// STEP 2: ASSIGN WORKERS TO BUILDINGS WITHOUT THEM
void BuildingManager::assignWorkersToUnassignedBuildings() 
{
	// for each building that doesn't have a builder, assign one
	buildingData.begin(ConstructionData::Unassigned);
	while (buildingData.hasNextBuilding(ConstructionData::Unassigned)) 
	{
		Building & b = buildingData.getNextBuilding(ConstructionData::Unassigned);
		if (debugMode) { BWAPI::Broodwar->printf("Assigning Worker To: %s", b.type.getName().c_str()); }

		// remove all refineries after 3, i don't know why this happens
		if (b.type.isRefinery() && (BWAPI::Broodwar->self()->allUnitCount(b.type) >= 3))
		{
			buildingData.removeCurrentBuilding(ConstructionData::Unassigned);
			break;
		}

        // grab a worker unit from WorkerManager which is closest to this final position
		BWAPI::UnitInterface* workerToAssign = WorkerManager::Instance().getBuilder(b);
        
		// if the worker exists
		if (workerToAssign) 
        {
			//BWAPI::Broodwar->printf("VALID WORKER BEING ASSIGNED: %d", workerToAssign->getID());

			// TODO: special case of terran building whose worker died mid construction
			//       send the right click command to the buildingUnit to resume construction
			//		 skip the buildingsAssigned step and push it back into buildingsUnderConstruction
			
			// set the worker we have assigned
			b.builderUnit = workerToAssign;

			// re-search for a building location with the builder unit ignored for space
            BWAPI::TilePosition testLocation = getBuildingLocation(b);

			// hopefully this will not blow up
			if (!testLocation.isValid())
			{
				continue;
			}

			// set the final position of the building
			b.finalPosition = testLocation;

			// reserve this space
			BuildingPlacer::Instance().reserveTiles(b.finalPosition, b.type.tileWidth(), b.type.tileHeight());

			// this building has now been assigned
			buildingData.addBuilding(ConstructionData::Assigned, b);

			// remove this Building
			buildingData.removeCurrentBuilding(ConstructionData::Unassigned);
		}
	}
}
Exemple #2
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// STEP 2: ASSIGN WORKERS TO BUILDINGS WITHOUT THEM
void BuildingManager::assignWorkersToUnassignedBuildings()
{
	// for each building that doesn't have a builder, assign one
	for (Building & b : _buildings)
	{
		if (b.status != BuildingStatus::Unassigned)
		{
			continue;
		}

		if (_debugMode) { BWAPI::Broodwar->printf("Assigning Worker To: %s", b.type.getName().c_str()); }


		if (createdHatchery && !isCreepStarted() && createdHatcheriesVector.size() >= 1 && startedPool)
		{
			//BWAPI::TilePosition myHatch = createdSunkenVector[0];
			b.builderUnit = sunkenUnit;
		}
		else
		{
			BWAPI::Unit workerToAssign = WorkerManager::Instance().getBuilder(b);

			if (workerToAssign)
			{


				b.builderUnit = workerToAssign;
			}
		}

			//BWAPI::Broodwar->printf("VALID WORKER BEING ASSIGNED: %d", workerToAssign->getID());

			// TODO: special case of terran building whose worker died mid construction
			//       send the right click command to the buildingUnit to resume construction
			//           skip the buildingsAssigned step and push it back into buildingsUnderConstruction


			BWAPI::TilePosition testLocation = getBuildingLocation(b);
			if (!testLocation.isValid())
			{
				continue;
			}

			b.finalPosition = testLocation;

			// reserve this building's space
			BuildingPlacer::Instance().reserveTiles(b.finalPosition, b.type.tileWidth(), b.type.tileHeight());

			b.status = BuildingStatus::Assigned;
		
	}
}
Exemple #3
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// STEP 2: ASSIGN WORKERS TO BUILDINGS WITHOUT THEM
void BuildingManager::assignWorkersToUnassignedBuildings()
{
    // for each building that doesn't have a builder, assign one
    for (Building & b : _buildings)
    {
        if (b.status != BuildingStatus::Unassigned)
        {
            continue;
        }

        if (_debugMode) { BWAPI::Broodwar->printf("Assigning Worker To: %s",b.type.getName().c_str()); }

        // grab a worker unit from WorkerManager which is closest to this final position
        BWAPI::Unit workerToAssign = WorkerManager::Instance().getBuilder(b);

        if (workerToAssign)
        {
            //BWAPI::Broodwar->printf("VALID WORKER BEING ASSIGNED: %d", workerToAssign->getID());

            // TODO: special case of terran building whose worker died mid construction
            //       send the right click command to the buildingUnit to resume construction
            //		 skip the buildingsAssigned step and push it back into buildingsUnderConstruction

            b.builderUnit = workerToAssign;

            BWAPI::TilePosition testLocation = getBuildingLocation(b);
            if (!testLocation.isValid())
            {
                continue;
            }

            b.finalPosition = testLocation;

            // reserve this building's space
            BuildingPlacer::Instance().reserveTiles(b.finalPosition,b.type.tileWidth(),b.type.tileHeight());

            b.status = BuildingStatus::Assigned;
        }
    }
}