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use std::{collections::HashMap, error::Error, ffi::CStr, hash::Hash, str::FromStr};
use serde::{Deserialize, Serialize};
use crate::{
ai_interface::{
callback::{
resource::Resource,
unit_def::{
aircraft::{UnitAircraft, UnitAircraftAll},
auto_heal::{UnitAutoHeal, UnitAutoHealAll},
building::{UnitBuilding, UnitBuildingAll},
cloak::{UnitCloak, UnitCloakAll},
combat::{UnitCombat, UnitCombatAll},
construction::{UnitConstruction, UnitConstructionAll},
death::{UnitDeath, UnitDeathAll},
detection::{UnitDetection, UnitDetectionAll},
flanking::{UnitFlanking, UnitFlankingAll},
flare::{UnitFlare, UnitFlareAll},
kind::base::UnitDefKind,
miscellaneous::{UnitMiscellaneous, UnitMiscellaneousAll},
model::{UnitModel, UnitModelAll},
movement::{UnitMovement, UnitMovementAll},
resource::{UnitResource, UnitResourceAll},
transport::{UnitTransport, UnitTransportAll},
vision::{UnitVision, UnitVisionAll},
weapon_mount::UnitWeaponMountAll,
},
},
AIInterface,
},
get_callback,
};
pub mod aircraft;
pub mod auto_heal;
pub mod building;
pub mod cloak;
pub mod combat;
pub mod construction;
pub mod death;
pub mod detection;
pub mod flanking;
pub mod flare;
pub mod kind;
pub mod miscellaneous;
pub mod model;
pub mod movement;
pub mod resource;
pub mod transport;
pub mod vision;
pub mod weapon_mount;
#[derive(Debug, Copy, PartialEq, Eq, Hash, Clone, Serialize, Deserialize)]
pub struct UnitDef {
pub ai_id: i32,
pub def_id: i32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct UnitDefAll {
pub name: String,
pub display_name: String,
pub kind: UnitDefKind,
pub model: UnitModelAll,
pub resource: HashMap<Resource, UnitResourceAll>,
pub construction: UnitConstructionAll,
pub auto_heal: UnitAutoHealAll,
pub movement: UnitMovementAll,
pub vision: UnitVisionAll,
pub detection: UnitDetectionAll,
pub building: UnitBuildingAll,
pub flanking: UnitFlankingAll,
pub combat: UnitCombatAll,
pub death: UnitDeathAll,
pub aircraft: UnitAircraftAll,
pub transport: UnitTransportAll,
pub cloak: UnitCloakAll,
pub flare: UnitFlareAll,
pub weapon_mounts: Vec<UnitWeaponMountAll>,
pub miscellaneous: UnitMiscellaneousAll,
}
impl UnitDef {
pub fn name(&self) -> Result<String, Box<dyn Error>> {
let get_unit_def_name = get_callback!(self.ai_id, UnitDef_getName)?;
Ok(String::from(
unsafe { CStr::from_ptr(get_unit_def_name(self.ai_id, self.def_id)) }.to_str()?,
))
}
pub fn display_name(&self) -> Result<String, Box<dyn Error>> {
let get_unit_def_display_name = get_callback!(self.ai_id, UnitDef_getHumanName)?;
Ok(String::from(
unsafe { CStr::from_ptr(get_unit_def_display_name(self.ai_id, self.def_id)) }
.to_str()?,
))
}
pub fn kind(&self) -> Result<UnitDefKind, Box<dyn Error>> {
Ok(UnitDefKind::from_str(&self.name()?)?)
}
pub fn model(&self) -> UnitModel {
UnitModel {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn resource(&self, resource: Resource) -> UnitResource {
UnitResource {
ai_id: self.ai_id,
def_id: self.def_id,
resource,
}
}
pub fn construction(&self) -> UnitConstruction {
UnitConstruction {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn auto_heal(&self) -> UnitAutoHeal {
UnitAutoHeal {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn movement(&self) -> UnitMovement {
UnitMovement {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn vision(&self) -> UnitVision {
UnitVision {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn detection(&self) -> UnitDetection {
UnitDetection {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn building(&self) -> UnitBuilding {
UnitBuilding {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn flanking(&self) -> UnitFlanking {
UnitFlanking {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn combat(&self) -> UnitCombat {
UnitCombat {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn death(&self) -> UnitDeath {
UnitDeath {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn aircraft(&self) -> UnitAircraft {
UnitAircraft {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn transport(&self) -> UnitTransport {
UnitTransport {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn cloak(&self) -> UnitCloak {
UnitCloak {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn flare(&self) -> UnitFlare {
UnitFlare {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
pub fn miscellaneous(&self) -> UnitMiscellaneous {
UnitMiscellaneous {
ai_id: self.ai_id,
def_id: self.def_id,
}
}
// TODO:
// pub fn UnitDef_getYardMap(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_getYardMap)?;
// Ok(())
// }
// pub fn UnitDef_isNeedGeo(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isNeedGeo)?;
// Ok(())
// }
// pub fn UnitDef_isFeature(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isFeature)?;
// Ok(())
// }
// pub fn UnitDef_isHideDamage(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isHideDamage)?;
// Ok(())
// }
// pub fn UnitDef_isShowPlayerName(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isShowPlayerName)?;
// Ok(())
// }
// pub fn UnitDef_getHighTrajectoryType(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_getHighTrajectoryType)?;
// Ok(())
// }
// pub fn UnitDef_getNoChaseCategory(&self) -> Result<(), Box<dyn Error>> {
// let get_no_chase_category_func = get_callback!(self.ai_id, UnitDef_getNoChaseCategory)?;
// Ok(())
// }
//
//
// pub fn UnitDef_isAbleToLoopbackAttack(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isAbleToLoopbackAttack)?;
// Ok(())
// }
// pub fn UnitDef_isLevelGround(&self) -> Result<(), Box<dyn Error>> {
// let get_is_level_ground_func = get_callback!(self.ai_id, UnitDef_isLevelGround)?;
// Ok(())
// }
//
// pub fn UnitDef_getDecoyDef(&self) -> Result<(), Box<dyn Error>> {
// let get_decoy_def_func = get_callback!(self.ai_id, UnitDef_getDecoyDef)?;
// Ok(())
// }
// pub fn UnitDef_isDontLand(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isDontLand)?;
// Ok(())
// }
// pub fn UnitDef_getShieldDef(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_getShieldDef)?;
// Ok(())
// }
// pub fn UnitDef_getStockpileDef(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_getStockpileDef)?;
// Ok(())
// }
//
// pub fn UnitDef_getCustomParams(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_getCustomParams)?;
// Ok(())
// }
// pub fn UnitDef_isMoveDataAvailable(&self) -> Result<(), Box<dyn Error>> {
// let get_is_able_to_self_d_func = get_callback!(self.ai_id, UnitDef_isMoveDataAvailable)?;
// Ok(())
// }
pub fn all(&self) -> Result<UnitDefAll, Box<dyn Error>> {
Ok(UnitDefAll {
name: self.name()?,
display_name: self.display_name()?,
kind: self.kind()?,
model: self.model().all()?,
resource: AIInterface::new(self.ai_id)
.resource_interface()
.get_resources()?
.into_iter()
.filter_map(|resource| {
if let Ok(res) = self.resource(resource).all() {
Some((resource, res))
} else {
None
}
})
.collect(),
construction: self.construction().all()?,
auto_heal: self.auto_heal().all()?,
movement: self.movement().all()?,
vision: self.vision().all()?,
detection: self.detection().all()?,
building: self.building().all()?,
flanking: self.flanking().all()?,
combat: self.combat().all()?,
death: self.death().all()?,
aircraft: self.aircraft().all()?,
transport: self.transport().all()?,
cloak: self.cloak().all()?,
flare: self.flare().all()?,
weapon_mounts: self
.weapon_mounts()?
.into_iter()
.filter_map(|weapon| weapon.all().ok())
.collect(),
miscellaneous: self.miscellaneous().all()?,
})
}
}