#[macro_use]
extern crate clap;
use rand::prelude::*;
use rust_sc2::{geometry::Point3, prelude::*};
#[bot]
#[derive(Default)]
struct DebugAI;
impl Player for DebugAI {
fn on_step(&mut self, _iteration: usize) -> SC2Result<()> {
for exp in self.expansions.clone() {
let (loc, center) = (exp.loc, exp.center);
let z = self.get_z_height(loc) + 1.5;
self.debug.draw_sphere(loc.to3(z), 0.6, Some((255, 128, 255)));
let z = self.get_z_height(center) + 1.5;
self.debug.draw_sphere(center.to3(z), 0.5, Some((255, 128, 64)));
}
self.units
.all
.iter()
.map(|u| (format!("{:?}", u.type_id()), u.position3d()))
.collect::<Vec<(String, Point3)>>()
.into_iter()
.for_each(|(s, pos)| self.debug.draw_text_world(&s, pos, Some((255, 128, 128)), None));
Ok(())
}
fn get_player_settings(&self) -> PlayerSettings {
PlayerSettings::new(self.race)
}
}
fn main() -> SC2Result<()> {
let app = clap_app!(DebugBot =>
(version: crate_version!())
(author: crate_authors!())
(@arg ladder_server: --LadderServer +takes_value)
(@arg opponent_id: --OpponentId +takes_value)
(@arg host_port: --GamePort +takes_value)
(@arg player_port: --StartPort +takes_value)
(@arg race: -r --race
+takes_value
"Sets race for debug bot"
)
(@arg game_step: -s --step
+takes_value
default_value("1")
"Sets game step for bot"
)
(@subcommand local =>
(about: "Runs local game vs Computer")
(@arg map: -m --map
+takes_value
)
(@arg race: -r --race
+takes_value
"Sets opponent race"
)
(@arg difficulty: -d --difficulty
+takes_value
"Sets opponent diffuculty"
)
(@arg ai_build: --("ai-build")
+takes_value
"Sets opponent build"
)
(@arg sc2_version: --("sc2-version")
+takes_value
"Sets sc2 version"
)
(@arg save_replay: --("save-replay")
+takes_value
"Sets path to save replay"
)
(@arg realtime: --realtime "Enables realtime mode")
)
(@subcommand human =>
(about: "Runs game Human vs Bot")
(@arg map: -m --map
+takes_value
)
(@arg race: -r --race *
+takes_value
"Sets human race"
)
(@arg name: --name
+takes_value
"Sets human name"
)
(@arg sc2_version: --("sc2-version")
+takes_value
"Sets sc2 version"
)
(@arg save_replay: --("save-replay")
+takes_value
"Sets path to save replay"
)
)
)
.get_matches();
let game_step = match app.value_of("game_step") {
Some("0") => panic!("game_step must be X >= 1"),
Some(step) => step.parse::<u32>().expect("Can't parse game_step"),
None => unreachable!(),
};
let mut bot = DebugAI::default();
bot.set_game_step(game_step);
if let Some(race) = app
.value_of("race")
.map(|race| race.parse().expect("Can't parse bot race"))
{
bot.race = race;
}
const LADDER_MAPS: &[&str] = &[
"DeathauraLE",
"EternalEmpireLE",
"EverDreamLE",
"GoldenWallLE",
"IceandChromeLE",
"PillarsofGoldLE",
"SubmarineLE",
];
let mut rng = thread_rng();
match app.subcommand() {
("local", Some(sub)) => run_vs_computer(
&mut bot,
Computer::new(
sub.value_of("race").map_or(Race::Random, |race| {
race.parse().expect("Can't parse computer race")
}),
sub.value_of("difficulty")
.map_or(Difficulty::VeryEasy, |difficulty| {
difficulty.parse().expect("Can't parse computer difficulty")
}),
sub.value_of("ai_build")
.map(|ai_build| ai_build.parse().expect("Can't parse computer build")),
),
sub.value_of("map")
.unwrap_or_else(|| LADDER_MAPS.choose(&mut rng).unwrap()),
LaunchOptions {
sc2_version: sub.value_of("sc2_version"),
realtime: sub.is_present("realtime"),
save_replay_as: sub.value_of("save_replay"),
},
),
("human", Some(sub)) => run_vs_human(
&mut bot,
PlayerSettings {
race: sub
.value_of("race")
.unwrap()
.parse()
.expect("Can't parse human race"),
name: sub.value_of("name"),
..Default::default()
},
sub.value_of("map")
.unwrap_or_else(|| LADDER_MAPS.choose(&mut rng).unwrap()),
LaunchOptions {
sc2_version: sub.value_of("sc2_version"),
realtime: true,
save_replay_as: sub.value_of("save_replay"),
},
),
_ => run_ladder_game(
&mut bot,
app.value_of("ladder_server").unwrap_or("127.0.0.1"),
app.value_of("host_port").expect("GamePort must be specified"),
app.value_of("player_port")
.expect("StartPort must be specified")
.parse()
.expect("Can't parse StartPort"),
app.value_of("opponent_id"),
),
}
}