Ejemplo n.º 1
0
void ExampleAIModule::updateBuildCommandCenter(){

	//if we don't have enough minerals for a CMD center, sets zero incentive
	if (Broodwar->self()->minerals() < UnitTypes::Terran_Command_Center.mineralPrice()){
		buildCommandCenter->setIncentive(0.0f);
		return;
	}

	/*if(buildCommandCenter->getIncentive() > 0) {
		if(scvMap[3] != NULL){
			scvMap[3]->buildCommandCenter(discoveredMinerals, commandCenters);
		}
	}*/


	//for every discovered mineral, check if it is in range of a command center
	for(auto mPos = discoveredMineralPositions.begin(); mPos != discoveredMineralPositions.end(); ++mPos){
		bool reachable = false;
		for(Unitset::iterator cmd = commandCenters.begin(); cmd != commandCenters.end(); ++cmd){
			if (cmd->getPosition().getApproxDistance(*mPos) < BASE_RADIUS){
				reachable = true;
				break;
			}
		}
		if (!reachable){
			buildCommandCenter->setIncentive(0.8f);
			return;
		}
	}

	buildCommandCenter->setIncentive(0);

}
Ejemplo n.º 2
0
void ExampleAIModule::updateTrainSCV(){

	for(Unitset::iterator cmd = commandCenters.begin(); cmd != commandCenters.end(); ++cmd){	
		
		Unitset mineralsAround = Broodwar->getUnitsInRadius(cmd->getPosition(), BASE_RADIUS, Filter::IsMineralField);
		Unitset scvAround = Broodwar->getUnitsInRadius(cmd->getPosition(), BASE_RADIUS, Filter::IsWorker && Filter::IsOwned);

		trainSCVIncentives[*cmd] = max(0.0f, 1.0f - (scvAround.size() / (2.5f * mineralsAround.size())));
		/* from medic-branch
		if(scvMap.size() < 110){
			trainSCVIncentives[*cmd] = max(0.0f, 1.0f - (scvAround.size() / (2.5f * mineralsAround.size())));
		}
		else{
			trainSCVIncentives[*cmd] = 0.0f;
		}*/

	}
	//Broodwar->getu
}
Ejemplo n.º 3
0
  ////////////////////////////////////////////////////////// Position
  Position Unitset::getPosition() const
  {
    // Declare the local position
    Position retPosition(0,0);
    unsigned int validPosCount = 0;

    // Add up the positions for all units in the set
    for ( Unitset::iterator i = this->begin(); i != this->end(); ++i )
    {
      Position pos(i->getPosition());
      if ( pos.isValid() )
      {
        retPosition += pos;
        ++validPosCount;
      }
    }

    // Divides the position by the size of the set and returns it
    retPosition /= validPosCount;
    return retPosition;
  }
Ejemplo n.º 4
0
void ExampleAIModule::updateBuildBarracks(){

	//calculates the number of barracks around the command center
	vector<Task>* newBarracksNeeded = new vector<Task>();

	for (Unitset::iterator c = commandCenters.begin(); c != commandCenters.end(); c++){
		int barracksNumber = calculateBarracksFromCommandCenter(Broodwar->getUnit(c->getID()));
		float incentive =  max(0.0f, 1.0f - barracksNumber/3.0f);

		//sets incentive to ZERO if we have not enough minerals
		if(Broodwar->self()->minerals() < UnitTypes::Terran_Barracks.mineralPrice()){
			incentive = 0.0f;
		}

		//updates the number of barracks around all command centers
		//builtBarracks[*c] = barracksNumber;
		//buildBarracksIncentives[*c] = incentive;

		newBarracksNeeded->push_back(Task(BuildBarracks, incentive, c->getPosition()));
	}

	allTasks[BuildBarracks]->swap(*newBarracksNeeded);
	delete newBarracksNeeded; //hope this doesn't invalidates the barracks
}
Ejemplo n.º 5
0
void ExampleAIModule::onFrame()
{
  // Called once every game frame

  // Display the game frame rate as text in the upper left area of the screen
  Broodwar->drawTextScreen(200, 0,  "FPS: %d", Broodwar->getFPS() );
  Broodwar->drawTextScreen(200, 20, "Average FPS: %f", Broodwar->getAverageFPS() );

  // Return if the game is a replay or is paused
  if ( Broodwar->isReplay() || Broodwar->isPaused() || !Broodwar->self() )
    return;

  // Prevent spamming by only running our onFrame once every number of latency frames.
  // Latency frames are the number of frames before commands are processed.
  if ( Broodwar->getFrameCount() % Broodwar->getLatencyFrames() != 0 )
    return;

  // Iterate through all the units that we own
  Unitset myUnits = Broodwar->self()->getUnits();
  for ( Unitset::iterator u = myUnits.begin(); u != myUnits.end(); ++u )
  {
    // Ignore the unit if it no longer exists
    // Make sure to include this block when handling any Unit pointer!
    if ( !u->exists() )
      continue;

    // Ignore the unit if it has one of the following status ailments
    if ( u->isLockedDown() || u->isMaelstrommed() || u->isStasised() )
      continue;

    // Ignore the unit if it is in one of the following states
    if ( u->isLoaded() || !u->isPowered() || u->isStuck() )
      continue;

    // Ignore the unit if it is incomplete or busy constructing
    if ( !u->isCompleted() || u->isConstructing() )
      continue;


    // Finally make the unit do some stuff!


    // If the unit is a worker unit
    if ( u->getType().isWorker() )
    {
      // if our worker is idle
      if ( u->isIdle() )
      {
        // Order workers carrying a resource to return them to the center,
        // otherwise find a mineral patch to harvest.
        if ( u->isCarryingGas() || u->isCarryingMinerals() )
        {
          u->returnCargo();
        }
        else if ( !u->getPowerUp() )  // The worker cannot harvest anything if it
        {                             // is carrying a powerup such as a flag
          // Harvest from the nearest mineral patch or gas refinery
          if ( !u->gather( u->getClosestUnit( IsMineralField || IsRefinery )) )
          {
            // If the call fails, then print the last error message
            Broodwar << Broodwar->getLastError() << std::endl;
          }

        } // closure: has no powerup
      } // closure: if idle

    }
    else if ( u->getType().isResourceDepot() ) // A resource depot is a Command Center, Nexus, or Hatchery
    {

      // Order the depot to construct more workers! But only when it is idle.
      if ( u->isIdle() && !u->train(u->getType().getRace().getWorker()) )
      {
        // If that fails, draw the error at the location so that you can visibly see what went wrong!
        // However, drawing the error once will only appear for a single frame
        // so create an event that keeps it on the screen for some frames
        Position pos = u->getPosition();
        Error lastErr = Broodwar->getLastError();
        Broodwar->registerEvent([pos,lastErr](Game*){ Broodwar->drawTextMap(pos, "%c%s", Text::White, lastErr.c_str()); },   // action
                                nullptr,    // condition
                                Broodwar->getLatencyFrames());  // frames to run

        // Retrieve the supply provider type in the case that we have run out of supplies
        UnitType supplyProviderType = u->getType().getRace().getSupplyProvider();
        static int lastChecked = 0;

        // If we are supply blocked and haven't tried constructing more recently
        if (  lastErr == Errors::Insufficient_Supply &&
              lastChecked + 400 < Broodwar->getFrameCount() &&
              Broodwar->self()->incompleteUnitCount(supplyProviderType) == 0 )
        {
          lastChecked = Broodwar->getFrameCount();

          // Retrieve a unit that is capable of constructing the supply needed
          Unit supplyBuilder = u->getClosestUnit(  GetType == supplyProviderType.whatBuilds().first &&
                                                    (IsIdle || IsGatheringMinerals) &&
                                                    IsOwned);
          // If a unit was found
          if ( supplyBuilder )
          {
            if ( supplyProviderType.isBuilding() )
            {
			
              TilePosition targetBuildLocation = Broodwar->getBuildLocation(supplyProviderType, supplyBuilder->getTilePosition());
              if ( targetBuildLocation )
              {

                // Register an event that draws the target build location
                Broodwar->registerEvent([targetBuildLocation,supplyProviderType](Game*)
                                        {
                                          Broodwar->drawBoxMap( Position(targetBuildLocation),
                                                                Position(targetBuildLocation + supplyProviderType.tileSize()),
                                                                Colors::Blue);
                                        },
                                        nullptr,  // condition
                                        supplyProviderType.buildTime() + 100 );  // frames to run

                // Order the builder to construct the supply structure
                supplyBuilder->build( supplyProviderType, targetBuildLocation );
              }
            }
            else
            {
              // Train the supply provider (Overlord) if the provider is not a structure
              supplyBuilder->train( supplyProviderType );
            }
          } // closure: supplyBuilder is valid
        } // closure: insufficient supply
      } // closure: failed to train idle unit

    }
   

  } // closure: unit iterator
}
Ejemplo n.º 6
0
void ExampleAIModule::_drawStats(){
	// Display the game frame rate as text in the upper left area of the screen
	Broodwar->drawTextScreen(290, 0,  "FPS: %d", Broodwar->getFPS() );
	Broodwar->drawTextScreen(290, 15, "Average FPS: %f", Broodwar->getAverageFPS() );
	Broodwar->drawTextScreen(290, 30, "Frame count: %d", Broodwar->getFrameCount() );
	Broodwar->drawTextScreen(290, 45, "Time: ~ %dh%dm%ds", Broodwar->elapsedTime() / 3600, Broodwar->elapsedTime() / 60, Broodwar->elapsedTime() % 60);
	_drawExploredStats();

	// display some debug info...
	Broodwar->drawTextScreen(20, 0, "%cSupply Depot incentive = %.3f", 
		Text::White, 
		buildSupplyDepot->getIncentive()
	); 

	//Broodwar->sendText("%d", &allTasks[BuildSupplyDepot]->at(0) == buildSupplyDepot);

	Broodwar->drawTextScreen(20, 15, "%cExplore incentive = %.3f", 
		Text::White, 
		explore->getIncentive()
	);

	Broodwar->drawTextScreen(20, 30, "%c#Marines: %d // #atk tasks: %d // Train incentive = %.3f", 
		Text::White, 
		marines.size(),
		allTasks[Attack]->size(),
		trainMarine->getIncentive()
	);

	Broodwar->drawTextScreen(20, 45, "%c#SCVs: %d // Mine incentive = %.3f", 
		Text::White, 
		scvMap.size(),
		gatherMinerals->getIncentive()
	);

	Broodwar->drawTextScreen(20, 60, "%cBuild CMD center incentive: %.3f", 
		Text::White, 
		buildCommandCenter->getIncentive()
	);

	Broodwar->drawTextScreen(20, 75, "%cRepair tasks: %d", 
		Text::White, 
		allTasks[Repair]->size()
	);

	Broodwar->drawTextScreen(20,90, "%cBrk inc. // SCV inc:", 
		Text::White 
	);

	int yOffset = 0;
	/*for (Unitset::iterator cmd = commandCenters.begin(); cmd != commandCenters.end(); ++cmd){
		Broodwar->drawTextScreen(20,90 + yOffset, "%c%d // %.2f // %.3f", 
			Text::White, builtBarracks[*cmd], buildBarracksIncentives[*cmd], trainSCVIncentives[*cmd]
		);
		yOffset += 15;
	}*/

	for(auto brkTask = allTasks[BuildBarracks]->begin(); brkTask != allTasks[BuildBarracks]->end(); ++brkTask){
		Unit cmdCenterAtPos = Broodwar->getUnitsInRadius(brkTask->getPosition(), 5)[0];
		Broodwar->drawTextScreen(20,105 + yOffset, "%c%.2f // %.3f", 
			Text::White, brkTask->getIncentive(), trainSCVIncentives[cmdCenterAtPos]
		);
		yOffset += 15;
	}

	//draws the command center 'radius'
	for (Unitset::iterator c = commandCenters.begin(); c != commandCenters.end(); ++c){
		Position commandCenterPos = c->getPosition();
		//Unitset units = Broodwar->getUnitsInRadius(commandCenterPos, BASE_RADIUS*TILE_SIZE);
		Broodwar->drawCircleMap(commandCenterPos, BASE_RADIUS, Color(Colors::Blue));
	}

	//draws a circle around the minerals
	Unitset minerals = Broodwar->getMinerals();
	for (Unitset::iterator m = minerals.begin(); m != minerals.end(); ++m){
		if (m->getType().isMineralField()) {
			Broodwar->drawCircleMap(m->getPosition(), m->getType().dimensionLeft(),Color(Colors::Blue));
		}
	}

	//writes info under SCVS
	for(auto s = scvMap.begin(); s != scvMap.end(); s++){
		Broodwar->drawTextMap(s->second->getUnit()->getPosition(), "ID[%d]", s->second->unitId);
	}

	//writes info under marines
	for(auto m = marines.begin(); m != marines.end(); m++){
		Broodwar->drawTextMap(m->second->gameUnit->getPosition(), "ID[%d]", m->second->gameUnit->getID());
	}

	//writes debug info under marines
	/*for(auto m = marines.begin(); m != marines.end(); ++m){
		MarineAgent* mar = m->second;
		Broodwar->drawTextMap(mar->gameUnit->getPosition(),"%d,%d", mar->gameUnit->getPosition().x, mar->gameUnit->getPosition().y);
	}*/

	//draws circles around Attack targets
	for(auto task = allTasks[Attack]->begin(); task != allTasks[Attack]->end(); task++){
		Broodwar->drawCircleMap(task->getPosition(), UnitTypes::Terran_Marine.groundWeapon().maxRange(), Color(Colors::Red));
	}

	//draws info under the buildings
	Unitset all = Broodwar->self()->getUnits();
	for(auto bldg = all.begin(); bldg != all.end(); bldg++){
		if( ! bldg->getType().isBuilding()){
			continue;
		}
		string stat = "";
		if(bldg->isBeingConstructed()){
			stat = "Men at work";
		}
		else if (!bldg->isCompleted()) {
			stat = "HALTED!";
		}

		Broodwar->drawTextMap(bldg->getPosition(), stat.c_str());
	}
}