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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>
classCameraModule
{
public:
int scrWidth;
int scrHeight;
int watchScoutWorkerUntil;
int lastMovedPriority;
BWAPI::Position lastMovedPosition;
BWAPI::Position currentCameraPosition;
BWAPI::Position cameraFocusPosition;
BWAPI::Unit cameraFocusUnit;
bool followUnit;
CameraModule();
voidonStart(BWAPI::Position startPos, int screenWidth, int screenHeight);
voidonFrame();
voidonUnitDestroy(BWAPI::Unit unit);
boolisNearStartLocation(BWAPI::Player player, BWAPI::Position pos);
boolisNearOwnStartLocation(BWAPI::Player player, BWAPI::Position pos);
boolisArmyUnit(BWAPI::Unit unit);
boolshouldMoveCamera(int priority);
voidmoveCamera(BWAPI::Position pos, int priority);
voidmoveCamera(BWAPI::Unit unit, int priority);
voidmoveCameraIsUnderAttack();
voidmoveCameraIsAttacking();
voidmoveCameraScoutWorker();
voidmoveCameraFallingNuke();
voidmoveCameraNukeDetect(BWAPI::Position target);
voidmoveCameraDrop();
voidmoveCameraArmy();
voidmoveCameraUnitCreated(BWAPI::Unit unit);
voidupdateCameraPosition();
voidupdateGameSpeed();
boolshouldUpdateVision(int priority);
voidupdateVision(BWAPI::Unit, int priority);
voidupdateVision(BWAPI::Player player, int priority);
voidupdateVision();
boolhasVision(BWAPI::Player player) { return vision == 0 || vision[player->getID()]; }
private:
typedeftypename 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;
voidslowDownOnCombat();
};