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API.h 15 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. // 供IAPI使用的操作相关的部分
  30. virtual bool Move(protobuf::MoveMsg) = 0;
  31. virtual bool PickProp(protobuf::PickMsg) = 0;
  32. virtual bool UseProp(protobuf::IDMsg) = 0;
  33. virtual bool UseSkill(protobuf::IDMsg) = 0;
  34. virtual void SendMessage(protobuf::SendMsg) = 0;
  35. virtual bool HaveMessage(protobuf::IDMsg) = 0;
  36. virtual protobuf::MsgRes GetMessage(protobuf::IDMsg) = 0;
  37. virtual bool Escape(protobuf::IDMsg) = 0;
  38. // 说明:双向stream由三个函数共同实现,两个记录开始和结束,结果由Logic里的私有的成员变量记录,获得返回值则另调函数
  39. virtual bool StartFixMachine(protobuf::IDMsg) = 0;
  40. virtual bool EndFixMachine(protobuf::IDMsg) = 0;
  41. virtual bool GetFixStatus() = 0;
  42. virtual bool StartSaveHuman(protobuf::IDMsg) = 0;
  43. virtual bool EndSaveHuman(protobuf::IDMsg) = 0;
  44. virtual bool GetSaveStatus() = 0;
  45. virtual bool Attack(protobuf::AttackMsg) = 0;
  46. virtual bool CarryHuman(protobuf::IDMsg) = 0;
  47. virtual bool ReleaseHuman(protobuf::IDMsg) = 0;
  48. virtual bool HangHuman(protobuf::IDMsg) = 0;
  49. virtual bool WaitThread() = 0;
  50. virtual int GetCounter() = 0;
  51. };
  52. class IAPI
  53. {
  54. public:
  55. // 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:
  56. // 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
  57. virtual std::future<bool> Move(uint32_t timeInMilliseconds, double angleInRadian) = 0;
  58. // 向特定方向移动
  59. virtual std::future<bool> MoveRight(uint32_t timeInMilliseconds) = 0;
  60. virtual std::future<bool> MoveUp(uint32_t timeInMilliseconds) = 0;
  61. virtual std::future<bool> MoveLeft(uint32_t timeInMilliseconds) = 0;
  62. virtual std::future<bool> MoveDown(uint32_t timeInMilliseconds) = 0;
  63. // 捡道具、使用技能
  64. virtual std::future<bool> PickProp() = 0;
  65. virtual std::future<bool> UseProp() = 0;
  66. virtual std::future<bool> UseSkill() = 0;
  67. // 发送信息、接受信息
  68. virtual std::future<bool> SendMessage(int, std::string) = 0;
  69. [[nodiscard]] virtual std::future<bool> HaveMessage() = 0;
  70. [[nodiscard]] virtual std::future<std::pair<int, std::string>> GetMessage() = 0;
  71. // 等待下一帧
  72. virtual std::future<bool> Wait() = 0;
  73. // 获取视野内可见的人类/屠夫的信息
  74. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const = 0;
  75. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const = 0;
  76. // 获取视野内可见的道具信息
  77. [[nodiscard]] virtual std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const = 0;
  78. // 获取地图信息,视野外的地图统一为Land
  79. [[nodiscard]] virtual std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const = 0;
  80. [[nodiscard]] virtual THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const = 0;
  81. // 获取所有玩家的GUID
  82. [[nodiscard]] virtual const std::vector<int64_t> GetPlayerGUIDs() const = 0;
  83. // 获取游戏目前所进行的帧数
  84. [[nodiscard]] virtual int GetFrameCount() const = 0;
  85. /*****选手可能用的辅助函数*****/
  86. // 获取指定格子中心的坐标
  87. [[nodiscard]] static inline int CellToGrid(int cell) noexcept
  88. {
  89. return cell * num_of_grid_per_cell + num_of_grid_per_cell / 2;
  90. }
  91. // 获取指定坐标点所位于的格子的 X 序号
  92. [[nodiscard]] static inline int GridToCell(int grid) noexcept
  93. {
  94. return grid / num_of_grid_per_cell;
  95. }
  96. };
  97. class IHumanAPI : public IAPI
  98. {
  99. public:
  100. /*****人类阵营的特定函数*****/
  101. virtual std::future<bool> StartFixMachine() = 0;
  102. virtual std::future<bool> EndFixMachine() = 0;
  103. virtual std::future<bool> GetFixStatus() = 0;
  104. virtual std::future<bool> StartSaveHuman() = 0;
  105. virtual std::future<bool> EndSaveHuman() = 0;
  106. virtual std::future<bool> GetSaveStatus() = 0;
  107. virtual std::future<bool> Escape() = 0;
  108. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Human> GetSelfInfo() const = 0;
  109. };
  110. class IButcherAPI : public IAPI
  111. {
  112. public:
  113. /*****屠夫阵营的特定函数*****/
  114. virtual std::future<bool> Attack(double angleInRadian) = 0;
  115. virtual std::future<bool> CarryHuman() = 0;
  116. virtual std::future<bool> ReleaseHuman() = 0;
  117. virtual std::future<bool> HangHuman() = 0;
  118. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const = 0;
  119. };
  120. class IGameTimer
  121. {
  122. public:
  123. virtual void StartTimer() = 0;
  124. virtual void EndTimer() = 0;
  125. virtual void Play(IAI& ai) = 0;
  126. };
  127. class HumanAPI : public IHumanAPI, public IGameTimer
  128. {
  129. public:
  130. HumanAPI(ILogic& logic) :
  131. logic(logic)
  132. {
  133. }
  134. void StartTimer() override
  135. {
  136. }
  137. void EndTimer() override
  138. {
  139. }
  140. void Play(IAI& ai) override;
  141. std::future<bool> Move(uint32_t timeInMilliseconds, double angleInRadian) override
  142. {
  143. }
  144. [[nodiscard]] int GetFrameCount() const override
  145. {
  146. }
  147. std::future<bool> MoveRight(uint32_t timeInMilliseconds) override
  148. {
  149. }
  150. std::future<bool> MoveUp(uint32_t timeInMilliseconds) override
  151. {
  152. }
  153. std::future<bool> MoveLeft(uint32_t timeInMilliseconds) override
  154. {
  155. }
  156. std::future<bool> MoveDown(uint32_t timeInMilliseconds) override
  157. {
  158. }
  159. std::future<bool> PickProp() override
  160. {
  161. }
  162. std::future<bool> UseProp() override
  163. {
  164. }
  165. std::future<bool> UseSkill() override
  166. {
  167. }
  168. std::future<bool> SendMessage(int, std::string) override
  169. {
  170. }
  171. [[nodiscard]] std::future<bool> HaveMessage() override
  172. {
  173. }
  174. [[nodiscard]] std::future<std::pair<int, std::string>> GetMessage() override
  175. {
  176. }
  177. std::future<bool> Wait() override
  178. {
  179. }
  180. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override
  181. {
  182. }
  183. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override
  184. {
  185. }
  186. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override
  187. {
  188. }
  189. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override
  190. {
  191. }
  192. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override
  193. {
  194. }
  195. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override
  196. {
  197. }
  198. std::future<bool> StartFixMachine() override
  199. {
  200. }
  201. std::future<bool> EndFixMachine() override
  202. {
  203. }
  204. std::future<bool> GetFixStatus() override
  205. {
  206. }
  207. std::future<bool> StartSaveHuman() override
  208. {
  209. }
  210. std::future<bool> EndSaveHuman() override
  211. {
  212. }
  213. std::future<bool> GetSaveStatus() override
  214. {
  215. }
  216. std::future<bool> Escape() override
  217. {
  218. }
  219. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Human> GetSelfInfo() const override
  220. {
  221. }
  222. private:
  223. ILogic& logic;
  224. };
  225. class ButcherAPI : public IButcherAPI, public IGameTimer
  226. {
  227. public:
  228. ButcherAPI(ILogic& logic) :
  229. logic(logic)
  230. {
  231. }
  232. void StartTimer() override
  233. {
  234. }
  235. void EndTimer() override
  236. {
  237. }
  238. void Play(IAI& ai) override;
  239. std::future<bool> Move(uint32_t timeInMilliseconds, double angleInRadian) override
  240. {
  241. }
  242. [[nodiscard]] int GetFrameCount() const override
  243. {
  244. }
  245. std::future<bool> MoveRight(uint32_t timeInMilliseconds) override
  246. {
  247. }
  248. std::future<bool> MoveUp(uint32_t timeInMilliseconds) override
  249. {
  250. }
  251. std::future<bool> MoveLeft(uint32_t timeInMilliseconds) override
  252. {
  253. }
  254. std::future<bool> MoveDown(uint32_t timeInMilliseconds) override
  255. {
  256. }
  257. std::future<bool> PickProp() override
  258. {
  259. }
  260. std::future<bool> UseProp() override
  261. {
  262. }
  263. std::future<bool> UseSkill() override
  264. {
  265. }
  266. std::future<bool> SendMessage(int, std::string) override
  267. {
  268. }
  269. [[nodiscard]] std::future<bool> HaveMessage() override
  270. {
  271. }
  272. [[nodiscard]] std::future<std::pair<int, std::string>> GetMessage() override
  273. {
  274. }
  275. std::future<bool> Wait() override
  276. {
  277. }
  278. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override
  279. {
  280. }
  281. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override
  282. {
  283. }
  284. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override
  285. {
  286. }
  287. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override
  288. {
  289. }
  290. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override
  291. {
  292. }
  293. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override
  294. {
  295. }
  296. std::future<bool> Attack(double angleInRadian) override
  297. {
  298. }
  299. std::future<bool> CarryHuman() override
  300. {
  301. }
  302. std::future<bool> ReleaseHuman() override
  303. {
  304. }
  305. std::future<bool> HangHuman() override
  306. {
  307. }
  308. [[nodiscard]] std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const override
  309. {
  310. }
  311. private:
  312. ILogic& logic;
  313. };
  314. class HumanDebugAPI : public IHumanAPI, public IGameTimer
  315. {
  316. public:
  317. HumanDebugAPI(ILogic& logic) :
  318. logic(logic)
  319. {
  320. }
  321. void StartTimer() override
  322. {
  323. }
  324. void EndTimer() override
  325. {
  326. }
  327. void Play(IAI& ai) override;
  328. std::future<bool> Move(uint32_t timeInMilliseconds, double angleInRadian) override
  329. {
  330. }
  331. [[nodiscard]] int GetFrameCount() const override
  332. {
  333. }
  334. std::future<bool> MoveRight(uint32_t timeInMilliseconds) override
  335. {
  336. }
  337. std::future<bool> MoveUp(uint32_t timeInMilliseconds) override
  338. {
  339. }
  340. std::future<bool> MoveLeft(uint32_t timeInMilliseconds) override
  341. {
  342. }
  343. std::future<bool> MoveDown(uint32_t timeInMilliseconds) override
  344. {
  345. }
  346. std::future<bool> PickProp() override
  347. {
  348. }
  349. std::future<bool> UseProp() override
  350. {
  351. }
  352. std::future<bool> UseSkill() override
  353. {
  354. }
  355. std::future<bool> SendMessage(int, std::string) override
  356. {
  357. }
  358. [[nodiscard]] std::future<bool> HaveMessage() override
  359. {
  360. }
  361. [[nodiscard]] std::future<std::pair<int, std::string>> GetMessage() override
  362. {
  363. }
  364. std::future<bool> Wait() override
  365. {
  366. }
  367. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override
  368. {
  369. }
  370. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override
  371. {
  372. }
  373. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override
  374. {
  375. }
  376. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override
  377. {
  378. }
  379. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override
  380. {
  381. }
  382. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override
  383. {
  384. }
  385. std::future<bool> StartFixMachine() override
  386. {
  387. }
  388. std::future<bool> EndFixMachine() override
  389. {
  390. }
  391. std::future<bool> GetFixStatus() override
  392. {
  393. }
  394. std::future<bool> StartSaveHuman() override
  395. {
  396. }
  397. std::future<bool> EndSaveHuman() override
  398. {
  399. }
  400. std::future<bool> GetSaveStatus() override
  401. {
  402. }
  403. std::future<bool> Escape() override
  404. {
  405. }
  406. [[nodiscard]] virtual std::shared_ptr<const THUAI6::Human> GetSelfInfo() const override
  407. {
  408. }
  409. private:
  410. ILogic& logic;
  411. };
  412. class ButcherDebugAPI : public IButcherAPI, public IGameTimer
  413. {
  414. public:
  415. ButcherDebugAPI(ILogic& logic) :
  416. logic(logic)
  417. {
  418. }
  419. void StartTimer() override
  420. {
  421. }
  422. void EndTimer() override
  423. {
  424. }
  425. void Play(IAI& ai) override;
  426. std::future<bool> Move(uint32_t timeInMilliseconds, double angleInRadian) override
  427. {
  428. }
  429. [[nodiscard]] int GetFrameCount() const override
  430. {
  431. }
  432. std::future<bool> MoveRight(uint32_t timeInMilliseconds) override
  433. {
  434. }
  435. std::future<bool> MoveUp(uint32_t timeInMilliseconds) override
  436. {
  437. }
  438. std::future<bool> MoveLeft(uint32_t timeInMilliseconds) override
  439. {
  440. }
  441. std::future<bool> MoveDown(uint32_t timeInMilliseconds) override
  442. {
  443. }
  444. std::future<bool> PickProp() override
  445. {
  446. }
  447. std::future<bool> UseProp() override
  448. {
  449. }
  450. std::future<bool> UseSkill() override
  451. {
  452. }
  453. std::future<bool> SendMessage(int, std::string) override
  454. {
  455. }
  456. [[nodiscard]] std::future<bool> HaveMessage() override
  457. {
  458. }
  459. [[nodiscard]] std::future<std::pair<int, std::string>> GetMessage() override
  460. {
  461. }
  462. std::future<bool> Wait() override
  463. {
  464. }
  465. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Human>> GetHuman() const override
  466. {
  467. }
  468. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Butcher>> GetButcher() const override
  469. {
  470. }
  471. [[nodiscard]] std::vector<std::shared_ptr<const THUAI6::Prop>> GetProps() const override
  472. {
  473. }
  474. [[nodiscard]] std::vector<std::vector<THUAI6::PlaceType>> GetFullMap() const override
  475. {
  476. }
  477. [[nodiscard]] THUAI6::PlaceType GetPlaceType(int32_t CellX, int32_t CellY) const override
  478. {
  479. }
  480. [[nodiscard]] const std::vector<int64_t> GetPlayerGUIDs() const override
  481. {
  482. }
  483. std::future<bool> Attack(double angleInRadian) override
  484. {
  485. }
  486. std::future<bool> CarryHuman() override
  487. {
  488. }
  489. std::future<bool> ReleaseHuman() override
  490. {
  491. }
  492. std::future<bool> HangHuman() override
  493. {
  494. }
  495. [[nodiscard]] std::shared_ptr<const THUAI6::Butcher> GetSelfInfo() const override
  496. {
  497. }
  498. private:
  499. ILogic& logic;
  500. };
  501. #endif