#include "Main.h" void ProgramProduceUnitUpgrade::Init(UnitEntry *Entry) { _Entry = Entry; _CurState = ProgramProduceUnitUpgradeSelectSupportBuildings; Name = String("Research<") + Entry->Name + String(">"); } ProgramResultType ProgramProduceUnitUpgrade::ExecuteStep() { FrameHUDManager &FrameHUD = g_Context->Managers.FrameHUD; if(_CurState == ProgramProduceUnitUpgradeSelectSupportBuildings) { LogThreadEvent("Selecting Support Buildings", LogStep); g_Context->Managers.KeyboardMouse.SendKey(KEY_0 + g_Context->Managers.ControlGroup.FindControlGroupIndex(ControlGroupBuildingSupport)); _CurState = ProgramProduceUnitUpgradeSelectSupportBuilding; return ProgramResultStillExecuting; } if(_CurState == ProgramProduceUnitUpgradeSelectSupportBuilding) { Vector<UINT> ValidIndices; for(UINT Index = 0; Index < BubblePortraitCount; Index++) { Texture *CurTexture = FrameHUD.BubblePortraits(Index).Tex; if(CurTexture != NULL && CurTexture->ID() == _Entry->BuiltAt) { ValidIndices.PushEnd(Index); } } if(ValidIndices.Length() == 0) { LogThreadEvent(_Entry->BuiltAt + String(" not found"), LogError); return ProgramResultFail; } Vec2i ScreenCoord = FrameHUD.ScreenCoordFromBubblePortraitIndex(ValidIndices.RandomElement()); LogThreadEvent(String("Left Click: ") + ScreenCoord.CommaSeparatedString(), LogStep); g_Context->Managers.KeyboardMouse.Click(ScreenCoord, MouseButtonLeft, ModifierNone); _CurState = ProgramProduceUnitUpgradeResearch; return ProgramResultStillExecuting; } if(_CurState == ProgramProduceUnitUpgradeResearch) { if(FrameHUD.BuildQueuePresent()) { LogThreadEvent("Build queue already present", LogError); return ProgramResultFail; } ActionButtonStateType State; if(!FrameHUD.ActionButtonPresent(_Entry->Name, State)) { LogThreadEvent(_Entry->Name + String(" button not found"), LogError); return ProgramResultFail; } if(State != ActionButtonStateNormal) { LogThreadEvent(_Entry->Name + String(" button in invalid state"), LogError); return ProgramResultFail; } g_Context->Managers.KeyboardMouse.SendKey(KEY_A + (_Entry->Hotkey - 'a')); LogThreadEvent(String("Researching ") + _Entry->Name, LogStep); _TimeoutTime = GameTime() + 1.0; _CurState = ProgramProduceUnitUpgradeWaitForSuccess; return ProgramResultStillExecuting; } if(_CurState == ProgramProduceUnitUpgradeWaitForSuccess) { if(GameTime() > _TimeoutTime) { LogThreadEvent(String("Timed out waiting for ") + _Entry->Name, LogError); return ProgramResultFail; } if(FrameHUD.BuildQueueEntryPresent(_Entry->Name)) { LogThreadEvent(_Entry->Name + String(" found"), LogDone); g_Context->ReportAction(_Entry->Name, RGBColor::Green); g_Context->Managers.Knowledge.RecordUnitInProduction(_Entry, GameTime()); return ProgramResultSuccess; } else { LogThreadEvent(String("Waiting for ") + _Entry->Name, LogStep); return ProgramResultStillExecuting; } } HANDLE_CRITICAL_FAILURE; }