Example #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);

}
Example #2
0
/**
  * Counts the barracks constructed or under construction around a command center
  */
int ExampleAIModule::calculateBarracksFromCommandCenter(Unit cmdCenter) {

	//first: count built barracks around the command center
	Position commandCenterPos = cmdCenter->getPosition();
	
	Unitset units = Broodwar->getUnitsInRadius(commandCenterPos, BASE_RADIUS);
	int builtBarracks = 0;
	for ( Unitset::iterator u = units.begin(); u != units.end(); ++u ) {
		if ( u->getType() == UnitTypes::Terran_Barracks && u->isCompleted()) {
			builtBarracks++;
		}
	}
	
	//second: count the SCVs constructing around the command center
	int scheduledForConstruction = 0;
	for(auto scv = scvMap.begin(); scv != scvMap.end(); scv++){
		//if SCV is not constructing the barracks but is moving towards it...
		if(scv->second->state == BUILDING_BARRACKS && Position(scv->second->newBuildingLocation).getApproxDistance(commandCenterPos) < BASE_RADIUS ){
			
			Broodwar->drawCircleMap(scv->second->gameUnit->getPosition(),20,Color(Colors::Cyan));
			scheduledForConstruction++;
		}
	}
	//Broodwar->sendText("%d - %d",builtBarracks,scheduledForConstruction);
	return builtBarracks + scheduledForConstruction;
}
Example #3
0
 Unitset Unitset::getLarva() const
 {
   Unitset retSet;  // the return set
   // Iterate all units in the set
   for ( Unitset::iterator i = this->begin(); i != this->end(); ++i )
     retSet += i->getLarva();
   return retSet;
 }
Example #4
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
}
Example #5
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;
  }
Example #6
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
}
Example #7
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
}
Example #8
0
int main(int argc, const char* argv[])
{
  std::cout << "Connecting..." << std::endl;;
  reconnect();
  while(true)
  {
    std::cout << "waiting to enter match" << std::endl;
    while ( !Broodwar->isInGame() )
    {
      BWAPI::BWAPIClient.update();
      if (!BWAPI::BWAPIClient.isConnected())
      {
        std::cout << "Reconnecting..." << std::endl;;
        reconnect();
      }
    }
    std::cout << "starting match!" << std::endl;
    Broodwar->sendText("Hello world!");
    Broodwar << "The map is " << Broodwar->mapName() << ", a " << Broodwar->getStartLocations().size() << " player map" << std::endl;
    // Enable some cheat flags
    Broodwar->enableFlag(Flag::UserInput);
    // Uncomment to enable complete map information
    //Broodwar->enableFlag(Flag::CompleteMapInformation);
   
    show_bullets=false;
    show_visibility_data=false;

    if (Broodwar->isReplay())
    {
      Broodwar << "The following players are in this replay:" << std::endl;;
      Playerset players = Broodwar->getPlayers();
      for(Playerset::iterator p = players.begin(); p != players.end(); ++p )
      {
        if ( !p->getUnits().empty() && !p->isNeutral() )
          Broodwar << p->getName() << ", playing as " << p->getRace() << std::endl;
      }
    }
    else
    {
      Broodwar << "The match up is " << Broodwar->self()->getRace() << " vs " << Broodwar->enemy()->getRace() << std::endl;

      //send each worker to the mineral field that is closest to it
      Unitset units    = Broodwar->self()->getUnits();
      Unitset minerals  = Broodwar->getMinerals();
      for ( Unitset::iterator i = units.begin(); i != units.end(); ++i )
      {
        if ( i->getType().isWorker() )
        {
          Unit closestMineral = NULL;

          for( Unitset::iterator m = minerals.begin(); m != minerals.end(); ++m )
          {
            if ( !closestMineral || i->getDistance(*m) < i->getDistance(closestMineral))
              closestMineral = *m;
          }
          if ( closestMineral )
            i->rightClick(closestMineral);
        }
        else if ( i->getType().isResourceDepot() )
        {
          //if this is a center, tell it to build the appropiate type of worker
          i->train(Broodwar->self()->getRace().getWorker());
        }
      }
    }
    while(Broodwar->isInGame())
    {
      for(std::list<Event>::const_iterator e = Broodwar->getEvents().begin(); e != Broodwar->getEvents().end(); ++e)
      {
        switch(e->getType())
        {
          case EventType::MatchEnd:
            if (e->isWinner())
              Broodwar << "I won the game" << std::endl;
            else
              Broodwar << "I lost the game" << std::endl;
            break;
          case EventType::SendText:
            if (e->getText()=="/show bullets")
            {
              show_bullets=!show_bullets;
            } else if (e->getText()=="/show players")
            {
              showPlayers();
            } else if (e->getText()=="/show forces")
            {
              showForces();
            } else if (e->getText()=="/show visibility")
            {
              show_visibility_data=!show_visibility_data;
            } 
            else
            {
              Broodwar << "You typed \"" << e->getText() << "\"!" << std::endl;
            }
            break;
          case EventType::ReceiveText:
            Broodwar << e->getPlayer()->getName() << " said \"" << e->getText() << "\"" << std::endl;
            break;
          case EventType::PlayerLeft:
            Broodwar << e->getPlayer()->getName() << " left the game." << std::endl;
            break;
          case EventType::NukeDetect:
            if (e->getPosition()!=Positions::Unknown)
            {
              Broodwar->drawCircleMap(e->getPosition(), 40, Colors::Red, true);
              Broodwar << "Nuclear Launch Detected at " << e->getPosition() << std::endl;
            }
            else
              Broodwar << "Nuclear Launch Detected" << std::endl;
            break;
          case EventType::UnitCreate:
            if (!Broodwar->isReplay())
              Broodwar << "A " << e->getUnit()->getType() << " [" << e->getUnit() << "] has been created at " << e->getUnit()->getPosition() << std::endl;
            else
            {
              // if we are in a replay, then we will print out the build order
              // (just of the buildings, not the units).
              if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false)
              {
                int seconds=Broodwar->getFrameCount()/24;
                int minutes=seconds/60;
                seconds%=60;
                Broodwar->sendText("%.2d:%.2d: %s creates a %s", minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str());
              }
            }
            break;
          case EventType::UnitDestroy:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been destroyed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitMorph:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been morphed at (%d,%d)",e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            else
            {
              // if we are in a replay, then we will print out the build order
              // (just of the buildings, not the units).
              if (e->getUnit()->getType().isBuilding() && e->getUnit()->getPlayer()->isNeutral()==false)
              {
                int seconds=Broodwar->getFrameCount()/24;
                int minutes=seconds/60;
                seconds%=60;
                Broodwar->sendText("%.2d:%.2d: %s morphs a %s" ,minutes, seconds, e->getUnit()->getPlayer()->getName().c_str(), e->getUnit()->getType().c_str());
              }
            }
            break;
          case EventType::UnitShow:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] has been spotted at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitHide:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] was last seen at (%d,%d)", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPosition().x, e->getUnit()->getPosition().y);
            break;
          case EventType::UnitRenegade:
            if (!Broodwar->isReplay())
              Broodwar->sendText("A %s [%x] is now owned by %s", e->getUnit()->getType().c_str(), e->getUnit(), e->getUnit()->getPlayer()->getName().c_str());
            break;
          case EventType::SaveGame:
            Broodwar->sendText("The game was saved to \"%s\".", e->getText().c_str());
            break;
        }
      }

      if (show_bullets)
        drawBullets();

      if (show_visibility_data)
        drawVisibilityData();

      drawStats();
      Broodwar->drawTextScreen(300,0,"FPS: %f",Broodwar->getAverageFPS());

      BWAPI::BWAPIClient.update();
      if (!BWAPI::BWAPIClient.isConnected())
      {
        std::cout << "Reconnecting..." << std::endl;
        reconnect();
      }
    }
    std::cout << "Game ended" << std::endl;
  }
  std::cout << "Press ENTER to continue..." << std::endl;
  std::cin.ignore();
  return 0;
}
Example #9
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());
	}
}
Example #10
0
 ////////////////////////////////////////////////////////// Misc
 void Unitset::setClientInfo(void *clientInfo) const
 {
   // Assign the client info to all units in the set
   for ( Unitset::iterator i = this->begin(); i != this->end(); ++i )
     i->setClientInfo(clientInfo);
 }