void LurkerManager::assignTargetsOld(const BWAPI::Unitset & targets)
{
	const BWAPI::Unitset & LurkerUnits = getUnits();

	// figure out targets
	BWAPI::Unitset LurkerUnitTargets;
	std::copy_if(targets.begin(), targets.end(), std::inserter(LurkerUnitTargets, LurkerUnitTargets.end()), [](BWAPI::Unit u){ return u->isVisible() && !u->isFlying(); });

	for (auto & LurkerUnit : LurkerUnits)
	{
		/* We don't care what the order is, we just want to attack */
		// if the order is to attack or defend
		//if (order.getType() == SquadOrderTypes::Attack || order.getType() == SquadOrderTypes::Defend)
		//{
			// if there are targets
			//if (!LurkerUnitTargets.empty())
			//{
				// find the best target for this lurker
				BWAPI::Unit target = getTarget(LurkerUnit, LurkerUnitTargets);
				
				if (target && Config::Debug::DrawUnitTargetInfo)
				{
					BWAPI::Broodwar->drawLineMap(LurkerUnit->getPosition(), LurkerUnit->getTargetPosition(), BWAPI::Colors::Purple);
				}

				// burrow and attack it
				if (targetsInRange(LurkerUnit, targets) > 0) {
					LurkerUnit->burrow();
					Micro::SmartAttackUnit(LurkerUnit, target);
				}
				else if (targetsInRange(LurkerUnit,targets) == 0){
					LurkerUnit->unburrow();
					Micro::SmartMove(LurkerUnit, order.getPosition());
				}
				
		}
			// if there are no targets
			//else
			//{
			//	LurkerUnit->unburrow();
				// if we're not near the order position
				//Micro::SmartMove(LurkerUnit, order.getPosition());
			//}
		//}
	//}
}
Beispiel #2
0
// still has bug in it somewhere, use Old version
void RangedManager::assignTargetsNew(const BWAPI::Unitset & targets)
{
	const BWAPI::Unitset & rangedUnits = getUnits();

	// figure out targets
	BWAPI::Unitset rangedUnitTargets;
	std::copy_if(targets.begin(), targets.end(), std::inserter(rangedUnitTargets, rangedUnitTargets.end()), [](BWAPI::Unit u){ return u->isVisible(); });

	BWAPI::Unitset rangedUnitsToAssign(rangedUnits);
	std::map<BWAPI::Unit, int> attackersAssigned;

	for (auto & unit : rangedUnitTargets)
	{
		attackersAssigned[unit] = 0;
	}

	// keep assigning targets while we have attackers and targets remaining
	while (!rangedUnitsToAssign.empty() && !rangedUnitTargets.empty())
	{
		auto attackerAssignment = findClosestUnitPair(rangedUnitsToAssign, rangedUnitTargets);
		BWAPI::Unit & attacker = attackerAssignment.first;
		BWAPI::Unit & target = attackerAssignment.second;

		UAB_ASSERT_WARNING(attacker, "We should have chosen an attacker!");

		if (!attacker)
		{
			break;
		}

		if (!target)
		{
			Micro::SmartAttackMove(attacker, order.getPosition());
			continue;
		}

		if (Config::Micro::KiteWithRangedUnits)
		{
			if (attacker->getType() == BWAPI::UnitTypes::Zerg_Mutalisk || attacker->getType() == BWAPI::UnitTypes::Terran_Vulture)
			{
				Micro::SmartAttackUnit(attacker, target);
			}
			else
			{
				//Micro::MutaDanceTarget(attacker, target);
			}
		}
		else
		{
			Micro::SmartAttackUnit(attacker, target);
		}

		// update the number of units assigned to attack the target we found
		int & assigned = attackersAssigned[attackerAssignment.second];
		assigned++;

		// if it's a small / fast unit and there's more than 2 things attacking it already, don't assign more
		if ((target->getType().isWorker() || target->getType() == BWAPI::UnitTypes::Zerg_Zergling) && (assigned > 2))
		{
			rangedUnitTargets.erase(target);
		}
		// if it's a building and there's more than 10 things assigned to it already, don't assign more
		else if (target->getType().isBuilding() && (assigned > 10))
		{
			rangedUnitTargets.erase(target);
		}

		rangedUnitsToAssign.erase(attacker);
	}

	// if there's no targets left, attack move to the order destination
	if (rangedUnitTargets.empty())
	{
		for (auto & unit : rangedUnitsToAssign)
		{
			if (unit->getDistance(order.getPosition()) > 100)
			{
				// move to it
				Micro::SmartAttackMove(unit, order.getPosition());
			}
		}
	}
}
Beispiel #3
0
std::unordered_map<BWAPI::Unit, BWAPI::Unit> RangedManager::assignEnemy(const BWAPI::Unitset &meleeUnits, BWAPI::Unitset & meleeUnitTargets)
{
	std::unordered_map<BWAPI::Unit, BWAPI::Unit> attacker2target;
	std::vector<PairEdge> edges(meleeUnits.size()*meleeUnitTargets.size());
	int top = 0;
	for (auto &attacker : meleeUnits)
	{
		for (auto &target : meleeUnitTargets)
		{
			if (!target)
				continue;
			edges[top].attacker = attacker;
			edges[top].target = target;
			int groundWeaponRange = attacker->getType().groundWeapon().maxRange();
			edges[top++].distance = -getRealPriority(attacker, target);
		}
	}
	sort(edges.begin(), edges.end());
	sort(edges.begin(), edges.end(), [](PairEdge a, PairEdge b)
	{
		return a.target->getID() <b.target->getID();
	});
	PairEdge dummy;
	dummy.target = nullptr;
	edges.push_back(dummy);
	BWAPI::Unit p = nullptr;
	int sum = 0;
	for (auto idx = edges.begin(); idx!=edges.end(); idx++)
	{
		if (!idx->target)
			continue;
		double Health = (((double)idx->target->getHitPoints() + idx->target->getShields()));
		if (idx->target->getType().size() == BWAPI::UnitSizeTypes::Small)
			Health *= 2;
		if (idx->target->getType().size() == BWAPI::UnitSizeTypes::Medium)
			Health *= 1.5;
		if (p != idx->target)
		{
			sum = 0;
			p = idx->target;			
		}
		else
		{
			sum++;
			//assign at most 7 units attack
			//BWAPI::Broodwar <<( idx->target->getHitPoints()+idx->target->getShields()) / idx->attacker->getType().groundWeapon().damageAmount() << std::endl;
			if (sum>std::min(8, 1+(int)(Health / idx->attacker->getType().groundWeapon().damageAmount())))
			{
				idx->attacker = nullptr;
				if (meleeUnitTargets.find(idx->target) != meleeUnitTargets.end())
					meleeUnitTargets.erase(idx->target);
			}
		}
	}
	int t = 0;
	for (bool halt=false; halt == false; halt = true)
	{
		halt= true;
		auto tmpRangeStart = edges.begin();
		auto maxRangeStart = tmpRangeStart, maxRangeEnd = tmpRangeStart;
		double tmpsum = 0, tmpres = INT_MIN;
		for (auto idx = edges.begin(); idx->target != nullptr; idx++)
		{
			if (attacker2target.find(idx->attacker) != attacker2target.end())
				continue;
			if (idx->target != (idx + 1)->target)
			{
				if (tmpsum > tmpres)
				{
					tmpres = tmpsum;
					maxRangeStart = tmpRangeStart;
					maxRangeEnd = idx + 1;
				}
				tmpsum = 0;
				tmpRangeStart = idx + 1;
			}
			else
				tmpsum += getRealPriority(idx->attacker, idx->target);
		}
		for (auto kdx = maxRangeStart; kdx < maxRangeEnd; kdx++)
		{
			if (attacker2target.find(kdx->attacker) != attacker2target.end())
				continue;
			attacker2target[kdx->attacker] = kdx->target;
			halt = false;
		}
		t++;
	}
	return attacker2target;
}
Beispiel #4
0
void CombatCommander::updateDefenseSquads() 
{
	if (_combatUnits.empty() || BWAPI::Broodwar->self()->allUnitCount(BWAPI::UnitTypes::Terran_Science_Vessel) == 1)
    { 
        return; 
    }
    
    BWTA::BaseLocation * enemyBaseLocation = InformationManager::Instance().getMainBaseLocation(BWAPI::Broodwar->enemy());
    BWTA::Region * enemyRegion = nullptr;
    if (enemyBaseLocation)
    {
        enemyRegion = BWTA::getRegion(enemyBaseLocation->getPosition());
    }

	// for each of our occupied regions
	for (BWTA::Region * myRegion : InformationManager::Instance().getOccupiedRegions(BWAPI::Broodwar->self()))
	{
        // don't defend inside the enemy region, this will end badly when we are stealing gas
        if (myRegion == enemyRegion)
        {
            continue;
        }

		BWAPI::Position regionCenter = myRegion->getCenter();
		if (!regionCenter.isValid())
		{
			continue;
		}

		// start off assuming all enemy units in region are just workers
		int numDefendersPerEnemyUnit = 2;

		// all of the enemy units in this region
		BWAPI::Unitset enemyUnitsInRegion;
        for (auto & unit : BWAPI::Broodwar->enemy()->getUnits())
        {
            // if it's an overlord, don't worry about it for defense, we don't care what they see
            if (unit->getType() == BWAPI::UnitTypes::Zerg_Overlord)
            {
                continue;
            }

            if (BWTA::getRegion(BWAPI::TilePosition(unit->getPosition())) == myRegion)
            {
                enemyUnitsInRegion.insert(unit);
            }
        }

        // we can ignore the first enemy worker in our region since we assume it is a scout
        for (auto & unit : enemyUnitsInRegion)
        {
            if (unit->getType().isWorker())
            {
                enemyUnitsInRegion.erase(unit);
                break;
            }
        }

        int numEnemyFlyingInRegion = std::count_if(enemyUnitsInRegion.begin(), enemyUnitsInRegion.end(), [](BWAPI::Unit u) { return u->isFlying(); });
        int numEnemyGroundInRegion = std::count_if(enemyUnitsInRegion.begin(), enemyUnitsInRegion.end(), [](BWAPI::Unit u) { return !u->isFlying(); });

        std::stringstream squadName;
        squadName << "Base Defense " << regionCenter.x << " " << regionCenter.y; 
        
        // if there's nothing in this region to worry about
        if (enemyUnitsInRegion.empty())
        {
            // if a defense squad for this region exists, remove it
            if (_squadData.squadExists(squadName.str()))
            {
                _squadData.getSquad(squadName.str()).clear();
            }
            
            // and return, nothing to defend here
            continue;
        }
        else 
        {
            // if we don't have a squad assigned to this region already, create one
            if (!_squadData.squadExists(squadName.str()))
            {
                SquadOrder defendRegion(SquadOrderTypes::Defend, regionCenter, 32 * 25, "Defend Region!");
                _squadData.addSquad(squadName.str(), Squad(squadName.str(), defendRegion, BaseDefensePriority));
            }
        }

        // assign units to the squad
        if (_squadData.squadExists(squadName.str()))
        {
            Squad & defenseSquad = _squadData.getSquad(squadName.str());

            // figure out how many units we need on defense
	        int flyingDefendersNeeded = numDefendersPerEnemyUnit * numEnemyFlyingInRegion;
	        int groundDefensersNeeded = numDefendersPerEnemyUnit * numEnemyGroundInRegion;

            updateDefenseSquadUnits(defenseSquad, flyingDefendersNeeded, groundDefensersNeeded);
        }
        else
        {
            UAB_ASSERT_WARNING(false, "Squad should have existed: %s", squadName.str().c_str());
        }
	}

    // for each of our defense squads, if there aren't any enemy units near the position, remove the squad
    std::set<std::string> uselessDefenseSquads;
    for (const auto & kv : _squadData.getSquads())
    {
        const Squad & squad = kv.second;
        const SquadOrder & order = squad.getSquadOrder();

        if (order.getType() != SquadOrderTypes::Defend)
        {
            continue;
        }

        bool enemyUnitInRange = false;
        for (auto & unit : BWAPI::Broodwar->enemy()->getUnits())
        {
            if (unit->getPosition().getDistance(order.getPosition()) < order.getRadius())
            {
                enemyUnitInRange = true;
                break;
            }
        }

        if (!enemyUnitInRange)
        {
            _squadData.getSquad(squad.getName()).clear();
        }
    }
}
void TankManager::executeMicro(const BWAPI::Unitset & targets) 
{
	const BWAPI::Unitset & tanks = getUnits();

	// figure out targets
	BWAPI::Unitset tankTargets;
    std::copy_if(targets.begin(), targets.end(), std::inserter(tankTargets, tankTargets.end()), 
                 [](BWAPI::Unit u){ return u->isVisible() && !u->isFlying(); });
    
    int siegeTankRange = BWAPI::UnitTypes::Terran_Siege_Tank_Siege_Mode.groundWeapon().maxRange() - 32;
    bool haveSiege = BWAPI::Broodwar->self()->hasResearched(BWAPI::TechTypes::Tank_Siege_Mode);



	// for each zealot
	for (auto & tank : tanks)
	{
		// train sub units such as scarabs or interceptors
		//trainSubUnits(rangedUnit);

        bool tankNearChokepoint = false; 
        for (auto & choke : BWTA::getChokepoints())
        {
            if (choke->getCenter().getDistance(tank->getPosition()) < 64)
            {
                tankNearChokepoint = true;
                break;
            }
        }

		// if the order is to attack or defend
		if (order.getType() == SquadOrderTypes::Attack || order.getType() == SquadOrderTypes::Defend) 
        {
			// if there are targets
			if (!tankTargets.empty())
			{
				// find the best target for this zealot
				BWAPI::Unit target = getTarget(tank, tankTargets);

                if (target && Config::Debug::DrawUnitTargetInfo) 
	            {
		            BWAPI::Broodwar->drawLineMap(tank->getPosition(), tank->getTargetPosition(), BWAPI::Colors::Purple);
	            }

                // if we are within siege range, siege up
                if (tank->getDistance(target) < siegeTankRange && tank->canSiege() && !tankNearChokepoint)
                {
                    tank->siege();
                }
                // otherwise unsiege and move in
                else if ((!target || tank->getDistance(target) > siegeTankRange) && tank->canUnsiege())
                {
                    tank->unsiege();
                }


                // if we're in siege mode just attack the target
                if (tank->isSieged())
                {
                    Micro::SmartAttackUnit(tank, target);
                }
                // if we're not in siege mode kite the target
                else
                {
                    Micro::SmartKiteTarget(tank, target);
                }
			}
			// if there are no targets
			else
			{
				// if we're not near the order position
				if (tank->getDistance(order.getPosition()) > 100)
				{
                    if (tank->canUnsiege())
                    {
                        tank->unsiege();
                    }
                    else
                    {
    					// move to it
    					Micro::SmartAttackMove(tank, order.getPosition());
                    }
				}
			}
		}
	}
}