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API.h 14 kB

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  1. #pragma once
  2. #ifndef API_H
  3. #define API_H
  4. #ifdef _MSC_VER
  5. #pragma warning(disable : 4996)
  6. #endif
  7. #include "Message2Server.pb.h"
  8. #include "Message2Clients.pb.h"
  9. #include "MessageType.pb.h"
  10. #include "Services.grpc.pb.h"
  11. #include "Services.pb.h"
  12. #include <future>
  13. #include <iostream>
  14. #include <vector>
  15. #include "structures.h"
  16. const constexpr int num_of_grid_per_cell = 1000;
  17. class IAI;
  18. class ILogic
  19. {
  20. // API中依赖Logic的部分
  21. public:
  22. // 获取服务器发来的消息
  23. virtual std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButchers() const = 0;
  24. virtual std::vector<std::shared_ptr<const THUAI6::Human>> GetHumans() const = 0;
  25. virtual std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const = 0;
  26. virtual std::shared_ptr<const THUAI6::Human> HumanGetSelfInfo() const = 0;
  27. virtual std::shared_ptr<const THUAI6::Butcher> ButcherGetSelfInfo() const = 0;
  28. virtual std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const = 0;
  29. virtual THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const = 0;
  30. // 供IAPI使用的操作相关的部分
  31. virtual bool Move(int64_t time, double angle) = 0;
  32. virtual bool PickProp(THUAI6::PropType prop) = 0;
  33. virtual bool UseProp() = 0;
  34. virtual bool UseSkill() = 0;
  35. virtual bool SendMessage(int64_t toID, std::string message) = 0;
  36. virtual bool HaveMessage() = 0;
  37. virtual std::optional<std::pair<int64_t, std::string>> GetMessage() = 0;
  38. virtual bool WaitThread() = 0;
  39. virtual int GetCounter() const = 0;
  40. // IHumanAPI使用的部分
  41. virtual bool Escape() = 0;
  42. virtual bool StartFixMachine() = 0;
  43. virtual bool EndFixMachine() = 0;
  44. virtual bool StartSaveHuman() = 0;
  45. virtual bool EndSaveHuman() = 0;
  46. // IButcherAPI使用的部分
  47. virtual bool Attack(double angle) = 0;
  48. virtual bool CarryHuman() = 0;
  49. virtual bool ReleaseHuman() = 0;
  50. virtual bool HangHuman() = 0;
  51. virtual const std::vector<int64_t> GetPlayerGUIDs() const = 0;
  52. };
  53. class IAPI
  54. {
  55. public:
  56. // 选手可执行的操作,应当保证所有函数的返回值都应当为std::future,例如下面的移动函数:
  57. // 指挥本角色进行移动,`timeInMilliseconds` 为移动时间,单位为毫秒;`angleInRadian` 表示移动的方向,单位是弧度,使用极坐标——竖直向下方向为 x 轴,水平向右方向为 y 轴
  58. virtual std::future<bool> Move(int64_t timeInMilliseconds, double angleInRadian) = 0;
  59. // 向特定方向移动
  60. virtual std::future<bool> MoveRight(int64_t timeInMilliseconds) = 0;
  61. virtual std::future<bool> MoveUp(int64_t timeInMilliseconds) = 0;
  62. virtual std::future<bool> MoveLeft(int64_t timeInMilliseconds) = 0;
  63. virtual std::future<bool> MoveDown(int64_t timeInMilliseconds) = 0;
  64. // 捡道具、使用技能
  65. virtual std::future<bool> PickProp(THUAI6::PropType prop) = 0;
  66. virtual std::future<bool> UseProp() = 0;
  67. virtual std::future<bool> UseSkill() = 0;
  68. // 发送信息、接受信息,注意收消息时无消息则返回nullopt
  69. virtual std::future<bool> SendMessage(int64_t, std::string) = 0;
  70. [[nodiscard]] virtual std::future<bool> HaveMessage() = 0;
  71. [[nodiscard]] virtual std::future<std::optional<std::pair<int64_t, std::string>>> GetMessage() = 0;
  72. // 等待下一帧
  73. virtual std::future<bool> Wait() = 0;
  74. // 获取视野内可见的人类/屠夫的信息
  75. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const = 0;
  76. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const = 0;
  77. // 获取视野内可见的道具信息
  78. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const = 0;
  79. // 获取地图信息,视野外的地图统一为Land
  80. [[nodiscard]] virtual std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const = 0;
  81. [[nodiscard]] virtual THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const = 0;
  82. // 获取所有玩家的GUID
  83. [[nodiscard]] virtual const std::vector<int64_t> GetPlayerGUIDs() const = 0;
  84. // 获取游戏目前所进行的帧数
  85. [[nodiscard]] virtual int GetFrameCount() const = 0;
  86. /*****选手可能用的辅助函数*****/
  87. // 获取指定格子中心的坐标
  88. [[nodiscard]] static inline int CellToGrid(int cell) noexcept
  89. {
  90. return cell * num_of_grid_per_cell + num_of_grid_per_cell / 2;
  91. }
  92. // 获取指定坐标点所位于的格子的 X 序号
  93. [[nodiscard]] static inline int GridToCell(int grid) noexcept
  94. {
  95. return grid / num_of_grid_per_cell;
  96. }
  97. };
  98. class IHumanAPI : public IAPI
  99. {
  100. public:
  101. /*****人类阵营的特定函数*****/
  102. virtual std::future<bool> StartFixMachine() = 0;
  103. virtual std::future<bool> EndFixMachine() = 0;
  104. virtual std::future<bool> StartSaveHuman() = 0;
  105. virtual std::future<bool> EndSaveHuman() = 0;
  106. virtual std::future<bool> Escape() = 0;
  107. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Human> GetSelfInfo() const = 0;
  108. };
  109. class IButcherAPI : public IAPI
  110. {
  111. public:
  112. /*****屠夫阵营的特定函数*****/
  113. virtual std::future<bool> Attack(double angleInRadian) = 0;
  114. virtual std::future<bool> CarryHuman() = 0;
  115. virtual std::future<bool> ReleaseHuman() = 0;
  116. virtual std::future<bool> HangHuman() = 0;
  117. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const = 0;
  118. };
  119. class IGameTimer
  120. {
  121. public:
  122. virtual void StartTimer() = 0;
  123. virtual void EndTimer() = 0;
  124. virtual void Play(IAI& ai) = 0;
  125. };
  126. class HumanAPI : public IHumanAPI, public IGameTimer
  127. {
  128. public:
  129. HumanAPI(ILogic& logic) :
  130. logic(logic)
  131. {
  132. }
  133. void StartTimer() override
  134. {
  135. }
  136. void EndTimer() override
  137. {
  138. }
  139. void Play(IAI& ai) override;
  140. [[nodiscard]] int GetFrameCount() const override;
  141. std::future<bool> Move(int64_t timeInMilliseconds, double angleInRadian) override;
  142. std::future<bool> MoveRight(int64_t timeInMilliseconds) override;
  143. std::future<bool> MoveUp(int64_t timeInMilliseconds) override;
  144. std::future<bool> MoveLeft(int64_t timeInMilliseconds) override;
  145. std::future<bool> MoveDown(int64_t timeInMilliseconds) override;
  146. std::future<bool> PickProp(THUAI6::PropType prop) override;
  147. std::future<bool> UseProp() override;
  148. std::future<bool> UseSkill() override;
  149. std::future<bool> SendMessage(int64_t, std::string) override;
  150. [[nodiscard]] std::future<bool> HaveMessage() override;
  151. [[nodiscard]] std::future<std::optional<std::pair<int64_t, std::string>>> GetMessage() override;
  152. std::future<bool> Wait() override;
  153. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override;
  154. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override;
  155. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override;
  156. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override;
  157. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override;
  158. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override;
  159. std::future<bool> StartFixMachine() override;
  160. std::future<bool> EndFixMachine() override;
  161. std::future<bool> StartSaveHuman() override;
  162. std::future<bool> EndSaveHuman() override;
  163. std::future<bool> Escape() override;
  164. [[nodiscard]] std::shared_ptr<const THUAI6::Human> GetSelfInfo() const override;
  165. private:
  166. ILogic& logic;
  167. };
  168. class ButcherAPI : public IButcherAPI, public IGameTimer
  169. {
  170. public:
  171. ButcherAPI(ILogic& logic) :
  172. logic(logic)
  173. {
  174. }
  175. void StartTimer() override
  176. {
  177. }
  178. void EndTimer() override
  179. {
  180. }
  181. void Play(IAI& ai) override;
  182. [[nodiscard]] int GetFrameCount() const override;
  183. std::future<bool> Move(int64_t timeInMilliseconds, double angleInRadian) override;
  184. std::future<bool> MoveRight(int64_t timeInMilliseconds) override;
  185. std::future<bool> MoveUp(int64_t timeInMilliseconds) override;
  186. std::future<bool> MoveLeft(int64_t timeInMilliseconds) override;
  187. std::future<bool> MoveDown(int64_t timeInMilliseconds) override;
  188. std::future<bool> PickProp(THUAI6::PropType prop) override;
  189. std::future<bool> UseProp() override;
  190. std::future<bool> UseSkill() override;
  191. std::future<bool> SendMessage(int64_t, std::string) override;
  192. [[nodiscard]] std::future<bool> HaveMessage() override;
  193. [[nodiscard]] std::future<std::optional<std::pair<int64_t, std::string>>> GetMessage() override;
  194. std::future<bool> Wait() override;
  195. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override;
  196. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override;
  197. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override;
  198. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override;
  199. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override;
  200. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override;
  201. std::future<bool> Attack(double angleInRadian) override;
  202. std::future<bool> CarryHuman() override;
  203. std::future<bool> ReleaseHuman() override;
  204. std::future<bool> HangHuman() override;
  205. [[nodiscard]] std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const override;
  206. private:
  207. ILogic& logic;
  208. };
  209. class HumanDebugAPI : public IHumanAPI, public IGameTimer
  210. {
  211. public:
  212. HumanDebugAPI(ILogic& logic) :
  213. logic(logic)
  214. {
  215. }
  216. void StartTimer() override;
  217. void EndTimer() override;
  218. void Play(IAI& ai) override;
  219. [[nodiscard]] int GetFrameCount() const override;
  220. std::future<bool> Move(int64_t timeInMilliseconds, double angleInRadian) override;
  221. std::future<bool> MoveRight(int64_t timeInMilliseconds) override;
  222. std::future<bool> MoveUp(int64_t timeInMilliseconds) override;
  223. std::future<bool> MoveLeft(int64_t timeInMilliseconds) override;
  224. std::future<bool> MoveDown(int64_t timeInMilliseconds) override;
  225. std::future<bool> PickProp(THUAI6::PropType prop) override;
  226. std::future<bool> UseProp() override;
  227. std::future<bool> UseSkill() override;
  228. std::future<bool> SendMessage(int64_t, std::string) override;
  229. [[nodiscard]] std::future<bool> HaveMessage() override;
  230. [[nodiscard]] std::future<std::optional<std::pair<int64_t, std::string>>> GetMessage() override;
  231. std::future<bool> Wait() override;
  232. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override;
  233. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override;
  234. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override;
  235. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override;
  236. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override;
  237. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override;
  238. std::future<bool> StartFixMachine() override;
  239. std::future<bool> EndFixMachine() override;
  240. std::future<bool> StartSaveHuman() override;
  241. std::future<bool> EndSaveHuman() override;
  242. std::future<bool> Escape() override;
  243. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Human> GetSelfInfo() const override;
  244. private:
  245. std::chrono::system_clock::time_point StartPoint;
  246. ILogic& logic;
  247. };
  248. class ButcherDebugAPI : public IButcherAPI, public IGameTimer
  249. {
  250. public:
  251. ButcherDebugAPI(ILogic& logic) :
  252. logic(logic)
  253. {
  254. }
  255. void StartTimer() override;
  256. void EndTimer() override;
  257. void Play(IAI& ai) override;
  258. [[nodiscard]] int GetFrameCount() const override;
  259. std::future<bool> Move(int64_t timeInMilliseconds, double angleInRadian) override;
  260. std::future<bool> MoveRight(int64_t timeInMilliseconds) override;
  261. std::future<bool> MoveUp(int64_t timeInMilliseconds) override;
  262. std::future<bool> MoveLeft(int64_t timeInMilliseconds) override;
  263. std::future<bool> MoveDown(int64_t timeInMilliseconds) override;
  264. std::future<bool> PickProp(THUAI6::PropType prop) override;
  265. std::future<bool> UseProp() override;
  266. std::future<bool> UseSkill() override;
  267. std::future<bool> SendMessage(int64_t, std::string) override;
  268. [[nodiscard]] std::future<bool> HaveMessage() override;
  269. [[nodiscard]] std::future<std::optional<std::pair<int64_t, std::string>>> GetMessage() override;
  270. std::future<bool> Wait() override;
  271. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override;
  272. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override;
  273. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override;
  274. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override;
  275. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override;
  276. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override;
  277. std::future<bool> Attack(double angleInRadian) override;
  278. std::future<bool> CarryHuman() override;
  279. std::future<bool> ReleaseHuman() override;
  280. std::future<bool> HangHuman() override;
  281. [[nodiscard]] std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const override;
  282. private:
  283. std::chrono::system_clock::time_point StartPoint;
  284. ILogic& logic;
  285. };
  286. #endif