Esempio n. 1
0
void Commander::computeActionsBase()
{
	checkBuildplan();

	//Dont call too often
	int cFrame = Broodwar->getFrameCount();
	if (cFrame - lastCallFrame < 10)
	{
		return;
	}
	lastCallFrame = cFrame;

	//Check if we shall launch an attack
	if (currentState == DEFEND)
	{
		if (shallEngage())
		{
			forceAttack();
		}
	}

	//Check if we shall go back to defend
	if (currentState == ATTACK)
	{
		bool activeFound = false;
		for (int i = 0; i < (int)squads.size(); i++)
		{
			if (squads.at(i)->isRequired() && squads.at(i)->isActive())
			{
				activeFound = true;
			}
		}

		//No active required squads found.
		//Go back to defend.
		if (!activeFound)
		{
			currentState = DEFEND;
			TilePosition defSpot = findChokePoint();
			for (int i = 0; i < (int)squads.size(); i++)
			{
				squads.at(i)->setGoal(defSpot);
			}
		}
	}

	if (currentState == DEFEND)
	{
		//Check if we need to attack/kite enemy workers in the base
		checkWorkersAttack(AgentManager::getInstance()->getClosestBase(Broodwar->self()->getStartLocation()));

		TilePosition defSpot = findChokePoint();
		for (int i = 0; i < (int)squads.size(); i++)
		{
			if (!squads.at(i)->hasGoal())
			{
				if (defSpot.x() != -1)
				{
					squads.at(i)->defend(defSpot);
				}
			}
		}
	}

	if (currentState == ATTACK)
	{
		for (int i = 0; i < (int)squads.size(); i++)
		{
			if (squads.at(i)->isOffensive())
			{
				if (!squads.at(i)->hasGoal())
				{
					TilePosition closeEnemy = getClosestEnemyBuilding(TilePosition(squads.at(i)->getCenter()));
					if (closeEnemy.x() >= 0)
					{
						squads.at(i)->attack(closeEnemy);
					}
				}
			}
			else
			{
				TilePosition defSpot = findChokePoint();
				if (defSpot.x() != -1)
				{
					squads.at(i)->defend(defSpot);
				}
			}
		}
	}
	
	//Check if there are obstacles we can remove. Needed for some
	//strange maps.
	if (Broodwar->getFrameCount() % 150 == 0)
	{
		checkRemovableObstacles();
	}

	//Compute Squad actions.
	int st = (int)GetTickCount();
	int et = 0;
	int elapsed = 0;

	for(int i = 0; i < (int)squads.size(); i++)
	{
		et = (int)GetTickCount();
		elapsed = et - st;
		if (elapsed >= 30)
		{
			return;
		}
		squads.at(i)->computeActions();
	}

	//Check if any own buildings is under attack, if so try to assist them
	vector<BaseAgent*> agents = AgentManager::getInstance()->getAgents();
	for (int i = 0; i < (int)agents.size(); i++)
	{
		BaseAgent* agent = agents.at(i);
		if (!agent->getUnit()->isLoaded())
		{
			if (agent->isAlive() && agent->isBuilding() && agent->isUnderAttack())
			{
				assistBuilding(agent);
			}
			if (agent->isAlive() && agent->isWorker() && agent->isUnderAttack())
			{
				assistWorker(agent);
			}
		}
	}

	//Attack if we have filled all supply spots
	if (currentState == DEFEND)
	{
		int supplyUsed = Broodwar->self()->supplyUsed() / 2;
		if (supplyUsed >= 198)
		{
			forceAttack();
		}
	}

	//Terran only: Check for repairs and finish unfinished buildings
	if (Constructor::isTerran())
	{
		//Check if there are unfinished buildings we need
		//to complete.
		checkUnfinishedBuildings();
	}

	//Check for units not belonging to a squad
	checkNoSquadUnits();
}
Esempio n. 2
0
void Commander::computeActionsBase()
{
	checkBuildplan();

	//Dont call too often
	int cFrame = Broodwar->getFrameCount();
	if (cFrame - lastCallFrame < 5)
	{
		return;
	}
	lastCallFrame = cFrame;

	//See if we need to assist a base or worker that is under attack
	if (assistBuilding()) return;
	if (assistWorker()) return;

	//Check if we shall launch an attack
	if (currentState == DEFEND)
	{
		if (shallEngage())
		{
			forceAttack();
		}
	}

	//Check if we shall go back to defend
	if (currentState == ATTACK)
	{
		bool activeFound = false;
		for (Squad* s : squads)
		{
			if (s->isRequired() && s->isActive())
			{
				activeFound = true;
			}
		}

		//No active required squads found.
		//Go back to defend.
		if (!activeFound)
		{
			currentState = DEFEND;
			TilePosition defSpot = findChokePoint();
			for (Squad* s : squads)
			{
				s->setGoal(defSpot);
			}
		}
	}

	if (currentState == DEFEND)
	{
		//Check if we need to attack/kite enemy workers in the base
		checkWorkersAttack(AgentManager::getInstance()->getClosestBase(Broodwar->self()->getStartLocation()));

		TilePosition defSpot = findChokePoint();
		for (Squad* s : squads)
		{
			if (!s->hasGoal())
			{
				if (defSpot.x != -1)
				{
					s->defend(defSpot);
				}
			}
		}
	}

	if (currentState == ATTACK)
	{
		for (Squad* s : squads)
		{
			if (s->isOffensive())
			{
				if (!s->hasGoal() && s->isActive())
				{
					TilePosition toAttack = findAttackPosition();
					if (toAttack.x >= 0)
					{
						s->attack(toAttack);
					}
				}
			}
			else
			{
				TilePosition defSpot = findChokePoint();
				if (defSpot.x != -1)
				{
					s->defend(defSpot);
				}
			}
		}
	}

	//Compute Squad actions.
	for(auto &sq : squads)
	{
		sq->computeActions();
	}

	//Attack if we have filled all supply spots
	if (currentState == DEFEND)
	{
		int supplyUsed = Broodwar->self()->supplyUsed() / 2;
		if (supplyUsed >= 198)
		{
			forceAttack();
		}
	}

	//Check if there are obstacles we can remove. Needed for some maps.
	checkRemovableObstacles();

	//Terran only: Check for repairs and finish unfinished buildings
	if (Constructor::isTerran())
	{
		//Check if there are unfinished buildings we need
		//to complete.
		checkDamagedBuildings();
	}

	//Check for units not belonging to a squad
	checkNoSquadUnits();
}