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CIGHost.cpp
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CIGHost.cpp
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#include "ViZDoom.h"
#include <iostream>
#include <vector>
using namespace vizdoom;
int main(){
std::cout << "\n\nCIG HOST EXAMPLE\n\n";
DoomGame* game = new DoomGame();
// Use CIG example config or Your own.
game->loadConfig("../../scenarios/cig.cfg");
// Select game and map You want to use.
game->setDoomGamePath("../../bin/freedoom2.wad");
//game->setDoomGamePath("../../bin/doom2.wad"); // Not provided with environment due to licences.
game->setDoomMap("map01"); // Limited deathmatch.
//game->setDoomMap("map02"); // Full deathmatch.
// Host game with options that will be used in the competition.
game->addGameArgs("-host 8 " // This machine will function as a host for a multiplayer game with this many players (including this machine). It will wait for other machines to connect using the -join parameter and then start the game when everyone is connected.
"-deathmatch " // Deathmatch rules are used for the game.
"+timelimit 10.0 " // The game (episode) will end after this many minutes have elapsed.
"+sv_forcerespawn 1 " // Players will respawn automatically after they die.
"+sv_noautoaim 1 " // Autoaim is disabled for all players.
"+sv_respawnprotect 1 " // Players will be invulnerable for two second after spawning.
"+sv_spawnfarthest 1 " // Players will be spawned as far as possible from any other players.
"+sv_nocrouch 1 " // Disables crouching.
"+viz_respawn_delay 10 " // Sets delay between respanws (in seconds).
"+viz_nocheat 1"); // Disables depth and labels buffer and the ability to use commands that could interfere with multiplayer game.
// Name your agent and select color
// colors: 0 - green, 1 - gray, 2 - brown, 3 - red, 4 - light gray, 5 - light brown, 6 - light red, 7 - light blue
game->addGameArgs("+name AI +colorset 0");
game->setMode(ASYNC_PLAYER);
game->init();
while(!game->isEpisodeFinished()){ // Play until the game (episode) is over.
GameStatePtr state = game->getState();
// Analyze the state.
std::vector<double> action(game->getAvailableButtonsSize());
// Set your action.
game->makeAction(action);
if(game->isPlayerDead()){ // Check if player is dead
game->respawnPlayer(); // Use this to respawn immediately after death, new state will be available.
}
std::cout << game->getEpisodeTime() << " Frags: " << game->getGameVariable(FRAGCOUNT) << std::endl;
}
game->close();
}