From 590240af68970c9b0229b7795c410c847a842afc Mon Sep 17 00:00:00 2001 From: qfox Date: Thu, 31 Jul 2008 22:57:32 +0000 Subject: [PATCH] Right. Add files before committing... --- documentation/basicbot_framework.lua | 581 +++++++++++++++++++++++++++ documentation/basicbot_front.lua | 268 ++++++++++++ 2 files changed, 849 insertions(+) create mode 100644 documentation/basicbot_framework.lua create mode 100644 documentation/basicbot_front.lua diff --git a/documentation/basicbot_framework.lua b/documentation/basicbot_framework.lua new file mode 100644 index 00000000..d4559b98 --- /dev/null +++ b/documentation/basicbot_framework.lua @@ -0,0 +1,581 @@ +-- LuaBot, concept bot for FCEU and ZSnes and any other emu that has compatible Lua engine +-- qFox, 30 July 2008 +-- version 1.04 + +-- Botscript data following +-- Rom: ROMNAME +-- Comment: COMMENT +-- Version: VERSION + +local function realcount(t) -- accurately count the number of elements of a table, even if they contain nil values. not fast, but accurate. + local n = 0; + for i,_ in pairs(t) do + n = n + 1; + end; + return n; +end; + +local maxvalue = 100; -- always "true", yes, pressed +local minvalue = 0; -- always "false", no, released + +-- the bot kind of works like this function. for every option, a value is requested from the programmer. +-- if that value is higher then a random value 0-99, this function returns true, else false. +-- the idea is that keys are pressed based on a heuristic value. if you want absolute values, simply +-- return values like minvalue or maxvalue, or their syntactic equals yes/no and press/release (to make +-- the sourcecode easier to read). you can use the variable maybe for 50% chance. +-- this function also reduces a lot of calls to random() if the user uses absolute values. +local function rand_if(n) + if (n <= minvalue) then return false; end; + if (n >= maxvalue) then return true; end; + if (n > math.random(minvalue, maxvalue-1)) then return true; end; + return false; +end; + +local loopcounter = 0; -- counts the main loop +local key1 = {}; -- holds the to be pressed keys this frame for player 1 +local key2 = {}; -- holds the to be pressed keys this frame for player 2 +local lastkey1 = {}; -- keys pressed in previous frame for player 1 +local lastkey2 = {}; -- keys pressed in previous frame for player 2 +local frame = 0; -- number of frames (current value is current frame count, incremented at the start of a new frame) +local attempt = 1; -- number of attempts (current value is current attempt, incremented after the end of an attempt) +local segment = 1; -- number of segments (current value is current segment, incremented after the end of a segment) +local okattempts = 0; -- number of successfull attempts (including rollback) +local failattempts = 0; -- number of failed attempts (including rollback) + +local segments = {}; -- table that holds every segment, each segment is another table that consists of the score, ties, savestate (begin of segment), lastkeys, keys pressed, etc. +segments[1] = {}; -- initialize the first segment, we initialize the savestate right after the before code has ran + +-- these dont have to be used, but it makes it easier to control here +local maxframes = 400; +local maxattempts = 200; +local maxsegments = 100; + +local playingbest = false; -- when going to the next segment, we need to play the best segment to record, this indicates when we're doing so +local keyrecording1 = {}; -- every key pressed for player 1 is put in here +local keyrecording2 = {}; -- every key pressed for player 2 is put in here + +-- some constants/macro's/whatever to make source easier to read +local press = maxvalue; +local release = minvalue; +local yes = maxvalue; +local maybe = maxvalue/2; -- 50% +local no = minvalue; + +-- static constants, will be used by the frontend later +local X = 95; +local Y = 30; +local Z = 0; +local P = 0; +local Q = 0; + +local vars = {}; -- variable table. each cell holds a variable. variables are remembered accross segments + +local outputcounter = 0; +local updateevery = 1000; + +-- user defined functions + +local function getScore() -- score of current attempt + local result = no; + -- SCORE + return result; +end; + +local function getTie1() -- tie breaker of current attempt in case score is equal + local result = no; + -- TIE1 + return result; +end; + +local function getTie2() -- second tie breaker + local result = no; + -- TIE2 + return result; +end; + +local function getTie3() -- third tie breaker + local result = no; + -- TIE3 + return result; +end; + +local function getTie4() -- fourth tie breaker + local result = no; + -- TIE4 + return result; +end; + +local function isRunEnd() -- gets called 3x! twice in the main loop (every frame). determines whether the bot should quit. + local result = no; + -- ISRUNEND + return result; +end; + +local function mustRollBack() -- drop back to previous segment? called at the end of a segment + local result = no; + -- MUSTROLLBACK + return result; +end; + +local function isSegmentEnd() -- end of current segment? (usually just x frames or being really stuck (to rollback)) + local result = no; + -- ISSEGMENTEND + return result; +end; + +local function isAttemptOk() -- is current run ok? like, did you die? (then the run is NOT ok... :). return no for no and yes for yes or be left by chance. + local result = yes; + -- ISATTEMPTOK + return result; +end; + +local function isAttemptEnd() -- end of current attempt? (like when you die or reach a goal) + local result = no; + -- ISATTEMPTEND + return result; +end; + +-- the next 2x8 functions determine whether a button should be pressed for player 1 and 2 +-- return yes or no for absolute values, return anything between minvalue and maxvalue +-- to set a chance of pressing that button. + +local function pressKeyA1() + local result = no; + -- bA1 + return result; +end; + +local function pressKeyB1() + local result = no; + -- bB1 + return result; +end; + +local function pressKeyStart1() + local result = no; + -- START1 + return result; +end; + +local function pressKeySelect1() + local result = no; + -- SELECT1 + return result; +end; + +local function pressKeyUp1() + local result = no; + -- UP1 + return result; +end; + +local function pressKeyDown1() + local result = no; + -- DOWN1 + return result; +end; + +local function pressKeyLeft1() + local result = no; + -- LEFT1 + return result; +end; + +local function pressKeyRight1() + local result = no; + -- RIGHT1 + return result; +end; + +local function pressKeyA2() + local result = no; + -- bA2 + return result; +end; + +local function pressKeyB2() + local result = no; + -- bB2 + return result; +end; + +local function pressKeyStart2() + local result = no; + -- START2 + return result; +end; + +local function pressKeySelect2() + local result = no; + -- SELECT2 + return result; +end; + +local function pressKeyUp2() + local result = no; + -- UP2 + return result; +end; + +local function pressKeyDown2() + local result = no; + -- DOWN2 + return result; +end; + +local function pressKeyLeft2() + local result = no; + -- LEFT2 + return result; +end; + +local function pressKeyRight2() + local result = no; + -- RIGHT2 + return result; +end; + +local function pressKeyA3() + local result = no; + -- bA3 + return result; +end; + +local function pressKeyB3() + local result = no; + -- bB3 + return result; +end; + +local function pressKeyStart3() + local result = no; + -- START3 + return result; +end; + +local function pressKeySelect3() + local result = no; + -- SELECT3 + return result; +end; + +local function pressKeyUp3() + local result = no; + -- UP3 + return result; +end; + +local function pressKeyDown3() + local result = no; + -- DOWN3 + return result; +end; + +local function pressKeyLeft3() + local result = no; + -- LEFT3 + return result; +end; + +local function pressKeyRight3() + local result = no; + -- RIGHT3 + return result; +end; + +local function pressKeyA4() + local result = no; + -- bA4 + return result; +end; + +local function pressKeyB4() + local result = no; + -- bB4 + return result; +end; + +local function pressKeyStart4() + local result = no; + -- START4 + return result; +end; + +local function pressKeySelect4() + local result = no; + -- SELECT4 + return result; +end; + +local function pressKeyUp4() + local result = no; + -- UP4 + return result; +end; + +local function pressKeyDown4() + local result = no; + -- DOWN4 + return result; +end; + +local function pressKeyLeft4() + local result = no; + -- LEFT4 + return result; +end; + +local function pressKeyRight4() + local result = no; + -- RIGHT4 + return result; +end; + +-- now follow the "events", one for the start and end of a frame, attempt, segment and whole bot. none of them need to return anything + +local function onStart() -- this code should run before the bot starts, for instance to start the game from power on and get setup the game + -- ONSTART +end; + +local function onFinish() -- code ran after the bot finishes + -- ONFINISH +end; + +local function onSegmentStart() -- code ran after initializing a new segment, before onAttemptStart(). framecount is always one fewer then actual frame! + -- ONSEGMENTSTART +end; + +local function onSegmentEnd() -- code ran after a segment finishes, before cleanup of segment vars + -- ONSEGMENTEND +end; + +local function onAttemptStart() -- code ran after initalizing a new attempt, before onInputStart(). not ran when playing back. framecount is always one fewer then actual frame! + -- ONATTEMPTSTART +end; + +local function onAttemptEnd(wasOk) -- code ran after an attempt ends before cleanup code, argument is boolean true when attempt was ok, boolean false otherwise. not ran when playing back + -- ONATTEMPTEND +end; + +local function onInputStart() -- code ran prior to getting input (keys are empty). not ran when playing back + -- ONINPUTSTART +end; + +local function onInputEnd() -- code ran after getting input (lastkey are still valid) (last function before frame ends, you can still manipulate the input here!). not ran when playing back + -- ONINPUTEND +end; + +-- the bot starts here.. + +onStart(); -- run this code first + +segments[segment].savestate = savestate.create(); -- create anonymous savestate obj for start of first segment +savestate.save(segments[segment].savestate); -- save current state to it, it will be reloaded at the start of each frame +local startkey1 = key1; -- save the last key pressed in the onStart. serves as an anchor for the first segment +local startkey2 = key2; +local startvars = vars; -- save the vars array (it might have been used by the onStart) +lastkey1 = key1; -- to enter the loop... +lastkey2 = key2; +--FCEU.speedmode("maximum"); -- uncomment this line to make the bot run faster ("normal","turbo","maximum") + +onSegmentStart(); +onAttemptStart(); + +collectgarbage(); -- just in case... + +-- This will loops for each frame, at the end of the while +-- the frameadvance is called, causing it to advance +while (rand_if(isRunEnd())) do + loopcounter = loopcounter + 1; -- count the number of botloops + --gui.text(200,10,loopcounter); -- print it on the right side if you want to see the number of total frames + + if (not playingbest and rand_if(isAttemptEnd())) then -- load save state, continue with next attempt (disabled when playing back best) + -- record this attempt as the last attempt + if (not segments[segment].prev) then segments[segment].prev = {}; end; + segments[segment].prev.frames = frame; + segments[segment].prev.attempt = attempt; + segments[segment].prev.score = getScore(); + segments[segment].prev.tie1 = getTie1(); + segments[segment].prev.tie2 = getTie2(); + segments[segment].prev.tie3 = getTie3(); + segments[segment].prev.tie4 = getTie4(); + segments[segment].prev.ok = rand_if(isAttemptOk()); -- this is the check whether this attempt was valid or not. if not, it cannot become the best attempt. + -- update ok/failed attempt counters + if (segments[segment].prev.ok) then + okattempts = okattempts + 1; + onAttemptEnd(true); + else + failattempts = failattempts + 1; + onAttemptEnd(false); + end; + + -- if this attempt was better then the previous one, replace it + -- its a long IF, but all it checks (lazy eval) is whether the current + -- score is better then the previous one, or if its equal and the tie1 + -- is better then the previous tie1 or if the tie1 is equal to the prev + -- etc... for all four ties. Only tie4 actually needs to be better, tie1 + -- through tie3 can be equal as well, as long as the next tie breaks the + -- same tie of the previous attempt :) + if (segments[segment].prev.ok and (not segments[segment].best or (getScore() > segments[segment].best.score or (getScore() == segments[segment].best.score and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and getTie1() > segments[segment].best.tie1)))))))))) then + -- previous attempt was better then current best (or no current best + -- exists), so we (re)place it. + if (not segments[segment].best) then segments[segment].best = {}; end; + segments[segment].best.frames = segments[segment].prev.frames; + segments[segment].best.attempt = segments[segment].prev.attempt; + segments[segment].best.score = segments[segment].prev.score; + segments[segment].best.tie1 = segments[segment].prev.tie1; + segments[segment].best.tie2 = segments[segment].prev.tie2; + segments[segment].best.tie3 = segments[segment].prev.tie3; + segments[segment].best.tie4 = segments[segment].prev.tie4; + segments[segment].best.keys1 = keyrecording1; -- backup the recorded keys + segments[segment].best.keys2 = keyrecording2; -- backup the recorded keys player 2 + segments[segment].best.lastkey1 = lastkey1; -- backup the lastkey + segments[segment].best.lastkey2 = lastkey2; -- backup the lastkey + segments[segment].best.vars = vars; -- backup the vars table + end + + if (rand_if(isSegmentEnd())) then -- the current segment ends, replay the best attempt and continue from there onwards... + onSegmentEnd(); + if (rand_if(mustRollBack())) then -- rollback to previous segment + gui.text(50,50,"Rolling back to segment "..(segment-1)); + segments[segment] = nil; -- remove current segment data + attempt = 0; -- will be incremented in a few lines to be 1 + segment = segment - 1; + segments[segment].best = nil; + segments[segment].prev = nil; + collectgarbage(); -- collect the removed segment please + else + playingbest = true; -- this will start playing back the best attempt in this frame + end; + end; + + -- reset vars + attempt = attempt + 1; + frame = 0; + keyrecording1 = {}; -- reset the recordings :) + keyrecording2 = {}; + -- set lastkey to lastkey of previous segment (or start, if first segment) + -- also set the vars table to the table of the previous segment + if (segment == 1) then + lastkey1 = startkey1; + lastkey1 = startkey1; + vars = startvars; + else + lastkey1 = segments[segment-1].best.lastkey1; + lastkey2 = segments[segment-1].best.lastkey2; + vars = segments[segment-1].best.vars; + end; + -- load the segment savestate to go back to the start of this segment + if (segments[segment].savestate) then -- load segment savestate and try again :) + savestate.load(segments[segment].savestate); + else + fceu.crash(); -- this crashes because fceu is a nil table :) as long as gui.popup() doesnt work... we're crashing because no save state exists..? it should never happen. + end; + + if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop and run in end loop. + + if (not playingbest) then onAttemptStart(); end; -- only call this when not playing back best attempt. has decreased frame counter! + end; -- continues with (new) attempt + + -- increase framecounter _after_ processing attempt-end + frame = frame + 1; -- inrease the frame count (++frame?) + + if (playingbest and segments[segment].best) then -- press keys from memory (if there are any) + gui.text(10,150,"frame "..frame.." of "..segments[segment].best.frames); + if (frame >= segments[segment].best.frames) then -- end of playback, start new segment + playingbest = false; + lastkey1 = segments[segment].best.lastkey1; + lastkey2 = segments[segment].best.lastkey2; + vars = segments[segment].best.vars; + segment = segment + 1; + segments[segment] = {}; + -- create a new savestate for the start of this segment + segments[segment].savestate = savestate.create(); + savestate.save(segments[segment].savestate); + -- reset vars + frame = 0; -- onSegmentStart and onAttemptStart expect this to be one fewer... + attempt = 1; + --key1 = {}; -- i dont think this has to be done just for the two events below. they get reset anyways before input. + --key2 = {}; + keyrecording1 = {}; -- reset recordings :) + keyrecording2 = {}; + -- after this, the next segment starts because playingbest is no longer true + onSegmentStart(); + onAttemptStart(); + frame = 1; -- now set it to 1 + else + key1 = segments[segment].best.keys1[frame]; -- fill keys with that of the best attempt + key2 = segments[segment].best.keys2[frame]; + gui.text(10,10,"Playback best of segment "..segment.."\nFrame: "..frame); + end; + end; + + if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop + -- note this is the middle, this is where an attempt or segment has ended if it would and started if it would! + -- now comes the input part for this frame + + if (not playingbest) then -- when playing best, the keys have been filled above. + -- press keys from bot + gui.text(10,10,"Attempt: "..attempt.." / "..maxattempts.."\nFrame: "..frame.." / "..maxframes); + if (segments[segment] and segments[segment].best and segments[segment].prev) then + gui.text(10,30,"Last score: "..segments[segment].prev.score.." ok="..okattempts..", fail="..failattempts.."\nBest score: "..segments[segment].best.score); + elseif (segments[segment] and segments[segment].prev) then + gui.text(10,30,"Last score: "..segments[segment].prev.score.."\nBest score: none, fails="..failattempts); + end; + gui.text(10,50,"Segment: "..segment); + + key1 = {}; + key2 = {}; + + onInputStart(); + + -- player 1 + if (rand_if(pressKeyUp1()) ) then key1.up = 1; end; + if (rand_if(pressKeyDown1())) then key1.down = 1; end; + if (rand_if(pressKeyLeft1())) then key1.left = 1; end; + if (rand_if(pressKeyRight1())) then key1.right = 1; end; + if (rand_if(pressKeyA1())) then key1.A = 1; end; + if (rand_if(pressKeyB1())) then key1.B = 1; end; + if (rand_if(pressKeySelect1())) then key1.select = 1; end; + if (rand_if(pressKeyStart1())) then key1.start = 1; end; + + -- player 2 + if (rand_if(pressKeyUp2()) ) then key2.up = 1; end; + if (rand_if(pressKeyDown2())) then key2.down = 1; end; + if (rand_if(pressKeyLeft2())) then key2.left = 1; end; + if (rand_if(pressKeyRight2())) then key2.right = 1; end; + if (rand_if(pressKeyA2())) then key2.A = 1; end; + if (rand_if(pressKeyB2())) then key2.B = 1; end; + if (rand_if(pressKeySelect2())) then key2.select = 1; end; + if (rand_if(pressKeyStart2())) then key2.start = 1; end; + + onInputEnd(); + + lastkey1 = key1; + lastkey2 = key2; + + keyrecording1[frame] = key1; -- record these keys + keyrecording2[frame] = key2; -- record these keys + end; + + -- actually set the keys here. + joypad.set(1, key1); + joypad.set(2, key2); + + -- next frame + FCEU.frameadvance(); +end; + +onFinish(); -- allow user cleanup before starting the final botloop + +-- now enter an endless loop displaying the results of this run. +while (true) do + if (segments[segment].best) then gui.text(30,100,"end: max attempt ["..segment.."] had score = "..segments[segment].best.score); + elseif (segment > 1 and segments[segment-1].best) then gui.text(30,100,"end: no best attempt ["..segment.."]\nPrevious best score: "..segments[segment-1].best.score); + else gui.text(30,100,"end: no best attempt ["..segment.."] ..."); end; + FCEU.frameadvance(); +end; + +-- i dont think it ever reaches this place... perhaps it should, or some event or whatever... +segments = nil; +collectgarbage(); -- collect the segment data... anything else is probably not worth it... diff --git a/documentation/basicbot_front.lua b/documentation/basicbot_front.lua new file mode 100644 index 00000000..d798e45c --- /dev/null +++ b/documentation/basicbot_front.lua @@ -0,0 +1,268 @@ +-- BasicBot, a LuaBot frontend +-- qFox, 30 July 2008 +-- version 1.04 (unstable!) + +-- we need iup, so include it here +local iuplua_open = package.loadlib("iuplua51.dll", "iuplua_open"); +iuplua_open(); +local iupcontrolslua_open = package.loadlib("iupluacontrols51.dll", "iupcontrolslua_open"); +iupcontrolslua_open(); + +local botVersion = 1; -- check this version when saving/loading. this will change whenever the botsave-file changes. + +-- callback function to clean up our mess +function emu.OnClose.iuplua() + --iup.Message ("IupMessage", "OnClose!"); + if(emu and emu.OnCloseIup ~= nil) then + emu.OnCloseIup(); + end + iup.Close(); +end + +local handles = {}; -- this table should hold the handle to all dialogs created in lua +local dialogs = 0; -- should be incremented PRIOR to creating a new dialog +-- called by the onclose event +function emu.OnCloseIup() + if (handles) then -- just in case the user was "smart" enough to clear this + local i = 1; + while (handles[i] ~= nil) do -- cycle through all handles, false handles are skipped, nil denotes the end + if (handles[i] and handles[i].destroy) then -- check for the existence of what we need + -- close this dialog + handles[i]:destroy(); + handles[i] = nil; + end; + i = i + 1; + end; + end; +end; + +function createTextareaTab(reftable, tmptable, token, tab, fun, val) -- specific one, at that :) + reftable[token] = iup.multiline{title="Contents",expand="YES", border="YES",value=val}; + tmptable[token] = iup.vbox{iup.label{title="function "..fun.."()\n local result = no;"},reftable[token],iup.label{title=" return result;\nend;"}}; + tmptable[token].tabtitle = tab; +end; +function createTextareaTab2(reftable, tmptable, token, fun, arg) -- specific one, at that :) this one generates no return values + reftable[token] = iup.multiline{title="Contents",expand="YES", border="YES",value=fun}; + if (arg) then + tmptable[token] = iup.vbox{iup.label{title="function "..fun.."(wasOk) -- wasOk (boolean) is true when the attempt was ok\n"},reftable[token],iup.label{title="end;"}}; + else + tmptable[token] = iup.vbox{iup.label{title="function "..fun.."()\n"},reftable[token],iup.label{title="end;"}}; + end; + tmptable[token].tabtitle = fun; +end; + +function createGUI(n) + -- this table will keep the references for easy and fast lookup. + local reftable = {}; + -- this table we wont keep, it holds references to (mostly) cosmetic elements of the dialog + local tmptable = {}; + + -- ok, dont be intimidated by the next eight blocks of code. they basically all say the same! + -- every line creates an element for the gui and sets it up. every block is a tabbed pane and + -- they are all put into another tabbed pane themselves. all references are put into a table + -- paired with the tokens in the basicbot framework. this allows us to easily walk through + -- all the pairs of and replace them in the file, uppon writing. + + reftable.ROMNAME = iup.text{title="rom name", size="300x", value="something_or_the_other.rom"}; + tmptable.ROMNAME = iup.hbox{iup.label{title="Rom name: ", size="50x"}, reftable.ROMNAME, iup.fill{}}; + reftable.COMMENT = iup.text{title="comment", size="300x",value="a botscript for some game"}; + tmptable.COMMENT = iup.hbox{iup.label{title="Comment: ", size="50x"}, reftable.COMMENT, iup.fill{}}; + reftable.VERSION = iup.text{title="version", size="70x",value="1.00"}; + tmptable.VERSION = iup.hbox{iup.label{title="Version: ", size="50x"}, reftable.VERSION, iup.fill{}}; + tmptable.SAVE = iup.button{title="Save contents"}; + -- the callback is set after the dialog is created. we need the references to all controls for saving to work :) + tmptable.LOAD = iup.button{title="Load contents"}; + tmptable.WRITE = iup.button{title="Write bot script"}; + general = iup.vbox{tmptable.ROMNAME,tmptable.COMMENT,tmptable.VERSION,iup.fill{size="5x",},tmptable.SAVE,iup.fill{size="5x",},tmptable.LOAD,iup.fill{size="5x",},tmptable.WRITE,iup.fill{}}; + general.tabtitle = "General"; + + createTextareaTab(reftable, tmptable, "bA1", "A", "isPressedA1", "a1"); + createTextareaTab(reftable, tmptable, "bB1", "B", "isPressedB1", "b1"); + createTextareaTab(reftable, tmptable, "START1", "Start", "isPressedStart1", "start1"); + createTextareaTab(reftable, tmptable, "SELECT1","Select", "isPressedSelect1", "select1"); + createTextareaTab(reftable, tmptable, "UP1", "Up", "isPressedUp1", "up1"); + createTextareaTab(reftable, tmptable, "DOWN1", "Down", "isPressedDown1", "down1"); + createTextareaTab(reftable, tmptable, "LEFT1", "Left", "isPressedLeft1", "left1"); + createTextareaTab(reftable, tmptable, "RIGHT1", "Right", "isPressedRight1", "right1"); + tabs1 = iup.vbox{iup.tabs{tmptable.bA1,tmptable.bB1,tmptable.START1,tmptable.SELECT1,tmptable.UP1,tmptable.DOWN1,tmptable.LEFT1,tmptable.RIGHT1}}; + tabs1.tabtitle = "Player 1"; + + createTextareaTab(reftable, tmptable, "bA2", "A", "isPressedA2", "a2"); + createTextareaTab(reftable, tmptable, "bB2", "B", "isPressedB2", "b2"); + createTextareaTab(reftable, tmptable, "START2", "Start", "isPressedStart2", "start2"); + createTextareaTab(reftable, tmptable, "SELECT2","Select", "isPressedSelect2", "select2"); + createTextareaTab(reftable, tmptable, "UP2", "Up", "isPressedUp2", "up2"); + createTextareaTab(reftable, tmptable, "DOWN2", "Down", "isPressedDown2", "down2"); + createTextareaTab(reftable, tmptable, "LEFT2", "Left", "isPressedLeft2", "left2"); + createTextareaTab(reftable, tmptable, "RIGHT2", "Right", "isPressedRight2", "right2"); + tabs2 = iup.vbox{iup.tabs{tmptable.bA2,tmptable.bB2,tmptable.START2,tmptable.SELECT2,tmptable.UP2,tmptable.DOWN2,tmptable.LEFT2,tmptable.RIGHT2}}; + tabs2.tabtitle = "Player 2"; + + createTextareaTab(reftable, tmptable, "bA3", "A", "isPressedA3", "a3"); + createTextareaTab(reftable, tmptable, "bB3", "B", "isPressedB3", "b3"); + createTextareaTab(reftable, tmptable, "START3", "Start", "isPressedStart3", "start3"); + createTextareaTab(reftable, tmptable, "SELECT3","Select", "isPressedSelect3", "select3"); + createTextareaTab(reftable, tmptable, "UP3", "Up", "isPressedUp3", "up3"); + createTextareaTab(reftable, tmptable, "DOWN3", "Down", "isPressedDown3", "down3"); + createTextareaTab(reftable, tmptable, "LEFT3", "Left", "isPressedLeft3", "left3"); + createTextareaTab(reftable, tmptable, "RIGHT3", "Right", "isPressedRight3", "right3"); + tabs3 = iup.vbox{iup.tabs{tmptable.bA3,tmptable.bB3,tmptable.START3,tmptable.SELECT3,tmptable.UP3,tmptable.DOWN3,tmptable.LEFT3,tmptable.RIGHT3}}; + tabs3.tabtitle = "Player 3"; + + createTextareaTab(reftable, tmptable, "bA4", "A", "isPressedA4", "a4"); + createTextareaTab(reftable, tmptable, "bB4", "B", "isPressedB4", "b4"); + createTextareaTab(reftable, tmptable, "START4", "Start", "isPressedStart4", "start4"); + createTextareaTab(reftable, tmptable, "SELECT4","Select", "isPressedSelect4", "select4"); + createTextareaTab(reftable, tmptable, "UP4", "Up", "isPressedUp4", "up4"); + createTextareaTab(reftable, tmptable, "DOWN4", "Down", "isPressedDown4", "down4"); + createTextareaTab(reftable, tmptable, "LEFT4", "Left", "isPressedLeft4", "left4"); + createTextareaTab(reftable, tmptable, "RIGHT4", "Right", "isPressedRight4", "right4"); + tabs4 = iup.vbox{iup.tabs{tmptable.bA4,tmptable.bB4,tmptable.START4,tmptable.SELECT4,tmptable.UP4,tmptable.DOWN4,tmptable.LEFT4,tmptable.RIGHT4}}; + tabs4.tabtitle = "Player 4"; + + createTextareaTab2(reftable, tmptable, "ONSTART", "onStart", false); + createTextareaTab2(reftable, tmptable, "ONFINISH", "onFinish", false); + createTextareaTab2(reftable, tmptable, "ONSEGMENTSTART","onSegmentStart", false); + createTextareaTab2(reftable, tmptable, "ONSEGMENTEND", "onSegmentEnd", false); + createTextareaTab2(reftable, tmptable, "ONATTEMPTSTART","onAttemptStart", false); + createTextareaTab2(reftable, tmptable, "ONATTEMPTEND", "onAttemptEnd", true); + createTextareaTab2(reftable, tmptable, "ONINPUTSTART", "onInputStart", false); + createTextareaTab2(reftable, tmptable, "ONINPUTEND", "onInputEnd", false); + tabs5 = iup.vbox{iup.tabs{tmptable.ONSTART, tmptable.ONFINISH, tmptable.ONSEGMENTSTART, tmptable.ONSEGMENTEND, tmptable.ONATTEMPTSTART, tmptable.ONATTEMPTEND, tmptable.ONINPUTSTART, tmptable.ONINPUTEND}}; + tabs5.tabtitle = "Events"; + + createTextareaTab(reftable, tmptable, "SCORE", "score", "getScore", "score"); + createTextareaTab(reftable, tmptable, "TIE1", "tie1", "getTie1", "tie1"); + createTextareaTab(reftable, tmptable, "TIE2", "tie2", "getTie2", "tie2"); + createTextareaTab(reftable, tmptable, "TIE3", "tie3", "getTie3", "tie3"); + createTextareaTab(reftable, tmptable, "TIE4", "tie4", "getTie4", "tie4"); + tabs6 = iup.vbox{iup.tabs{tmptable.SCORE,tmptable.TIE1,tmptable.TIE2,tmptable.TIE3,tmptable.TIE4}}; + tabs6.tabtitle = "Score"; + + createTextareaTab(reftable, tmptable, "ISRUNEND", "isRunEnd", "isRunEnd", "isRunEnd"); + createTextareaTab(reftable, tmptable, "MUSTROLLBACK", "mustRollBack", "mustRollBack", "mustRollBack"); + createTextareaTab(reftable, tmptable, "ISSEGMENTEND", "isSegmentEnd", "isSegmentEnd", "isSegmentEnd"); + createTextareaTab(reftable, tmptable, "ISATTEMPTEND", "isAttemptEnd", "isAttemptEnd", "isAttemptEnd"); + createTextareaTab(reftable, tmptable, "ISATTEMPTOK", "isAttemptOk", "isAttemptOk", "isAttemptOk"); + tabs7 = iup.vbox{iup.tabs{tmptable.ISRUNEND,tmptable.MUSTROLLBACK,tmptable.ISSEGMENTEND,tmptable.ISATTEMPTEND,tmptable.ISATTEMPTOK}}; + tabs7.tabtitle = "Selection"; + + playertabs = iup.tabs{general,tabs1,tabs2,tabs3,tabs4,tabs5,tabs6,tabs7,title}; + handles[n] = iup.dialog{playertabs, title="Basic Bot Frontend", size="450x200"} + handles[n]:showxy(iup.CENTER, iup.CENTER) + + -- now set the callback function for the save button. this will use all the references above. + -- these remain ok in the anonymous function by something called "closures". this means that + -- these variables, although local to the scope of the function, will remain their value in + -- the anonymous function. hence we can refer to them and fetch their contents, even though + -- you cant refer to them outside the context of the createGUI function. + tmptable.WRITE.action = + function(self, n) + local file = iup.filedlg{allownew="YES",dialogtype="SAVE",directory="./lua",showhidden="YES",title="Save botfile"}; + file:popup(iup.ANYWHERE,iup.ANYWHERE); + + if (file.value == "NULL") then + iup.Message("An error occurred trying to save your settings"); + return; + elseif (file.status == "-1") then + iup.Message("IupFileDlg","Operation canceled"); + return; + end + + -- ok, file selected, if an error occurred or user canceled, the function already returned, so lets write the bot! + + -- get the framework first. we need it to find the relevant tokens + local fh = assert(io.open("basicbot_framework.lua","r")); + local framework = fh:read("*a"); + fh:close(); + + -- now replace all tokens by gui values + -- this is where the reftable comes in very handy :p + for token,obj in pairs(reftable) do + local st00pid = (reftable[token].value or ""); + framework = string.gsub(framework, "-- "..token, st00pid, 1); -- if nothing was entered, obj.value returns nil (not ""), so we have to make that translation + end; + + -- open the file, if old file, clear it + if (file.status == "1") then + fh = assert(io.open(file.value,"wb")); + else -- (file.status == "0") + fh = assert(io.open(file.value,"w+b")); -- clear file contents + end; + + -- write it + fh:write(framework); + + -- close it (automatically flushed) + fh:close(); + fh = nil; + + iup.Message ("Success", "Bot written to "..file.value.."!"); + end; + tmptable.SAVE.action = + function(self, n) + local file = iup.filedlg{allownew="YES",dialogtype="SAVE",directory="./lua",showhidden="YES",title="Save botfile",extfilter="BasicBot (*.bot)|*.bot|All files (*.*)|*.*|"}; + file:popup(iup.ANYWHERE,iup.ANYWHERE); + + if (file.status == 1) then -- cancel + return; + end; + + -- open the file, if old file, clear it + if (file.status == "1") then + fh = assert(io.open(file.value,"wb")); + else -- (file.status == "0") + fh = assert(io.open(file.value,"w+b")); -- clear file contents + end; + + -- allow us to detect the botfile version (warn the user if it's different?) + fh:write(botVersion.."\n"); + + -- now replace all tokens by gui values + -- this is where the reftable comes in very handy :p + for token,obj in pairs(reftable) do + print("------"); + print(token.." control -> "..tostring(obj)); + print(".value: "..tostring(obj.value)); + local st00pid = obj.value; + if (not st00pid) then st00pid = ""; end; + print(string.len(st00pid)); + fh:write(string.len(st00pid).."\n"); + if (string.len(st00pid) > 0) then fh:write(st00pid); end; + fh:write("\n"); + end; + + fh:close(); + iup.Message ("Success", "Settings saved!"); + end; + tmptable.LOAD.action = + function (self, n) + -- this function currently crashes fceux without notification + -- possibly because offsets are badly calculated, but serves as an example now + local file = iup.filedlg{allownew="NO",dialogtype="OPEN",directory="./lua",showhidden="YES",title="Save botfile",extfilter="BasicBot (*.bot)|*.bot|All files (*.*)|*.*|"}; + file:popup(iup.ANYWHERE,iup.ANYWHERE); + if (file.status == 1) then -- cancel + return; + end; + local nellen = string.len("\n"); -- platform independent + fh = assert(io.open(file.value,"r")); + print("seek: "..fh:seek()); + print("version: "..fh:read("*l")); + print("seek: "..fh:seek()); + if (true) then return; end; + for token,crap in pairs(reftable) do + local len = fh:read("*n"); -- read line (length) + if (not len) then break; end; + fh:seek("set",fh:seek("cur", nellen)); -- remove the aesthetic return + print(len); + reftable[token].value = fh:read(len); + fh:seek("set",fh:seek("cur", nellen)); -- remove the aesthetic return + end; + end; +end; + +dialogs = dialogs + 1; +createGUI(dialogs); +while (true) do + FCEU.frameadvance(); +end; \ No newline at end of file