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CameraModule.h
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68 lines (60 loc) · 1.89 KB
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#pragma once
#include <BWAPI.h>
#include <vector>
#include <set>
#include <iostream>
#include <fstream>
#include <iostream>
#include <cstdlib>
#include <sstream>
#include <chrono>
#include <bitset>
class CameraModule
{
public:
int scrWidth;
int scrHeight;
int watchScoutWorkerUntil;
int lastMovedPriority;
BWAPI::Position lastMovedPosition;
BWAPI::Position currentCameraPosition;
BWAPI::Position cameraFocusPosition;
BWAPI::Unit cameraFocusUnit;
bool followUnit;
CameraModule();
void onStart(BWAPI::Position startPos, int screenWidth, int screenHeight);
void onFrame();
void onUnitDestroy(BWAPI::Unit unit);
bool isNearStartLocation(BWAPI::Player player, BWAPI::Position pos);
bool isNearOwnStartLocation(BWAPI::Player player, BWAPI::Position pos);
bool isArmyUnit(BWAPI::Unit unit);
bool shouldMoveCamera(int priority);
void moveCamera(BWAPI::Position pos, int priority);
void moveCamera(BWAPI::Unit unit, int priority);
void moveCameraIsUnderAttack();
void moveCameraIsAttacking();
void moveCameraScoutWorker();
void moveCameraFallingNuke();
void moveCameraNukeDetect(BWAPI::Position target);
void moveCameraDrop();
void moveCameraArmy();
void moveCameraUnitCreated(BWAPI::Unit unit);
void updateCameraPosition();
void updateGameSpeed();
bool shouldUpdateVision(int priority);
void updateVision(BWAPI::Unit, int priority);
void updateVision(BWAPI::Player player, int priority);
void updateVision();
bool hasVision(BWAPI::Player player) { return vision == 0 || vision[player->getID()]; }
private:
typedef typename std::chrono::time_point<std::chrono::steady_clock> time_point_t;
std::chrono::steady_clock clock;
time_point_t lastMoved;
std::chrono::duration<int> cameraMoveTime;
std::chrono::duration<int> cameraMoveTimeMin;
int localSpeed;
int lastUnitDestroyedFrame;
int combatAcc;
std::bitset<8> vision;
void slowDownOnCombat();
};