Example #1
0
// UnitType constructor
ActionTypeData::ActionTypeData(BWAPI::UnitType t, const ActionID id) 
	: type                      (UnitType)
	, unit                      (t)
    , raceID                    (GetRaceID(t.getRace()))
	, actionID                  (id)
	, mineralPriceVal           (t.mineralPrice() * Constants::RESOURCE_SCALE)
	, gasPriceVal               (t.gasPrice() * Constants::RESOURCE_SCALE)
	, supplyRequiredVal         (t.supplyRequired())
	, supplyProvidedVal         (t.supplyProvided())
	, buildTimeVal              (t.buildTime())
	, numberProduced            (1)
	, name                      (t.getName())
	, metaName                  (t.getName())
	, building                  (t.isBuilding())
	, worker                    (t.isWorker())
	, refinery                  (t.isRefinery())
	, resourceDepot             (t.isResourceDepot())
	, supplyProvider            (t.supplyProvided() > 0 && !t.isResourceDepot())
	, canProduceBool            (t.isBuilding() && t.canProduce())
	, canAttackBool             (t.canAttack())
	, whatBuildsUnitType        (t.whatBuilds().first)
    , addon                     (t.isAddon())
    , morphed                   (false)
    , reqAddon                  (false)
    , reqAddonID                (0)
{
	if (t == BWAPI::UnitTypes::Zerg_Zergling || t == BWAPI::UnitTypes::Zerg_Scourge)
	{
		numberProduced = 2;
	}

    if (t == BWAPI::UnitTypes::Zerg_Lair ||
        t == BWAPI::UnitTypes::Zerg_Hive ||
        t == BWAPI::UnitTypes::Zerg_Greater_Spire ||
        t == BWAPI::UnitTypes::Zerg_Lurker ||
        t == BWAPI::UnitTypes::Zerg_Guardian ||
        t == BWAPI::UnitTypes::Zerg_Sunken_Colony ||
        t == BWAPI::UnitTypes::Zerg_Spore_Colony)
    {
        morphed = true;
    }

    setShortName();
}
bool BuildingPlacer::tileOverlapsBaseLocation(BWAPI::TilePosition tile, BWAPI::UnitType type) const
{
	// if it's a resource depot we don't care if it overlaps
	if (type.isResourceDepot())
	{
		return false;
	}

	// dimensions of the proposed location
	int tx1 = tile.x;
	int ty1 = tile.y;
	int tx2 = tx1 + type.tileWidth();
	int ty2 = ty1 + type.tileHeight();

	// for each base location
	for (BWTA::BaseLocation * base : BWTA::getBaseLocations())
	{
		// dimensions of the base location
		int bx1 = base->getTilePosition().x;
		int by1 = base->getTilePosition().y;
		int bx2 = bx1 + BWAPI::Broodwar->self()->getRace().getCenter().tileWidth();
		int by2 = by1 + BWAPI::Broodwar->self()->getRace().getCenter().tileHeight();

		// conditions for non-overlap are easy
		bool noOverlap = (tx2 < bx1) || (tx1 > bx2) || (ty2 < by1) || (ty1 > by2);

		// if the reverse is true, return true
		if (!noOverlap)
		{
			return true;
		}
	}

	// otherwise there is no overlap
	return false;
}
Example #3
0
void InformationManager::updateBaseLocationInfo() 
{
	_occupiedRegions[_self].clear();
	_occupiedRegions[_enemy].clear();
		
	// if we haven't found the enemy main base location yet
	if (!_mainBaseLocations[_enemy]) 
	{ 
		// how many start locations have we explored
		int exploredStartLocations = 0;
		bool baseFound = false;

		// an undexplored base location holder
		BWTA::BaseLocation * unexplored = nullptr;

		for (BWTA::BaseLocation * startLocation : BWTA::getStartLocations()) 
		{
			if (isEnemyBuildingInRegion(BWTA::getRegion(startLocation->getTilePosition()))) 
			{
                if (Config::Debug::DrawScoutInfo)
                {
				    BWAPI::Broodwar->printf("Enemy base found by seeing it");
                }

				baseFound = true;
				_mainBaseLocations[_enemy] = startLocation;
				updateOccupiedRegions(BWTA::getRegion(startLocation->getTilePosition()), BWAPI::Broodwar->enemy());
			}

			// if it's explored, increment
			if (BWAPI::Broodwar->isExplored(startLocation->getTilePosition())) 
			{
				exploredStartLocations++;

			// otherwise set the unexplored base
			} 
			else 
			{
				unexplored = startLocation;
			}
		}

		// if we've explored every start location except one, it's the enemy
		if (!baseFound && exploredStartLocations == ((int)BWTA::getStartLocations().size() - 1)) 
		{
            if (Config::Debug::DrawScoutInfo)
            {
                BWAPI::Broodwar->printf("Enemy base found by process of elimination");
            }
			
			_mainBaseLocations[_enemy] = unexplored;
			updateOccupiedRegions(BWTA::getRegion(unexplored->getTilePosition()), BWAPI::Broodwar->enemy());
		}
	// otherwise we do know it, so push it back
	} 
	else 
	{
		updateOccupiedRegions(BWTA::getRegion(_mainBaseLocations[_enemy]->getTilePosition()), BWAPI::Broodwar->enemy());
	}

	// for each enemy unit we know about
	size_t enemyBaseCount = 0;
	size_t enemySunkenCount = 0;
	for (const auto & kv : _unitData[_enemy].getUnits())
	{
		const UnitInfo & ui(kv.second);
		BWAPI::UnitType type = ui.type;

		// if the unit is a building
		if (type.isBuilding()) 
		{
			// update the enemy occupied regions
			updateOccupiedRegions(BWTA::getRegion(BWAPI::TilePosition(ui.lastPosition)), BWAPI::Broodwar->enemy());
		}
		
		if (type.isResourceDepot())
		{
			++enemyBaseCount;
		}

		if (type == BWAPI::UnitTypes::Zerg_Sunken_Colony){
			++enemySunkenCount;
		}

	}
	
	if (_mainBaseLocations[_enemy]){
		if (BWAPI::Broodwar->isExplored(_mainBaseLocations[_enemy]->getTilePosition()) && !_scoutTimer) _scoutTimer = BWAPI::Broodwar->getFrameCount() + 100;
	}
	if (enemyBaseCount > 1 && BWAPI::Broodwar->getFrameCount() < _scoutTimer){
		_enemyExpand = true;
	}


	if (enemySunkenCount > 1){
		Config::Micro::UseSparcraftSimulation = true;
	} 

	// for each of our units
	for (const auto & kv : _unitData[_self].getUnits())
	{
		const UnitInfo & ui(kv.second);
		BWAPI::UnitType type = ui.type;

		// if the unit is a building
		if (type.isBuilding()) 
		{
			// update the enemy occupied regions
			updateOccupiedRegions(BWTA::getRegion(BWAPI::TilePosition(ui.lastPosition)), BWAPI::Broodwar->self());
		}
	}
}
Example #4
0
	// returns an ActionSet of prerequisites for a given action
	ActionSet calculatePrerequisites(StarcraftAction & action)
	{
		ActionSet pre;

		if (DEBUG_StarcraftData) 
		{
			printf("DEBUG: Hello\n");
			printf("DEBUG: %d  \t%s \t%s\n", getAction(action), action.getName().c_str(), actions[getAction(action)].getName().c_str());
		}

		// if it's a UnitType
		if (action.getType() == StarcraftAction::UnitType)
		{
			std::map<BWAPI::UnitType, int> requiredUnits = action.getUnitType().requiredUnits();
			BWAPI::UnitType actionType = action.getUnitType();

			// if it's a protoss building that isn't a Nexus or Assimilator, we need a pylon (indirectly)
			if (actionType.getRace() == BWAPI::Races::Protoss && actionType.isBuilding() && !actionType.isResourceDepot() && 
				!(actionType == BWAPI::UnitTypes::Protoss_Pylon) && !(actionType == BWAPI::UnitTypes::Protoss_Assimilator))
			{
				pre.add(getAction(BWAPI::UnitTypes::Protoss_Pylon));
			}

			// for each of the required UnitTypes
			for (std::map<BWAPI::UnitType, int>::iterator unitIt = requiredUnits.begin(); unitIt != requiredUnits.end(); unitIt++)
			{
				if (DEBUG_StarcraftData) printf("\tPRE: %s\n", unitIt->first.getName().c_str());
	
				BWAPI::UnitType type = unitIt->first;

				// add the action to the ActionSet if it is not a larva
				if (type != BWAPI::UnitTypes::Zerg_Larva)
				{
					//printf("\t\tAdding %s\n", type.getName().c_str());
					pre.add(getAction(type));
				}
			}

			// if there is a TechType required
			if (action.getUnitType().requiredTech() != BWAPI::TechTypes::None)
			{
				if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getUnitType().requiredTech().getName().c_str());

				// add it to the ActionSet
				pre.add(getAction(action.getUnitType().requiredTech()));
			}
		}

		// if it's a TechType
		if (action.getType() == StarcraftAction::TechType)
		{
			if (action.getTechType().whatResearches() != BWAPI::UnitTypes::None)
			{
				if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getTechType().whatResearches().getName().c_str());

				// add what researches it
				pre.add(getAction(action.getTechType().whatResearches()));
			}
		}

		// if it's an UpgradeType
		if (action.getType() == StarcraftAction::UpgradeType)
		{
			if (action.getUpgradeType().whatUpgrades() != BWAPI::UnitTypes::None)
			{
				if (DEBUG_StarcraftData) printf("\tPRE: %s\n", action.getUpgradeType().whatUpgrades().getName().c_str());

				// add what upgrades it
				pre.add(getAction(action.getUpgradeType().whatUpgrades()));
			}
		}

		//printf("Finish Prerequisites\n");
		return pre;
	}