#include "Main.h" void ProgramProduceUnitQueen::Init() { _CurState = ProgProduceUnitQueenSelectHatcheries; Name = String("Queen"); } ProgramResultType ProgramProduceUnitQueen::ExecuteStep() { FrameHUDManager &FrameHUD = g_Context->Managers.FrameHUD; if(_CurState == ProgProduceUnitQueenSelectHatcheries) { LogThreadEvent("Selecting Hatcheries", LogStep); g_Context->Managers.KeyboardMouse.SendKey(KEY_0 + g_Context->Managers.ControlGroup.FindControlGroupIndex(ControlGroupBuildingMain)); _CurState = ProgProduceUnitQueenSelectRandomHatchery; return ProgramResultStillExecuting; } if(_CurState == ProgProduceUnitQueenSelectRandomHatchery) { ActionButtonStateType State; if(!FrameHUD.ActionButtonPresent("Queen", State)) { LogThreadEvent("Queen button not found", LogError); return ProgramResultFail; } if(State != ActionButtonStateNormal) { LogThreadEvent("Queen button in invalid state", LogError); return ProgramResultFail; } if(FrameHUD.SoloPortrait() == NULL) { Vector ValidIndices; for(UINT Index = 0; Index < BubblePortraitCount; Index++) { Texture *CurTexture = FrameHUD.BubblePortraits(Index).Tex; if(CurTexture != NULL && CurTexture->Unit()->SecondaryType == UnitSecondaryBase) { ValidIndices.PushEnd(Index); } } if(ValidIndices.Length() == 0) { LogThreadEvent("No bases 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); } else { Texture *CurTexture = FrameHUD.SoloPortrait(); if(CurTexture->Unit()->SecondaryType != UnitSecondaryBase) { LogThreadEvent("Selected building is not a base", LogError); return ProgramResultFail; } LogThreadEvent("Single base already selected", LogStep); } _CurState = ProgProduceUnitQueenProduce; return ProgramResultStillExecuting; } if(_CurState == ProgProduceUnitQueenProduce) { if(FrameHUD.BuildQueuePresent()) { LogThreadEvent("Build queue already present", LogError); return ProgramResultFail; } ActionButtonStateType State; if(!FrameHUD.ActionButtonPresent("Queen", State)) { LogThreadEvent("Queen button not found", LogError); return ProgramResultFail; } if(State != ActionButtonStateNormal) { LogThreadEvent("Queen button in invalid state", LogError); return ProgramResultFail; } g_Context->Managers.KeyboardMouse.SendKey(KEY_Q); LogThreadEvent("Ordering queen", LogStep); _TimeoutTime = GameTime() + 1.0; _CurState = ProgProduceUnitQueenWaitForQueen; return ProgramResultStillExecuting; } if(_CurState == ProgProduceUnitQueenWaitForQueen) { if(GameTime() > _TimeoutTime) { LogThreadEvent("Timed out waiting for queen", LogError); return ProgramResultFail; } if(FrameHUD.BuildQueueEntryPresent("Queen")) { LogThreadEvent("Queen found", LogDone); g_Context->ReportAction(String("Queen"), RGBColor::Green); g_Context->Managers.Knowledge.RecordUnitInProduction(g_Context->Managers.Database.GetUnitEntry("Queen"), GameTime()); return ProgramResultSuccess; } else { LogThreadEvent("Waiting for queen", LogStep); return ProgramResultStillExecuting; } } HANDLE_CRITICAL_FAILURE; }