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loadout.go
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package main
import (
"errors"
"os"
"path/filepath"
"github.com/BurntSushi/toml"
rlbot "github.com/RLBot/go-interface"
"github.com/RLBot/go-interface/flat"
)
func (a *App) SaveLoadoutToFile(basePath string, loadoutFile string, loadout LoadoutConfig) error {
baseDir := filepath.Dir(basePath)
fullPath := filepath.Join(baseDir, loadoutFile)
file, err := os.Create(fullPath)
if err != nil {
return err
}
defer file.Close()
fileContents, err := toml.Marshal(loadout)
if err != nil {
return err
}
_, err = file.Write(fileContents)
return err
}
type LoadoutPreviewOptions struct {
Map string `json:"map"`
Loadout TeamLoadoutConfig `json:"loadout"`
Team uint32 `json:"team"`
Launcher string `json:"launcher"`
LauncherArg string `json:"launcherArg"`
}
func (options LoadoutPreviewOptions) GetPreviewMatch(existingMatchBehavior flat.ExistingMatchBehavior) (*flat.MatchConfigurationT, error) {
loadout := options.Loadout.ToPlayerLoadout()
playerConfigs := []*flat.PlayerConfigurationT{
{
Variety: &flat.PlayerClassT{
Type: flat.PlayerClassCustomBot,
Value: &flat.CustomBotT{},
},
Name: "Showcase",
AgentId: "gui/loadout-preview",
Team: options.Team,
RootDir: "",
RunCommand: "",
Loadout: loadout,
SpawnId: 0,
Hivemind: false,
},
}
var launcher flat.Launcher
switch options.Launcher {
case "steam":
launcher = flat.LauncherSteam
case "epic":
launcher = flat.LauncherEpic
case "custom":
launcher = flat.LauncherCustom
case "nolaunch":
launcher = flat.LauncherNoLaunch
default:
return nil, errors.New("no launcher specified")
}
return &flat.MatchConfigurationT{
AutoStartAgents: false,
WaitForAgents: false,
GameMapUpk: options.Map,
PlayerConfigurations: playerConfigs,
ScriptConfigurations: []*flat.ScriptConfigurationT{},
GameMode: flat.GameModeSoccer,
Mutators: &flat.MutatorSettingsT{
MatchLength: flat.MatchLengthMutatorUnlimited,
BoostAmount: flat.BoostAmountMutatorUnlimitedBoost,
},
Freeplay: false,
EnableRendering: false,
EnableStateSetting: true,
InstantStart: true,
SkipReplays: true,
AutoSaveReplay: false,
Launcher: launcher,
LauncherArg: options.LauncherArg,
ExistingMatchBehavior: existingMatchBehavior,
}, nil
}
func (a *App) LaunchPreviewLoadout(options LoadoutPreviewOptions, existingMatchBehavior flat.ExistingMatchBehavior) error {
conn, err := rlbot.Connect(a.rlbot_address)
if err != nil {
return err
}
match, err := options.GetPreviewMatch(existingMatchBehavior)
if err != nil {
return err
}
conn.SendPacket(match)
conn.SendPacket(nil)
return nil
}
func (a *App) SetLoadout(options LoadoutPreviewOptions) error {
conn, err := rlbot.Connect(a.rlbot_address)
if err != nil {
return err
}
conn.SendPacket(&flat.ConnectionSettingsT{
AgentId: "",
WantsBallPredictions: false,
WantsComms: false,
CloseBetweenMatches: false,
})
conn.SendPacket(&flat.InitCompleteT{})
// wait for GamePacket
var gamePacket *flat.GamePacketT
for gamePacket == nil {
packet, err := conn.RecvPacket()
if err != nil {
return err
}
switch packet := packet.(type) {
case *flat.GamePacketT:
gamePacket = packet
}
}
// if the match is over, launch a new match
isMatchOver := gamePacket.MatchInfo.MatchPhase == flat.MatchPhaseEnded || gamePacket.MatchInfo.MatchPhase == flat.MatchPhaseInactive
// ensure the player is a custom bot
isPlayerBot := len(gamePacket.Players) == 1 && gamePacket.Players[0].IsBot
// ensure unlimited time
isUnlimitedTime := gamePacket.MatchInfo.IsUnlimitedTime
if isMatchOver || !isPlayerBot || !isUnlimitedTime {
match, err := options.GetPreviewMatch(flat.ExistingMatchBehaviorRestart)
if err != nil {
return err
}
conn.SendPacket(match)
conn.SendPacket(nil)
return nil
}
// ensure the player is on the correct team
if gamePacket.Players[0].Team != options.Team {
match, err := options.GetPreviewMatch(flat.ExistingMatchBehaviorContinueAndSpawn)
if err != nil {
return err
}
conn.SendPacket(match)
conn.SendPacket(nil)
return nil
}
conn.SendPacket(&flat.SetLoadoutT{
Index: 0,
Loadout: options.Loadout.ToPlayerLoadout(),
})
conn.SendPacket(nil)
return nil
}
func WaitForLoadoutMatchReady(conn *rlbot.RLBotConnection, team uint32) (*flat.GamePacketT, error) {
// wait for the correct match to start
var gamePacket *flat.GamePacketT
var matchConfig *flat.MatchConfigurationT
for matchConfig == nil || gamePacket == nil || len(matchConfig.PlayerConfigurations) != 1 || matchConfig.PlayerConfigurations[0].Team != team || matchConfig.PlayerConfigurations[0].Name != "Showcase" {
packet, err := conn.RecvPacket()
if err != nil {
return nil, err
}
switch packet := packet.(type) {
case *flat.MatchConfigurationT:
matchConfig = packet
case *flat.GamePacketT:
gamePacket = packet
}
}
// while the match isn't active or the car is on the wrong team
for !(gamePacket.MatchInfo.MatchPhase == flat.MatchPhaseActive || gamePacket.MatchInfo.MatchPhase == flat.MatchPhaseKickoff) || len(gamePacket.Players) != 1 || gamePacket.Players[0].Team != team {
packet, err := conn.RecvPacket()
if err != nil {
return nil, err
}
switch packet := packet.(type) {
case *flat.GamePacketT:
gamePacket = packet
}
}
return gamePacket, nil
}
func (a *App) StaticSetter(team uint32) error {
conn, err := rlbot.Connect(a.rlbot_address)
if err != nil {
return err
}
conn.SendPacket(&flat.ConnectionSettingsT{
AgentId: "",
WantsBallPredictions: false,
WantsComms: false,
CloseBetweenMatches: true,
})
conn.SendPacket(&flat.InitCompleteT{})
_, err = WaitForLoadoutMatchReady(&conn, team)
if err != nil {
return err
}
gameState := flat.DesiredGameStateT{
CarStates: []*flat.DesiredCarStateT{
{
Physics: &flat.DesiredPhysicsT{
Location: Vector3P(0, 0, 20),
Rotation: RotatorP(0, 0, 0),
Velocity: Vector3P(0, 0, 0),
AngularVelocity: Vector3P(0, 0, 0),
},
},
},
}
for {
packet, err := conn.RecvPacket()
if err != nil {
return err
}
switch packet.(type) {
case nil:
return nil
case *flat.GamePacketT:
conn.SendPacket(&gameState)
}
}
}
func (a *App) SetShowcaseType(showcaseType string, team uint32) error {
conn, err := rlbot.Connect(a.rlbot_address)
if err != nil {
return err
}
conn.SendPacket(&flat.ConnectionSettingsT{
AgentId: "",
WantsBallPredictions: false,
WantsComms: false,
CloseBetweenMatches: false,
})
conn.SendPacket(&flat.InitCompleteT{})
gamePacket, err := WaitForLoadoutMatchReady(&conn, team)
if err != nil {
return err
}
ball := flat.DesiredPhysicsT{
Location: Vector3P(0, 0, -100),
Velocity: Vector3P(0, 0, 0),
AngularVelocity: Vector3P(0, 0, 0),
}
car := flat.DesiredPhysicsT{
Location: Vector3P(0, 0, 20),
Rotation: RotatorP(0, 0, 0),
Velocity: Vector3P(0, 0, 0),
AngularVelocity: Vector3P(0, 0, 0),
}
controller := flat.ControllerStateT{}
var teamSign float32
if gamePacket.Players[0].Team == 0 {
teamSign = -1
} else {
teamSign = 1
}
// set initial game state
switch showcaseType {
case "static":
controller.Boost = true
go a.StaticSetter(team)
case "boost":
controller.Boost = true
controller.Steer = 1
car.Location.Y = Float(-1140)
car.Velocity.X = Float(2300)
car.AngularVelocity.Z = Float(3.5)
case "throttle":
controller.Throttle = 1
controller.Steer = 0.56
car.Location.Y = Float(-1140)
car.Velocity.X = Float(1410)
car.AngularVelocity.Z = Float(1.5)
case "back-center-kickoff":
car.Location.Y = Float(4608 * teamSign)
car.Rotation.Yaw = Float(-0.5 * 3.14159 * teamSign)
case "goal-explosion":
car.Location.Y = Float(-2000 * teamSign)
car.Rotation.Yaw = Float(-0.5 * 3.14159 * teamSign)
car.Velocity.Y = Float(-2300 * teamSign)
ball.Location = Vector3P(0, -3500*teamSign, 93)
}
conn.SendPacket(&flat.DesiredGameStateT{
CarStates: []*flat.DesiredCarStateT{
{
Physics: &car,
},
},
BallStates: []*flat.DesiredBallStateT{
{
Physics: &ball,
},
},
})
conn.SendPacket(&flat.PlayerInputT{
PlayerIndex: 0,
ControllerState: &controller,
})
conn.SendPacket(nil)
return nil
}
func Float(x float32) *flat.FloatT {
return &flat.FloatT{Val: x}
}
func Vector3P(x, y, z float32) *flat.Vector3PartialT {
return &flat.Vector3PartialT{
X: Float(x),
Y: Float(y),
Z: Float(z),
}
}
func RotatorP(p, y, r float32) *flat.RotatorPartialT {
return &flat.RotatorPartialT{
Pitch: Float(p),
Yaw: Float(y),
Roll: Float(r),
}
}