void UnitMng::move() { BWAPI::Position* currentPosition= new BWAPI::Position((this->conUnit)->getPosition()); BWAPI::Position *movePosition; int updown=128*(outputs[3]-0.5); int leftright=128*(outputs[4]-0.5); movePosition= new BWAPI::Position((currentPosition->x() + updown),(currentPosition->y()+leftright)); movePosition->makeValid(); this->conUnit->move(*movePosition); }
void WraithManagerExt::executeMicro(const UnitVector & targets) { const UnitVector & selectedUnits = getUnits(); _noTurretTargetsNo = 0; // figure out targets UnitVector selectedUnitTargets; for (size_t i(0); i<targets.size(); i++) { // conditions for targeting if (targets[i]->isVisible()) { selectedUnitTargets.push_back(targets[i]); if (!isTurret(targets[i])) { _noTurretTargetsNo++; } } } setAverageEnemyPosition(selectedUnitTargets); // For each unit BOOST_FOREACH(BWAPI::Unit * selectedUnit, selectedUnits) { // Adjust cloak to the situation manageCloak(selectedUnit, selectedUnitTargets); // if the order is to attack or defend if (order.type == order.Attack || order.type == order.Defend) { // if there are targets if (!selectedUnitTargets.empty()) { // find the best target for this unit BWAPI::Unit * target = getTarget(selectedUnit, selectedUnitTargets); // attack it kiteTarget(selectedUnit, target); } // if there are no targets else { // if we're not near the order position if (selectedUnit->getDistance(order.position) > 100) { // move to it // Border movement BWAPI::Position movePosition; if (order.type == SquadOrder::Attack && (StrategyManager::Instance().getCurrentStrategy() == StrategyManager::Instance().TerranWraithRush1Port)) { movePosition = UnitManagerExt::Instance().getMovePosition(selectedUnit); } else { movePosition = order.position; } // eof Border movement if (!movePosition.isValid()) { movePosition.makeValid(); } smartAttackMove(selectedUnit, movePosition); } } } if (Options::Debug::DRAW_UALBERTABOT_DEBUG) { BWAPI::Broodwar->drawLineMap(selectedUnit->getPosition().x(), selectedUnit->getPosition().y(), selectedUnit->getTargetPosition().x(), selectedUnit->getTargetPosition().y(), Options::Debug::COLOR_LINE_TARGET); } }