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LadderInterface.h
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LadderInterface.h
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std::string kDefaultMap = "BelshirVestigeLE.SC2Map";
static sc2::Difficulty GetDifficultyFromString(const std::string& InDifficulty)
{
if (InDifficulty == "VeryEasy")
{
return sc2::Difficulty::VeryEasy;
}
if (InDifficulty == "Easy")
{
return sc2::Difficulty::Easy;
}
if (InDifficulty == "Medium")
{
return sc2::Difficulty::Medium;
}
if (InDifficulty == "MediumHard")
{
return sc2::Difficulty::MediumHard;
}
if (InDifficulty == "Hard")
{
return sc2::Difficulty::Hard;
}
if (InDifficulty == "HardVeryHard")
{
return sc2::Difficulty::HardVeryHard;
}
if (InDifficulty == "VeryHard")
{
return sc2::Difficulty::VeryHard;
}
if (InDifficulty == "CheatVision")
{
return sc2::Difficulty::CheatVision;
}
if (InDifficulty == "CheatMoney")
{
return sc2::Difficulty::CheatMoney;
}
if (InDifficulty == "CheatInsane")
{
return sc2::Difficulty::CheatInsane;
}
return sc2::Difficulty::Easy;
}
static sc2::Race GetRaceFromString(const std::string& RaceIn)
{
std::string race(RaceIn);
std::transform(race.begin(), race.end(), race.begin(), ::tolower);
if (race == "terran")
{
return sc2::Race::Terran;
}
else if (race == "protoss")
{
return sc2::Race::Protoss;
}
else if (race == "zerg")
{
return sc2::Race::Zerg;
}
else if (race == "random")
{
return sc2::Race::Random;
}
return sc2::Race::Random;
}
struct ConnectionOptions
{
int32_t GamePort;
int32_t StartPort;
std::string ServerAddress;
bool ComputerOpponent;
sc2::Difficulty ComputerDifficulty;
sc2::Race ComputerRace;
std::string OpponentId;
std::string Map;
};
static void ParseArguments(int argc, char* argv[], ConnectionOptions& connect_options)
{
sc2::ArgParser arg_parser(argv[0]);
arg_parser.AddOptions({
{ "-g", "--GamePort", "Port of client to connect to", false },
{ "-o", "--StartPort", "Starting server port", false },
{ "-l", "--LadderServer", "Ladder server address", false },
{ "-c", "--ComputerOpponent", "If we set up a computer oppenent" },
{ "-a", "--ComputerRace", "Race of computer oppent"},
{ "-d", "--ComputerDifficulty", "Difficulty of computer oppenent"},
{ "-m", "--Map", "Map to play on against computer opponent", },
{ "-x", "--OpponentId", "PlayerId of opponent"}
});
arg_parser.Parse(argc, argv);
std::string GamePortStr;
if (arg_parser.Get("GamePort", GamePortStr)) {
connect_options.GamePort = atoi(GamePortStr.c_str());
}
std::string StartPortStr;
if (arg_parser.Get("StartPort", StartPortStr)) {
connect_options.StartPort = atoi(StartPortStr.c_str());
}
arg_parser.Get("LadderServer", connect_options.ServerAddress);
std::string CompOpp;
if (arg_parser.Get("ComputerOpponent", CompOpp))
{
connect_options.ComputerOpponent = true;
std::string CompRace;
if (arg_parser.Get("ComputerRace", CompRace))
{
connect_options.ComputerRace = GetRaceFromString(CompRace);
}
std::string CompDiff;
if (arg_parser.Get("ComputerDifficulty", CompDiff))
{
connect_options.ComputerDifficulty = GetDifficultyFromString(CompDiff);
}
std::string map;
if (arg_parser.Get("Map", map))
{
connect_options.Map = map;
}
else {
connect_options.Map = kDefaultMap;
}
}
else
{
connect_options.ComputerOpponent = false;
}
arg_parser.Get("OpponentId", connect_options.OpponentId);
}
static void RunBot(int argc, char* argv[], sc2::Agent* Agent, sc2::Race race)
{
ConnectionOptions Options;
ParseArguments(argc, argv, Options);
/*class Human : public sc2::Agent {
public:
void OnGameStart() final {
Debug()->DebugTextOut("Human");
Debug()->SendDebug();
}
};
Human human_bot;*/
sc2::Coordinator coordinator;
int num_agents;
if (Options.ComputerOpponent) {
num_agents = 1;
coordinator.SetParticipants({
//CreateParticipant(race, &human_bot),
CreateParticipant(race, Agent),
CreateComputer(Options.ComputerRace, Options.ComputerDifficulty)
});
coordinator.LoadSettings(1, argv);
// added
//coordinator.SetRealtime(true);
coordinator.LaunchStarcraft();
coordinator.StartGame(Options.Map);
}
else {
num_agents = 2;
coordinator.SetParticipants({
CreateParticipant(race, Agent),
});
// Start the game.
std::cout << "Connecting to port " << Options.GamePort << std::endl;
coordinator.Connect(Options.GamePort);
coordinator.SetupPorts(num_agents, Options.StartPort, false);
// Step forward the game simulation.
coordinator.JoinGame();
std::cout << " Successfully joined game" << std::endl;
}
coordinator.SetTimeoutMS(10000);
while (coordinator.Update()) {
}
}