Example #1
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 #2
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
}