Level1FactoryList.GetInstance();

            tankcontroller = new TankController(TankList.GetInstance().defbyid, BuildTable.GetInstance().UnitDefByName["armstump"]);
            tankcontroller.Activate();
            helicoptercontroller = new TankController(HelicopterList.GetInstance().defbyid, BuildTable.GetInstance().UnitDefByName["armbrawl"]);
            helicoptercontroller.Activate();
            new ScoutControllerRaider().Activate();

            UnitController.GetInstance().LoadExistingUnits();
            EnemyController.GetInstance().LoadExistingUnits();

            CheckIdleUnits();

            //BuildSolarCell(CommanderList.GetInstance().defbyid.Keys.GetEnumerator().Current);

            csai.UnitIdleEvent += new CSAI.UnitIdleHandler(csai_UnitIdleEvent);
            csai.TickEvent     += new CSAI.TickHandler(csai_TickEvent);
        }
        //  int BuildOffsetDistance = 25;

        // protected constructor to enforce Singleton pattern
        CommanderController()
        {
            random = new Random();

            csai           = CSAI.GetInstance();
            aicallback     = csai.aicallback;
            logfile        = LogFile.GetInstance();
            unitcontroller = UnitController.GetInstance();
            buildtable     = BuildTable.GetInstance();
            metal          = Metal.GetInstance();

//            factorycontroller = PlayStyleManager.GetInstance().GetCurrentPlayStyle().GetFirstControllerOfType( typeof( IFactoryController ) ) as FactoryController;

            //csai.UnitFinishedEvent += new CSAI.UnitFinishedHandler( UnitFinished );
            //csai.UnitDestroyedEvent += new CSAI.UnitDestroyedHandler( UnitDestroyed );
            csai.UnitIdleEvent += new CSAI.UnitIdleHandler(UnitIdle);
            //csai.UnitDamagedEvent += new CSAI.UnitDamagedHandler( UnitDamaged );
            csai.TickEvent += new CSAI.TickHandler(Tick);

            unitcontroller.UnitAddedEvent   += new UnitController.UnitAddedHandler(UnitAdded);
            unitcontroller.UnitRemovedEvent += new UnitController.UnitRemovedHandler(UnitRemoved);

            csai.RegisterVoiceCommand("commandermove", new CSAI.VoiceCommandHandler(VoiceCommandMoveCommander));
            csai.RegisterVoiceCommand("commandergetpos", new CSAI.VoiceCommandHandler(VoiceCommandCommanderGetPos));
            csai.RegisterVoiceCommand("commanderbuildat", new CSAI.VoiceCommandHandler(VoiceCommandCommanderBuildAt));
            csai.RegisterVoiceCommand("commanderbuild", new CSAI.VoiceCommandHandler(VoiceCommandCommanderBuild));
            csai.RegisterVoiceCommand("commanderbuildpower", new CSAI.VoiceCommandHandler(VoiceCommandCommanderBuildPower));
            csai.RegisterVoiceCommand("commanderbuildextractor", new CSAI.VoiceCommandHandler(VoiceCommandCommanderBuildExtractor));
            csai.RegisterVoiceCommand("commanderisactive", new CSAI.VoiceCommandHandler(VoiceCommandCommanderIsActive));
        }
示例#3
0
        public ConstructorController(IPlayStyle playstyle)
        {
            this.playstyle = playstyle;

            csai       = CSAI.GetInstance();
            aicallback = csai.aicallback;
            logfile    = LogFile.GetInstance();

            ShowNextBuildSite = csai.DebugOn;

            unitcontroller = UnitController.GetInstance();
            // factorycontroller = FactoryController.GetInstance();
            buildtable = BuildTable.GetInstance();
            metal      = Metal.GetInstance();

            ShowNextBuildSite = csai.DebugOn;
            logfile.WriteLine("ConstructorController::ConstructorController() finished");
        }
示例#4
0
        bool BuildMex(int constructorid)
        {
            if (!BuildTree.GetInstance().CanBuild(UnitController.GetInstance().UnitDefByDeployedId[constructorid].name.ToLower(),
                                                  "armmex"))
            {
                return(false);
            }
            IUnitDef unitdef   = BuildTable.GetInstance().UnitDefByName["armmex"];
            Float3   buildsite = Metal.GetInstance().GetNearestMetalSpot(aicallback.GetUnitPos(constructorid));

            buildsite = aicallback.ClosestBuildSite(unitdef, buildsite, 100, 0);
            if (!ActiveConstructors.Contains(constructorid))
            {
                ActiveConstructors.Add(constructorid);
            }
            //aicallback.GiveOrder(constructorid, new Command(-unitdef.id, buildsite.ToDoubleArray()));
            GiveOrderWrapper.GetInstance().BuildUnit(constructorid, unitdef.name, buildsite);
            return(true);
        }
示例#5
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);
            }
        }